From 9cceea48f31bdeea1c2933a1f64a74b60b80f17a Mon Sep 17 00:00:00 2001 From: Anghelo Carvajal Date: Sat, 2 Sep 2023 15:16:45 -0400 Subject: [PATCH] Documentation pass for the Target system (#1281) * cleanup * import bss * sActorHiliteMtx * some cleanups on func_800BB604 * Actor_IsInTargetableRange * rematch func_800BB604 Co-authored-by: engineer124 * Name ACTOR_FLAG_UNFRIENDLY and ACTOR_FLAG_FRIENDLY * Rename some Target_ functions * cleanusp * TargetMode enum * Target_800B82EC * sNaming * more * more naming * fairyHintPos * rotation * ACTOR_FLAG_TARGETABLE * update namefixer * remove trailing comma * bss * Wall of text for Target_800BB604 * function naming * cleanups * Target_GetAdjustedDistSq * NotLeash * more comments * minor comment * review * fix * rotZTick * review * name last members * fix * review * review * more namefixer * swap members * comment * Update src/code/z_actor.c Co-authored-by: Derek Hensley * Update src/code/z_actor.c Co-authored-by: Derek Hensley * review * format * Update src/code/z_actor.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update include/z64actor.h Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review * review * fix * fix --------- Co-authored-by: engineer124 Co-authored-by: Derek Hensley Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> --- docs/STYLE.md | 2 +- include/functions.h | 6 +- include/variables.h | 14 - include/z64actor.h | 76 +- include/z64player.h | 2 +- spec | 1 - src/code/z_actor.c | 821 ++++++++++-------- src/code/z_en_a_keep.c | 4 +- src/code/z_en_hy_code.c | 4 +- src/code/z_parameter.c | 2 +- src/code/z_player_call.c | 6 +- src/code/z_player_lib.c | 11 +- src/code/z_sub_s.c | 2 +- .../actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c | 8 +- src/overlays/actors/ovl_Boss_01/z_boss_01.c | 2 +- src/overlays/actors/ovl_Boss_02/z_boss_02.c | 18 +- src/overlays/actors/ovl_Boss_03/z_boss_03.c | 14 +- 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.../ovl_En_Stop_heishi/z_en_stop_heishi.c | 4 +- .../actors/ovl_En_Suttari/z_en_suttari.c | 28 +- src/overlays/actors/ovl_En_Sw/z_en_sw.c | 8 +- .../ovl_En_Syateki_Man/z_en_syateki_man.c | 4 +- src/overlays/actors/ovl_En_Tab/z_en_tab.c | 10 +- .../actors/ovl_En_Takaraya/z_en_takaraya.c | 4 +- src/overlays/actors/ovl_En_Talk/z_en_talk.c | 6 +- .../ovl_En_Talk_Gibud/z_en_talk_gibud.c | 26 +- .../actors/ovl_En_Tanron1/z_en_tanron1.c | 4 +- .../actors/ovl_En_Tanron2/z_en_tanron2.c | 20 +- .../actors/ovl_En_Tanron3/z_en_tanron3.c | 4 +- .../actors/ovl_En_Tanron4/z_en_tanron4.c | 2 +- .../actors/ovl_En_Tanron6/z_en_tanron6.c | 4 +- src/overlays/actors/ovl_En_Test3/z_en_test3.c | 20 +- src/overlays/actors/ovl_En_Tg/z_en_tg.c | 2 +- .../actors/ovl_En_Thiefbird/z_en_thiefbird.c | 7 +- .../actors/ovl_En_Time_Tag/z_en_time_tag.c | 2 +- src/overlays/actors/ovl_En_Tite/z_en_tite.c | 12 +- src/overlays/actors/ovl_En_Tk/z_en_tk.c | 14 +- src/overlays/actors/ovl_En_Toto/z_en_toto.c | 4 +- src/overlays/actors/ovl_En_Trt/z_en_trt.c | 4 +- src/overlays/actors/ovl_En_Trt2/z_en_trt2.c | 10 +- src/overlays/actors/ovl_En_Tru/z_en_tru.c | 6 +- .../actors/ovl_En_Tru_Mt/z_en_tru_mt.c | 4 +- src/overlays/actors/ovl_En_Tsn/z_en_tsn.c | 8 +- .../actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c | 2 +- src/overlays/actors/ovl_En_Vm/z_en_vm.c | 2 +- .../actors/ovl_En_Wallmas/z_en_wallmas.c | 10 +- .../actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c | 4 +- .../actors/ovl_En_Warp_tag/z_en_warp_tag.c | 4 +- .../ovl_En_Water_Effect/z_en_water_effect.c | 4 +- .../actors/ovl_En_Wdhand/z_en_wdhand.c | 2 +- .../ovl_En_Weather_Tag/z_en_weather_tag.c | 2 +- src/overlays/actors/ovl_En_Wf/z_en_wf.c | 8 +- src/overlays/actors/ovl_En_Wiz/z_en_wiz.c | 14 +- .../actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c | 6 +- src/overlays/actors/ovl_En_Yb/z_en_yb.c | 10 +- src/overlays/actors/ovl_En_Zl1/z_en_zl1.c | 2 +- src/overlays/actors/ovl_En_Zo/z_en_zo.c | 2 +- src/overlays/actors/ovl_En_Zob/z_en_zob.c | 2 +- src/overlays/actors/ovl_En_Zod/z_en_zod.c | 2 +- src/overlays/actors/ovl_En_Zog/z_en_zog.c | 2 +- .../actors/ovl_En_Zoraegg/z_en_zoraegg.c | 10 +- src/overlays/actors/ovl_En_Zos/z_en_zos.c | 2 +- src/overlays/actors/ovl_En_Zot/z_en_zot.c | 4 +- src/overlays/actors/ovl_En_Zov/z_en_zov.c | 2 +- src/overlays/actors/ovl_En_Zow/z_en_zow.c | 8 +- .../actors/ovl_Item_Inbox/z_item_inbox.c | 2 +- .../actors/ovl_Obj_Etcetera/z_obj_etcetera.c | 4 +- .../actors/ovl_Obj_Ghaka/z_obj_ghaka.c | 6 +- .../actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c | 8 +- .../actors/ovl_Obj_Kinoko/z_obj_kinoko.c | 4 +- .../ovl_Obj_Moon_Stone/z_obj_moon_stone.c | 6 +- .../actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c | 4 +- .../actors/ovl_Obj_Nozoki/z_obj_nozoki.c | 6 +- .../ovl_Obj_Ocarinalift/z_obj_ocarinalift.c | 8 +- .../actors/ovl_Obj_Snowball/z_obj_snowball.c | 8 +- .../actors/ovl_Obj_Switch/z_obj_switch.c | 2 +- src/overlays/actors/ovl_Obj_Um/z_obj_um.c | 8 +- .../ovl_Obj_Warpstone/z_obj_warpstone.c | 4 +- src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c | 4 +- .../actors/ovl_player_actor/z_player.c | 156 ++-- tools/disasm/functions.txt | 26 +- tools/disasm/variables.txt | 14 +- tools/namefixer.py | 18 +- tools/sizes/code_functions.csv | 26 +- 304 files changed, 1620 insertions(+), 1501 deletions(-) diff --git a/docs/STYLE.md b/docs/STYLE.md index 0cf1d051b1..616c4a8ccc 100644 --- a/docs/STYLE.md +++ b/docs/STYLE.md @@ -140,7 +140,7 @@ Damage flag enums are not being used at present: we want to wait until we have a Pre-C99, commas at the end of the last item in an enum will cause a compiler warning, so leave them off. -All compound flag lists (e.g. `ACTOR_FLAG_4 | ACTOR_FLAG_8`) should be listed in *ascending* order +All compound flag lists (e.g. `ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_FRIENDLY`) should be listed in *ascending* order ## Arrays diff --git a/include/functions.h b/include/functions.h index ff803000d5..6c7bc067af 100644 --- a/include/functions.h +++ b/include/functions.h @@ -477,7 +477,7 @@ void func_800B4AEC(PlayState* play, Actor* actor, f32 y); void func_800B4B50(Actor* actor, Lights* mapper, PlayState* play); void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW); -void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play); +void Target_Draw(TargetContext* targetCtx, PlayState* play); s32 Flags_GetSwitch(PlayState* play, s32 flag); void Flags_SetSwitch(PlayState* play, s32 flag); @@ -558,7 +558,7 @@ PosRot* Actor_GetFocus(PosRot* dest, Actor* actor); PosRot* Actor_GetWorld(PosRot* dest, Actor* actor); PosRot* Actor_GetWorldPosShapeRot(PosRot* dest, Actor* actor); -s32 func_800B83F8(Actor* actor, Player* player, s32 flag); +s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash); s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState); s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, PlayerItemAction exchangeItemAction); s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, PlayerItemAction exchangeItemAction); @@ -1119,7 +1119,7 @@ void Player_SetModelGroup(Player* player, PlayerModelGroup modelGroup); void func_80123C58(Player* player); void Player_SetEquipmentData(PlayState* play, Player* player); void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, PlayerItemAction itemAction); -void func_80123DA4(Player* player); +void Player_Untarget(Player* player); void func_80123DC0(Player* player); void func_80123E90(PlayState* play, Actor* actor); s32 func_80123F2C(PlayState* play, s32 ammo); diff --git a/include/variables.h b/include/variables.h index 8a46bdbf5b..1614d922b4 100644 --- a/include/variables.h +++ b/include/variables.h @@ -1907,20 +1907,6 @@ extern u8 gSampleBankTable[]; // bss // extern UNK_TYPE1 D_801ED894; -extern CollisionPoly* D_801ED8B0; -extern s32 D_801ED8B4; -// extern UNK_TYPE1 D_801ED8B8; -// extern UNK_TYPE1 D_801ED8BC; -// extern UNK_TYPE1 D_801ED8C0; -// extern UNK_TYPE1 D_801ED8C4; -extern f32 D_801ED8C8; -extern f32 sBgmEnemyDistSq; -extern f32 D_801ED8D0; -// extern UNK_TYPE1 D_801ED8D4; -// extern UNK_TYPE1 D_801ED8D8; -// extern UNK_TYPE1 D_801ED8DC; -extern Mtx D_801ED8E0; -extern Actor* D_801ED920; extern Vec3f D_801EDE00; extern Vec3f D_801EDE10; diff --git a/include/z64actor.h b/include/z64actor.h index d757117fbf..d794b8dd18 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -150,7 +150,7 @@ typedef struct Actor { /* 0x100 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space) /* 0x104 */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space) /* 0x108 */ Vec3f prevPos; // World position from the previous update cycle - /* 0x114 */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player + /* 0x114 */ u8 isLockedOn; // Set to true if the actor is currently being targeted by the player /* 0x115 */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting /* 0x116 */ u16 textId; // Text ID to pass to link/display when interacting with the actor /* 0x118 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically @@ -296,33 +296,47 @@ typedef enum { #define ACTORCTX_FLAG_6 (1 << 6) #define ACTORCTX_FLAG_7 (1 << 7) - -typedef struct { +// A set of 4 triangles which appear around an actor when the player Z-Targets it +typedef struct LockOnTriangleSet { /* 0x00 */ Vec3f pos; - /* 0x0C */ f32 unkC; + /* 0x0C */ f32 radius; // distance towards the center of the locked on /* 0x10 */ Color_RGBA8 color; -} TargetContextEntry; // size = 0x14 +} LockOnTriangleSet; // size = 0x14 typedef struct TargetContext { - /* 0x00 */ Vec3f unk0; - /* 0x0C */ Vec3f targetCenterPos; - /* 0x18 */ Color_RGBAf fairyInner; - /* 0x28 */ Color_RGBAf fairyOuter; - /* 0x38 */ Actor* arrowPointedActor; - /* 0x3C */ Actor* targetedActor; - /* 0x40 */ f32 unk40; - /* 0x44 */ f32 unk44; - /* 0x48 */ s16 unk48; // alpha - /* 0x4A */ u8 unk4A; - /* 0x4B */ u8 unk4B; - /* 0x4C */ s8 unk4C; - /* 0x4D */ UNK_TYPE1 pad4D[0x3]; - /* 0x50 */ TargetContextEntry unk50[3]; - /* 0x8C */ Actor* unk8C; + /* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint + /* 0x0C */ Vec3f lockOnPos; + /* 0x18 */ Color_RGBAf fairyInnerColor; + /* 0x28 */ Color_RGBAf fairyOuterColor; + /* 0x38 */ Actor* fairyActor; + /* 0x3C */ Actor* lockOnActor; + /* 0x40 */ f32 fairyMoveProgressFactor; // Controls Tatl so she can smootly transition to the target actor + /* 0x44 */ f32 lockOnRadius; // Control the circle lock-on triangles coming in from offscreen when you first target + /* 0x48 */ s16 lockOnAlpha; + /* 0x4A */ u8 fairyActorCategory; + /* 0x4B */ u8 rotZTick; + /* 0x4C */ s8 lockOnIndex; + /* 0x50 */ LockOnTriangleSet lockOnTriangleSets[3]; + /* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL /* 0x90 */ Actor* bgmEnemy; - /* 0x94 */ Actor* unk_94; + /* 0x94 */ Actor* arrowPointedActor; } TargetContext; // size = 0x98 +typedef enum TargetMode { + /* 0 */ TARGET_MODE_0, + /* 1 */ TARGET_MODE_1, + /* 2 */ TARGET_MODE_2, + /* 3 */ TARGET_MODE_3, + /* 4 */ TARGET_MODE_4, + /* 5 */ TARGET_MODE_5, + /* 6 */ TARGET_MODE_6, + /* 7 */ TARGET_MODE_7, + /* 8 */ TARGET_MODE_8, + /* 9 */ TARGET_MODE_9, + /* 10 */ TARGET_MODE_10, + /* 11 */ TARGET_MODE_MAX +} TargetMode; + typedef struct { /* 0x0 */ TexturePtr texture; /* 0x4 */ s16 x; @@ -407,7 +421,7 @@ typedef struct ActorContext { /* 0x00F */ u8 numLensActors; /* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX]; /* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors - /* 0x120 */ TargetContext targetContext; + /* 0x120 */ TargetContext targetCtx; /* 0x1B8 */ ActorContextSceneFlags sceneFlags; /* 0x1E4 */ TitleCardContext titleCtxt; /* 0x1F4 */ PlayerImpact playerImpact; @@ -454,14 +468,14 @@ typedef enum { /* 3 */ DOORLOCK_MAX } DoorLockType; -// Targetability / ACTOR_FLAG_TARGETABLE? -#define ACTOR_FLAG_1 (1 << 0) -// +// Allows Tatl to fly over the actor and lock-on it (using the Z-target) +#define ACTOR_FLAG_TARGETABLE (1 << 0) +// Unused #define ACTOR_FLAG_2 (1 << 1) -// -#define ACTOR_FLAG_4 (1 << 2) -// -#define ACTOR_FLAG_8 (1 << 3) +// Changes the targeting behaviour for unfriendly actors (sound effects, Player's stance, etc) +#define ACTOR_FLAG_UNFRIENDLY (1 << 2) +// Opposite of the UNFRIENDLY flag. It is not checked explictly in the original game. +#define ACTOR_FLAG_FRIENDLY (1 << 3) // #define ACTOR_FLAG_10 (1 << 4) // @@ -680,9 +694,11 @@ typedef struct BlinkInfo { /* 0x2 */ s16 blinkTimer; } BlinkInfo; // size = 0x4 -extern TargetRangeParams gTargetRanges[]; +extern TargetRangeParams gTargetRanges[TARGET_MODE_MAX]; extern s16 D_801AED48[8]; extern Gfx D_801AEF88[]; extern Gfx D_801AEFA0[]; +extern Actor* D_801ED920; + #endif diff --git a/include/z64player.h b/include/z64player.h index 5974defc5f..03bb71d947 100644 --- a/include/z64player.h +++ b/include/z64player.h @@ -1168,7 +1168,7 @@ typedef struct Player { /* 0x564 */ ColliderQuad meleeWeaponQuads[2]; /* 0x664 */ ColliderQuad shieldQuad; /* 0x6E4 */ ColliderCylinder shieldCylinder; - /* 0x730 */ Actor* targetedActor; // Z/L-Targeted actor + /* 0x730 */ Actor* lockOnActor; // Z/L-Targeted actor /* 0x734 */ char unk_734[4]; /* 0x738 */ s32 unk_738; /* 0x73C */ s32 meleeWeaponEffectIndex[3]; diff --git a/spec b/spec index 6c8311802f..7ebf16cd90 100644 --- a/spec +++ b/spec @@ -445,7 +445,6 @@ beginseg include "build/src/code/flg_set.o" include "build/src/code/z_DLF.o" include "build/src/code/z_actor.o" - include "build/data/code/z_actor.bss.o" include "build/src/code/z_actor_dlftbls.o" include "build/src/code/z_bgcheck.o" include "build/src/code/z_bg_collect.o" diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 5debc583de..f88f511b59 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3,6 +3,7 @@ * Description: */ +#include "prevent_bss_reordering.h" #include "global.h" #include "fault.h" #include "sys_cfb.h" @@ -18,21 +19,26 @@ #include "objects/object_bdoor/object_bdoor.h" // bss -extern FaultClient sActorFaultClient; // 2 funcs -extern CollisionPoly* D_801ED8B0; // 1 func -extern s32 D_801ED8B4; // 2 funcs -extern Actor* D_801ED8B8; // 2 funcs -extern Actor* D_801ED8BC; // 2 funcs -extern Actor* D_801ED8C0; // 2 funcs -extern Actor* D_801ED8C4; // 2 funcs -extern f32 D_801ED8C8; // 2 funcs -extern f32 sBgmEnemyDistSq; // 2 funcs -extern f32 D_801ED8D0; // 2 funcs -extern s32 D_801ED8D4; // 2 funcs -extern s32 D_801ED8D8; // 2 funcs -extern s16 D_801ED8DC; // 2 funcs -extern Mtx D_801ED8E0; // 1 func -extern Actor* D_801ED920; // 2 funcs. 1 out of z_actor +FaultClient sActorFaultClient; // 2 funcs + +CollisionPoly* D_801ED8B0; // 1 func +s32 D_801ED8B4; // 2 funcs + +Actor* sTargetableNearestActor; +Actor* sTargetablePrioritizedActor; +Actor* D_801ED8C0; +Actor* D_801ED8C4; + +f32 sTargetableNearestActorDistSq; +f32 sBgmEnemyDistSq; +f32 D_801ED8D0; +s32 sTargetablePrioritizedPriority; +s32 D_801ED8D8; +s16 sTargetPlayerRotY; + +Mtx sActorHiliteMtx; + +Actor* D_801ED920; // 2 funcs. 1 out of z_actor #define ACTOR_AUDIO_FLAG_SFX_ACTOR_POS (1 << 0) #define ACTOR_AUDIO_FLAG_SFX_CENTERED_1 (1 << 1) @@ -52,7 +58,7 @@ extern Actor* D_801ED920; // 2 funcs. 1 out of z_actor void Actor_KillAllOnHalfDayChange(PlayState* play, ActorContext* actorCtx); Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play); Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play); -void func_800BB8EC(GameState* gameState, ActorContext* actorCtx, Actor** arg2, Actor** arg3, Player* player); +void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player); s32 func_800BA2FC(PlayState* play, Actor* actor, Vec3f* projectedPos, f32 projectedW); void Actor_AddToCategory(ActorContext* actorCtx, Actor* actor, u8 actorCategory); Actor* Actor_RemoveFromCategory(PlayState* play, ActorContext* actorCtx, Actor* actorToRemove); @@ -415,11 +421,11 @@ void Actor_GetProjectedPos(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos *invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW); } -void Target_SetPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) { - targetCtx->unk50[index].pos.x = x; - targetCtx->unk50[index].pos.y = y; - targetCtx->unk50[index].pos.z = z; - targetCtx->unk50[index].unkC = targetCtx->unk44; +void Target_SetLockOnPos(TargetContext* targetCtx, s32 index, f32 x, f32 y, f32 z) { + targetCtx->lockOnTriangleSets[index].pos.x = x; + targetCtx->lockOnTriangleSets[index].pos.y = y; + targetCtx->lockOnTriangleSets[index].pos.z = z; + targetCtx->lockOnTriangleSets[index].radius = targetCtx->lockOnRadius; } typedef struct { @@ -427,282 +433,293 @@ typedef struct { /* 0x4 */ Color_RGBA8 outer; } TatlColor; // size = 0x8 +// For whatever reason it has an extra entry TatlColor sTatlColorList[] = { - { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, - { { 255, 255, 230, 255 }, { 220, 160, 80, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, - { { 150, 150, 255, 255 }, { 150, 150, 255, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } }, - { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, - { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } }, - { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, - { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_SWITCH + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_BG + { { 255, 255, 230, 255 }, { 220, 160, 80, 0 } }, // ACTORCAT_PLAYER + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_EXPLOSIVES + { { 150, 150, 255, 255 }, { 150, 150, 255, 0 } }, // ACTORCAT_NPC + { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } }, // ACTORCAT_ENEMY + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_PROP + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_ITEMACTION + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MISC + { { 255, 255, 0, 255 }, { 200, 155, 0, 0 } }, // ACTORCAT_BOSS + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_DOOR + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_CHEST + { { 0, 255, 0, 255 }, { 0, 255, 0, 0 } }, // ACTORCAT_MAX }; -void func_800B4F78(TargetContext* targetCtx, s32 type, PlayState* play) { +void Target_InitLockOn(TargetContext* targetCtx, ActorType type, PlayState* play) { TatlColor* tatlColorEntry; s32 i; - TargetContextEntry* targetEntry; + LockOnTriangleSet* triangleSet; - Math_Vec3f_Copy(&targetCtx->targetCenterPos, &play->view.eye); - targetCtx->unk48 = 0x100; + Math_Vec3f_Copy(&targetCtx->lockOnPos, &play->view.eye); + targetCtx->lockOnAlpha = 256; tatlColorEntry = &sTatlColorList[type]; - targetCtx->unk44 = 500.0f; + targetCtx->lockOnRadius = 500.0f; - targetEntry = targetCtx->unk50; - for (i = 0; i < ARRAY_COUNT(targetCtx->unk50); i++, targetEntry++) { - Target_SetPos(targetCtx, i, 0.0f, 0.0f, 0.0f); + triangleSet = targetCtx->lockOnTriangleSets; + for (i = 0; i < ARRAY_COUNT(targetCtx->lockOnTriangleSets); i++, triangleSet++) { + Target_SetLockOnPos(targetCtx, i, 0.0f, 0.0f, 0.0f); - targetEntry->color.r = tatlColorEntry->inner.r; - targetEntry->color.g = tatlColorEntry->inner.g; - targetEntry->color.b = tatlColorEntry->inner.b; + triangleSet->color.r = tatlColorEntry->inner.r; + triangleSet->color.g = tatlColorEntry->inner.g; + triangleSet->color.b = tatlColorEntry->inner.b; } } -void Target_SetColors(TargetContext* targetCtx, Actor* actor, s32 type, PlayState* play) { - targetCtx->unk0.x = actor->focus.pos.x; - targetCtx->unk0.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y); - targetCtx->unk0.z = actor->focus.pos.z; +void Target_SetFairyState(TargetContext* targetCtx, Actor* actor, ActorType type, PlayState* play) { + targetCtx->fairyPos.x = actor->focus.pos.x; + targetCtx->fairyPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y); + targetCtx->fairyPos.z = actor->focus.pos.z; - targetCtx->fairyInner.r = sTatlColorList[type].inner.r; - targetCtx->fairyInner.g = sTatlColorList[type].inner.g; - targetCtx->fairyInner.b = sTatlColorList[type].inner.b; - targetCtx->fairyInner.a = sTatlColorList[type].inner.a; - targetCtx->fairyOuter.r = sTatlColorList[type].outer.r; - targetCtx->fairyOuter.g = sTatlColorList[type].outer.g; - targetCtx->fairyOuter.b = sTatlColorList[type].outer.b; - targetCtx->fairyOuter.a = sTatlColorList[type].outer.a; + targetCtx->fairyInnerColor.r = sTatlColorList[type].inner.r; + targetCtx->fairyInnerColor.g = sTatlColorList[type].inner.g; + targetCtx->fairyInnerColor.b = sTatlColorList[type].inner.b; + targetCtx->fairyInnerColor.a = sTatlColorList[type].inner.a; + targetCtx->fairyOuterColor.r = sTatlColorList[type].outer.r; + targetCtx->fairyOuterColor.g = sTatlColorList[type].outer.g; + targetCtx->fairyOuterColor.b = sTatlColorList[type].outer.b; + targetCtx->fairyOuterColor.a = sTatlColorList[type].outer.a; } -void Actor_TargetContextInit(TargetContext* targetCtx, Actor* actor, PlayState* play) { +void Target_Init(TargetContext* targetCtx, Actor* actor, PlayState* play) { targetCtx->bgmEnemy = NULL; - targetCtx->unk8C = NULL; - targetCtx->targetedActor = NULL; - targetCtx->arrowPointedActor = NULL; - targetCtx->unk4B = 0; - targetCtx->unk4C = 0; - targetCtx->unk40 = 0.0f; - Target_SetColors(targetCtx, actor, actor->category, play); - func_800B4F78(targetCtx, actor->category, play); + targetCtx->forcedTargetActor = NULL; + targetCtx->lockOnActor = NULL; + targetCtx->fairyActor = NULL; + targetCtx->rotZTick = 0; + targetCtx->lockOnIndex = 0; + targetCtx->fairyMoveProgressFactor = 0.0f; + Target_SetFairyState(targetCtx, actor, actor->category, play); + Target_InitLockOn(targetCtx, actor->category, play); } -void Actor_DrawZTarget(TargetContext* targetCtx, PlayState* play) { +void Target_Draw(TargetContext* targetCtx, PlayState* play) { Player* player = GET_PLAYER(play); + Actor* actor; - if (!(player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | - PLAYER_STATE1_400 | PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000))) { - Actor* actor = targetCtx->targetedActor; - - OPEN_DISPS(play->state.gfxCtx); - - if (targetCtx->unk48 != 0) { - TargetContextEntry* entry; - s16 alpha = 255; - f32 var1 = 1.0f; - Vec3f projectedPos; - s32 spB8; - f32 invW; - s32 spB0; - s32 spAC; - f32 var2; - s32 i; - - if (targetCtx->unk4B != 0) { - spB8 = 1; - } else { - spB8 = 3; - } - - if (actor != NULL) { - Math_Vec3f_Copy(&targetCtx->targetCenterPos, &actor->focus.pos); - var1 = (500.0f - targetCtx->unk44) / 420.0f; - } else { - targetCtx->unk48 -= 120; - if (targetCtx->unk48 < 0) { - targetCtx->unk48 = 0; - } - alpha = targetCtx->unk48; - } - - Actor_GetProjectedPos(play, &targetCtx->targetCenterPos, &projectedPos, &invW); - - projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * var1; - projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH); - - projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * var1; - projectedPos.y = CLAMP(projectedPos.y, -SCREEN_HEIGHT, SCREEN_HEIGHT); - - projectedPos.z = projectedPos.z * var1; - - targetCtx->unk4C--; - if (targetCtx->unk4C < 0) { - targetCtx->unk4C = 2; - } - - Target_SetPos(targetCtx, targetCtx->unk4C, projectedPos.x, projectedPos.y, projectedPos.z); - - if ((!(player->stateFlags1 & PLAYER_STATE1_40)) || (actor != player->targetedActor)) { - OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57); - - for (spB0 = 0, spAC = targetCtx->unk4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) { - entry = &targetCtx->unk50[spAC]; - - if (entry->unkC < 500.0f) { - if (entry->unkC <= 120.0f) { - var2 = 0.15f; - } else { - var2 = ((entry->unkC - 120.0f) * 0.001f) + 0.15f; - } - - Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW); - Matrix_Scale(var2, 0.15f, 1.0f, MTXMODE_APPLY); - - gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, - (u8)alpha); - - Matrix_RotateZS((targetCtx->unk4B * 512), MTXMODE_APPLY); - - for (i = 0; i < 4; i++) { - Matrix_RotateZS(0x4000, MTXMODE_APPLY); - Matrix_Push(); - Matrix_Translate(entry->unkC, entry->unkC, 0.0f, MTXMODE_APPLY); - gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL); - Matrix_Pop(); - } - } - - alpha -= 255 / 3; - if (alpha < 0) { - alpha = 0; - } - } - } - } - - actor = targetCtx->unk_94; - if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) { - TatlColor* color = &sTatlColorList[actor->category]; - - POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7); - - Matrix_Translate(actor->focus.pos.x, - actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, - actor->focus.pos.z, MTXMODE_NEW); - Matrix_RotateYS((play->gameplayFrames * 3000), MTXMODE_APPLY); - Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, - MTXMODE_APPLY); - - gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255); - gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); - gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL); - } - - CLOSE_DISPS(play->state.gfxCtx); + if (player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_40 | PLAYER_STATE1_80 | PLAYER_STATE1_200 | + PLAYER_STATE1_400 | PLAYER_STATE1_10000000 | PLAYER_STATE1_20000000)) { + return; } + + actor = targetCtx->lockOnActor; + + OPEN_DISPS(play->state.gfxCtx); + + if (targetCtx->lockOnAlpha != 0) { + LockOnTriangleSet* entry; + s16 alpha = 255; + f32 projectdPosScale = 1.0f; + Vec3f projectedPos; + s32 totalEntries; + f32 invW; + s32 i; + s32 index; + f32 lockOnScaleX; + + if (targetCtx->rotZTick != 0) { + totalEntries = 1; + } else { + // Use multiple entries for the movement effect when the triangles are getting closer to the actor from the + // margin of the screen + totalEntries = ARRAY_COUNT(targetCtx->lockOnTriangleSets); + } + + if (actor != NULL) { + Math_Vec3f_Copy(&targetCtx->lockOnPos, &actor->focus.pos); + projectdPosScale = (500.0f - targetCtx->lockOnRadius) / 420.0f; + } else { + targetCtx->lockOnAlpha -= 120; + if (targetCtx->lockOnAlpha < 0) { + targetCtx->lockOnAlpha = 0; + } + alpha = targetCtx->lockOnAlpha; + } + + Actor_GetProjectedPos(play, &targetCtx->lockOnPos, &projectedPos, &invW); + + projectedPos.x = ((SCREEN_WIDTH / 2) * (projectedPos.x * invW)) * projectdPosScale; + projectedPos.x = CLAMP(projectedPos.x, -SCREEN_WIDTH, SCREEN_WIDTH); + + projectedPos.y = ((SCREEN_HEIGHT / 2) * (projectedPos.y * invW)) * projectdPosScale; + projectedPos.y = CLAMP(projectedPos.y, -SCREEN_HEIGHT, SCREEN_HEIGHT); + + projectedPos.z *= projectdPosScale; + + targetCtx->lockOnIndex--; + if (targetCtx->lockOnIndex < 0) { + targetCtx->lockOnIndex = ARRAY_COUNT(targetCtx->lockOnTriangleSets) - 1; + } + + Target_SetLockOnPos(targetCtx, targetCtx->lockOnIndex, projectedPos.x, projectedPos.y, projectedPos.z); + + if (!(player->stateFlags1 & PLAYER_STATE1_40) || (actor != player->lockOnActor)) { + OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57); + + for (i = 0, index = targetCtx->lockOnIndex; i < totalEntries; + i++, index = (index + 1) % ARRAY_COUNT(targetCtx->lockOnTriangleSets)) { + entry = &targetCtx->lockOnTriangleSets[index]; + + if (entry->radius < 500.0f) { + s32 triangleIndex; + + if (entry->radius <= 120.0f) { + lockOnScaleX = 0.15f; + } else { + lockOnScaleX = ((entry->radius - 120.0f) * 0.001f) + 0.15f; + } + + Matrix_Translate(entry->pos.x, entry->pos.y, 0.0f, MTXMODE_NEW); + Matrix_Scale(lockOnScaleX, 0.15f, 1.0f, MTXMODE_APPLY); + + gDPSetPrimColor(OVERLAY_DISP++, 0, 0, entry->color.r, entry->color.g, entry->color.b, (u8)alpha); + + Matrix_RotateZS(targetCtx->rotZTick * 0x200, MTXMODE_APPLY); + + // Draw the 4 lock-on triangles + for (triangleIndex = 0; triangleIndex < 4; triangleIndex++) { + Matrix_RotateZS(0x10000 / 4, MTXMODE_APPLY); + Matrix_Push(); + Matrix_Translate(entry->radius, entry->radius, 0.0f, MTXMODE_APPLY); + gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); + gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL); + Matrix_Pop(); + } + } + + alpha -= 255 / ARRAY_COUNT(targetCtx->lockOnTriangleSets); + if (alpha < 0) { + alpha = 0; + } + } + } + } + + actor = targetCtx->arrowPointedActor; + if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) { + TatlColor* color = &sTatlColorList[actor->category]; + + POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7); + + Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f, + actor->focus.pos.z, MTXMODE_NEW); + Matrix_RotateYS(play->gameplayFrames * 0xBB8, MTXMODE_APPLY); + Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY); + + gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, color->inner.r, color->inner.g, color->inner.b, 255); + gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD); + gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL); + } + + CLOSE_DISPS(play->state.gfxCtx); } // OoT: func_8002C7BC -void func_800B5814(TargetContext* targetCtx, Player* player, Actor* actor, GameState* gameState) { - PlayState* play = (PlayState*)gameState; - Actor* sp68 = NULL; +void Target_Update(TargetContext* targetCtx, Player* player, Actor* lockOnActor, PlayState* play) { + s32 pad; + Actor* actor = NULL; s32 category; Vec3f projectedPos; f32 invW; - if ((player->targetedActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) { - targetCtx->unk_94 = NULL; + // If currently not locked on to an actor and not pressing down on the analog stick then try to find a targetable + // actor + if ((player->lockOnActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) { + targetCtx->arrowPointedActor = NULL; } else { - func_800BB8EC(gameState, &play->actorCtx, &sp68, &D_801ED920, player); - targetCtx->unk_94 = sp68; + Target_GetTargetActor(play, &play->actorCtx, &actor, &D_801ED920, player); + targetCtx->arrowPointedActor = actor; } - if (targetCtx->unk8C != NULL) { - sp68 = targetCtx->unk8C; - targetCtx->unk8C = NULL; - } else if (actor != NULL) { - sp68 = actor; + if (targetCtx->forcedTargetActor != NULL) { + actor = targetCtx->forcedTargetActor; + targetCtx->forcedTargetActor = NULL; + } else if (lockOnActor != NULL) { + actor = lockOnActor; } - if (sp68 != NULL) { - category = sp68->category; + if (actor != NULL) { + category = actor->category; } else { category = player->actor.category; } - if ((sp68 != targetCtx->arrowPointedActor) || (category != targetCtx->unk4A)) { - targetCtx->arrowPointedActor = sp68; - targetCtx->unk4A = category; - targetCtx->unk40 = 1.0f; + if ((actor != targetCtx->fairyActor) || (category != targetCtx->fairyActorCategory)) { + targetCtx->fairyActor = actor; + targetCtx->fairyActorCategory = category; + targetCtx->fairyMoveProgressFactor = 1.0f; } - if (sp68 == NULL) { - sp68 = &player->actor; + if (actor == NULL) { + actor = &player->actor; } - if (!Math_StepToF(&targetCtx->unk40, 0.0f, 0.25f)) { - f32 temp_f0; - f32 x; - f32 y; - f32 z; + if (!Math_StepToF(&targetCtx->fairyMoveProgressFactor, 0.0f, 0.25f)) { + f32 fairyMoveScale = 0.25f / targetCtx->fairyMoveProgressFactor; + f32 x = actor->focus.pos.x - targetCtx->fairyPos.x; + f32 y = (actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y)) - targetCtx->fairyPos.y; + f32 z = actor->focus.pos.z - targetCtx->fairyPos.z; - temp_f0 = 0.25f / targetCtx->unk40; - - x = sp68->focus.pos.x - targetCtx->unk0.x; - y = (sp68->focus.pos.y + (sp68->targetArrowOffset * sp68->scale.y)) - targetCtx->unk0.y; - z = sp68->focus.pos.z - targetCtx->unk0.z; - - targetCtx->unk0.x += x * temp_f0; - targetCtx->unk0.y += y * temp_f0; - targetCtx->unk0.z += z * temp_f0; + targetCtx->fairyPos.x += x * fairyMoveScale; + targetCtx->fairyPos.y += y * fairyMoveScale; + targetCtx->fairyPos.z += z * fairyMoveScale; } else { - Target_SetColors(targetCtx, sp68, category, play); + Target_SetFairyState(targetCtx, actor, category, play); } - if ((actor != NULL) && (targetCtx->unk4B == 0)) { - Actor_GetProjectedPos(play, &actor->focus.pos, &projectedPos, &invW); + if ((lockOnActor != NULL) && (targetCtx->rotZTick == 0)) { + Actor_GetProjectedPos(play, &lockOnActor->focus.pos, &projectedPos, &invW); if ((projectedPos.z <= 0.0f) || (fabsf(projectedPos.x * invW) >= 1.0f) || (fabsf(projectedPos.y * invW) >= 1.0f)) { - actor = NULL; + lockOnActor = NULL; } } - if (actor != NULL) { - if (actor != targetCtx->targetedActor) { + if (lockOnActor != NULL) { + if (lockOnActor != targetCtx->lockOnActor) { s32 sfxId; - func_800B4F78(targetCtx, actor->category, play); + // Lock On entries need to be re-initialized when changing the targeted actor + Target_InitLockOn(targetCtx, lockOnActor->category, play); - targetCtx->targetedActor = actor; + targetCtx->lockOnActor = lockOnActor; - if (actor->id == ACTOR_EN_BOOM) { - targetCtx->unk48 = 0; + if (lockOnActor->id == ACTOR_EN_BOOM) { + // Avoid drawing the lock on triangles on a zora boomerang + targetCtx->lockOnAlpha = 0; } - sfxId = - CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_4 | ACTOR_FLAG_1) ? NA_SE_SY_LOCK_ON : NA_SE_SY_LOCK_ON_HUMAN; + sfxId = CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) + ? NA_SE_SY_LOCK_ON + : NA_SE_SY_LOCK_ON_HUMAN; Audio_PlaySfx(sfxId); } - targetCtx->targetCenterPos.x = actor->world.pos.x; - targetCtx->targetCenterPos.y = actor->world.pos.y - (actor->shape.yOffset * actor->scale.y); - targetCtx->targetCenterPos.z = actor->world.pos.z; + targetCtx->lockOnPos.x = lockOnActor->world.pos.x; + targetCtx->lockOnPos.y = lockOnActor->world.pos.y - (lockOnActor->shape.yOffset * lockOnActor->scale.y); + targetCtx->lockOnPos.z = lockOnActor->world.pos.z; - if (targetCtx->unk4B == 0) { - f32 temp_f0_2; - f32 clampedFloat; + if (targetCtx->rotZTick == 0) { + f32 lockOnStep = (500.0f - targetCtx->lockOnRadius) * 3.0f; - temp_f0_2 = (500.0f - targetCtx->unk44) * 3.0f; - clampedFloat = CLAMP(temp_f0_2, 30.0f, 100.0f); + lockOnStep = CLAMP(lockOnStep, 30.0f, 100.0f); - if (Math_StepToF(&targetCtx->unk44, 80.0f, clampedFloat)) { - targetCtx->unk4B++; + if (Math_StepToF(&targetCtx->lockOnRadius, 80.0f, lockOnStep)) { + targetCtx->rotZTick++; } } else { - targetCtx->unk4B = (targetCtx->unk4B + 3) | 0x80; - targetCtx->unk44 = 120.0f; + // 0x80 is or'd to avoid getting this value be set to zero + // This rotation value gets multiplied by 0x200, which multiplied by 0x80 gives a full turn (0x10000) + targetCtx->rotZTick = (targetCtx->rotZTick + 3) | 0x80; + targetCtx->lockOnRadius = 120.0f; } } else { - targetCtx->targetedActor = NULL; - Math_StepToF(&targetCtx->unk44, 500.0f, 80.0f); + targetCtx->lockOnActor = NULL; + Math_StepToF(&targetCtx->lockOnRadius, 500.0f, 80.0f); } } @@ -1048,7 +1065,7 @@ void* Actor_FindSharedMemoryEntry(PlayState* play, s16 id) { void Actor_Kill(Actor* actor) { actor->draw = NULL; actor->update = NULL; - actor->flags &= ~ACTOR_FLAG_1; + actor->flags &= ~ACTOR_FLAG_TARGETABLE; } void Actor_SetWorldToHome(Actor* actor) { @@ -1089,7 +1106,7 @@ void Actor_Init(Actor* actor, PlayState* play) { Actor_SetFocus(actor, 0.0f); Math_Vec3f_Copy(&actor->prevPos, &actor->world.pos); Actor_SetScale(actor, 0.01f); - actor->targetMode = 3; + actor->targetMode = TARGET_MODE_3; actor->terminalVelocity = -20.0f; actor->xyzDistToPlayerSq = FLT_MAX; @@ -1702,18 +1719,18 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, } } -Gfx* Hilite_Draw(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx, Gfx* dl, Hilite** hilite) { +Gfx* Hilite_Draw(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx, Gfx* dl, Hilite** hiliteP) { LookAt* lookAt = GRAPH_ALLOC(gfxCtx, sizeof(LookAt)); f32 correctedEyeX = (eye->x == object->x) && (eye->z == object->z) ? eye->x + 0.001f : eye->x; - *hilite = GRAPH_ALLOC(gfxCtx, sizeof(Hilite)); + *hiliteP = GRAPH_ALLOC(gfxCtx, sizeof(Hilite)); - guLookAtHilite(&D_801ED8E0, lookAt, *hilite, correctedEyeX, eye->y, eye->z, object->x, object->y, object->z, 0.0f, - 1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 0x10, + guLookAtHilite(&sActorHiliteMtx, lookAt, *hiliteP, correctedEyeX, eye->y, eye->z, object->x, object->y, object->z, + 0.0f, 1.0f, 0.0f, lightDir->x, lightDir->y, lightDir->z, lightDir->x, lightDir->y, lightDir->z, 0x10, 0x10); gSPLookAt(dl++, lookAt); - gDPSetHilite1Tile(dl++, 1, *hilite, 0x10, 0x10); + gDPSetHilite1Tile(dl++, 1, *hiliteP, 0x10, 0x10); return dl; } @@ -1803,56 +1820,86 @@ PosRot* Actor_GetWorldPosShapeRot(PosRot* dest, Actor* actor) { return dest; } -f32 func_800B82EC(Actor* actor, Player* player, s16 angle) { - f32 temp_f12; - s16 temp_v0 = BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), angle); - s16 yaw = ABS_ALT(temp_v0); +/** + * Returns the squared xyz distance from the actor to Player. + * + * This distance will be adjusted smaller if Player is already targeting an actor. The more Player is facing the actor, + * the smaller the distance is adjusted. + */ +f32 Target_GetAdjustedDistSq(Actor* actor, Player* player, s16 playerShapeYaw) { + f32 adjDistSq; + s16 yawDiff; - if (player->targetedActor != NULL) { - if ((yaw > 0x4000) || ((actor->flags & ACTOR_FLAG_CANT_LOCK_ON))) { + // The yaw, with player as the origin, from where player is facing to where the actor is positioned + yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), playerShapeYaw)); + + if (player->lockOnActor != NULL) { + if ((yawDiff > 0x4000) || (actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) { return FLT_MAX; } - temp_f12 = actor->xyzDistToPlayerSq - ((actor->xyzDistToPlayerSq * 0.8f) * ((0x4000 - yaw) * (1.0f / 0x8000))); - return temp_f12; + // Linear scaling, yaw being 90 degree means it will return the original distance, 0 degree will adjust to 60% + // of the distance + adjDistSq = + actor->xyzDistToPlayerSq - ((actor->xyzDistToPlayerSq * 0.8f) * ((0x4000 - yawDiff) * (1.0f / 0x8000))); + return adjDistSq; } - if (yaw >= 0x2AAB) { + if (yawDiff > (0x10000 / 6)) { return FLT_MAX; } return actor->xyzDistToPlayerSq; } #define TARGET_RANGE(range, leash) \ - { SQ(range), (f32)range / leash } + { SQ(range), (f32)(range) / (leash) } -TargetRangeParams gTargetRanges[] = { - TARGET_RANGE(70, 140), TARGET_RANGE(170, 255), TARGET_RANGE(280, 5600), TARGET_RANGE(350, 525), - TARGET_RANGE(700, 1050), TARGET_RANGE(1000, 1500), TARGET_RANGE(100, 105.36842), TARGET_RANGE(140, 163.33333), - TARGET_RANGE(240, 576), TARGET_RANGE(280, 280000), TARGET_RANGE(2500, 3750), +TargetRangeParams gTargetRanges[TARGET_MODE_MAX] = { + TARGET_RANGE(70, 140), // TARGET_MODE_0 + TARGET_RANGE(170, 255), // TARGET_MODE_1 + TARGET_RANGE(280, 5600), // TARGET_MODE_2 + TARGET_RANGE(350, 525), // TARGET_MODE_3 + TARGET_RANGE(700, 1050), // TARGET_MODE_4 + TARGET_RANGE(1000, 1500), // TARGET_MODE_5 + TARGET_RANGE(100, 105.36842), // TARGET_MODE_6 + TARGET_RANGE(140, 163.33333), // TARGET_MODE_7 + TARGET_RANGE(240, 576), // TARGET_MODE_8 + TARGET_RANGE(280, 280000), // TARGET_MODE_9 + TARGET_RANGE(2500, 3750), // TARGET_MODE_10 }; -s32 func_800B83BC(Actor* actor, f32 arg1) { - return arg1 < gTargetRanges[actor->targetMode].rangeSq; +/** + * Checks if an actor at distance `distSq` is inside the range specified by its targetMode + */ +s32 Target_IsActorInRange(Actor* actor, f32 distSq) { + return distSq < gTargetRanges[actor->targetMode].rangeSq; } -s32 func_800B83F8(Actor* actor, Player* player, s32 flag) { - if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_1) || (actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) { +/** + * Returns true if the actor is outside the leash distance to player. + * + * Passing true to ignoreLeash avoids the distance and yaw checks, and considers the actor inside the leash distance. + */ +s32 Target_OutsideLeashRange(Actor* actor, Player* player, s32 ignoreLeash) { + if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE) || + (actor->flags & ACTOR_FLAG_CANT_LOCK_ON)) { return true; } - if (!flag) { - s16 yaw = BINANG_SUB(actor->yawTowardsPlayer, 0x8000) - player->actor.shape.rot.y; - s16 phi_v1 = ABS_ALT(yaw); - f32 dist; + if (!ignoreLeash) { + s16 yawDiff; + f32 distSq; - if ((player->targetedActor == NULL) && (phi_v1 >= 0x2AAB)) { - dist = FLT_MAX; + // The yaw, with player as the origin, from where player is facing to where the actor is positioned + yawDiff = ABS_ALT(BINANG_SUB(BINANG_SUB(actor->yawTowardsPlayer, 0x8000), player->actor.shape.rot.y)); + + if ((player->lockOnActor == NULL) && (yawDiff > (0x10000 / 6))) { + distSq = FLT_MAX; } else { - dist = actor->xyzDistToPlayerSq; + distSq = actor->xyzDistToPlayerSq; } - return !func_800B83BC(actor, gTargetRanges[actor->targetMode].leashScale * dist); + return !Target_IsActorInRange(actor, gTargetRanges[actor->targetMode].leashScale * distSq); } return false; @@ -1911,7 +1958,7 @@ s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRan if ((player->actor.flags & ACTOR_FLAG_TALK_REQUESTED) || ((exchangeItemAction > PLAYER_IA_NONE) && Player_InCsMode(play)) || - (!actor->isTargeted && + (!actor->isLockedOn && ((fabsf(actor->playerHeightRel) > fabsf(yRange)) || (actor->xzDistToPlayer > player->talkActorDistance) || (xzRange < actor->xzDistToPlayer)))) { return false; @@ -1971,7 +2018,7 @@ s32 Actor_ChangeFocus(Actor* actor1, PlayState* play, Actor* actor2) { if ((player->actor.flags & ACTOR_FLAG_TALK_REQUESTED) && (talkActor != NULL)) { player->talkActor = actor2; - player->targetedActor = actor2; + player->lockOnActor = actor2; return true; } @@ -2372,7 +2419,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto actorCtx->absoluteSpace = NULL; Actor_SpawnEntry(actorCtx, actorEntry, play); - Actor_TargetContextInit(&actorCtx->targetContext, actorCtx->actorLists[ACTORCAT_PLAYER].first, play); + Target_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play); Actor_InitHalfDaysBit(actorCtx); Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL); Actor_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first); @@ -2473,13 +2520,13 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) { actor->flags &= ~ACTOR_FLAG_1000000; if ((DECR(actor->freezeTimer) == 0) && (actor->flags & params->unk_18)) { - if (actor == params->player->targetedActor) { - actor->isTargeted = true; + if (actor == params->player->lockOnActor) { + actor->isLockedOn = true; } else { - actor->isTargeted = false; + actor->isLockedOn = false; } - if ((actor->targetPriority != 0) && (params->player->targetedActor == NULL)) { + if ((actor->targetPriority != 0) && (params->player->lockOnActor == NULL)) { actor->targetPriority = 0; } @@ -2604,22 +2651,22 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { } } - actor = player->targetedActor; + actor = player->lockOnActor; if ((actor != NULL) && (actor->update == NULL)) { actor = NULL; - func_80123DA4(player); + Player_Untarget(player); } if ((actor == NULL) || (player->unk_738 < 5)) { actor = NULL; - if (actorCtx->targetContext.unk4B != 0) { - actorCtx->targetContext.unk4B = 0; + if (actorCtx->targetCtx.rotZTick != 0) { + actorCtx->targetCtx.rotZTick = 0; Audio_PlaySfx(NA_SE_SY_LOCK_OFF); } } if (!(player->stateFlags1 & PLAYER_STATE1_2)) { - func_800B5814(&actorCtx->targetContext, player, actor, &play->state); + Target_Update(&actorCtx->targetCtx, player, actor, play); } TitleCard_Update(&play->state, &actorCtx->titleCtxt); @@ -3396,21 +3443,21 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) { Actor* newHead; ActorOverlay* overlayEntry = actor->overlayEntry; - if ((player != NULL) && (actor == player->targetedActor)) { - func_80123DA4(player); + if ((player != NULL) && (actor == player->lockOnActor)) { + Player_Untarget(player); Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL); } - if (actor == actorCtx->targetContext.arrowPointedActor) { - actorCtx->targetContext.arrowPointedActor = NULL; + if (actor == actorCtx->targetCtx.fairyActor) { + actorCtx->targetCtx.fairyActor = NULL; } - if (actor == actorCtx->targetContext.unk8C) { - actorCtx->targetContext.unk8C = NULL; + if (actor == actorCtx->targetCtx.forcedTargetActor) { + actorCtx->targetCtx.forcedTargetActor = NULL; } - if (actor == actorCtx->targetContext.bgmEnemy) { - actorCtx->targetContext.bgmEnemy = NULL; + if (actor == actorCtx->targetCtx.bgmEnemy) { + actorCtx->targetCtx.bgmEnemy = NULL; } AudioSfx_StopByPos(&actor->projectedPos); @@ -3427,7 +3474,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) { return newHead; } -s32 func_800BB59C(PlayState* play, Actor* actor) { +s32 Target_InTargetableScreenRegion(PlayState* play, Actor* actor) { s16 x; s16 y; @@ -3436,110 +3483,156 @@ s32 func_800BB59C(PlayState* play, Actor* actor) { return (x > -20) && (x < gScreenWidth + 20) && (y > -160) && (y < gScreenHeight + 160); } -void func_800BB604(GameState* gameState, ActorContext* actorCtx, Player* player, s32 actorCategory) { - PlayState* play = (PlayState*)gameState; - f32 temp_f0_2; - Actor* targetedActor; - Actor* actor; - s32 phi_s2; - CollisionPoly* sp80; - s32 sp7C; - Vec3f sp70; +/** + * Search for targetable actors of the `actorCategory` category. + * + * Looks for the actor of said category with higher targetPriority and the one that is nearest to player. This actor + * must be within the range (relative to player) speicified by its targetMode. + * + * The actor must be on-screen + * + * The highest priority actor is stored in `sTargetablePrioritizedActor`, while the nearest actor is stored in + * `sTargetableNearestActor`. The higher priority / smaller distance of those actors are stored in + * `sTargetablePrioritizedPriority` and `sTargetableNearestActorDistSq`. + * + * There is not much info to infer anything about ACTOR_FLAG_40000000, D_801ED8C4/D_801ED8C0, D_801ED8D8/D_801ED8D0. + * All appear unused in any meaningful way. + * + * For an actor to be taken in consideration by this function it needs: + * - Non-NULL update function (maybe obvious?) + * - Not be Player itself. + * - It must be targetable or ACTOR_FLAG_40000000 + * - Not be the already targeted actor, unless it has the ACTOR_FLAG_80000 flag + * - Be withing the range specified by its targetMode. + * - It must be on-screen (within a margin) + * - Must not be blocked by a surface (?) + * + * This function also checks for the nearest enemy actor, which allows determining if enemy background music should be + * played. This actor is stored in `targetContext.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq` + * + * This function is expected to be called with almost every actor category in each cycle. On a new cycle its global + * variables must be reset by the caller, otherwise the information of the previous cycle will be retained on this one. + */ +void Target_FindTargetableActorForCategory(PlayState* play, ActorContext* actorCtx, Player* player, + ActorType actorCategory) { + f32 distSq; + Actor* actor = actorCtx->actorLists[actorCategory].first; + Actor* lockOnActor = player->lockOnActor; + s32 isNearestTargetableActor; s32 phi_s2_2; - actor = actorCtx->actorLists[actorCategory].first; - targetedActor = player->targetedActor; - while (actor != NULL) { - if ((actor->update != NULL) && ((Player*)actor != player)) { - if (actor->flags & (ACTOR_FLAG_40000000 | ACTOR_FLAG_1)) { - if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_4 | ACTOR_FLAG_1)) { - if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) { - actorCtx->targetContext.bgmEnemy = actor; - sBgmEnemyDistSq = actor->xyzDistToPlayerSq; - } - } + for (; actor != NULL; actor = actor->next) { + if ((actor->update == NULL) || ((Player*)actor == player)) { + continue; + } - if ((actor != targetedActor) || (actor->flags & ACTOR_FLAG_80000)) { - temp_f0_2 = func_800B82EC(actor, player, D_801ED8DC); - phi_s2_2 = (actor->flags & ACTOR_FLAG_1) != 0; - if (phi_s2_2) { - phi_s2_2 = temp_f0_2 < D_801ED8C8; - } - phi_s2 = phi_s2_2; - phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) != 0; - if (phi_s2_2) { - phi_s2_2 = temp_f0_2 < D_801ED8D0; - } + // Actor must be at least either targetable or ACTOR_FLAG_40000000 + if (!(actor->flags & (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000000))) { + continue; + } - if (((phi_s2) || (phi_s2_2)) && (func_800B83BC(actor, temp_f0_2))) { - if (func_800BB59C(play, actor)) { - if (((!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, - &sp70, &sp80, true, true, true, true, &sp7C)) || - (SurfaceType_IsIgnoredByProjectiles(&play->colCtx, sp80, sp7C)))) { - if (actor->targetPriority != 0) { - if ((phi_s2 != 0) && (actor->targetPriority < D_801ED8D4)) { - D_801ED8BC = actor; - D_801ED8D4 = actor->targetPriority; - } - if ((phi_s2_2 != 0) && (actor->targetPriority < D_801ED8D8)) { - D_801ED8C4 = actor; - D_801ED8D8 = actor->targetPriority; - } - } else { - if (phi_s2 != 0) { - D_801ED8B8 = actor; - D_801ED8C8 = temp_f0_2; - } - if (phi_s2_2 != 0) { - D_801ED8C0 = actor; - D_801ED8D0 = temp_f0_2; - } - } - } - } - } - } + // Determine the closest enemy actor to player within a range. Used for playing enemy background music. + if ((actorCategory == ACTORCAT_ENEMY) && + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)) { + if ((actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sBgmEnemyDistSq)) { + actorCtx->targetCtx.bgmEnemy = actor; + sBgmEnemyDistSq = actor->xyzDistToPlayerSq; } } - actor = actor->next; + // If this actor is the currently targeted one, then ignore it unless it has the ACTOR_FLAG_80000 flag + if ((actor == lockOnActor) && !(actor->flags & ACTOR_FLAG_80000)) { + continue; + } + + distSq = Target_GetAdjustedDistSq(actor, player, sTargetPlayerRotY); + + isNearestTargetableActor = (actor->flags & ACTOR_FLAG_TARGETABLE) && (distSq < sTargetableNearestActorDistSq); + phi_s2_2 = (actor->flags & ACTOR_FLAG_40000000) && (distSq < D_801ED8D0); + + if (!isNearestTargetableActor && !phi_s2_2) { + continue; + } + + if (Target_IsActorInRange(actor, distSq) && Target_InTargetableScreenRegion(play, actor)) { + CollisionPoly* poly; + s32 bgId; + Vec3f posResult; + + if (BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &posResult, &poly, + true, true, true, true, &bgId)) { + if (!SurfaceType_IsIgnoredByProjectiles(&play->colCtx, poly, bgId)) { + continue; + } + } + + if (actor->targetPriority != 0) { + if (isNearestTargetableActor && (actor->targetPriority < sTargetablePrioritizedPriority)) { + sTargetablePrioritizedActor = actor; + sTargetablePrioritizedPriority = actor->targetPriority; + } + if (phi_s2_2 && (actor->targetPriority < D_801ED8D8)) { + D_801ED8C4 = actor; + D_801ED8D8 = actor->targetPriority; + } + } else { + if (isNearestTargetableActor) { + sTargetableNearestActor = actor; + sTargetableNearestActorDistSq = distSq; + } + if (phi_s2_2) { + D_801ED8C0 = actor; + D_801ED8D0 = distSq; + } + } + } } } -u8 D_801AED8C[] = { +u8 sTargetableActorCategories[] = { ACTORCAT_BOSS, ACTORCAT_ENEMY, ACTORCAT_BG, ACTORCAT_EXPLOSIVES, ACTORCAT_NPC, ACTORCAT_ITEMACTION, ACTORCAT_CHEST, ACTORCAT_SWITCH, ACTORCAT_PROP, ACTORCAT_MISC, ACTORCAT_DOOR, ACTORCAT_SWITCH, }; -void func_800BB8EC(GameState* gameState, ActorContext* actorCtx, Actor** arg2, Actor** arg3, Player* player) { +/** + * Search for the nearest targetable actor. + * + * The specific criteria is specified in Target_FindTargetableActorForCategory. + * + * The actor found is stored in the targetableP parameter. It may be NULL if no actor that fulfills the criteria is + * found. + */ +void Target_GetTargetActor(PlayState* play, ActorContext* actorCtx, Actor** targetableP, Actor** arg3, Player* player) { u8* actorCategories; s32 i; - D_801ED8B8 = D_801ED8BC = D_801ED8C0 = D_801ED8C4 = NULL; - D_801ED8C8 = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX; - D_801ED8D4 = D_801ED8D8 = INT32_MAX; + sTargetableNearestActor = sTargetablePrioritizedActor = D_801ED8C0 = D_801ED8C4 = NULL; + sTargetableNearestActorDistSq = D_801ED8D0 = sBgmEnemyDistSq = FLT_MAX; + sTargetablePrioritizedPriority = D_801ED8D8 = INT32_MAX; - actorCtx->targetContext.bgmEnemy = NULL; - D_801ED8DC = player->actor.shape.rot.y; + actorCtx->targetCtx.bgmEnemy = NULL; + sTargetPlayerRotY = player->actor.shape.rot.y; - actorCategories = D_801AED8C; + actorCategories = sTargetableActorCategories; + // Try to search for a targetable actor that's a Boss, Enemy or Bg first for (i = 0; i < 3; i++) { - func_800BB604(gameState, actorCtx, player, *actorCategories); + Target_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories); actorCategories++; } - if (D_801ED8B8 == NULL) { - for (; i < ARRAY_COUNT(D_801AED8C); i++) { - func_800BB604(gameState, actorCtx, player, *actorCategories); + // If no actor in the above categories was found then try to search for one in every other category + if (sTargetableNearestActor == NULL) { + for (; i < ARRAY_COUNT(sTargetableActorCategories); i++) { + Target_FindTargetableActorForCategory(play, actorCtx, player, *actorCategories); actorCategories++; } } - if (D_801ED8B8 == NULL) { - *arg2 = D_801ED8BC; + if (sTargetableNearestActor == NULL) { + *targetableP = sTargetablePrioritizedActor; } else { - *arg2 = D_801ED8B8; + *targetableP = sTargetableNearestActor; } if (D_801ED8C0 == NULL) { @@ -3810,7 +3903,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16 s32 Actor_IsTargeted(PlayState* play, Actor* actor) { Player* player = GET_PLAYER(play); - if ((player->stateFlags3 & PLAYER_STATE3_80000000) && actor->isTargeted) { + if ((player->stateFlags3 & PLAYER_STATE3_80000000) && actor->isLockedOn) { return true; } @@ -3823,7 +3916,7 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor) { s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor) { Player* player = GET_PLAYER(play); - if ((player->stateFlags3 & PLAYER_STATE3_80000000) && !actor->isTargeted) { + if ((player->stateFlags3 & PLAYER_STATE3_80000000) && !actor->isLockedOn) { return true; } @@ -4481,10 +4574,10 @@ s16 func_800BDB6C(Actor* actor, PlayState* play, s16 arg2, f32 arg3) { } if (arg3 < phi_f2) { - actor->flags &= ~ACTOR_FLAG_1; + actor->flags &= ~ACTOR_FLAG_TARGETABLE; Math_SmoothStepToS(&arg2, 0, 6, 0x14, 1); } else { - actor->flags |= ACTOR_FLAG_1; + actor->flags |= ACTOR_FLAG_TARGETABLE; Math_SmoothStepToS(&arg2, 0xFF, 6, 0x14, 1); } diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c index 3f9f6b90e3..1fa4d4cf26 100644 --- a/src/code/z_en_a_keep.c +++ b/src/code/z_en_a_keep.c @@ -1,7 +1,7 @@ #include "global.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnAObj*)thisx) @@ -46,7 +46,7 @@ static ColliderCylinderInit sCylinderInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), }; void EnAObj_Init(Actor* thisx, PlayState* play) { diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index 02666fc4cf..e2f31c4049 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -231,7 +231,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) { enHy->actor.shape.rot.y = Math_Vec3f_Yaw(&enHy->actor.world.pos, &door->knobDoor.dyna.actor.world.pos); enHy->actor.world.rot.y = enHy->actor.shape.rot.y; enHy->actor.gravity = 0.0f; - enHy->actor.flags &= ~ACTOR_FLAG_1; + enHy->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } return ret; @@ -239,7 +239,7 @@ s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3) { s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex) { enHy->actor.gravity = gravity; - enHy->actor.flags |= ACTOR_FLAG_1; + enHy->actor.flags |= ACTOR_FLAG_TARGETABLE; EnHy_ChangeObjectAndAnim(enHy, play, animIndex); enHy->curPoint++; return false; diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c index cd458e3311..3ba6a9e993 100644 --- a/src/code/z_parameter.c +++ b/src/code/z_parameter.c @@ -6400,7 +6400,7 @@ void Interface_Draw(PlayState* play) { Minimap_Draw(play); if ((R_PAUSE_BG_PRERENDER_STATE != 2) && (R_PAUSE_BG_PRERENDER_STATE != 3)) { - Actor_DrawZTarget(&play->actorCtx.targetContext, play); + Target_Draw(&play->actorCtx.targetCtx, play); } Gfx_SetupDL39_Overlay(play->state.gfxCtx); diff --git a/src/code/z_player_call.c b/src/code/z_player_call.c index a109dab176..44427d54cb 100644 --- a/src/code/z_player_call.c +++ b/src/code/z_player_call.c @@ -1,9 +1,9 @@ #include "prevent_bss_reordering.h" #include "global.h" -#define FLAGS \ - (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | ACTOR_FLAG_2000000 | \ - ACTOR_FLAG_CAN_PRESS_SWITCH | ACTOR_FLAG_80000000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200000 | \ + ACTOR_FLAG_2000000 | ACTOR_FLAG_CAN_PRESS_SWITCH | ACTOR_FLAG_80000000) ActorFunc sPlayerCallInitFunc; ActorFunc sPlayerCallDestroyFunc; diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index cd91ee42d1..e272bbfeaa 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -518,7 +518,7 @@ s32 func_80123448(PlayState* play) { Player* player = GET_PLAYER(play); return (player->stateFlags1 & PLAYER_STATE1_400000) && - (player->transformation != PLAYER_FORM_HUMAN || (!func_80123434(player) && player->targetedActor == NULL)); + (player->transformation != PLAYER_FORM_HUMAN || (!func_80123434(player) && player->lockOnActor == NULL)); } // TODO: Player_IsGoronOrDeku is a temporary name until we have more info on this function. @@ -1315,9 +1315,8 @@ void Player_UpdateBottleHeld(PlayState* play, Player* player, ItemId itemId, Pla player->itemAction = itemAction; } -// Player_Untarget / Player_StopTargeting? -void func_80123DA4(Player* player) { - player->targetedActor = NULL; +void Player_Untarget(Player* player) { + player->lockOnActor = NULL; player->stateFlags2 &= ~PLAYER_STATE2_2000; } @@ -1335,14 +1334,14 @@ void func_80123DC0(Player* player) { ~(PLAYER_STATE1_8000 | PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000); } - func_80123DA4(player); + Player_Untarget(player); } void func_80123E90(PlayState* play, Actor* actor) { Player* player = GET_PLAYER(play); func_80123DC0(player); - player->targetedActor = actor; + player->lockOnActor = actor; player->unk_A78 = actor; player->stateFlags1 |= PLAYER_STATE1_10000; Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor); diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index 427cc85d0b..4baff41ce8 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -865,7 +865,7 @@ s32 SubS_Offer(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 itemI case SUBS_OFFER_MODE_AUTO_TARGETED: //! @bug: Both x and y conditionals are always true, || should be an && if (((x >= 0) || (x < SCREEN_WIDTH)) && ((y >= 0) || (y < SCREEN_HEIGHT)) && - (fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange) && actor->isTargeted) { + (fabsf(actor->playerHeightRel) <= yRange) && (actor->xzDistToPlayer <= xzRange) && actor->isLockedOn) { actor->flags |= ACTOR_FLAG_10000; canAccept = Actor_OfferTalkExchange(actor, play, xzRange, yRange, itemId); } diff --git a/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c b/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c index c226c89f30..706b86b274 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c +++ b/src/overlays/actors/ovl_Bg_Haka_Tomb/z_bg_haka_tomb.c @@ -83,16 +83,16 @@ void func_80BD66AC(BgHakaTomb* this, PlayState* play) { s16 csId; if (Flags_GetClear(play, this->dyna.actor.room)) { - this->dyna.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); } if (!func_80BD6638(&csId, this->csIdList, ARRAY_COUNT(this->csIdList)) && (csId <= CS_ID_NONE) && Flags_GetClear(play, this->dyna.actor.room)) { - this->dyna.actor.flags |= ACTOR_FLAG_1; - if (this->dyna.actor.isTargeted) { + this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE; + if (this->dyna.actor.isLockedOn) { func_80BD6754(this); } } else { - this->dyna.actor.flags &= ~ACTOR_FLAG_1; + this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_Boss_01/z_boss_01.c b/src/overlays/actors/ovl_Boss_01/z_boss_01.c index 8d13ab6d32..3ca53ff7f9 100644 --- a/src/overlays/actors/ovl_Boss_01/z_boss_01.c +++ b/src/overlays/actors/ovl_Boss_01/z_boss_01.c @@ -8,7 +8,7 @@ #include "z64rumble.h" #include "z64shrink_window.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss01*)thisx) diff --git a/src/overlays/actors/ovl_Boss_02/z_boss_02.c b/src/overlays/actors/ovl_Boss_02/z_boss_02.c index 255e2d3f76..751aa5523d 100644 --- a/src/overlays/actors/ovl_Boss_02/z_boss_02.c +++ b/src/overlays/actors/ovl_Boss_02/z_boss_02.c @@ -13,7 +13,7 @@ #include "overlays/actors/ovl_Item_B_Heart/z_item_b_heart.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss02*)thisx) @@ -593,7 +593,7 @@ void Boss02_Init(Actor* thisx, PlayState* play) { Actor_Spawn(&play->actorCtx, play, ACTOR_ITEM_B_HEART, 0.0f, 30.0f, -150.0f, 0, 1, 0, BHEART_PARAM_NORMAL); } - this->actor.targetMode = 10; + this->actor.targetMode = TARGET_MODE_10; this->subCamUp.z = this->subCamUp.x = 0.0f; this->subCamUp.y = 1.0f; if (TWINMOLD_GET_TYPE(&this->actor) == TWINMOLD_TYPE_STATIC) { @@ -601,7 +601,7 @@ void Boss02_Init(Actor* thisx, PlayState* play) { play->specialEffects = (void*)sEffects; this->actor.update = Boss02_Static_Update; this->actor.draw = Boss02_Static_Draw; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->playerScale = 0.01f; if ((KREG(64) != 0) || CHECK_EVENTINF(EVENTINF_55) || (sBlueWarp != NULL)) { this->unk_1D20 = 0; @@ -772,7 +772,7 @@ void func_809DAB78(Boss02* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_INBOSS_ROAR_OLD); } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->unk_0195 != 0) { this->actor.world.rot.z = Math_SinS(this->unk_014C * 0x1200) * 0xE00; } else { @@ -1192,9 +1192,9 @@ void Boss02_Tail_Update(Actor* thisx, PlayState* play) { } if ((this->actor.focus.pos.y < BgCheck_EntityRaycastFloor1(&play->colCtx, &outPoly, &pos)) || sIsInGiantMode) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } } } @@ -1816,7 +1816,7 @@ void Boss02_HandleGiantsMaskCutscene(Boss02* this, PlayState* play) { func_80169AFC(play, this->subCamId, 0); this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; player->stateFlags1 &= ~PLAYER_STATE1_100; this->playerScale = 0.01f; Play_DisableMotionBlur(); @@ -2227,7 +2227,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; Cutscene_StopManual(play, &play->csCtx); func_800B7298(play, &this->actor, PLAYER_CSMODE_END); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->unk_1D20 = 0; sRedTwinmold->unk_0144 = sBlueTwinmold->unk_0144 = 3; sRedTwinmold->unk_0146[0] = sBlueTwinmold->unk_0146[0] = 60; @@ -2289,7 +2289,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) { Cutscene_StopManual(play, &play->csCtx); func_800B7298(play, &this->actor, PLAYER_CSMODE_END); this->unk_1D20 = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; sp68->unk_0144 = 10; if ((sRedTwinmold->unk_0144 >= 10) && (sBlueTwinmold->unk_0144 >= 10)) { f32 phi_f0; diff --git a/src/overlays/actors/ovl_Boss_03/z_boss_03.c b/src/overlays/actors/ovl_Boss_03/z_boss_03.c index 10f988f0b1..168da53689 100644 --- a/src/overlays/actors/ovl_Boss_03/z_boss_03.c +++ b/src/overlays/actors/ovl_Boss_03/z_boss_03.c @@ -57,7 +57,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_water_effect/object_water_effect.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss03*)thisx) @@ -477,7 +477,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) { this->jointTable[i].z = Math_SinS(this->unk_240 * 0x10 + i * 19000) * 4000.0f; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; return; } @@ -508,7 +508,7 @@ void Boss03_Init(Actor* thisx, PlayState* play2) { sGyorgEffects[i].type = GYORG_EFFECT_NONE; } - this->actor.targetMode = 5; + this->actor.targetMode = TARGET_MODE_5; this->actor.colChkInfo.mass = MASS_HEAVY; this->actor.colChkInfo.health = 10; @@ -546,7 +546,7 @@ void func_809E344C(Boss03* this, PlayState* play) { this->actionFunc = func_809E34B8; Animation_MorphToLoop(&this->skelAnime, &gGyorgFastSwimmingAnim, -15.0f); this->unk_274 = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } } @@ -756,7 +756,7 @@ void Boss03_CatchPlayer(Boss03* this, PlayState* play) { this->unk_276 = 0x1000; this->unk_2BD = true; this->unk_278 = 15.0f; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; SkelAnime_Update(&this->skelAnime); @@ -1169,7 +1169,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) { this->subCamAt.y = player->actor.world.pos.y + 30.0f; this->csState = 1; this->csTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_2D5 = true; this->subCamFov = KREG(14) + 60.0f; @@ -1423,7 +1423,7 @@ void Boss03_SetupDeathCutscene(Boss03* this, PlayState* play) { this->workTimer[WORK_TIMER_UNK0_C] = 0; this->unk_242 = 0; this->csState = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void Boss03_DeathCutscene(Boss03* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_Boss_04/z_boss_04.c b/src/overlays/actors/ovl_Boss_04/z_boss_04.c index 4f4f907c55..82495ea1e4 100644 --- a/src/overlays/actors/ovl_Boss_04/z_boss_04.c +++ b/src/overlays/actors/ovl_Boss_04/z_boss_04.c @@ -8,7 +8,7 @@ #include "z64shrink_window.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss04*)thisx) @@ -164,7 +164,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) { this->actor.params = 0x64; Actor_SetScale(&this->actor, 0.1f); - this->actor.targetMode = 5; + this->actor.targetMode = TARGET_MODE_5; this->actor.hintId = TATL_HINT_ID_WART; this->actor.colChkInfo.health = 20; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -232,7 +232,7 @@ void Boss04_Destroy(Actor* thisx, PlayState* play) { void func_809EC544(Boss04* this) { this->actionFunc = func_809EC568; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void func_809EC568(Boss04* this, PlayState* play) { @@ -522,7 +522,7 @@ void func_809ED224(Boss04* this) { this->unk_2D0 = 10000.0f; this->unk_2C8 = 200; Actor_PlaySfx(&this->actor, NA_SE_EN_ME_DEAD); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Audio_RestorePrevBgm(); this->unk_1F6 = 10; } @@ -543,7 +543,7 @@ void func_809ED2A0(Boss04* this, PlayState* play) { } if (this->unk_1F8 == 3) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_700 = 0.0f; this->unk_6FC = 0.0f; this->unk_6F8 = 0.0f; @@ -749,9 +749,9 @@ void Boss04_Update(Actor* thisx, PlayState* play2) { func_809ED45C(this, play); if (this->unk_2CC > 3000.0f) { CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider1.base); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } else { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider2.base); CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider2.base); diff --git a/src/overlays/actors/ovl_Boss_05/z_boss_05.c b/src/overlays/actors/ovl_Boss_05/z_boss_05.c index 3143700799..535a3a8f5c 100644 --- a/src/overlays/actors/ovl_Boss_05/z_boss_05.c +++ b/src/overlays/actors/ovl_Boss_05/z_boss_05.c @@ -6,7 +6,7 @@ #include "z_boss_05.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((Boss05*)thisx) diff --git a/src/overlays/actors/ovl_Boss_06/z_boss_06.c b/src/overlays/actors/ovl_Boss_06/z_boss_06.c index a65b1185ac..38ca4f7996 100644 --- a/src/overlays/actors/ovl_Boss_06/z_boss_06.c +++ b/src/overlays/actors/ovl_Boss_06/z_boss_06.c @@ -11,7 +11,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_knight/object_knight.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss06*)thisx) @@ -152,7 +152,7 @@ void Boss06_Init(Actor* thisx, PlayState* play) { this->unk_200[i] = temp_v0[i]; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void Boss06_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_Boss_07/z_boss_07.c b/src/overlays/actors/ovl_Boss_07/z_boss_07.c index 824c70fa22..d2bc5d6be4 100644 --- a/src/overlays/actors/ovl_Boss_07/z_boss_07.c +++ b/src/overlays/actors/ovl_Boss_07/z_boss_07.c @@ -7,7 +7,7 @@ #include "z_boss_07.h" #include "z64shrink_window.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((Boss07*)thisx) diff --git a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c index d9a7cb348a..9c759b63c4 100644 --- a/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c +++ b/src/overlays/actors/ovl_Boss_Hakugin/z_boss_hakugin.c @@ -8,7 +8,7 @@ #include "z64quake.h" #include "z64rumble.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((BossHakugin*)thisx) @@ -203,7 +203,7 @@ static CollisionCheckInfoInit D_80B0EA80 = { 30, 80, 100, MASS_IMMOVABLE }; static InitChainEntry D_80B0EAD8[] = { ICHAIN_S8(hintId, 27, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 27, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c b/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c index f5f88b80ec..79e52d082e 100644 --- a/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c +++ b/src/overlays/actors/ovl_Dm_Ah/z_dm_ah.c @@ -6,7 +6,7 @@ #include "z_dm_ah.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((DmAh*)thisx) @@ -168,7 +168,7 @@ void DmAh_Init(Actor* thisx, PlayState* play) { OBJECT_AH_LIMB_MAX); this->animIndex = DMAH_ANIM_NONE; DmAh_ChangeAnim(this, DMAH_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); this->unk_27C |= 1; if ((play->sceneId == SCENE_YADOYA) && (play->curSpawn == 4)) { diff --git a/src/overlays/actors/ovl_Dm_Al/z_dm_al.c b/src/overlays/actors/ovl_Dm_Al/z_dm_al.c index ef6367ca2b..91fd6ea803 100644 --- a/src/overlays/actors/ovl_Dm_Al/z_dm_al.c +++ b/src/overlays/actors/ovl_Dm_Al/z_dm_al.c @@ -6,7 +6,7 @@ #include "z_dm_al.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((DmAl*)thisx) @@ -84,7 +84,7 @@ void DmAl_Init(Actor* thisx, PlayState* play) { MADAME_AROMA_LIMB_MAX); this->animIndex = MADAME_AROMA_ANIM_NONE; DmAl_ChangeAnim(this, MADAME_AROMA_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); this->actionFunc = DmAl_HandleCutscene; } diff --git a/src/overlays/actors/ovl_Dm_An/z_dm_an.c b/src/overlays/actors/ovl_Dm_An/z_dm_an.c index 5e43000844..dfcb610c81 100644 --- a/src/overlays/actors/ovl_Dm_An/z_dm_an.c +++ b/src/overlays/actors/ovl_Dm_An/z_dm_an.c @@ -8,7 +8,7 @@ #include "objects/object_an4/object_an4.h" #include "objects/object_msmo/object_msmo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((DmAn*)thisx) @@ -199,7 +199,7 @@ void func_80C1C958(DmAn* this, PlayState* play) { this->animIndex = DMAN_ANIM_NONE; DmAn_ChangeAnim(this, play, DMAN_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); this->unk_2AE |= 1; this->actor.draw = func_80C1D0B0; diff --git a/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c b/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c index baeba3ce53..a0fa8d6b35 100644 --- a/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c +++ b/src/overlays/actors/ovl_Dm_Bal/z_dm_bal.c @@ -6,7 +6,7 @@ #include "z_dm_bal.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((DmBal*)thisx) @@ -70,7 +70,7 @@ static AnimationInfo sAnimationInfo[TINGLE_CS_ANIM_MAX] = { void DmBal_Init(Actor* thisx, PlayState* play) { DmBal* this = THIS; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actor.uncullZoneForward = 3000.0f; Actor_SetScale(&this->actor, 0.02f); ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f); diff --git a/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c b/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c index 80d1bef15d..0948b7afc2 100644 --- a/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c +++ b/src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c @@ -146,7 +146,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) { PlayState* play = play2; DmChar08* this = THIS; - thisx->targetMode = 5; + thisx->targetMode = TARGET_MODE_5; this->eyeMode = TURTLE_EYEMODE_CLOSED; thisx->targetArrowOffset = 120.0f; ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 24.0f); @@ -201,7 +201,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) { this->eyeMode = TURTLE_EYEMODE_BLINK_STRAIGHT; this->unk_207 = 0; this->unk_208 = 0; - thisx->flags |= ACTOR_FLAG_1; + thisx->flags |= ACTOR_FLAG_TARGETABLE; if (gSaveContext.save.entrance == ENTRANCE(ZORA_CAPE, 8)) { this->eyeMode = TURTLE_EYEMODE_BLINK_LEFT; this->actionFunc = func_80AAFAC4; @@ -220,7 +220,7 @@ void DmChar08_Init(Actor* thisx, PlayState* play2) { this->eyeMode = TURTLE_EYEMODE_BLINK_LEFT; this->unk_207 = 0; this->unk_208 = 0; - thisx->flags |= ACTOR_FLAG_1; + thisx->flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80AAFAE4; this->unk_1F0 = 1.0f; break; @@ -300,7 +300,7 @@ void func_80AAF884(DmChar08* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS | DYNA_TRANSFORM_ROT_Y); DynaPolyActor_LoadMesh(play, &this->dyna, &gTurtleZoraCapeAwakeCol); - this->dyna.actor.flags |= ACTOR_FLAG_1; + this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80AAF8F4; } } diff --git a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c index 33df492431..2f74350530 100644 --- a/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c +++ b/src/overlays/actors/ovl_Dm_Gm/z_dm_gm.c @@ -8,7 +8,7 @@ #include "objects/object_an4/object_an4.h" #include "objects/object_msmo/object_msmo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((DmGm*)thisx) @@ -199,7 +199,7 @@ void func_80C248A8(DmGm* this, PlayState* play) { this->animIndex = DMGM_ANIM_NONE; DmGm_ChangeAnim(this, play, DMGM_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); this->unk_2AE |= 1; this->actor.draw = func_80C25000; diff --git a/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c b/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c index 327f258687..cf62f45578 100644 --- a/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c +++ b/src/overlays/actors/ovl_Dm_Nb/z_dm_nb.c @@ -6,7 +6,7 @@ #include "z_dm_nb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((DmNb*)thisx) @@ -83,7 +83,7 @@ void DmNb_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &gNbSkel, NULL, this->jointTable, this->morphTable, NB_LIMB_MAX); this->animIndex = DMNB_ANIM_NONE; DmNb_ChangeAnim(this, DMNB_ANIM_0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); this->actionFunc = DmNb_HandleCutscene; } diff --git a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c index acfd72b767..9b1d0f0487 100644 --- a/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c +++ b/src/overlays/actors/ovl_Dm_Stk/z_dm_stk.c @@ -1768,7 +1768,7 @@ void DmStk_ClockTower_IdleWithOcarina(DmStk* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { DmStk_ClockTower_AdjustHeightAndRotation(this, play); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->tatlMessageTimer++; if (this->tatlMessageTimer > 800) { this->tatlMessageTimer = 0; @@ -1793,7 +1793,7 @@ void DmStk_ClockTower_IdleWithOcarina(DmStk* this, PlayState* play) { void DmStk_ClockTower_Idle(DmStk* this, PlayState* play) { if (play->csCtx.state == CS_STATE_IDLE) { DmStk_ClockTower_AdjustHeightAndRotation(this, play); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (this->animIndex == SK_ANIM_CALL_DOWN_MOON_LOOP) { this->actor.targetArrowOffset = 3100.0f; diff --git a/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c b/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c index 3c12f1bbba..6eb910d2dd 100644 --- a/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c +++ b/src/overlays/actors/ovl_Dm_Tag/z_dm_tag.c @@ -220,7 +220,7 @@ s32 func_80C2291C(DmTag* this, PlayState* play) { void func_80C229AC(DmTag* this, PlayState* play) { SubS_SetOfferMode(&this->unk_18C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } void DmTag_DoNothing(DmTag* this, PlayState* play) { @@ -246,12 +246,12 @@ void DmTag_Init(Actor* thisx, PlayState* play) { this->unk_18E = 2; this->unk_18C = 0; SubS_SetOfferMode(&this->unk_18C, SUBS_OFFER_MODE_AUTO, SUBS_OFFER_MODE_MASK); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = DmTag_DoNothing; } else if (this->actor.room == 2) { Actor_Kill(&this->actor); } else { - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->unk_18E = 1; this->unk_18C = 0; this->actionFunc = func_80C229AC; diff --git a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c index 586704c3b8..8d3fc8db4e 100644 --- a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c +++ b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c @@ -82,7 +82,7 @@ void DoorAna_Init(Actor* thisx, PlayState* play) { DoorAna_SetupAction(this, DoorAna_WaitOpen); } - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; } void DoorAna_Destroy(Actor* thisx, PlayState* play) { @@ -130,7 +130,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) { s32 grottoType = DOORANA_GET_TYPE(&this->actor); if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f)) { - if ((this->actor.targetMode != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && + if ((this->actor.targetMode != TARGET_MODE_0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) && (play->transitionMode == TRANS_MODE_OFF) && (player->stateFlags1 & PLAYER_STATE1_80000000) && (player->unk_AE7 == 0)) { @@ -162,10 +162,10 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) { (this->actor.xzDistToPlayer <= 20.0f) && (this->actor.playerHeightRel >= -50.0f) && (this->actor.playerHeightRel <= 15.0f)) { player->stateFlags1 |= PLAYER_STATE1_80000000; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; } else { - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; } } diff --git a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c index 8244c7fb63..ea443472f0 100644 --- a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c +++ b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c @@ -83,7 +83,7 @@ void ElfMsg2_Init(Actor* thisx, PlayState* play) { ElfMsg2_SetupAction(this, func_8096EFD0); } else { ElfMsg2_SetupAction(this, func_8096EF98); - this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_1); + this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGETABLE); this->actor.textId = func_8096EE50(this); } this->actor.shape.rot.z = 0; @@ -137,7 +137,7 @@ void func_8096EFD0(ElfMsg2* this, PlayState* play) { if ((this->actor.home.rot.y < 0) && (this->actor.home.rot.y >= -0x80) && (Flags_GetSwitch(play, -this->actor.home.rot.y - 1))) { ElfMsg2_SetupAction(this, func_8096EF98); - this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_1); + this->actor.flags |= (ACTOR_FLAG_40000 | ACTOR_FLAG_TARGETABLE); this->actor.textId = func_8096EE50(this); } } diff --git a/src/overlays/actors/ovl_En_Ah/z_en_ah.c b/src/overlays/actors/ovl_En_Ah/z_en_ah.c index 1ac67f8893..09928dfe92 100644 --- a/src/overlays/actors/ovl_En_Ah/z_en_ah.c +++ b/src/overlays/actors/ovl_En_Ah/z_en_ah.c @@ -7,7 +7,7 @@ #include "z_en_ah.h" #include "objects/object_ah/object_ah.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAh*)thisx) @@ -499,11 +499,11 @@ void func_80BD36B8(EnAh* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BD3DB0, &sp18) || ((this->unk_1DC != sp18.result) && !func_80BD3548(this, play, &sp18))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp18.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_1DC = sp18.result; func_80BD3658(this, play); @@ -545,7 +545,7 @@ void EnAh_Init(Actor* thisx, PlayState* play) { EnAh_ChangeAnim(this, ENAH_ANIM_0); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; Actor_SetScale(&this->actor, 0.01f); this->unk_1DC = 0; this->unk_2D8 = 0; diff --git a/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c b/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c index 4447877eed..0d6ee93806 100644 --- a/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c +++ b/src/overlays/actors/ovl_En_Akindonuts/z_en_akindonuts.c @@ -7,7 +7,7 @@ #include "z_en_akindonuts.h" #include "objects/object_dnt/object_dnt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAkindonuts*)thisx) @@ -152,7 +152,7 @@ static u16 D_80BF04AC[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -1318,7 +1318,7 @@ void func_80BEEE10(EnAkindonuts* this, PlayState* play) { this->actionFunc = func_80BEEFA8; } else if (((this->actor.xzDistToPlayer < 100.0f) && (((this->actor.playerHeightRel < 50.0f) && (this->actor.playerHeightRel > -50.0f)) ? true : false)) || - this->actor.isTargeted) { + this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 100.0f); } else if (!(((this->actor.playerHeightRel < 50.0f) && (this->actor.playerHeightRel > -50.0f)) ? true : false) || !((this->actor.xzDistToPlayer < 200.0f) ? true : false)) { @@ -1341,7 +1341,7 @@ void func_80BEEFA8(EnAkindonuts* this, PlayState* play) { this->actionFunc = func_80BEEE10; } else if (this->unk_32C & 0x20) { this->unk_32C &= ~0x20; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_32C &= ~0x4; play->msgCtx.msgMode = 0x43; play->msgCtx.stateTimer = 4; diff --git a/src/overlays/actors/ovl_En_Al/z_en_al.c b/src/overlays/actors/ovl_En_Al/z_en_al.c index 3c36258403..0f8679b3c0 100644 --- a/src/overlays/actors/ovl_En_Al/z_en_al.c +++ b/src/overlays/actors/ovl_En_Al/z_en_al.c @@ -6,7 +6,7 @@ #include "z_en_al.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAl*)thisx) @@ -702,8 +702,8 @@ s32 func_80BDF308(EnAl* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80BDF390(EnAl* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret; - this->actor.flags |= ACTOR_FLAG_1; - this->actor.targetMode = 0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_0; this->unk_4F0 = PLAYER_IA_NONE; this->unk_4C2 = 0; this->unk_4D4 = 40.0f; @@ -787,11 +787,11 @@ void func_80BDF5E8(EnAl* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BDFC70, &sp20) || ((this->unk_35C != sp20.result) && !func_80BDF390(this, play, &sp20))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp20.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_35C = sp20.result; this->unk_368 = func_80BDE384(this, play); diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c index 1aef0a3743..916bfca1b5 100644 --- a/src/overlays/actors/ovl_En_Am/z_en_am.c +++ b/src/overlays/actors/ovl_En_Am/z_en_am.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bombf/z_en_bombf.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_4 | ACTOR_FLAG_1) +#define FLAGS (ACTOR_FLAG_400 | ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnAm*)thisx) @@ -209,7 +209,7 @@ void EnAm_RemoveEnemyTexture(EnAm* this, PlayState* play) { this->textureBlend -= 10; } else { this->textureBlend = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unkFlag = 0; } } @@ -230,7 +230,7 @@ void EnAm_ApplyEnemyTexture(EnAm* this, PlayState* play) { if (this->textureBlend + 20 >= 255) { this->textureBlend = 255; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->enemyCollider.info.bumper.dmgFlags = 0x81C2C788; this->interactCollider.info.bumper.dmgFlags = 0x760D3877; this->enemyCollider.base.atFlags |= AT_ON; diff --git a/src/overlays/actors/ovl_En_An/z_en_an.c b/src/overlays/actors/ovl_En_An/z_en_an.c index 6b85ffc53b..3ab31bfb8e 100644 --- a/src/overlays/actors/ovl_En_An/z_en_an.c +++ b/src/overlays/actors/ovl_En_An/z_en_an.c @@ -6,7 +6,7 @@ #include "z_en_an.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAn*)thisx) diff --git a/src/overlays/actors/ovl_En_And/z_en_and.c b/src/overlays/actors/ovl_En_And/z_en_and.c index 8c450a8ac0..c244a0c5e9 100644 --- a/src/overlays/actors/ovl_En_And/z_en_and.c +++ b/src/overlays/actors/ovl_En_And/z_en_and.c @@ -6,7 +6,7 @@ #include "z_en_and.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnAnd*)thisx) @@ -124,7 +124,7 @@ void EnAnd_Init(Actor* thisx, PlayState* play) { this->animIndex = ENAND_ANIM_NONE; EnAnd_ChangeAnim(this, ENAND_ANIM_0); Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->flags |= 8; this->actionFunc = EnAnd_HandleCutscene; } diff --git a/src/overlays/actors/ovl_En_Ani/z_en_ani.c b/src/overlays/actors/ovl_En_Ani/z_en_ani.c index 3adc9ad12a..d8b87a81f3 100644 --- a/src/overlays/actors/ovl_En_Ani/z_en_ani.c +++ b/src/overlays/actors/ovl_En_Ani/z_en_ani.c @@ -8,7 +8,7 @@ #include "z_en_ani.h" #include "z64quake.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnAni*)thisx) diff --git a/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c b/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c index bfc0e6e5ac..eab1c83ceb 100644 --- a/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c +++ b/src/overlays/actors/ovl_En_Aob_01/z_en_aob_01.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Racedog/z_en_racedog.h" #include "overlays/actors/ovl_En_Dg/z_en_dg.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnAob01*)thisx) @@ -1114,7 +1114,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) { case EVENTINF_DOG_RACE_STATE_NOT_STARTED: EnAob01_InitializeDogTextOffsets(); EnAob01_SpawnDogs(this, play); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnAob01_BeforeRace_Idle; break; @@ -1125,7 +1125,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) { this->csId = this->actor.csId; EnAob01_Race_FollowSelectedDog(this, play); CutsceneManager_Queue(this->csId); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; EnAob01_Race_HidePlayer(this, play); this->actionFunc = EnAob01_Race_StartCutscene; break; @@ -1133,7 +1133,7 @@ void EnAob01_Init(Actor* thisx, PlayState* play) { case EVENTINF_DOG_RACE_STATE_ENDED: EnAob01_InitializeDogTextOffsets(); EnAob01_SpawnDogs(this, play); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10000; this->actionFunc = EnAob01_AfterRace_GiveRaceResult; break; diff --git a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c index e8b74f8ece..daba8eea65 100644 --- a/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c +++ b/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.c @@ -33,7 +33,7 @@ ActorInit En_Attack_Niw_InitVars = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 1, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP), }; @@ -59,7 +59,7 @@ void EnAttackNiw_Init(Actor* thisx, PlayState* play) { this->randomTargetCenterOffset.z = Rand_CenteredFloat(100.0f); Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_1; // Unnecessary: this actor does not start with this flag + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; // Unnecessary: this actor does not start with this flag this->actor.shape.rot.y = this->actor.world.rot.y = (Rand_ZeroOne() - 0.5f) * 60000.0f; this->actionFunc = EnAttackNiw_EnterViewFromOffscreen; } diff --git a/src/overlays/actors/ovl_En_Az/z_en_az.c b/src/overlays/actors/ovl_En_Az/z_en_az.c index 156d7f9562..8d1e306bbc 100644 --- a/src/overlays/actors/ovl_En_Az/z_en_az.c +++ b/src/overlays/actors/ovl_En_Az/z_en_az.c @@ -205,7 +205,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { Actor_ProcessInitChain(&this->actor, sInitChain); this->unk_374 = 0; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; switch (BEAVER_GET_PARAM_F00(thisx)) { case 0: phi_v1 = @@ -303,12 +303,12 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_93_01)) { this->unk_2FA = 5; if (this->unk_374 & 2) { - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->unk_374 |= 0x20; } } else { this->unk_2FA = 0; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->unk_374 |= 0x20; } func_80A94B20(play); @@ -322,7 +322,7 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { case ENTRANCE(WATERFALL_RAPIDS, 3): this->unk_2FA = 0; if (!(this->unk_374 & 2)) { - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10000); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); } if (gSaveContext.save.entrance == ENTRANCE(WATERFALL_RAPIDS, 3)) { this->unk_2FA = 0xA; @@ -378,18 +378,18 @@ void EnAz_Init(Actor* thisx, PlayState* play2) { if (this->unk_2FA == 2) { if (!(this->unk_374 & 2)) { this->unk_374 |= 0x20; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10000); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); this->actionFunc = func_80A97C24; } else { - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); func_80A95C5C(this, play); } } else { if (this->unk_374 & 2) { this->unk_374 |= 0x20; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10000); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); } else { - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); } this->actionFunc = func_80A97C24; } @@ -592,7 +592,7 @@ void func_80A95C5C(EnAz* this, PlayState* play) { this->actor.world.pos.y = this->actor.home.pos.y + 120.0f; this->actor.gravity = -1.0f; SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_IDLE, &this->animIndex); - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER); this->unk_3C0 = 0; this->actionFunc = func_80A95CEC; @@ -627,7 +627,7 @@ void func_80A95DA0(EnAz* this, PlayState* play) { this->actor.gravity = 0.0f; SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL, &this->animIndex); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER); this->unk_374 |= 0x1000; Math_Vec3f_Copy(&this->actor.world.pos, &sp40->curPoint); @@ -650,7 +650,7 @@ void func_80A95E88(EnAz* this, PlayState* play) { SkelAnime_Update(&this->skelAnime); } this->unk_374 &= ~0x2000; - if (this->actor.isTargeted) { + if (this->actor.isLockedOn) { func_80A95F94(this, play); } } @@ -1620,7 +1620,7 @@ void func_80A97EAC(EnAz* this, PlayState* play) { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL, &this->animIndex); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.bgCheckFlags &= ~(BGCHECKFLAG_GROUND | BGCHECKFLAG_WATER); this->unk_374 |= 0x1000; this->unk_3C2 = 0; diff --git a/src/overlays/actors/ovl_En_Baba/z_en_baba.c b/src/overlays/actors/ovl_En_Baba/z_en_baba.c index b2d64c3860..bf93ad365c 100644 --- a/src/overlays/actors/ovl_En_Baba/z_en_baba.c +++ b/src/overlays/actors/ovl_En_Baba/z_en_baba.c @@ -6,7 +6,7 @@ #include "z_en_baba.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBaba*)thisx) @@ -513,7 +513,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) { this->actor.draw = EnBaba_Draw; this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (play->sceneId == SCENE_BOMYA) { this->stateFlags |= BOMB_SHOP_LADY_STATE_VISIBLE; @@ -558,7 +558,7 @@ void EnBaba_FinishInit(EnBaba* this, PlayState* play) { } else { this->stateFlags |= BOMB_SHOP_LADY_STATE_VISIBLE; if (BOMB_SHOP_LADY_GET_TYPE(&this->actor) == BOMB_SHOP_LADY_TYPE_SWAY) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->animIndex = BOMB_SHOP_LADY_ANIM_SWAY; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, this->animIndex); this->actionFunc = EnBaba_DoNothing; @@ -672,11 +672,11 @@ void EnBaba_FollowSchedule(EnBaba* this, PlayState* play) { ((this->scheduleResult != scheduleOutput.result) && !EnBaba_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->stateFlags &= ~BOMB_SHOP_LADY_STATE_DRAW_SHADOW; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = BOMB_SHOP_LADY_SCH_NONE; } else { this->stateFlags |= BOMB_SHOP_LADY_STATE_DRAW_SHADOW; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->scheduleResult = scheduleOutput.result; @@ -686,7 +686,7 @@ void EnBaba_FollowSchedule(EnBaba* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, 0x2A39, &this->actor); // "I'm sorry" this->actionFunc = EnBaba_FollowSchedule_Talk; - } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } @@ -744,7 +744,7 @@ void EnBaba_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.gravity = -4.0f; this->actionFunc = EnBaba_FinishInit; } diff --git a/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c b/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c index 17eb5c9ef9..25f867ec1f 100644 --- a/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c +++ b/src/overlays/actors/ovl_En_Baguo/z_en_baguo.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnBaguo*)thisx) @@ -133,7 +133,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) { this->actor.world.rot.z = 0; Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 2; + this->actor.targetMode = TARGET_MODE_2; Collider_InitAndSetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements); this->collider.elements[0].dim.modelSphere.radius = 30; @@ -146,7 +146,7 @@ void EnBaguo_Init(Actor* thisx, PlayState* play) { this->actor.gravity = -3.0f; this->actor.colChkInfo.damageTable = &sDamageTable; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->collider.base.acFlags |= AC_HARD; this->actionFunc = EnBaguo_UndergroundIdle; } @@ -165,7 +165,7 @@ void EnBaguo_UndergroundIdle(EnBaguo* this, PlayState* play) { this->actor.world.rot.z = 0; this->actor.world.rot.x = this->actor.world.rot.z; this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBaguo_EmergeFromUnderground; } this->actor.shape.rot.y = this->actor.world.rot.y; @@ -293,7 +293,7 @@ void EnBaguo_RetreatUnderground(EnBaguo* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.world.pos, &this->actor.home.pos); Actor_PlaySfx(&this->actor, NA_SE_EN_BAKUO_APPEAR); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBaguo_UndergroundIdle; } } @@ -354,7 +354,7 @@ void EnBaguo_CheckForDetonation(EnBaguo* this, PlayState* play) { this->timer = 30; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.0f); this->collider.elements->dim.scale = 3.0f; this->collider.elements->info.toucher.damage = 8; diff --git a/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c b/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c index 0bd7dfc0bf..e6ac52cee7 100644 --- a/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c +++ b/src/overlays/actors/ovl_En_Baisen/z_en_baisen.c @@ -7,7 +7,7 @@ #include "z_en_baisen.h" #include "objects/object_bai/object_bai.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBaisen*)thisx) @@ -97,7 +97,7 @@ void EnBaisen_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); } } - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); if (this->paramCopy == 0) { diff --git a/src/overlays/actors/ovl_En_Bal/z_en_bal.c b/src/overlays/actors/ovl_En_Bal/z_en_bal.c index 303baccf6b..490517e09a 100644 --- a/src/overlays/actors/ovl_En_Bal/z_en_bal.c +++ b/src/overlays/actors/ovl_En_Bal/z_en_bal.c @@ -7,7 +7,7 @@ #include "z_en_bal.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBal*)thisx) diff --git a/src/overlays/actors/ovl_En_Bat/z_en_bat.c b/src/overlays/actors/ovl_En_Bat/z_en_bat.c index cef624ca8b..d1de1bb0d5 100644 --- a/src/overlays/actors/ovl_En_Bat/z_en_bat.c +++ b/src/overlays/actors/ovl_En_Bat/z_en_bat.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/object_bat/object_bat.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnBat*)thisx) @@ -315,7 +315,7 @@ void EnBat_DiveAttack(EnBat* this, PlayState* play) { } void EnBat_SetupDie(EnBat* this, PlayState* play) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Enemy_StartFinishingBlow(play, &this->actor); this->actor.speed *= Math_CosS(this->actor.world.rot.x); this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c index 6d96d9e289..06c70aa249 100644 --- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c +++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200) #define THIS ((EnBb*)thisx) @@ -370,7 +370,7 @@ void EnBb_SetupDead(EnBb* this, PlayState* play) { } this->actor.flags |= ACTOR_FLAG_10; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBb_Dead; } @@ -488,7 +488,7 @@ void EnBb_Revive(EnBb* this, PlayState* play) { if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.0005f)) { this->actor.flags &= ~ACTOR_FLAG_10; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->collider.base.acFlags |= AC_ON; this->collider.base.atFlags |= AT_ON; this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c b/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c index 8226fa138f..7b93553052 100644 --- a/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c +++ b/src/overlays/actors/ovl_En_Bba_01/z_en_bba_01.c @@ -15,7 +15,7 @@ #include "z_en_bba_01.h" #include "objects/object_bba/object_bba.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBba01*)thisx) @@ -158,7 +158,7 @@ void EnBba01_FinishInit(EnHy* this, PlayState* play) { //! @bug: gBbaSkel does not match EnHy's skeleton assumptions. //! Since gBbaSkel has more limbs than expected, joint and morph tables will overflow if (EnHy_Init(this, play, &gBbaSkel, ENHY_ANIM_BBA_6)) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.draw = EnBba01_Draw; this->waitingOnInit = false; if (ENBBA01_GET_PATH_INDEX(&this->actor) == ENBBA01_PATH_INDEX_NONE) { @@ -228,7 +228,7 @@ void EnBba01_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->enHy.collider); Collider_SetCylinder(play, &this->enHy.collider, &this->enHy.actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->enHy.actor.flags &= ~ACTOR_FLAG_1; + this->enHy.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->enHy.path = SubS_GetPathByIndex(play, ENBBA01_GET_PATH_INDEX(&this->enHy.actor), ENBBA01_PATH_INDEX_NONE); this->enHy.waitingOnInit = true; Actor_SetScale(&this->enHy.actor, 0.01f); diff --git a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c index ddf379c5b2..0f9d16a473 100644 --- a/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c +++ b/src/overlays/actors/ovl_En_Bbfall/z_en_bbfall.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_200) #define THIS ((EnBbfall*)thisx) @@ -269,7 +269,7 @@ void EnBbfall_SetupWaitForPlayer(EnBbfall* this) { } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBbfall_WaitForPlayer; } @@ -290,7 +290,7 @@ void EnBbfall_SetupEmerge(EnBbfall* this) { this->collider.base.ocFlags1 |= OC1_ON; this->actor.velocity.y = 17.0f; EnBbfall_EnableColliders(this); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEFALL_APPEAR); this->actionFunc = EnBbfall_Emerge; } diff --git a/src/overlays/actors/ovl_En_Bee/z_en_bee.c b/src/overlays/actors/ovl_En_Bee/z_en_bee.c index 0e8727c457..d3fa6ad4ae 100644 --- a/src/overlays/actors/ovl_En_Bee/z_en_bee.c +++ b/src/overlays/actors/ovl_En_Bee/z_en_bee.c @@ -6,7 +6,7 @@ #include "z_en_bee.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnBee*)thisx) @@ -98,7 +98,7 @@ void EnBee_Init(Actor* thisx, PlayState* play) { OBJECT_BEE_LIMB_MAX); this->actor.colChkInfo.health = 1; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->instanceId = sNumLoadedBees; sNumLoadedBees++; diff --git a/src/overlays/actors/ovl_En_Bh/z_en_bh.c b/src/overlays/actors/ovl_En_Bh/z_en_bh.c index 9e5641aad3..ac19bdb440 100644 --- a/src/overlays/actors/ovl_En_Bh/z_en_bh.c +++ b/src/overlays/actors/ovl_En_Bh/z_en_bh.c @@ -32,7 +32,7 @@ ActorInit En_Bh_InitVars = { void EnBh_Init(Actor* thisx, PlayState* play) { EnBh* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); SkelAnime_InitFlex(play, &this->skelAnime, &gBhSkel, &gBhFlyingAnim, this->jointTable, this->morphTable, OBJECT_BH_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c index fd3818b014..a147db127f 100644 --- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c +++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c @@ -7,7 +7,7 @@ #include "z_en_bigokuta.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnBigokuta*)thisx) @@ -86,10 +86,8 @@ static ColliderCylinderInit sBodyCylinderInit = { static CollisionCheckInfoInit sColChkInfoInit = { 4, 130, 120, MASS_HEAVY }; static InitChainEntry sInitChain[] = { - ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE), - ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), - ICHAIN_S8(hintId, TATL_HINT_ID_BIG_OCTO, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneForward, 2500, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_S8(hintId, TATL_HINT_ID_BIG_OCTO, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 33, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c index f1bd9ae9b7..bd17bb873a 100644 --- a/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c +++ b/src/overlays/actors/ovl_En_Bigpamet/z_en_bigpamet.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) #define THIS ((EnBigpamet*)thisx) @@ -123,9 +123,11 @@ TexturePtr D_80A29754[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_S8(hintId, 1, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE), - ICHAIN_F32(gravity, -2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 4333, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 5, ICHAIN_STOP), + ICHAIN_S8(hintId, 1, ICHAIN_CONTINUE), + ICHAIN_VEC3F_DIV1000(scale, 15, ICHAIN_CONTINUE), + ICHAIN_F32(gravity, -2, ICHAIN_CONTINUE), + ICHAIN_F32(targetArrowOffset, 4333, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP), }; s32 D_80A29778 = 0; @@ -364,7 +366,7 @@ void func_80A2811C(EnBigpamet* this, PlayState* play) { void func_80A281B4(EnBigpamet* this) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80A281DC; } @@ -628,7 +630,7 @@ void func_80A28B98(EnBigpamet* this, PlayState* play) { this->actor.shape.rot.y = this->actor.world.rot.y; this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.params = ENBIGPAMET_0; if ((this->actor.parent->params == GEKKO_ON_SNAPPER) || (this->actor.parent->params == GEKKO_REAR_ON_SNAPPER) || @@ -680,7 +682,7 @@ void func_80A28DC0(EnBigpamet* this, PlayState* play) { void func_80A28E40(EnBigpamet* this) { Animation_MorphToPlayOnce(&this->snapperSkelAnime, &gSnapperRearUpAnim, -2.0f); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; this->actionFunc = func_80A28E98; } diff --git a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c index 4e9eb89449..cced08a09d 100644 --- a/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c +++ b/src/overlays/actors/ovl_En_Bigpo/z_en_bigpo.c @@ -9,7 +9,7 @@ #include "objects/object_bigpo/object_bigpo.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) #define THIS ((EnBigpo*)thisx) @@ -289,7 +289,7 @@ void EnBigpo_LowerCutsceneSubCamera(EnBigpo* this, PlayState* play) { } void EnBigpo_InitWellBigpo(EnBigpo* this) { - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBigpo_WellWaitForProximity; this->fireRadius = 200.0f; } @@ -488,7 +488,7 @@ void EnBigpo_SetupWarpOut(EnBigpo* this) { this->collider.base.ocFlags1 &= ~OC1_ON; this->rotVelocity = 0x2000; this->idleTimer = 32; - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DISAPPEAR); this->actionFunc = EnBigpo_WarpingOut; @@ -549,7 +549,7 @@ void EnBigpo_SetupIdleFlying(EnBigpo* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->collider.base.acFlags |= AC_ON; this->collider.base.ocFlags1 |= OC1_ON; - this->actor.flags |= ACTOR_FLAG_1; // targetable ON + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBigpo_IdleFlying; } @@ -749,7 +749,7 @@ void EnBigpo_SetupLanternDrop(EnBigpo* this, PlayState* play) { this->actor.velocity.y = 0.0f; this->actor.world.pos.y -= 15.0f; func_800BC154(play, &play->actorCtx, &this->actor, ACTORCAT_MISC); - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); // targetable OFF, enemy music OFF + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); // targetable OFF, enemy music OFF this->actor.bgCheckFlags &= ~BGCHECKFLAG_PLAYER_400; this->actionFunc = EnBigpo_LanternFalling; } @@ -816,8 +816,8 @@ void EnBigpo_ScoopSoulAppearing(EnBigpo* this, PlayState* play) { void EnBigpo_SetupScoopSoulIdle(EnBigpo* this) { this->savedHeight = this->actor.world.pos.y; Actor_SetFocus(&this->actor, -10.0f); - this->idleTimer = 400; // 20 seconds - this->actor.flags |= ACTOR_FLAG_1; // targetable ON + this->idleTimer = 400; // 20 seconds + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBigpo_ScoopSoulIdle; } @@ -839,7 +839,7 @@ void EnBigpo_ScoopSoulIdle(EnBigpo* this, PlayState* play) { } void EnBigpo_SetupScoopSoulLeaving(EnBigpo* this) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_10000); // targetable OFF and unknown OFF + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10000); // unknown OFF this->actionFunc = EnBigpo_ScoopSoulFadingAway; } @@ -851,7 +851,7 @@ void EnBigpo_ScoopSoulFadingAway(EnBigpo* this, PlayState* play) { } void EnBigpo_InitDampeMainPo(EnBigpo* this) { - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnBigpo_SelectRandomFireLocations; } @@ -897,7 +897,7 @@ void EnBigpo_SelectRandomFireLocations(EnBigpo* this, PlayState* play) { randomFirePo->actor.update = EnBigpo_UpdateFire; func_800BC154(play, &play->actorCtx, &randomFirePo->actor, ACTORCAT_PROP); randomFirePo->unk20C = fireIndex; - randomFirePo->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + randomFirePo->actor.flags &= ~ACTOR_FLAG_TARGETABLE; // make invisible by size: 0 Actor_SetScale(&randomFirePo->actor, 0); @@ -1128,7 +1128,7 @@ s32 EnBigpo_ApplyDamage(EnBigpo* this, PlayState* play) { } if (Actor_ApplyDamage(&this->actor) == 0) { - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD); Enemy_StartFinishingBlow(play, &this->actor); if (this->actor.params == BIG_POE_TYPE_SUMMONED) { // dampe type @@ -1163,7 +1163,7 @@ void EnBigpo_Update(Actor* thisx, PlayState* play) { } if (EnBigpo_ApplyDamage(this, play) == 0) { - if ((this->actor.isTargeted) && (this->actionFunc != EnBigpo_WarpingOut) && + if ((this->actor.isLockedOn) && (this->actionFunc != EnBigpo_WarpingOut) && !(this->collider.base.acFlags & AC_HARD) && (this->actor.category == ACTORCAT_ENEMY)) { this->unk20C++; } else { diff --git a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c index f4d498a140..744b46e247 100644 --- a/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c +++ b/src/overlays/actors/ovl_En_Bigslime/z_en_bigslime.c @@ -12,7 +12,7 @@ #include "objects/object_bigslime/object_bigslime.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) #define THIS ((EnBigslime*)thisx) @@ -308,7 +308,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_GEKKO_GIANT_SLIME, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 5, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP), }; void EnBigslime_Init(Actor* thisx, PlayState* play2) { @@ -372,7 +372,7 @@ void EnBigslime_Init(Actor* thisx, PlayState* play2) { this->bigslimeFrozenTexAnim = Lib_SegmentedToVirtual(gBigslimeFrozenTexAnim); this->iceShardTexAnim = Lib_SegmentedToVirtual(gBigslimeIceShardTexAnim); this->actor.world.pos.y = GBT_ROOM_5_MIN_Y; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.shape.shadowAlpha = 255; this->gekkoScale = 0.007f; this->actor.shape.rot.y = 0; @@ -765,7 +765,7 @@ void EnBigslime_BreakIntoMinislime(EnBigslime* this, PlayState* play) { EnBigslime_SetPlayerParams(this, play); EnBigslime_EndCutscene(this, play); this->actor.colChkInfo.mass = 50; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_400); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_400); this->actor.flags |= ACTOR_FLAG_200; this->actor.hintId = TATL_HINT_ID_GEKKO_GIANT_SLIME; this->gekkoRot.x = 0; @@ -1001,7 +1001,7 @@ void EnBigslime_CallMinislime(EnBigslime* this, PlayState* play) { if (this->callTimer == 0) { EnBigslime_EndCutscene(this, play); this->formBigslimeTimer = 2; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; EnBigslime_SetupIdleNoticePlayer(this); } } else if (this->isAnimFinished) { @@ -2040,7 +2040,7 @@ void EnBigslime_JumpGekko(EnBigslime* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->gekkoCollider.base.acFlags |= AC_ON; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->jumpTimer--; @@ -2352,7 +2352,7 @@ void EnBigslime_SetupCutsceneDefeat(EnBigslime* this, PlayState* play) { this->minislime[i]->actor.params = MINISLIME_DEFEAT_IDLE; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; EnBigslime_GekkoThaw(this, play); this->actionFunc = EnBigslime_CutsceneDefeat; } diff --git a/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c b/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c index 0f2850266c..81e94d78fa 100644 --- a/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c +++ b/src/overlays/actors/ovl_En_Bji_01/z_en_bji_01.c @@ -6,7 +6,7 @@ #include "z_en_bji_01.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBji01*)thisx) @@ -381,7 +381,7 @@ void EnBji01_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.child = NULL; this->animIndex = SHIKASHI_ANIM_NONE; diff --git a/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c b/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c index d21340d156..ed68e212f4 100644 --- a/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c +++ b/src/overlays/actors/ovl_En_Bjt/z_en_bjt.c @@ -6,7 +6,7 @@ #include "z_en_bjt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBjt*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c b/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c index 1dc8270575..6abc25f79e 100644 --- a/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c +++ b/src/overlays/actors/ovl_En_Boj_01/z_en_boj_01.c @@ -6,7 +6,7 @@ #include "z_en_boj_01.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj01*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c b/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c index c5cff183aa..ccf96aa672 100644 --- a/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c +++ b/src/overlays/actors/ovl_En_Boj_02/z_en_boj_02.c @@ -6,7 +6,7 @@ #include "z_en_boj_02.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj02*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c b/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c index f72a5c081b..ee00b2b5c8 100644 --- a/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c +++ b/src/overlays/actors/ovl_En_Boj_03/z_en_boj_03.c @@ -6,7 +6,7 @@ #include "z_en_boj_03.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj03*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c b/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c index efb7e96dfe..8ef2c98eac 100644 --- a/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c +++ b/src/overlays/actors/ovl_En_Boj_04/z_en_boj_04.c @@ -6,7 +6,7 @@ #include "z_en_boj_04.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj04*)thisx) diff --git a/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c b/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c index 2a6991922c..ccb7f1cef0 100644 --- a/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c +++ b/src/overlays/actors/ovl_En_Boj_05/z_en_boj_05.c @@ -6,7 +6,7 @@ #include "z_en_boj_05.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBoj05*)thisx) diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c index b40f1c7744..7e277f4cf1 100644 --- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c +++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c @@ -7,7 +7,7 @@ #include "z_en_bom_bowl_man.h" #include "objects/object_cs/object_cs.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBomBowlMan*)thisx) @@ -139,7 +139,7 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play) { this->morphTable, OBJECT_CS_LIMB_MAX); this->unk_2F6 = ENBOMBOWLMAN_GET_F0(&this->actor); this->unk_2F4 = ENBOMBOWLMAN_GET_F(&this->actor); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; Actor_SetScale(&this->actor, 0.01f); if (this->unk_2F6 == ENBOMBOWLMAN_F0_0) { @@ -414,7 +414,7 @@ void func_809C52B4(EnBomBowlMan* this) { this->actor.draw = NULL; this->actor.flags |= ACTOR_FLAG_10; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.world.pos.x = 1340.0f; this->actor.world.pos.z = -1795.0f; this->unk_29C = 3; diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c index 6ef27baca8..4409a7316b 100644 --- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c +++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c @@ -58,7 +58,7 @@ static ColliderSphereInit sSphereInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 1000 * BOMBCHU_SCALE, ICHAIN_STOP), }; @@ -180,7 +180,7 @@ void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); this->actor.shape.rot.y = player->actor.shape.rot.y; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_PlaySfx_SurfaceBomb(play, &this->actor); this->isMoving = true; diff --git a/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c b/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c index a7ebc75bec..5d45ffc553 100644 --- a/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c +++ b/src/overlays/actors/ovl_En_Bombal/z_en_bombal.c @@ -64,7 +64,7 @@ void EnBombal_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f); this->actor.colChkInfo.mass = 0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.colChkInfo.health = 1; this->scale = 0.1f; this->csId = this->actor.csId; diff --git a/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c b/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c index f3baf9341e..21d8bf309c 100644 --- a/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c +++ b/src/overlays/actors/ovl_En_Bombers/z_en_bombers.c @@ -7,7 +7,7 @@ #include "z_en_bombers.h" #include "overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBombers*)thisx) @@ -144,7 +144,7 @@ void EnBombers_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable, this->morphtable, OBJECT_CS_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Actor_SetScale(&this->actor, 0.01f); this->unk_2BC = ENBOMBERS_GET_F0(&this->actor); diff --git a/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c b/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c index 390eca9f13..b8795c3f25 100644 --- a/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c +++ b/src/overlays/actors/ovl_En_Bombers2/z_en_bombers2.c @@ -6,7 +6,7 @@ #include "z_en_bombers2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBombers2*)thisx) @@ -113,7 +113,7 @@ void EnBombers2_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f); SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable, this->morphTable, OBJECT_CS_LIMB_MAX); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); if (CHECK_WEEKEVENTREG(WEEKEVENTREG_73_80) || (gSaveContext.save.entrance == ENTRANCE(EAST_CLOCK_TOWN, 2))) { diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c index 92a3f71f19..bf9ba05a9d 100644 --- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c +++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/object_bombf/object_bombf.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10) #define THIS ((EnBombf*)thisx) @@ -110,7 +110,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play2) { thisx->focus.pos = thisx->world.pos; thisx->colChkInfo.cylRadius = 10; thisx->colChkInfo.cylHeight = 10; - thisx->targetMode = 0; + thisx->targetMode = TARGET_MODE_0; if (ENBOMBF_GET(thisx) == ENBOMBF_0) { this->timer = 140; @@ -118,7 +118,7 @@ void EnBombf_Init(Actor* thisx, PlayState* play2) { thisx->gravity = -1.5f; func_800BC154(play, &play->actorCtx, thisx, 3); thisx->colChkInfo.mass = 200; - thisx->flags &= ~ACTOR_FLAG_1; + thisx->flags &= ~ACTOR_FLAG_TARGETABLE; EnBombf_SetupAction(this, func_808AEE3C); } else { thisx->colChkInfo.mass = MASS_IMMOVABLE; @@ -158,7 +158,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { this->timer = 180; this->unk_204 = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_PL_PULL_UP_ROCK); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { player->actor.child = NULL; player->heldActor = NULL; @@ -178,7 +178,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { bombf->unk_1F8 = 1; bombf->timer = 0; this->timer = 180; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_204 = 0.0f; } } @@ -189,7 +189,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { if (bombf != NULL) { bombf->timer = 100; this->timer = 180; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_204 = 0.0f; } } else { @@ -209,7 +209,7 @@ void func_808AEAE0(EnBombf* this, PlayState* play) { if (this->timer == 0) { this->unk_204 += 0.05f; if (this->unk_204 >= 1.0f) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c b/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c index 9218016e38..cb8d48d3e2 100644 --- a/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c +++ b/src/overlays/actors/ovl_En_Bomjima/z_en_bomjima.c @@ -7,7 +7,7 @@ #include "overlays/actors/ovl_En_Bombal/z_en_bombal.h" #include "z_en_bomjima.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnBomjima*)thisx) @@ -185,7 +185,7 @@ void EnBomjima_Init(Actor* thisx, PlayState* play) { this->morphTable, OBJECT_CS_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CLEAR_WEEKEVENTREG(WEEKEVENTREG_83_04); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->unk_2E6 = ENBOMJIMA_GET_F0(&this->actor); this->unk_2E4 = ENBOMJIMA_GET_F(&this->actor); Actor_SetScale(&this->actor, 0.01f); diff --git a/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c b/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c index e52c49a828..2e1984651a 100644 --- a/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c +++ b/src/overlays/actors/ovl_En_Bomjimb/z_en_bomjimb.c @@ -7,7 +7,7 @@ #include "z_en_bomjimb.h" #include "overlays/actors/ovl_En_Niw/z_en_niw.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnBomjimb*)thisx) @@ -157,7 +157,7 @@ void EnBomjimb_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_cs_Skel_00F82C, &gBomberIdleAnim, this->jointTable, this->morphTable, OBJECT_CS_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; Actor_SetScale(&this->actor, 0.01f); this->unk_2C6 = ENBOMJIMB_GET_F0(&this->actor); diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c index 8c6f588500..c89179e8ba 100644 --- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c +++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c @@ -52,7 +52,7 @@ static ColliderQuadInit sQuadInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_S8(targetMode, 5, ICHAIN_CONTINUE), + ICHAIN_S8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), ICHAIN_VEC3S(shape.rot, 0, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c index 2a2b8f6e8b..959a986a41 100644 --- a/src/overlays/actors/ovl_En_Box/z_en_box.c +++ b/src/overlays/actors/ovl_En_Box/z_en_box.c @@ -69,7 +69,7 @@ ActorInit En_Box_InitVars = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), }; void EnBox_SetupAction(EnBox* this, EnBoxActionFunc func) { diff --git a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c index 6c6e832c80..cdcf0879f5 100644 --- a/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c +++ b/src/overlays/actors/ovl_En_Bsb/z_en_bsb.c @@ -8,7 +8,7 @@ #include "z64rumble.h" #include "z64shrink_window.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) #define THIS ((EnBsb*)thisx) diff --git a/src/overlays/actors/ovl_En_Bu/z_en_bu.c b/src/overlays/actors/ovl_En_Bu/z_en_bu.c index 043f1ebb78..ad26cf99d5 100644 --- a/src/overlays/actors/ovl_En_Bu/z_en_bu.c +++ b/src/overlays/actors/ovl_En_Bu/z_en_bu.c @@ -6,7 +6,7 @@ #include "z_en_bu.h" -#define FLAGS (ACTOR_FLAG_1) +#define FLAGS (ACTOR_FLAG_TARGETABLE) #define THIS ((EnBu*)thisx) diff --git a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c index 92d56eec5b..7453c6d79d 100644 --- a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c +++ b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c @@ -6,7 +6,7 @@ #include "z_en_bubble.h" -#define FLAGS (ACTOR_FLAG_1) +#define FLAGS (ACTOR_FLAG_TARGETABLE) #define THIS ((EnBubble*)thisx) @@ -77,7 +77,7 @@ void EnBubble_SetDimensions(EnBubble* this, f32 dim) { f32 z; f32 norm; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 1.0f); this->actor.shape.yOffset = 16.0f; this->modelRotSpeed = 16.0f; @@ -144,7 +144,7 @@ s32 EnBubble_Explosion(EnBubble* this, PlayState* play) { &sEffectEnvColor, Rand_S16Offset(100, 50), 25, 0); } Item_DropCollectibleRandom(play, NULL, &this->actor.world.pos, 0x50); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; return Rand_S16Offset(90, 60); } diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c index 91822be013..89e73c9a6a 100644 --- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c +++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c @@ -7,7 +7,7 @@ #include "z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnClearTag*)thisx) @@ -422,7 +422,7 @@ void EnClearTag_Init(Actor* thisx, PlayState* play) { Vec3f vel; Vec3f accel; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (thisx->params >= 0) { this->activeTimer = 70; Math_Vec3f_Copy(&pos, &this->actor.world.pos); diff --git a/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c b/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c index ad92104980..daa07db44d 100644 --- a/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c +++ b/src/overlays/actors/ovl_En_Cne_01/z_en_cne_01.c @@ -7,7 +7,7 @@ #include "z_en_cne_01.h" #include "objects/object_cne/object_cne.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnCne01*)thisx) @@ -148,7 +148,7 @@ s32 func_809CB4A0(EnCne01* this, PlayState* play) { void EnCne01_FinishInit(EnHy* this, PlayState* play) { if (EnHy_Init(this, play, &gCneSkel, ENHY_ANIM_OS_ANIME_11)) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.draw = EnCne01_Draw; this->waitingOnInit = false; if (ENCNE01_GET_PATH_INDEX(&this->actor) == ENCNE01_PATH_INDEX_NONE) { @@ -218,7 +218,7 @@ void EnCne01_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->enHy.collider); Collider_SetCylinder(play, &this->enHy.collider, &this->enHy.actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->enHy.actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->enHy.actor.flags &= ~ACTOR_FLAG_1; + this->enHy.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->enHy.path = SubS_GetPathByIndex(play, ENCNE01_GET_PATH_INDEX(&this->enHy.actor), ENCNE01_PATH_INDEX_NONE); this->enHy.waitingOnInit = true; Actor_SetScale(&this->enHy.actor, 0.01f); diff --git a/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c b/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c index 5b7b74db10..0c10f72cd0 100644 --- a/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c +++ b/src/overlays/actors/ovl_En_Col_Man/z_en_col_man.c @@ -64,7 +64,7 @@ void EnColMan_Init(Actor* thisx, PlayState* play) { EnColMan* this = THIS; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->scale = (BREG(55) / 1000.0f) + 0.01f; switch (this->actor.params) { diff --git a/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/src/overlays/actors/ovl_En_Cow/z_en_cow.c index 6d72a49fa1..f96e43cd56 100644 --- a/src/overlays/actors/ovl_En_Cow/z_en_cow.c +++ b/src/overlays/actors/ovl_En_Cow/z_en_cow.c @@ -7,7 +7,7 @@ #include "z_en_cow.h" #include "z64horse.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnCow*)thisx) @@ -129,7 +129,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) { this->animTimer = Rand_ZeroFloat(1000.0f) + 40.0f; this->animCycle = 0; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; gHorsePlayedEponasSong = false; func_801A5080(4); @@ -146,7 +146,7 @@ void EnCow_Init(Actor* thisx, PlayState* play) { EnCow_SetTailPos(this); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->animTimer = Rand_ZeroFloat(1000.0f) + 40.0f; break; diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c index fcdd89d03c..ca1f1db136 100644 --- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c +++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c @@ -7,7 +7,7 @@ #include "z_en_crow.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnCrow*)thisx) @@ -138,7 +138,7 @@ void EnCrow_Init(Actor* thisx, PlayState* play) { sDeadCount = 0; if (this->actor.parent != NULL) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } EnCrow_SetupFlyIdle(this); } @@ -172,7 +172,7 @@ void EnCrow_FlyIdle(EnCrow* this, PlayState* play) { dist = Actor_WorldDistXZToPoint(&this->actor, &this->actor.parent->world.pos); } else { dist = 450.0f; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } if (this->actor.bgCheckFlags & BGCHECKFLAG_WALL) { @@ -456,7 +456,7 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) { scaleTarget = 0.01f; } if (Math_StepToF(&this->actor.scale.x, scaleTarget, scaleTarget * 0.1f)) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.flags &= ~ACTOR_FLAG_10; this->actor.colChkInfo.health = 1; EnCrow_SetupFlyIdle(this); @@ -481,7 +481,7 @@ void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) { } else { this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Enemy_StartFinishingBlow(play, &this->actor); EnCrow_SetupDamaged(this, play); } diff --git a/src/overlays/actors/ovl_En_Dai/z_en_dai.c b/src/overlays/actors/ovl_En_Dai/z_en_dai.c index 4477a8b8db..6a936636c9 100644 --- a/src/overlays/actors/ovl_En_Dai/z_en_dai.c +++ b/src/overlays/actors/ovl_En_Dai/z_en_dai.c @@ -6,7 +6,7 @@ #include "z_en_dai.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) #define THIS ((EnDai*)thisx) @@ -541,7 +541,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) { this->animIndex = ENDAI_ANIM_NONE; EnDai_ChangeAnim(this, ENDAI_ANIM_0); Actor_SetScale(&this->actor, 0.2f); - this->actor.targetMode = 10; + this->actor.targetMode = TARGET_MODE_10; this->unk_1F0 = D_80B3FBF0; this->unk_1FC = D_80B3FBF0; this->unk_1CE = 0; @@ -561,7 +561,7 @@ void EnDai_Init(Actor* thisx, PlayState* play) { } this->unk_1CD = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_1CE |= (0x100 | 0x20); this->unk_1CE |= 0x80; this->actionFunc = func_80B3EEDC; diff --git a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c index bfdf704a87..ddf98cd3db 100644 --- a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c +++ b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c @@ -6,7 +6,7 @@ #include "z_en_daiku.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDaiku*)thisx) @@ -99,7 +99,7 @@ void EnDaiku_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->unk_278 = ENDAIKU_GET_FF(&this->actor); if (this->unk_278 == ENDAIKU_PARAM_FF_3) { diff --git a/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c b/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c index b744dbbb0f..5282697a4f 100644 --- a/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c +++ b/src/overlays/actors/ovl_En_Daiku2/z_en_daiku2.c @@ -9,7 +9,7 @@ #include "objects/object_daiku/object_daiku.h" #include "objects/object_bombiwa/object_bombiwa.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDaiku2*)thisx) @@ -84,7 +84,7 @@ void EnDaiku2_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f); SkelAnime_InitFlex(play, &this->skelAnime, &object_daiku_Skel_00A850, &object_daiku_Anim_002FA0, this->jointTable, this->morphTable, OBJECT_DAIKU_LIMB_MAX); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->unk_278 = ENDAIKU2_GET_7F(&this->actor); this->pathIndex = ENDAIKU2_GET_PATH_INDEX(&this->actor); diff --git a/src/overlays/actors/ovl_En_Death/z_en_death.c b/src/overlays/actors/ovl_En_Death/z_en_death.c index de02f44ade..ca7fd6a3bc 100644 --- a/src/overlays/actors/ovl_En_Death/z_en_death.c +++ b/src/overlays/actors/ovl_En_Death/z_en_death.c @@ -7,7 +7,7 @@ #include "z_en_death.h" #include "z64rumble.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE) #define THIS ((EnDeath*)thisx) @@ -133,7 +133,7 @@ static InitChainEntry D_808C9A60[] = { ICHAIN_VEC3F(scale, 0, ICHAIN_CONTINUE), ICHAIN_S8(hintId, TATL_HINT_ID_GOMESS, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 6000, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 5, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_STOP), }; #endif diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c index da8ea8b85f..aa0b0ff5f7 100644 --- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c +++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c @@ -9,7 +9,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnDekubaba*)thisx) @@ -222,7 +222,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.health = 4; // Big Deku Baba hint does not exist in MM this->actor.hintId = TATL_HINT_ID_BIO_DEKU_BABA; - this->actor.targetMode = 2; + this->actor.targetMode = TARGET_MODE_2; } else { this->size = 1.0f; @@ -230,7 +230,7 @@ void EnDekubaba_Init(Actor* thisx, PlayState* play) { this->collider.elements[i].dim.worldSphere.radius = this->collider.elements[i].dim.modelSphere.radius; } this->actor.hintId = TATL_HINT_ID_DEKU_BABA; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; } EnDekubaba_SetupWait(this); @@ -868,7 +868,7 @@ void EnDekubaba_PrunedSomersaultDie(EnDekubaba* this, PlayState* play) { this->actor.scale.y = 0.0f; this->actor.scale.x = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, this->size * 3.0f, 0, (s32)(this->size * 12.0f), (s32)(this->size * 5.0f), 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c index e0cba18b09..7da0437a92 100644 --- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c +++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnDekunuts*)thisx) @@ -131,11 +131,11 @@ void EnDekunuts_Init(Actor* thisx, PlayState* play) { } if (this->actor.params == ENDEKUNUTS_GET_FF00_1) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->collider.base.colType = COLTYPE_NONE; this->collider.info.bumperFlags |= (BUMP_NO_HITMARK | BUMP_NO_SWORD_SFX | BUMP_NO_DAMAGE | BUMP_NO_AT_INFO); } else if (this->actor.params == ENDEKUNUTS_GET_FF00_2) { - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; } func_808BD428(this); diff --git a/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c b/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c index 8b87ce39e3..3d4d95b87a 100644 --- a/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c +++ b/src/overlays/actors/ovl_En_Demo_heishi/z_en_demo_heishi.c @@ -6,7 +6,7 @@ #include "z_en_demo_heishi.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDemoheishi*)thisx) @@ -61,7 +61,7 @@ void EnDemoheishi_Init(Actor* thisx, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWave, this->jointTable, this->morphTable, SOLDIER_LIMB_MAX); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit); EnDemoheishi_SetupIdle(this); diff --git a/src/overlays/actors/ovl_En_Dg/z_en_dg.c b/src/overlays/actors/ovl_En_Dg/z_en_dg.c index b35f4d5c57..bd01392229 100644 --- a/src/overlays/actors/ovl_En_Dg/z_en_dg.c +++ b/src/overlays/actors/ovl_En_Dg/z_en_dg.c @@ -7,7 +7,7 @@ #include "z_en_dg.h" #include "overlays/actors/ovl_En_Aob_01/z_en_aob_01.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_800000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_800000) #define THIS ((EnDg*)thisx) @@ -491,7 +491,7 @@ void EnDg_TryPickUp(EnDg* this, PlayState* play) { } EnDg_ChangeAnim(&this->skelAnime, sAnimationInfo, DOG_ANIM_SIT_DOWN); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; if (Player_GetMask(play) == PLAYER_MASK_TRUTH) { this->actor.flags |= ACTOR_FLAG_10000; @@ -516,7 +516,7 @@ s32 EnDg_FindFollowerForBremenMask(PlayState* play) { while (enemy != NULL) { if (enemy->id == ACTOR_EN_DG) { - if (enemy->isTargeted) { + if (enemy->isLockedOn) { sBremenMaskFollowerIndex = ((EnDg*)enemy)->index; return true; } @@ -1241,7 +1241,7 @@ void EnDg_JumpOutOfWater(EnDg* this, PlayState* play) { void EnDg_Held(EnDg* this, PlayState* play) { if (Actor_HasNoParent(&this->actor, play)) { this->grabState = DOG_GRAB_STATE_THROWN_OR_SITTING_AFTER_THROW; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (sIsAnyDogHeld) { this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON; sIsAnyDogHeld = false; @@ -1312,7 +1312,7 @@ void EnDg_Init(Actor* thisx, PlayState* play) { this->path = SubS_GetPathByIndex(play, ENDG_GET_PATH_INDEX(&this->actor), ENDG_PATH_INDEX_NONE); Actor_SetScale(&this->actor, 0.0075f); - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actor.gravity = -3.0f; this->timer = Rand_S16Offset(60, 60); this->dogFlags = DOG_FLAG_NONE; diff --git a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c index 8779f9e6df..0dcce10d05 100644 --- a/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c +++ b/src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.c @@ -7,7 +7,7 @@ #include "z_en_dinofos.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_400) #define THIS ((EnDinofos*)thisx) @@ -439,7 +439,7 @@ s32 func_8089AE00(EnDinofos* this, PlayState* play) { } if ((this->actor.xzDistToPlayer < 100.0f) && (player->meleeWeaponState != PLAYER_MELEE_WEAPON_STATE_0) && - this->actor.isTargeted && (Rand_ZeroOne() < 0.5f) && func_8089A968(this) && + this->actor.isLockedOn && (Rand_ZeroOne() < 0.5f) && func_8089A968(this) && Player_IsFacingActor(&this->actor, 0x2000, play)) { if (Rand_ZeroOne() < 0.5f) { func_8089C024(this, 2); @@ -1131,7 +1131,7 @@ void func_8089CF70(EnDinofos* this, PlayState* play) { void func_8089CFAC(EnDinofos* this) { Animation_PlayOnce(&this->skelAnime, &gDinolfosDieAnim); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_RIZA_DEAD); this->actor.speed = 0.0f; this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c b/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c index 8e2b9b382d..25a54ec4a4 100644 --- a/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c +++ b/src/overlays/actors/ovl_En_Dnh/z_en_dnh.c @@ -6,7 +6,7 @@ #include "z_en_dnh.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDnh*)thisx) diff --git a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c index f9dd65a46a..2dfc36daab 100644 --- a/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c +++ b/src/overlays/actors/ovl_En_Dnk/z_en_dnk.c @@ -6,7 +6,7 @@ #include "z_en_dnk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDnk*)thisx) @@ -239,12 +239,12 @@ void func_80A51648(EnDnk* this, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); if (ENDNK_GET_3C(&this->actor) == 4) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= (ACTOR_FLAG_10 | ACTOR_FLAG_20); this->actionFunc = EnDnk_HandleCutscene; Actor_SetScale(&this->actor, 0.1f); } else { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnDnk_DoNothing; Actor_SetScale(&this->actor, 0.01f); } diff --git a/src/overlays/actors/ovl_En_Dno/z_en_dno.c b/src/overlays/actors/ovl_En_Dno/z_en_dno.c index d31d6c02f9..500259dc64 100644 --- a/src/overlays/actors/ovl_En_Dno/z_en_dno.c +++ b/src/overlays/actors/ovl_En_Dno/z_en_dno.c @@ -12,7 +12,7 @@ #include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnDno*)thisx) @@ -778,7 +778,7 @@ void func_80A72C04(EnDno* this, PlayState* play) { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimationSpeedInfo, EN_DNO_ANIM_START_RACE_START, &this->animIndex); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); Math_Vec3f_Copy(&this->unk_334, &this->actor.world.pos); SubS_ActorPathing_Init(play, &this->unk_334, &this->actor, &this->actorPath, play->setupPathList, EN_DNO_GET_7F(&this->actor), 1, 0, 1, 0); @@ -907,7 +907,7 @@ void func_80A730A0(EnDno* this, PlayState* play) { void func_80A73244(EnDno* this, PlayState* play) { this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->unk_328 = 2; this->actor.speed = 0.0f; Flags_UnsetSwitch(play, EN_DNO_GET_RACE_STARTED_SWITCH_FLAG(&this->actor)); diff --git a/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c b/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c index 82a7bc5f7f..2518cbc47c 100644 --- a/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c +++ b/src/overlays/actors/ovl_En_Dnp/z_en_dnp.c @@ -9,7 +9,7 @@ #include "z_en_dnp.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnDnp*)thisx) @@ -271,14 +271,14 @@ s32 func_80B3D044(EnDnp* this, PlayState* play) { if (play->csCtx.state != CS_STATE_IDLE) { if (!(this->unk_322 & 0x200)) { this->unk_322 |= (0x200 | 0x10); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->cueId = 255; } SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->actionFunc = func_80B3D11C; ret = true; } else if (this->unk_322 & 0x200) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_322 &= ~(0x200 | 0x10); this->actionFunc = func_80B3D2D4; @@ -380,7 +380,7 @@ void func_80B3D47C(EnDnp* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { Math_SmoothStepToF(&this->actor.scale.x, 0.0085f, 0.1f, 0.01f, 0.001f); if ((s32)(this->actor.scale.x * 10000.0f) >= 85) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_322 &= ~0x10; this->unk_322 |= 0x400; @@ -411,11 +411,11 @@ void EnDnp_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); this->unk_322 = 0; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->unk_322 |= (0x100 | 0x80 | 0x10); this->actor.gravity = -1.0f; if (DEKU_PRINCESS_GET_TYPE(&this->actor) == DEKU_PRINCESS_TYPE_RELEASED_FROM_BOTTLE) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.85f * 0.001f); SubS_SetOfferMode(&this->unk_322, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->actor.shape.rot.x = 0; diff --git a/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c b/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c index b84545f12e..cd25a835b7 100644 --- a/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c +++ b/src/overlays/actors/ovl_En_Dnq/z_en_dnq.c @@ -9,7 +9,7 @@ #include "z_en_dnq.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDnq*)thisx) @@ -148,7 +148,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) { if (play->csCtx.state != CS_STATE_IDLE) { if (!(this->unk_37C & 0x20)) { - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->cueId = 255; this->unk_37C |= 0x20; } @@ -156,7 +156,7 @@ s32 func_80A52648(EnDnq* this, PlayState* play) { ret = true; } else { if (this->unk_37C & 0x20) { - this->picto.actor.flags |= ACTOR_FLAG_1; + this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; this->cueId = 255; this->unk_37C &= ~0x20; SubS_SetOfferMode(&this->unk_37C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); @@ -462,7 +462,7 @@ void EnDnq_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->picto.actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); Actor_SetScale(&this->picto.actor, 0.02f); - this->picto.actor.targetMode = 1; + this->picto.actor.targetMode = TARGET_MODE_1; this->unk_386 = 0; this->unk_37C = 0; SubS_SetOfferMode(&this->unk_37C, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c index e04d2bf4d6..723ee895ff 100644 --- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c +++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c @@ -6,7 +6,7 @@ #include "z_en_dns.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnDns*)thisx) @@ -254,14 +254,14 @@ s32 func_8092CB98(EnDns* this, PlayState* play) { if (play->csCtx.state != CS_STATE_IDLE) { if (!(this->unk_2C6 & 0x80)) { this->cueType = EnDns_GetCueType(this); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; SubS_SetOfferMode(&this->unk_2C6, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->unk_2C6 |= 0x80; this->cueId = 255; } phi_v1 = 1; } else if (this->unk_2C6 & 0x80) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; SubS_SetOfferMode(&this->unk_2C6, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_2C6 &= ~0x80; } @@ -517,7 +517,7 @@ void EnDns_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.gravity = -0.8f; this->unk_2D2 = 0; this->unk_2C6 = 0; diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c index 6b141e2819..c85cdf6ee0 100644 --- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c +++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bombf/z_en_bombf.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnDodongo*)thisx) @@ -898,7 +898,7 @@ void func_80878724(EnDodongo* this) { this->timer = 0; this->unk_304 = 0; Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_DEAD); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 8); this->actionFunc = func_808787B0; diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c index 7fa39da261..289b1403d1 100644 --- a/src/overlays/actors/ovl_En_Door/z_en_door.c +++ b/src/overlays/actors/ovl_En_Door/z_en_door.c @@ -347,7 +347,7 @@ static EnDoorInfo sObjInfo[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.x, 0, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.z, 0, ICHAIN_STOP), diff --git a/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c b/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c index d48bfd3592..dfa0e49348 100644 --- a/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c +++ b/src/overlays/actors/ovl_En_Door_Etc/z_en_door_etc.c @@ -79,7 +79,7 @@ EnDoorEtcInfo sObjInfo[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.x, 0, ICHAIN_CONTINUE), ICHAIN_U16(shape.rot.z, 0, ICHAIN_STOP), diff --git a/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c b/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c index e1e7197d96..efaa851e6f 100644 --- a/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c +++ b/src/overlays/actors/ovl_En_Dragon/z_en_dragon.c @@ -7,7 +7,7 @@ #include "z_en_dragon.h" #include "overlays/actors/ovl_En_Ot/z_en_ot.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnDragon*)thisx) @@ -208,7 +208,7 @@ void EnDragon_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.health = 4; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = 0xA; + this->actor.targetMode = TARGET_MODE_10; Collider_InitAndSetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderElements); this->collider.elements[0].dim.scale = this->collider.elements[1].dim.scale = this->collider.elements[2].dim.scale = @@ -751,7 +751,7 @@ void EnDragon_UpdateDamage(EnDragon* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_UTSUBO_DEAD); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_100000; this->action = DEEP_PYTHON_ACTION_SETUP_DEAD; this->actionFunc = EnDragon_SetupDead; diff --git a/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c b/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c index 22312a7c25..50db360633 100644 --- a/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c +++ b/src/overlays/actors/ovl_En_Ds2n/z_en_ds2n.c @@ -9,7 +9,7 @@ #include "z_en_ds2n.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnDs2n*)thisx) diff --git a/src/overlays/actors/ovl_En_Dt/z_en_dt.c b/src/overlays/actors/ovl_En_Dt/z_en_dt.c index 0ac7dcb4bb..e82d6d6e3e 100644 --- a/src/overlays/actors/ovl_En_Dt/z_en_dt.c +++ b/src/overlays/actors/ovl_En_Dt/z_en_dt.c @@ -6,7 +6,7 @@ #include "z_en_dt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnDt*)thisx) diff --git a/src/overlays/actors/ovl_En_Egol/z_en_egol.c b/src/overlays/actors/ovl_En_Egol/z_en_egol.c index d690fd5854..30dc3de261 100644 --- a/src/overlays/actors/ovl_En_Egol/z_en_egol.c +++ b/src/overlays/actors/ovl_En_Egol/z_en_egol.c @@ -12,7 +12,7 @@ #include "overlays/actors/ovl_En_Estone/z_en_estone.h" #include "overlays/effects/ovl_Effect_Ss_Hitmark/z_eff_ss_hitmark.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80000000) #define THIS ((EnEgol*)thisx) @@ -1059,7 +1059,7 @@ void EnEgol_Damaged(EnEgol* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_EYEGOLE_DEAD); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_100000; this->actionFunc = EnEgol_StartDeathCutscene; } diff --git a/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/src/overlays/actors/ovl_En_Elf/z_en_elf.c index 023c73f7cf..61cf693d7d 100644 --- a/src/overlays/actors/ovl_En_Elf/z_en_elf.c +++ b/src/overlays/actors/ovl_En_Elf/z_en_elf.c @@ -884,7 +884,7 @@ void func_8088E60C(EnElf* this, PlayState* play) { void func_8088E850(EnElf* this, PlayState* play) { Vec3f nextPos; Player* player = GET_PLAYER(play); - Actor* arrowPointedActor; + Actor* targetFairyActor; f32 xScale; f32 distFromLinksHead; u32 cueChannel; @@ -970,15 +970,15 @@ void func_8088E850(EnElf* this, PlayState* play) { break; default: - arrowPointedActor = play->actorCtx.targetContext.arrowPointedActor; + targetFairyActor = play->actorCtx.targetCtx.fairyActor; if ((player->stateFlags1 & PLAYER_STATE1_40) && (player->talkActor != NULL)) { Math_Vec3f_Copy(&nextPos, &player->talkActor->focus.pos); } else { - Math_Vec3f_Copy(&nextPos, &play->actorCtx.targetContext.unk0); + Math_Vec3f_Copy(&nextPos, &play->actorCtx.targetCtx.fairyPos); } nextPos.y += 1500.0f * this->actor.scale.y; - if (arrowPointedActor != NULL) { + if (targetFairyActor != NULL) { func_8088DB4C(this, &nextPos, 0.0f, 30.0f, 0.2f); if (this->actor.speed >= 5.0f) { func_8088F5F4(this, play, 0x10); @@ -1039,7 +1039,7 @@ void func_8088EF18(Color_RGBAf* dest, Color_RGBAf* newColor, Color_RGBAf* curCol } void func_8088EFA4(EnElf* this, PlayState* play) { - Actor* arrayPointerActor = play->actorCtx.targetContext.arrowPointedActor; + Actor* targetFairyActor = play->actorCtx.targetCtx.fairyActor; Player* player = GET_PLAYER(play); f32 transitionRate; @@ -1064,35 +1064,35 @@ void func_8088EFA4(EnElf* this, PlayState* play) { this->outerColor.b = 80.0f; this->outerColor.a = 0.0f; } - } else if (play->actorCtx.targetContext.unk40 != 0.0f) { + } else if (play->actorCtx.targetCtx.fairyMoveProgressFactor != 0.0f) { this->unk_268 = 0; this->unk_238 = 1.0f; if (!this->unk_269) { Actor_PlaySfx(&this->actor, NA_SE_EV_BELL_DASH_NORMAL); } } else if (this->unk_268 == 0) { - if ((arrayPointerActor == NULL) || - (Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.targetContext.unk0) < 50.0f)) { + if ((targetFairyActor == NULL) || + (Math_Vec3f_DistXYZ(&this->actor.world.pos, &play->actorCtx.targetCtx.fairyPos) < 50.0f)) { this->unk_268 = 1; } } else if (this->unk_238 != 0.0f) { if (Math_StepToF(&this->unk_238, 0.0f, 0.25f)) { - this->innerColor = play->actorCtx.targetContext.fairyInner; - this->outerColor = play->actorCtx.targetContext.fairyOuter; + this->innerColor = play->actorCtx.targetCtx.fairyInnerColor; + this->outerColor = play->actorCtx.targetCtx.fairyOuterColor; } else { transitionRate = 0.25f / this->unk_238; - func_8088EF18(&this->innerColor, &play->actorCtx.targetContext.fairyInner, &this->innerColor, + func_8088EF18(&this->innerColor, &play->actorCtx.targetCtx.fairyInnerColor, &this->innerColor, transitionRate); - func_8088EF18(&this->outerColor, &play->actorCtx.targetContext.fairyOuter, &this->outerColor, + func_8088EF18(&this->outerColor, &play->actorCtx.targetCtx.fairyOuterColor, &this->outerColor, transitionRate); } } if (this->fairyFlags & 1) { - if ((arrayPointerActor == NULL) || (player->targetedActor == NULL)) { + if ((targetFairyActor == NULL) || (player->lockOnActor == NULL)) { this->fairyFlags ^= 1; } - } else if ((arrayPointerActor != NULL) && (player->targetedActor != NULL)) { + } else if ((targetFairyActor != NULL) && (player->lockOnActor != NULL)) { u8 temp = this->unk_269; u16 targetSfxId = (this->unk_269 == 0) ? NA_SE_NONE : NA_SE_NONE; @@ -1105,7 +1105,7 @@ void func_8088EFA4(EnElf* this, PlayState* play) { void func_8088F214(EnElf* this, PlayState* play) { s32 sp34; - Actor* arrowPointedActor; + Actor* targetFairyActor; Player* player = GET_PLAYER(play); s32 pad; @@ -1136,12 +1136,12 @@ void func_8088F214(EnElf* this, PlayState* play) { sp34 = 1; Actor_PlaySfx_Flagged(&this->actor, NA_SE_EV_BELL_ANGER - SFX_FLAG); } else { - arrowPointedActor = play->actorCtx.targetContext.arrowPointedActor; + targetFairyActor = play->actorCtx.targetCtx.fairyActor; if (player->stateFlags1 & PLAYER_STATE1_400) { sp34 = 10; this->unk_25C = 100; - } else if ((arrowPointedActor == NULL) || (arrowPointedActor->category == 4)) { - if (arrowPointedActor != NULL) { + } else if ((targetFairyActor == NULL) || (targetFairyActor->category == ACTORCAT_NPC)) { + if (targetFairyActor != NULL) { this->unk_25C = 100; player->stateFlags2 |= PLAYER_STATE2_100000; sp34 = 0; @@ -1280,13 +1280,13 @@ void func_8088FA38(EnElf* this, PlayState* play) { Player* player = GET_PLAYER(play); if (this->fairyFlags & 0x10) { - refPos = play->actorCtx.targetContext.unk0; + refPos = play->actorCtx.targetCtx.fairyPos; if (this->unk_234 != NULL) { refPos = this->unk_234->world.pos; } else { - if ((player->targetedActor == NULL) || (&player->actor == player->targetedActor) || - (&this->actor == player->targetedActor) || (this->unk_264 & 4)) { + if ((player->lockOnActor == NULL) || (&player->actor == player->lockOnActor) || + (&this->actor == player->lockOnActor) || (this->unk_264 & 4)) { refPos.x = player->bodyPartsPos[PLAYER_BODYPART_HEAD].x + (Math_SinS(player->actor.shape.rot.y) * 20.0f); refPos.y = player->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 5.0f; @@ -1462,7 +1462,7 @@ void func_8089010C(Actor* thisx, PlayState* play) { gSaveContext.save.saveInfo.playerData.tatlTimer = 0; } - if ((player->tatlTextId == 0) && (player->targetedActor == NULL)) { + if ((player->tatlTextId == 0) && (player->lockOnActor == NULL)) { if ((gSaveContext.save.saveInfo.playerData.tatlTimer >= 600) && (gSaveContext.save.saveInfo.playerData.tatlTimer <= 3000)) { player->tatlTextId = QuestHint_GetTatlTextId(play); diff --git a/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c b/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c index 2584a1c73f..ef53999de0 100644 --- a/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c +++ b/src/overlays/actors/ovl_En_Elfbub/z_en_elfbub.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Elforg/z_en_elforg.h" #include "objects/object_bubble/object_bubble.h" -#define FLAGS (ACTOR_FLAG_1) +#define FLAGS (ACTOR_FLAG_TARGETABLE) #define THIS ((EnElfbub*)thisx) @@ -82,7 +82,7 @@ void EnElfbub_Init(Actor* thisx, PlayState* play) { } this->oscillationAngle = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void EnElfbub_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c b/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c index 0650770ce9..42ac47f699 100644 --- a/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c +++ b/src/overlays/actors/ovl_En_Elfgrp/z_en_elfgrp.c @@ -67,7 +67,7 @@ void EnElfgrp_Init(Actor* thisx, PlayState* play) { this->unk_148 = 0; this->unk_14A = 0; this->actor.focus.pos.y += 40.0f; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; switch (this->unk_147) { case ENELFGRP_1: @@ -172,7 +172,7 @@ void EnElfgrp_Init(Actor* thisx, PlayState* play) { } else { this->actor.textId = 0x578; } - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); } break; } diff --git a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c index cadbe60470..22a28ed431 100644 --- a/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c +++ b/src/overlays/actors/ovl_En_Encount1/z_en_encount1.c @@ -71,7 +71,7 @@ void EnEncount1_Init(Actor* thisx, PlayState* play) { this->spawnTotalMax = -1; this->spawnDistanceMax = -1.0f; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnEncount1_SpawnActor; } diff --git a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c index effbb3ebac..c840c33e16 100644 --- a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c +++ b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c @@ -112,7 +112,7 @@ void EnEncount2_Init(Actor* thisx, PlayState* play) { this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; Collider_InitAndSetJntSph(play, &this->collider, &this->dyna.actor, &sJntSphInit, &this->colElement); - this->dyna.actor.targetMode = 6; + this->dyna.actor.targetMode = TARGET_MODE_6; this->dyna.actor.colChkInfo.health = 1; this->scale = 0.1f; this->switchFlag = ENCOUNT2_GET_SWITCH_FLAG(&this->dyna.actor); diff --git a/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c b/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c index 913e8b7e5d..077273309b 100644 --- a/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c +++ b/src/overlays/actors/ovl_En_Encount4/z_en_encount4.c @@ -53,7 +53,7 @@ void EnEncount4_Init(Actor* thisx, PlayState* play) { return; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_809C3FD8; } diff --git a/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c b/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c index 33b50bc2a5..c281bd61f5 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c +++ b/src/overlays/actors/ovl_En_Ending_Hero/z_en_ending_hero.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_dt_Skel_00B0CC, &object_dt_Anim_000BE0, this->jointTable, this->morphTable, OBJECT_DT_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c b/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c index 78c948911a..31bc4be65c 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c +++ b/src/overlays/actors/ovl_En_Ending_Hero2/z_en_ending_hero2.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero2*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero2_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_bai_Skel_007908, &object_bai_Anim_0011C0, this->jointTable, this->morphTable, OBJECT_BAI_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c b/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c index b7ac5cbade..bfca5a5b55 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c +++ b/src/overlays/actors/ovl_En_Ending_Hero3/z_en_ending_hero3.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero3.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero3*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero3_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_toryo_Skel_007150, &object_toryo_Anim_000E50, this->jointTable, this->morphTable, OBJECT_TORYO_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c b/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c index f0828f8bff..3d75e19d75 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c +++ b/src/overlays/actors/ovl_En_Ending_Hero4/z_en_ending_hero4.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero4.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero4*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero4_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierCheerWithSpear, this->jointTable, this->morphTable, SOLDIER_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c b/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c index c491211500..2120f0a27c 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c +++ b/src/overlays/actors/ovl_En_Ending_Hero5/z_en_ending_hero5.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero5.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero5*)thisx) @@ -35,7 +35,7 @@ void EnEndingHero5_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, &object_daiku_Skel_00A850, &object_daiku_Anim_002FA0, this->jointTable, this->morphTable, OBJECT_DAIKU_LIMB_MAX); diff --git a/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c b/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c index 2d13f126c6..8f6551e84c 100644 --- a/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c +++ b/src/overlays/actors/ovl_En_Ending_Hero6/z_en_ending_hero6.c @@ -6,7 +6,7 @@ #include "z_en_ending_hero6.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnEndingHero6*)thisx) @@ -84,7 +84,7 @@ void EnEndingHero6_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; SkelAnime_InitFlex(play, &this->skelAnime, sSkeletons[this->type], sAnimations[this->type], this->jointTable, this->morphTable, sLimbCounts[this->type]); diff --git a/src/overlays/actors/ovl_En_Famos/z_en_famos.c b/src/overlays/actors/ovl_En_Famos/z_en_famos.c index d7933db62b..f99f179afe 100644 --- a/src/overlays/actors/ovl_En_Famos/z_en_famos.c +++ b/src/overlays/actors/ovl_En_Famos/z_en_famos.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnFamos*)thisx) @@ -706,7 +706,7 @@ void EnFamos_DeathExplosion(EnFamos* this, PlayState* play) { void EnFamos_SetupDeathFade(EnFamos* this) { EnFamos_SetupDeathDebris(this); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.shape.shadowDraw = NULL; this->actionFunc = EnFamos_DeathFade; this->actor.speed = 0.0f; diff --git a/src/overlays/actors/ovl_En_Fg/z_en_fg.c b/src/overlays/actors/ovl_En_Fg/z_en_fg.c index d1da1ef8d0..3da9f26738 100644 --- a/src/overlays/actors/ovl_En_Fg/z_en_fg.c +++ b/src/overlays/actors/ovl_En_Fg/z_en_fg.c @@ -7,7 +7,7 @@ #include "z_en_fg.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_200 | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_200 | ACTOR_FLAG_4000) #define THIS ((EnFg*)thisx) @@ -197,7 +197,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) { switch (EnFg_GetDamageEffect(this)) { case BETAFROG_DMGEFFECT_DEKUSTICK: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EV_FROG_CRY_1); this->skelAnime.playSpeed = 0.0f; this->actor.shape.shadowDraw = NULL; @@ -212,7 +212,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) { break; case BETAFROG_DMGEFFECT_ARROW: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->skelAnime.playSpeed = 0.0f; rotY = this->collider.base.ac->world.rot.y; rotX = this->collider.base.ac->world.rot.x; @@ -226,7 +226,7 @@ void EnFg_Idle(EnFg* this, PlayState* play) { break; case BETAFROG_DMGEFFECT_EXPLOSION: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EV_FROG_CRY_0); this->actor.params = BETAFROG_BLACK; this->skelAnime.playSpeed = 0.0f; @@ -261,7 +261,7 @@ void EnFg_Jump(EnFg* this, PlayState* play) { switch (EnFg_GetDamageEffect(this)) { case BETAFROG_DMGEFFECT_ARROW: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->skelAnime.playSpeed = 0.0f; ac = this->collider.base.ac; rotY = ac->world.rot.y; @@ -279,7 +279,7 @@ void EnFg_Jump(EnFg* this, PlayState* play) { break; case BETAFROG_DMGEFFECT_EXPLOSION: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EV_FROG_CRY_0); EnFg_ChangeAnim(&this->skelAnime, BETAFROG_ANIM_IDLE); this->actor.params = BETAFROG_BLACK; diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c index 6af86aaad7..6b9d031df3 100644 --- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c +++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnFirefly*)thisx) @@ -125,7 +125,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 5, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 4000, ICHAIN_STOP), }; @@ -658,7 +658,7 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) { } else { Enemy_StartFinishingBlow(play, &this->actor); this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; // Negate effects of fire on Fire Keese and Ice on Ice Keese if (((this->currentType == KEESE_FIRE) && (this->actor.colChkInfo.damageEffect == KEESE_DMGEFF_FIRE)) || diff --git a/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c b/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c index 00a0d4d9d0..3459faf40c 100644 --- a/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c +++ b/src/overlays/actors/ovl_En_Firefly2/z_en_firefly2.c @@ -6,7 +6,8 @@ #include "z_en_firefly2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnFirefly2*)thisx) diff --git a/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c b/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c index b047e65ee9..645ad7300b 100644 --- a/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c +++ b/src/overlays/actors/ovl_En_Fish2/z_en_fish2.c @@ -9,7 +9,7 @@ #include "z_en_fish2.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnFish2*)thisx) diff --git a/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c b/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c index f481c346c7..33e49d6e5b 100644 --- a/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c +++ b/src/overlays/actors/ovl_En_Fishing/z_en_fishing.c @@ -791,7 +791,7 @@ FishingFishInit sFishInits[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 5, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_5, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP), }; @@ -831,7 +831,7 @@ void EnFishing_Init(Actor* thisx, PlayState* play2) { thisx->focus.pos = thisx->world.pos; thisx->focus.pos.y += 75.0f; - thisx->flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + thisx->flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); if (sLinkAge != 1) { // HIGH_SCORE(HS_FISHING) from OoT @@ -960,8 +960,8 @@ void EnFishing_Init(Actor* thisx, PlayState* play2) { if (thisx->params == 200) { this->unk_150 = 100; func_800BC154(play, &play->actorCtx, thisx, ACTORCAT_PROP); - thisx->targetMode = 0; - thisx->flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + thisx->targetMode = TARGET_MODE_0; + thisx->flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); } else { this->unk_150 = 10; @@ -2819,7 +2819,7 @@ void EnFishing_HandleAquariumDialog(EnFishing* this, PlayState* play) { if (this->unk_1CB == 0) { if (this->unk_1CC == 0) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { D_8090CCF8 = D_809171CC; @@ -2829,7 +2829,7 @@ void EnFishing_HandleAquariumDialog(EnFishing* this, PlayState* play) { } } else { this->unk_1CC--; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } else if (Actor_TextboxIsClosing(&this->actor, play)) { this->unk_1CB = 0; @@ -2882,9 +2882,9 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { if ((D_80917200 != 0) || (sSubCamId != SUB_CAM_ID_DONE) || ((player->actor.world.pos.z > 1150.0f) && (this->unk_150 != 100))) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (D_8090CD14 != 0) { if (D_80917202 == 0) { this->actor.focus.pos = sLurePos; @@ -3094,7 +3094,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { if (D_80917206 == 2) { func_809038A4(this, input); } else { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } break; @@ -3131,7 +3131,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { if (D_80917206 == 2) { func_809038A4(this, input); } else { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } break; @@ -3174,7 +3174,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { this->unk_1AC.z = Rand_ZeroFloat(50.0f); } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; break; case -2: @@ -3212,7 +3212,7 @@ void EnFishing_UpdateFish(Actor* thisx, PlayState* play2) { } Math_ApproachF(&this->unk_1A8, 2048.0f, 1.0f, 128.0f); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } break; @@ -5092,9 +5092,9 @@ void EnFishing_UpdateOwner(Actor* thisx, PlayState* play2) { SkelAnime_Update(&this->skelAnime); if ((D_8090CD04 != 0) || Message_GetState(&play->msgCtx) != TEXT_STATE_NONE) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_20); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_20); } if ((this->actor.xzDistToPlayer < 120.0f) || Message_GetState(&play->msgCtx) != TEXT_STATE_NONE) { diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c index 7798abf967..a8e916aa06 100644 --- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c +++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c @@ -7,7 +7,7 @@ #include "z_en_floormas.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnFloormas*)thisx) @@ -159,7 +159,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) { if (this->actor.params == ENFLOORMAS_GET_7FFF_10) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_808D2AA8; return; } @@ -573,7 +573,7 @@ void func_808D19D4(EnFloormas* this) { void func_808D1B44(EnFloormas* this, PlayState* play) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { if (SkelAnime_Update(&this->skelAnime)) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->unk_194 = 50; func_808D0C14(this); } @@ -713,7 +713,7 @@ void func_808D217C(EnFloormas* this, Player* player) { Vec3f* ptr; Animation_Change(&this->skelAnime, &gWallmasterJumpAnim, 1.0f, 36.0f, 45.0f, ANIMMODE_ONCE, -3.0f); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; func_808D08D0(this); @@ -756,7 +756,7 @@ void func_808D22C8(EnFloormas* this, PlayState* play) { this->actor.shape.rot.x = 0; this->actor.velocity.y = 6.0f; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.speed = -3.0f; func_808D1740(this); } else if ((this->unk_190 % 20) == 0) { @@ -899,7 +899,7 @@ void func_808D2A20(EnFloormas* this) { Actor_Kill(&this->actor); } else { this->actor.draw = NULL; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_10); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); this->actionFunc = func_808D2AA8; } } @@ -1025,7 +1025,7 @@ void func_808D2E34(EnFloormas* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EN_FLOORMASTER_SM_DEAD); } Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else if (this->actor.colChkInfo.damage != 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c b/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c index 268ea96268..f106aa4069 100644 --- a/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c +++ b/src/overlays/actors/ovl_En_Fsn/z_en_fsn.c @@ -7,7 +7,7 @@ #include "z_en_fsn.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnFsn*)thisx) @@ -1424,7 +1424,7 @@ void EnFsn_IdleBackroom(EnFsn* this, PlayState* play) { this->textId = 0; EnFsn_HandleConversationBackroom(this, play); this->actionFunc = EnFsn_ConverseBackroom; - } else if (this->actor.xzDistToPlayer < 100.0f || this->actor.isTargeted) { + } else if (this->actor.xzDistToPlayer < 100.0f || this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 100.0f); } } @@ -1479,7 +1479,7 @@ void EnFsn_Init(Actor* thisx, PlayState* play) { if (ENFSN_IS_SHOP(&this->actor)) { this->actor.shape.rot.y = BINANG_ROT180(this->actor.shape.rot.y); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; EnFsn_GetCutscenes(this); EnFsn_InitShop(this, play); } else { @@ -1491,8 +1491,8 @@ void EnFsn_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->blinkTimer = 20; this->eyeTexIndex = 0; - this->actor.flags |= ACTOR_FLAG_1; - this->actor.targetMode = 0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_0; this->animIndex = FSN_ANIM_IDLE; SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, this->animIndex); this->actionFunc = EnFsn_IdleBackroom; diff --git a/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/src/overlays/actors/ovl_En_Fu/z_en_fu.c index 4881e38a7f..b0a5200e2c 100644 --- a/src/overlays/actors/ovl_En_Fu/z_en_fu.c +++ b/src/overlays/actors/ovl_En_Fu/z_en_fu.c @@ -11,7 +11,8 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON) #define THIS ((EnFu*)thisx) @@ -217,7 +218,7 @@ void EnFu_Init(Actor* thisx, PlayState* play) { Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.gravity = -0.2f; this->actor.shape.rot.y += 0x4000; this->actor.world.rot = this->actor.shape.rot; @@ -230,7 +231,7 @@ void EnFu_Init(Actor* thisx, PlayState* play) { this->unk_54E = 0; this->unk_550 = 0; func_809622FC(this); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; func_809619D0(this, play); if (CURRENT_DAY == 2) { Vec3f sp40 = this->actor.child->home.pos; @@ -757,7 +758,7 @@ void func_80962EBC(EnFu* this, PlayState* play) { void func_80962F10(EnFu* this) { this->unk_548 = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; SET_WEEKEVENTREG(WEEKEVENTREG_08_01); this->actionFunc = func_80962F4C; } @@ -856,7 +857,7 @@ void func_809632D0(EnFu* this) { mizu->unk_160 = 0; } - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80963350; } diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c index d56a8f9bf4..0bf2f35445 100644 --- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c +++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c @@ -9,7 +9,7 @@ #include "objects/object_fz/object_fz.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnFz*)thisx) @@ -157,7 +157,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_FREEZARD, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1400, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -180,7 +180,7 @@ void EnFz_Init(Actor* thisx, PlayState* play) { this->actor.gravity = 0.0f; this->actor.velocity.y = 0.0f; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_BC8 = 0; this->unk_BCF = 0; this->unk_BCC = 1; @@ -472,7 +472,7 @@ void func_80933014(EnFz* this) { void func_809330D4(EnFz* this) { this->unk_BD6 = 2; this->unk_BCE = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80933104; } @@ -543,7 +543,7 @@ void func_80933324(EnFz* this) { this->unk_BCA = 40; this->unk_BCC = 1; this->unk_BCE = 1; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.gravity = -1.0f; this->actionFunc = func_80933368; } @@ -653,7 +653,7 @@ void func_809336C0(EnFz* this, PlayState* play) { this->unk_BCC = 1; this->unk_BCE = 0; this->unk_BD8 = 1; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_BD7 = 0; this->unk_BCA = 60; func_800BC154(play, &play->actorCtx, &this->actor, ACTORCAT_PROP); @@ -671,7 +671,7 @@ void func_80933790(EnFz* this) { this->unk_BD6 = 3; this->unk_BCE = 0; this->unk_BD8 = 1; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; this->unk_BBC = 0.0f; this->actionFunc = func_809337D4; @@ -702,7 +702,7 @@ void func_8093389C(EnFz* this) { this->unk_BCA = 40; this->unk_BCC = 1; this->unk_BCE = 1; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.gravity = -1.0f; this->actionFunc = func_809338E0; } @@ -763,7 +763,7 @@ void func_80933AF4(EnFz* this) { this->unk_BCA = 40; this->unk_BCC = 1; this->unk_BCE = 1; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.gravity = -1.0f; this->actionFunc = func_80933B38; } diff --git a/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c b/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c index 63f5a6736a..9b96771be4 100644 --- a/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c +++ b/src/overlays/actors/ovl_En_Gb2/z_en_gb2.c @@ -7,7 +7,7 @@ #include "z_en_gb2.h" #include "objects/object_ps/object_ps.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnGb2*)thisx) @@ -380,7 +380,7 @@ void func_80B0FEBC(EnGb2* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, this->unk_26E, &this->actor); this->actionFunc = func_80B0FFA8; - } else if ((this->actor.xzDistToPlayer < 300.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 300.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } @@ -670,7 +670,7 @@ void func_80B10A48(EnGb2* this, PlayState* play) { this->actor.draw = NULL; this->unk_26C |= 0x100; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80B111AC; break; } @@ -697,7 +697,7 @@ void func_80B10B5C(EnGb2* this, PlayState* play) { this->csIdIndex = 1; this->unk_26C &= ~0x40; this->actionFunc = func_80B10DAC; - } else if ((this->actor.xzDistToPlayer < 300.0f) && this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 300.0f) && this->actor.isLockedOn) { this->unk_26C |= 0x40; Actor_OfferTalk(&this->actor, play, 300.0f); } @@ -844,7 +844,7 @@ void func_80B11268(EnGb2* this, PlayState* play) { if (Flags_GetClear(play, 2) && Flags_GetClear(play, 3) && Flags_GetClear(play, 4) && Flags_GetClear(play, 5)) { this->unk_28A = 0xFF; this->unk_26C &= ~0x100; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.draw = EnGb2_Draw; this->unk_26E = 0x14F9; this->actionFunc = func_80B11048; @@ -861,7 +861,7 @@ void func_80B11344(EnGb2* this, PlayState* play) { } static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 4, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_4, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 2200, ICHAIN_STOP), }; @@ -943,7 +943,7 @@ void EnGb2_Init(Actor* thisx, PlayState* play) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_76_80)) { this->actor.draw = NULL; this->unk_26C |= 0x100; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80B111AC; } else { this->unk_28A = 255; diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c index c78f140486..25556fdf7a 100644 --- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c +++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c @@ -6,7 +6,7 @@ #include "z_en_ge1.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnGe1*)thisx) @@ -86,7 +86,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) { this->morphTable, GERUDO_WHITE_LIMB_MAX); Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit); this->picto.actor.colChkInfo.mass = MASS_IMMOVABLE; - this->picto.actor.targetMode = 6; + this->picto.actor.targetMode = TARGET_MODE_6; Actor_SetScale(&this->picto.actor, 0.01f); this->animIndex = this->cueId = -1; // GERUDO_WHITE_ANIM_NONE this->stateFlags = 0; @@ -112,7 +112,7 @@ void EnGe1_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnGe1_PerformCutsceneActions; this->picto.actor.draw = NULL; this->picto.actor.flags |= ACTOR_FLAG_20 | ACTOR_FLAG_10; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; break; } diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c index 0ed4cac86f..eeacf00a53 100644 --- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c +++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c @@ -6,7 +6,7 @@ #include "z_en_ge2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_80000000) #define THIS ((EnGe2*)thisx) @@ -97,7 +97,7 @@ void EnGe2_Init(Actor* thisx, PlayState* play) { this->picto.actor.world.rot.x = this->picto.actor.shape.rot.x = 0; this->picto.actor.world.rot.z = this->picto.actor.shape.rot.z = 0; - this->picto.actor.targetMode = 6; + this->picto.actor.targetMode = TARGET_MODE_6; this->stateFlags = 0; this->detectedStatus = GERUDO_PURPLE_DETECTION_UNDETECTED; this->cueId = -1; @@ -464,7 +464,7 @@ void EnGe2_KnockedOut(EnGe2* this, PlayState* play) { this->detectedStatus = GERUDO_PURPLE_DETECTION_UNDETECTED; CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base); this->stateFlags &= ~GERUDO_PURPLE_STATE_KO; - this->picto.actor.flags |= ACTOR_FLAG_1; + this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; } } @@ -515,7 +515,7 @@ void EnGe2_PatrolDuties(EnGe2* this, PlayState* play) { this->picto.actor.speed = 0.0f; this->actionFunc = EnGe2_KnockedOut; Actor_PlaySfx(&this->picto.actor, NA_SE_EN_PIRATE_DEAD); - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->stateFlags |= GERUDO_PURPLE_STATE_KO; } } else if (this->picto.actor.home.rot.x == 0) { diff --git a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c index 1f680e9e88..8baf9c0a3e 100644 --- a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c +++ b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c @@ -6,7 +6,7 @@ #include "z_en_ge3.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_80000000) #define THIS ((EnGe3*)thisx) diff --git a/src/overlays/actors/ovl_En_Geg/z_en_geg.c b/src/overlays/actors/ovl_En_Geg/z_en_geg.c index ced79c782e..a01bfbd193 100644 --- a/src/overlays/actors/ovl_En_Geg/z_en_geg.c +++ b/src/overlays/actors/ovl_En_Geg/z_en_geg.c @@ -12,7 +12,7 @@ #include "objects/object_hakugin_demo/object_hakugin_demo.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGeg*)thisx) @@ -420,7 +420,7 @@ void func_80BB217C(EnGeg* this, PlayState* play) { this->actor.gravity = -1.0f; func_80BB1C1C(this); this->actionFunc = func_80BB221C; - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; } } @@ -459,7 +459,7 @@ void func_80BB221C(EnGeg* this, PlayState* play) { Message_StartTextbox(play, this->unk_496, &this->actor); this->unk_230 &= ~8; this->actionFunc = func_80BB27D4; - } else if ((this->actor.xzDistToPlayer < 300.0f) && this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 300.0f) && this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 300.0f); this->unk_230 |= 8; } diff --git a/src/overlays/actors/ovl_En_Gg/z_en_gg.c b/src/overlays/actors/ovl_En_Gg/z_en_gg.c index fe7d0198fe..ab1f8b539c 100644 --- a/src/overlays/actors/ovl_En_Gg/z_en_gg.c +++ b/src/overlays/actors/ovl_En_Gg/z_en_gg.c @@ -8,7 +8,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_gg/object_gg.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_REACT_TO_LENS) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) #define THIS ((EnGg*)thisx) @@ -685,17 +685,17 @@ void EnGg_Update(Actor* thisx, PlayState* play) { if (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) { this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } else { this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80)) { if (play->csCtx.state == CS_STATE_IDLE) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } else { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c b/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c index c933d4e39a..abb80780d6 100644 --- a/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c +++ b/src/overlays/actors/ovl_En_Gg2/z_en_gg2.c @@ -7,7 +7,7 @@ #include "z_en_gg2.h" #include "objects/object_gg/object_gg.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_REACT_TO_LENS) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) #define THIS ((EnGg2*)thisx) @@ -129,7 +129,7 @@ void func_80B3AE60(EnGg2* this, PlayState* play) { case 1: case 8: this->unk_2EE = 5; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_ChangeAnimationByInfo(&this->skelAnime, D_80B3BF00, 5); this->actionFunc = func_80B3B120; break; @@ -423,13 +423,13 @@ void EnGg2_Update(Actor* thisx, PlayState* play) { if (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) { this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if ((this->unk_2EE == 5) && (this->unk_2EE == 7)) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } else { this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } this->actionFunc(this, play); diff --git a/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c b/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c index 974bf929f4..387763de11 100644 --- a/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c +++ b/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c @@ -7,7 +7,7 @@ #include "z_en_ginko_man.h" #include "objects/object_boj/object_boj.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnGinkoMan*)thisx) @@ -61,7 +61,7 @@ static AnimationInfo sAnimationInfo[] = { void EnGinkoMan_Init(Actor* thisx, PlayState* play) { EnGinkoMan* this = THIS; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actor.uncullZoneForward = 400.0f; Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.cylRadius = 100; @@ -79,7 +79,7 @@ void EnGinkoMan_Destroy(Actor* thisx, PlayState* play) { } void EnGinkoMan_SetupIdle(EnGinkoMan* this) { - this->actor.flags |= ACTOR_FLAG_1; // targetable + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, GINKO_ANIM_SITTING); this->actionFunc = EnGinkoMan_Idle; } diff --git a/src/overlays/actors/ovl_En_GirlA/z_en_girla.c b/src/overlays/actors/ovl_En_GirlA/z_en_girla.c index bc2042f9e6..495f4712cb 100644 --- a/src/overlays/actors/ovl_En_GirlA/z_en_girla.c +++ b/src/overlays/actors/ovl_En_GirlA/z_en_girla.c @@ -6,7 +6,7 @@ #include "z_en_girla.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGirlA*)thisx) @@ -585,7 +585,7 @@ void EnGirlA_InitalUpdate(EnGirlA* this, PlayState* play) { this->itemParams = shopItem->params; this->drawFunc = shopItem->drawFunc; this->getItemDrawId = shopItem->getItemDrawId; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.25f); this->actor.shape.yOffset = 24.0f; this->actor.shape.shadowScale = 4.0f; diff --git a/src/overlays/actors/ovl_En_Gk/z_en_gk.c b/src/overlays/actors/ovl_En_Gk/z_en_gk.c index 16b4c2993b..dd87be400e 100644 --- a/src/overlays/actors/ovl_En_Gk/z_en_gk.c +++ b/src/overlays/actors/ovl_En_Gk/z_en_gk.c @@ -7,7 +7,7 @@ #include "z_en_gk.h" #include "objects/object_gk/object_gk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnGk*)thisx) @@ -646,7 +646,7 @@ void func_80B51760(EnGk* this, PlayState* play) { this->unk_2E4 = 0; this->unk_1E4 |= 2; } - } else if (((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) && + } else if (((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) && (gSaveContext.save.entrance != ENTRANCE(GORON_RACETRACK, 1))) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } @@ -851,7 +851,7 @@ void func_80B5202C(EnGk* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { SET_WEEKEVENTREG(WEEKEVENTREG_24_80); this->actionFunc = func_80B51698; - } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); if (player->transformation == PLAYER_FORM_GORON) { this->actor.textId = 0xE74; @@ -1049,7 +1049,7 @@ void EnGk_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80B51FD0; this->actor.draw = NULL; this->actor.flags |= ACTOR_FLAG_10; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { Actor_Kill(&this->actor); } diff --git a/src/overlays/actors/ovl_En_Gm/z_en_gm.c b/src/overlays/actors/ovl_En_Gm/z_en_gm.c index 82b4bfce78..787ce43b9d 100644 --- a/src/overlays/actors/ovl_En_Gm/z_en_gm.c +++ b/src/overlays/actors/ovl_En_Gm/z_en_gm.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Door/z_en_door.h" #include "objects/object_in2/object_in2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGm*)thisx) @@ -1036,7 +1036,7 @@ s32 func_8094F904(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { this->unk_3B8 = scheduleOutput->time1 - scheduleOutput->time0; this->unk_3BA = sp56 - scheduleOutput->time0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_3A4 |= 0x100; this->unk_3A4 |= 0x200; func_8094E054(this, play, 7); @@ -1229,14 +1229,14 @@ s32 func_809501B8(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { Math_Vec3f_Copy(&this->actor.world.pos, &D_80951DD0); Math_Vec3s_Copy(&this->actor.world.rot, &D_80951DDC); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; SubS_SetOfferMode(&this->unk_3A4, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_3A4 |= (0x1000 | 0x100); this->unk_3A4 |= 0x200; this->unk_3C8 = 3; this->unk_3CA = 3; this->unk_3CC = 8; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->unk_3B4 = 60.0f; func_8094E054(this, play, 10); return true; @@ -1245,8 +1245,8 @@ s32 func_809501B8(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80950280(EnGm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 phi_v1; - this->actor.flags |= ACTOR_FLAG_1; - this->actor.targetMode = 0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_0; this->unk_3A4 = 0; this->unk_3C8 = 0; this->unk_3CA = 0; @@ -1587,11 +1587,11 @@ void func_80950CDC(EnGm* this, PlayState* play) { if (!Schedule_RunScript(play, D_80951820, &sp20) || ((this->unk_258 != sp20.result) && !func_80950280(this, play, &sp20))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp20.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_258 = sp20.result; this->unk_268 = func_8094F074(this, play); diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c index 212065a31d..10dda353c8 100644 --- a/src/overlays/actors/ovl_En_Go/z_en_go.c +++ b/src/overlays/actors/ovl_En_Go/z_en_go.c @@ -20,7 +20,8 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "overlays/actors/ovl_Obj_Aqua/z_obj_aqua.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) + #define THIS ((EnGo*)thisx) #define ENGO_STANDING_Y_OFFSET 0.0f // Actor shape offset in use when a Goron is in any standing state. @@ -953,7 +954,7 @@ s32 EnGo_UpdateSpringArrivalCutscene(EnGo* this, PlayState* play) { (this->actor.draw != NULL) && (play->sceneId == SCENE_10YUKIYAMANOMURA2) && (gSaveContext.sceneLayer == 1) && (play->csCtx.scriptIndex == 0)) { if (!this->springArrivalCutsceneActive) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->springArrivalCueId = 255; this->springArrivalCutsceneActive = true; this->interruptedActionFunc = this->actionFunc; @@ -961,7 +962,7 @@ s32 EnGo_UpdateSpringArrivalCutscene(EnGo* this, PlayState* play) { SubS_SetOfferMode(&this->actionFlags, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); this->actionFunc = EnGo_HandleSpringArrivalCutscene; } else if (this->springArrivalCutsceneActive) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->springArrivalCueId = 255; this->springArrivalCutsceneActive = false; SubS_SetOfferMode(&this->actionFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); @@ -1657,7 +1658,7 @@ void EnGo_ChangeToStretchingAnimation(EnGo* this, PlayState* play) { Math_Vec3f_Copy(&this->actor.world.pos, &newSittingStretcherPos); } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, this->scaleFactor); this->sleepState = ENGO_AWAKE; this->actionFlags = 0; @@ -1681,7 +1682,7 @@ void EnGo_ChangeToSpectatingAnimation(EnGo* this, PlayState* play) { animFrame = Rand_ZeroOne() * this->skelAnime.endFrame; this->skelAnime.curFrame = animFrame; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, this->scaleFactor); this->sleepState = ENGO_AWAKE; this->actionFlags = 0; @@ -1875,8 +1876,8 @@ void EnGo_SetupMedigoron(EnGo* this, PlayState* play) { EnGo_ChangeAnim(this, play, ENGO_ANIM_LYINGDOWNIDLE); this->scaleFactor *= ENGO_MEDIGORON_SCALE_MULTIPLIER; Actor_SetScale(&this->actor, this->scaleFactor); - this->actor.flags &= ~ACTOR_FLAG_1; - this->actor.targetMode = 3; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_3; this->actionFlags = 0; this->actor.gravity = -1.0f; SubS_SetOfferMode(&this->actionFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); @@ -1907,7 +1908,7 @@ void EnGo_SetupInitialAction(EnGo* this, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); Effect_Add(play, &this->indexEffect, EFFECT_TIRE_MARK, 0, 0, &tireMarkInit); - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->scaleFactor = ENGO_NORMAL_SCALE; this->msgEventFunc = NULL; diff --git a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c index 949e501420..461a1969f6 100644 --- a/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c +++ b/src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGrasshopper*)thisx) @@ -264,7 +264,7 @@ void EnGrasshopper_Init(Actor* thisx, PlayState* play) { s32 i; this->actor.hintId = TATL_HINT_ID_DRAGONFLY; - this->actor.targetMode = 4; + this->actor.targetMode = TARGET_MODE_4; this->actor.colChkInfo.mass = 60; this->actor.colChkInfo.health = 2; @@ -770,7 +770,7 @@ void EnGrasshopper_SetupDamaged(EnGrasshopper* this, PlayState* play) { EnGrasshopper_ChangeAnim(this, DRAGONFLY_ANIM_DAMAGE); this->actor.speed = 0.0f; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->approachSpeed = 0.0f; this->collider.elements[1].info.toucherFlags &= ~(TOUCH_ON | TOUCH_SFX_WOOD); Matrix_RotateYS(this->actor.yawTowardsPlayer, MTXMODE_NEW); diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/src/overlays/actors/ovl_En_Gs/z_en_gs.c index d4ae8ed264..e3ddfee6a6 100644 --- a/src/overlays/actors/ovl_En_Gs/z_en_gs.c +++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.c @@ -10,7 +10,7 @@ #include "objects/object_gs/object_gs.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnGs*)thisx) @@ -148,7 +148,7 @@ void EnGs_Init(Actor* thisx, PlayState* play) { this->actor.world.rot.z = 0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->unk_216 = 0; this->unk_218 = 0; this->unk_200 = 1.0f; @@ -927,7 +927,7 @@ void func_80999BC8(Actor* thisx, PlayState* play2) { EnGs* this = THIS; s32 pad; - if (this->actor.isTargeted && !func_801A5100()) { + if (this->actor.isLockedOn && !func_801A5100()) { this->unk_19D = 0; this->unk_19A |= 1; func_80999AC0(this); diff --git a/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c b/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c index 48b08c7ffc..d51cf77036 100644 --- a/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c +++ b/src/overlays/actors/ovl_En_Guard_Nuts/z_en_guard_nuts.c @@ -7,7 +7,7 @@ #include "z_en_guard_nuts.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000) #define THIS ((EnGuardNuts*)thisx) @@ -101,7 +101,7 @@ void EnGuardNuts_Init(Actor* thisx, PlayState* play) { SkelAnime_Init(play, &this->skelAnime, &gDekuPalaceGuardSkel, &gDekuPalaceGuardWaitAnim, this->jointTable, this->morphTable, DEKU_PALACE_GUARD_LIMB_MAX); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); Actor_SetScale(&this->actor, 0.015f); Math_Vec3f_Copy(&this->guardPos, &this->actor.world.pos); diff --git a/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c b/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c index bdcf620efa..28b37cc917 100644 --- a/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c +++ b/src/overlays/actors/ovl_En_Guruguru/z_en_guruguru.c @@ -7,7 +7,7 @@ #include "z_en_guruguru.h" #include "objects/object_fu/object_fu.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnGuruguru*)thisx) @@ -75,7 +75,7 @@ void EnGuruguru_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 19.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gGuruGuruSkel, &gGuruGuruPlayStillAnim, this->jointTable, this->morphTable, 16); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; if (this->actor.params != 2) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); } @@ -85,7 +85,7 @@ void EnGuruguru_Init(Actor* thisx, PlayState* play) { } else if (this->actor.params == 2) { this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnGuruguru_DoNothing; } else { Actor_Kill(&this->actor); diff --git a/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c b/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c index a335e39d25..83973d9e9e 100644 --- a/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c +++ b/src/overlays/actors/ovl_En_Heishi/z_en_heishi.c @@ -6,7 +6,7 @@ #include "z_en_heishi.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnHeishi*)thisx) @@ -84,7 +84,7 @@ void EnHeishi_Init(Actor* thisx, PlayState* play) { } } - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->colliderCylinder, &this->actor, &sCylinderInit); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; diff --git a/src/overlays/actors/ovl_En_Hg/z_en_hg.c b/src/overlays/actors/ovl_En_Hg/z_en_hg.c index 6b0124b00a..2c652f11c4 100644 --- a/src/overlays/actors/ovl_En_Hg/z_en_hg.c +++ b/src/overlays/actors/ovl_En_Hg/z_en_hg.c @@ -6,7 +6,7 @@ #include "z_en_hg.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnHg*)thisx) @@ -145,7 +145,7 @@ void EnHg_Init(Actor* thisx, PlayState* play) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_75_20) || CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_STONE_TOWER_TEMPLE)) { Actor_Kill(&this->actor); } - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actor.colChkInfo.health = 0; this->actor.gravity = -1.0f; for (i = 0; i < ARRAY_COUNT(this->csIdList); i++) { diff --git a/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c b/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c index bbdb2c387f..15bfd598b6 100644 --- a/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c +++ b/src/overlays/actors/ovl_En_Hgo/z_en_hgo.c @@ -6,7 +6,7 @@ #include "z_en_hgo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnHgo*)thisx) @@ -102,7 +102,7 @@ void EnHgo_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&thisx->colChkInfo, NULL, &sColChkInfoInit); - thisx->targetMode = 6; + thisx->targetMode = TARGET_MODE_6; this->eyeIndex = 0; this->blinkTimer = 0; @@ -124,7 +124,7 @@ void EnHgo_Destroy(Actor* thisx, PlayState* play) { } void EnHgo_SetupDoNothing(EnHgo* this) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnHgo_DoNothing; } diff --git a/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c b/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c index 2bb10c3514..e07dfb8a96 100644 --- a/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c +++ b/src/overlays/actors/ovl_En_Hidden_Nuts/z_en_hidden_nuts.c @@ -8,7 +8,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "objects/object_hintnuts/object_hintnuts.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000) #define THIS ((EnHiddenNuts*)thisx) @@ -83,7 +83,7 @@ void EnHiddenNuts_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); diff --git a/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c b/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c index cb98123901..5ad3e9dcf9 100644 --- a/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c +++ b/src/overlays/actors/ovl_En_Hint_Skb/z_en_hint_skb.c @@ -8,7 +8,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "objects/object_skb/object_skb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnHintSkb*)thisx) @@ -586,8 +586,8 @@ void func_80C20D64(EnHintSkb* this, PlayState* play) { (this->actionFunc == func_80C1FE80)) { if (this->actionFunc != func_80C2077C) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; if (this->actionFunc == func_80C1FE80) { @@ -596,8 +596,8 @@ void func_80C20D64(EnHintSkb* this, PlayState* play) { func_80C2075C(this); } } else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); this->actor.hintId = TATL_HINT_ID_STALCHILD; this->actor.textId = 0; if (this->skelAnime.animation == &object_skb_Anim_00697C) { diff --git a/src/overlays/actors/ovl_En_Hs/z_en_hs.c b/src/overlays/actors/ovl_En_Hs/z_en_hs.c index e4026dfe5e..5146f4fcd3 100644 --- a/src/overlays/actors/ovl_En_Hs/z_en_hs.c +++ b/src/overlays/actors/ovl_En_Hs/z_en_hs.c @@ -6,7 +6,7 @@ #include "z_en_hs.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnHs*)thisx) @@ -87,7 +87,7 @@ void EnHs_Init(Actor* thisx, PlayState* play) { } this->stateFlags = 0; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; func_80952C50(this, play); } diff --git a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c index 8273d87894..07a6748af4 100644 --- a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c +++ b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c @@ -6,7 +6,7 @@ #include "z_en_hs2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnHs2*)thisx) diff --git a/src/overlays/actors/ovl_En_Ig/z_en_ig.c b/src/overlays/actors/ovl_En_Ig/z_en_ig.c index 16c19e3ec7..bd90f48c11 100644 --- a/src/overlays/actors/ovl_En_Ig/z_en_ig.c +++ b/src/overlays/actors/ovl_En_Ig/z_en_ig.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Door/z_en_door.h" #include "objects/object_dai/object_dai.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnIg*)thisx) @@ -573,7 +573,7 @@ s32 func_80BF1DF4(EnIg* this, PlayState* play, ScheduleOutput* scheduleOutput) { this->unk_3E0 = scheduleOutput->time1 - scheduleOutput->time0; this->unk_3E2 = sp56 - scheduleOutput->time0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_3D0 |= 0x100; func_80BF1284(this, 3); this->actor.gravity = 0.0f; @@ -681,9 +681,9 @@ s32 func_80BF219C(EnIg* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80BF2368(EnIg* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret = false; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->unk_3D0 = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; switch (scheduleOutput->result) { case 5: @@ -880,11 +880,11 @@ void func_80BF2AF8(EnIg* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BF3260, &sp20) || ((this->scheduleResult != sp20.result) && !func_80BF2368(this, play, &sp20))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp20.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_2A8 = func_80BF146C(this, play); this->scheduleResult = sp20.result; diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c index 80fe5a8e1b..96ce3db8ce 100644 --- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c +++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c @@ -8,7 +8,7 @@ #include "z64rumble.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnIk*)thisx) diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c index 2631d3a89a..1c0fc091df 100644 --- a/src/overlays/actors/ovl_En_In/z_en_in.c +++ b/src/overlays/actors/ovl_En_In/z_en_in.c @@ -8,7 +8,7 @@ #include "z64horse.h" #include "overlays/actors/ovl_En_Horse_Game_Check/z_en_horse_game_check.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnIn*)thisx) @@ -1374,7 +1374,7 @@ s32 func_808F5728(PlayState* play, EnIn* this, s32 arg2, s32* arg3) { if (yawDiff >= 0x4300) { return 0; } - if (this->actor.xyzDistToPlayerSq > SQ(160.0f) && !this->actor.isTargeted) { + if (this->actor.xyzDistToPlayerSq > SQ(160.0f) && !this->actor.isLockedOn) { return 0; } if (this->actor.xyzDistToPlayerSq <= SQ(80.0f)) { diff --git a/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c b/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c index 6a73eceecb..014eea08e5 100644 --- a/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c +++ b/src/overlays/actors/ovl_En_Invadepoh_Demo/z_en_invadepoh_demo.c @@ -50,7 +50,7 @@ static InitChainEntry D_80C1AA88[] = { ICHAIN_F32(uncullZoneScale, 100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 10, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Ja/z_en_ja.c b/src/overlays/actors/ovl_En_Ja/z_en_ja.c index fe3ca06c80..8cf9ce0e90 100644 --- a/src/overlays/actors/ovl_En_Ja/z_en_ja.c +++ b/src/overlays/actors/ovl_En_Ja/z_en_ja.c @@ -7,7 +7,7 @@ #include "z_en_ja.h" #include "objects/object_boj/object_boj.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJa*)thisx) @@ -306,11 +306,11 @@ void func_80BC21A8(EnJa* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BC35F0, &sp18) || ((this->unk_1D8.unk_00 != sp18.result) && !func_80BC20D0(this, play, &sp18))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp18.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_1D8.unk_00 = sp18.result; func_80BC2150(this, play); @@ -354,7 +354,7 @@ void EnJa_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.uncullZoneForward = 800.0f; this->actor.gravity = 0.0f; SubS_SetOfferMode(&this->unk_340, SUBS_OFFER_MODE_NONE, SUBS_OFFER_MODE_MASK); diff --git a/src/overlays/actors/ovl_En_Jg/z_en_jg.c b/src/overlays/actors/ovl_En_Jg/z_en_jg.c index dae36a0351..20be1b6c86 100644 --- a/src/overlays/actors/ovl_En_Jg/z_en_jg.c +++ b/src/overlays/actors/ovl_En_Jg/z_en_jg.c @@ -7,7 +7,7 @@ #include "z_en_jg.h" #include "overlays/actors/ovl_En_S_Goro/z_en_s_goro.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJg*)thisx) @@ -352,7 +352,7 @@ void EnJg_GoronShrineIdle(EnJg* this, PlayState* play) { this->flags |= FLAG_LOOKING_AT_PLAYER; Message_StartTextbox(play, this->textId, &this->actor); this->actionFunc = EnJg_GoronShrineTalk; - } else if ((this->actor.xzDistToPlayer < 100.0f) || (this->actor.isTargeted)) { + } else if ((this->actor.xzDistToPlayer < 100.0f) || (this->actor.isLockedOn)) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); this->textId = EnJg_GetStartingConversationTextId(this, play); } @@ -594,7 +594,7 @@ void EnJg_FrozenIdle(EnJg* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, 0x236, &this->actor); // The old Goron is frozen solid! this->actionFunc = EnJg_EndFrozenInteraction; - } else if (this->actor.isTargeted) { + } else if (this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } @@ -917,7 +917,7 @@ void EnJg_CheckIfTalkingToPlayerAndHandleFreezeTimer(EnJg* this, PlayState* play Message_StartTextbox(play, this->textId, &this->actor); this->actionFunc = EnJg_SetupTalk; } else { - if ((this->actor.xzDistToPlayer < 100.0f) || (this->actor.isTargeted)) { + if ((this->actor.xzDistToPlayer < 100.0f) || (this->actor.isLockedOn)) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); if (this->action == EN_JG_ACTION_FIRST_THAW) { this->textId = EnJg_GetStartingConversationTextId(this, play); diff --git a/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c b/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c index 2674c8dfb7..013fb50506 100644 --- a/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c +++ b/src/overlays/actors/ovl_En_Jgame_Tsn/z_en_jgame_tsn.c @@ -7,7 +7,7 @@ #include "z_en_jgame_tsn.h" #include "overlays/actors/ovl_Obj_Jgame_Light/z_obj_jgame_light.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnJgameTsn*)thisx) @@ -90,7 +90,7 @@ void EnJgameTsn_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.velocity.y = 0.0f; diff --git a/src/overlays/actors/ovl_En_Js/z_en_js.c b/src/overlays/actors/ovl_En_Js/z_en_js.c index 6045da07b2..c0f5bc3fd1 100644 --- a/src/overlays/actors/ovl_En_Js/z_en_js.c +++ b/src/overlays/actors/ovl_En_Js/z_en_js.c @@ -6,7 +6,7 @@ #include "z_en_js.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJs*)thisx) diff --git a/src/overlays/actors/ovl_En_Jso/z_en_jso.c b/src/overlays/actors/ovl_En_Jso/z_en_jso.c index f36629d279..43a27759fe 100644 --- a/src/overlays/actors/ovl_En_Jso/z_en_jso.c +++ b/src/overlays/actors/ovl_En_Jso/z_en_jso.c @@ -6,7 +6,7 @@ #include "z_en_jso.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnJso*)thisx) diff --git a/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c b/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c index b7ad94d936..b9bdbe6b97 100644 --- a/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c +++ b/src/overlays/actors/ovl_En_Jso2/z_en_jso2.c @@ -6,7 +6,9 @@ #include "z_en_jso2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | ACTOR_FLAG_80000000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_100000 | \ + ACTOR_FLAG_80000000) #define THIS ((EnJso2*)thisx) diff --git a/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c b/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c index e54b7ff267..cee6b38fa1 100644 --- a/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c +++ b/src/overlays/actors/ovl_En_Kaizoku/z_en_kaizoku.c @@ -7,7 +7,7 @@ #include "z_en_kaizoku.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_100000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000) #define THIS ((EnKaizoku*)thisx) @@ -253,7 +253,7 @@ void EnKaizoku_Init(Actor* thisx, PlayState* play) { EffectBlureInit1 blureInit; this->picto.actor.hintId = TATL_HINT_ID_PIRATE; - this->picto.actor.targetMode = 3; + this->picto.actor.targetMode = TARGET_MODE_3; this->picto.actor.colChkInfo.mass = 80; ActorShape_Init(&this->picto.actor.shape, 0.0f, ActorShadow_DrawFeet, 0.0f); this->unk_2CA = this->picto.actor.world.rot.z; @@ -286,7 +286,7 @@ void EnKaizoku_Init(Actor* thisx, PlayState* play) { Effect_Add(play, &this->blureIndex, EFFECT_BLURE1, 0, 0, &blureInit); Actor_SetScale(&this->picto.actor, 0.0125f); this->picto.actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->switchFlag == 127) { this->switchFlag = -1; } @@ -499,7 +499,7 @@ void func_80B85FA8(EnKaizoku* this, PlayState* play) { this->picto.actor.world.pos.z = this->picto.actor.home.pos.z; Message_StartTextbox(play, D_80B8A8D0[sp54], &this->picto.actor); this->unk_2C8++; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; player->actor.shape.rot.y = player->actor.world.rot.y = Math_Vec3f_Yaw(&player->actor.world.pos, &this->picto.actor.world.pos); Math_Vec3f_Copy(&this->subCamEye, &this->unk_5C8); @@ -615,7 +615,7 @@ void func_80B85FA8(EnKaizoku* this, PlayState* play) { this->subCamId = SUB_CAM_ID_DONE; this->picto.actor.flags &= ~ACTOR_FLAG_100000; this->picto.actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON; - this->picto.actor.flags |= ACTOR_FLAG_1; + this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; func_80B872A4(this); } break; @@ -677,7 +677,7 @@ void func_80B86804(EnKaizoku* this, PlayState* play) { func_800B7298(play, &this->picto.actor, PLAYER_CSMODE_96); this->subCamId = CutsceneManager_GetCurrentSubCamId(this->picto.actor.csId); this->unk_2B2 = 30; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_598 = 0; this->unk_59C = 0; this->unk_2D8 = 0; @@ -1687,7 +1687,7 @@ void func_80B8960C(EnKaizoku* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->picto.actor); Actor_PlaySfx(&this->picto.actor, NA_SE_EN_PIRATE_DEAD); this->picto.actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->picto.actor.flags &= ~ACTOR_FLAG_400; this->unk_598 = 0; this->unk_59C = 0; diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c index 9e3e568282..06409d5247 100644 --- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c +++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c @@ -8,7 +8,7 @@ #include "z_en_kakasi.h" #include "objects/object_ka/object_ka.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnKakasi*)thisx) @@ -156,7 +156,7 @@ void EnKakasi_Init(Actor* thisx, PlayState* play) { this->unkHeight = (this->picto.actor.world.rot.z * 20.0f) + 60.0f; this->picto.actor.world.rot.z = 0; - this->picto.actor.targetMode = 0; + this->picto.actor.targetMode = TARGET_MODE_0; if ((this->picto.actor.world.rot.x > 0) && (this->picto.actor.world.rot.x < 8)) { this->picto.actor.targetMode = KAKASI_GET_TARGETMODE(thisx); } diff --git a/src/overlays/actors/ovl_En_Kame/z_en_kame.c b/src/overlays/actors/ovl_En_Kame/z_en_kame.c index 91c4ac9d4a..51f44abec5 100644 --- a/src/overlays/actors/ovl_En_Kame/z_en_kame.c +++ b/src/overlays/actors/ovl_En_Kame/z_en_kame.c @@ -7,7 +7,7 @@ #include "z_en_kame.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnKame*)thisx) @@ -555,7 +555,7 @@ void func_80AD8148(EnKame* this, PlayState* play) { } } this->actor.bgCheckFlags &= ~BGCHECKFLAG_GROUND; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10; Actor_PlaySfx(&this->actor, NA_SE_EN_PAMET_DEAD); this->unk_29E = 0; diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c index 4decf9ee62..8e5aa58021 100644 --- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c +++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c @@ -8,7 +8,7 @@ #include "objects/object_kanban/object_kanban.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnKanban*)thisx) @@ -145,8 +145,8 @@ void EnKanban_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); if (this->actor.params != ENKANBAN_PIECE) { - this->actor.targetMode = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->unk_19A = Rand_ZeroFloat(1.9f); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); @@ -226,7 +226,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { } if (this->zTargetTimer == 1) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } if (this->partFlags == 0xFFFF) { @@ -377,7 +377,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { piece->direction = -1; } piece->airTimer = 100; - piece->actor.flags &= ~ACTOR_FLAG_1; + piece->actor.flags &= ~ACTOR_FLAG_TARGETABLE; piece->actor.flags |= ACTOR_FLAG_2000000; this->cutMarkTimer = 5; Actor_PlaySfx(&this->actor, NA_SE_IT_SWORD_STRIKE); @@ -393,7 +393,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); if (this->actor.xzDistToPlayer > 500.0f) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->partFlags = 0xFFFF; } @@ -877,7 +877,7 @@ void EnKanban_Update(Actor* thisx, PlayState* play) { ((pDiff + yDiff + rDiff + this->spinRot.x + this->spinRot.z) == 0) && (this->floorRot.x == 0.0f) && (this->floorRot.z == 0.0f)) { signpost->partFlags |= this->partFlags; - signpost->actor.flags |= ACTOR_FLAG_1; + signpost->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_Kill(&this->actor); return; } diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c index 8c234e1ae8..903b1232b4 100644 --- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c +++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c @@ -9,7 +9,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnKarebaba*)thisx) @@ -138,7 +138,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_F32(targetArrowOffset, 2500, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 1, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_STOP), }; void EnKarebaba_Init(Actor* thisx, PlayState* play) { @@ -420,7 +420,7 @@ void EnKarebaba_Dying(EnKarebaba* this, PlayState* play) { this->actor.scale.y = 0.0f; this->actor.scale.x = 0.0f; this->actor.speed = 0.0f; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); EffectSsHahen_SpawnBurst(play, &this->actor.world.pos, 3.0f, 0, 12, 5, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); } @@ -452,7 +452,7 @@ void EnKarebaba_Dying(EnKarebaba* this, PlayState* play) { void EnKarebaba_SetupShrinkDie(EnKarebaba* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_DEKU_JR_DEAD); this->actor.flags |= (ACTOR_FLAG_10 | ACTOR_FLAG_20); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX) { this->timer = 3; } @@ -551,7 +551,7 @@ void EnKarebaba_Regrow(EnKarebaba* this, PlayState* play) { if (this->timer == 20) { this->actor.flags &= ~ACTOR_FLAG_10; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); if (this->actor.params == ENKAREBABA_1) { func_800BC154(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); } diff --git a/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c b/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c index da83290a98..76d88fa94f 100644 --- a/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c +++ b/src/overlays/actors/ovl_En_Kbt/z_en_kbt.c @@ -6,7 +6,7 @@ #include "z_en_kbt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnKbt*)thisx) @@ -64,7 +64,7 @@ void EnKbt_Init(Actor* thisx, PlayState* play) { this->unk_282 = 0; this->actionFunc = func_80B34598; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void EnKbt_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c b/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c index 0b4fe5e686..ce3011e6df 100644 --- a/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c +++ b/src/overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.c @@ -8,7 +8,8 @@ #include "overlays/actors/ovl_En_Maruta/z_en_maruta.h" #include "objects/object_js/object_js.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON) #define THIS ((EnKendoJs*)thisx) @@ -133,7 +134,7 @@ void EnKendoJs_Init(Actor* thisx, PlayState* play) { this->unk_274 = Lib_SegmentedToVirtual(path->points); } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; this->actor.child = NULL; diff --git a/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c b/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c index f015ddc5f4..694b9271de 100644 --- a/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c +++ b/src/overlays/actors/ovl_En_Kgy/z_en_kgy.c @@ -8,7 +8,7 @@ #include "objects/object_kgy/object_kgy.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnKgy*)thisx) @@ -100,7 +100,7 @@ void EnKgy_Init(Actor* thisx, PlayState* play) { this->actor.world.pos.z, 255, 64, 64, -1); this->lightNode = LightContext_InsertLight(play, &play->lightCtx, &this->lightInfo); this->unk_300 = -1; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void EnKgy_Destroy(Actor* thisx, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c b/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c index c9d40c1e73..d1edd38802 100644 --- a/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c +++ b/src/overlays/actors/ovl_En_Kitan/z_en_kitan.c @@ -6,7 +6,7 @@ #include "z_en_kitan.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnKitan*)thisx) diff --git a/src/overlays/actors/ovl_En_Knight/z_en_knight.c b/src/overlays/actors/ovl_En_Knight/z_en_knight.c index 0d80d60206..fd4bc7a5b9 100644 --- a/src/overlays/actors/ovl_En_Knight/z_en_knight.c +++ b/src/overlays/actors/ovl_En_Knight/z_en_knight.c @@ -7,7 +7,7 @@ #include "z_en_knight.h" #include "z64shrink_window.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnKnight*)thisx) diff --git a/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c b/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c index 2700aa1f85..ca2dfac2b4 100644 --- a/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c +++ b/src/overlays/actors/ovl_En_Kujiya/z_en_kujiya.c @@ -9,7 +9,7 @@ #include "z_en_kujiya.h" #include "objects/object_kujiya/object_kujiya.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_CANT_LOCK_ON) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_CANT_LOCK_ON) #define THIS ((EnKujiya*)thisx) @@ -59,8 +59,8 @@ void EnKujiya_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.1f); - this->actor.flags &= ~ACTOR_FLAG_1; - this->actor.targetMode = 6; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_6; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; diff --git a/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c b/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c index e61db843a1..b9044ea380 100644 --- a/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c +++ b/src/overlays/actors/ovl_En_Lift_Nuts/z_en_lift_nuts.c @@ -7,7 +7,7 @@ #include "z_en_lift_nuts.h" #include "overlays/actors/ovl_En_Gamelupy/z_en_gamelupy.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnLiftNuts*)thisx) @@ -286,7 +286,7 @@ void EnLiftNuts_Init(Actor* thisx, PlayState* play) { this->actor.home.pos = bgActor->actor.world.pos; } } - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->timer = 0; this->autotalk = false; this->isFirstTimeHiding = false; @@ -1069,7 +1069,7 @@ void EnLiftNuts_Update(Actor* thisx, PlayState* play) { EnLiftNuts_TryHide(this, play); if (EnLiftNuts_MinigameState(ENLIFTNUTS_MINIGAME_STATE_MODE_CHECK, ENLIFTNUTS_MINIGAME_STATE_RUNNING)) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c b/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c index 2eafabd8fe..880f48e82d 100644 --- a/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c +++ b/src/overlays/actors/ovl_En_Look_Nuts/z_en_look_nuts.c @@ -109,7 +109,7 @@ void EnLookNuts_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); this->actor.colChkInfo.damageTable = &sDamageTable; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; this->pathIndex = LOOKNUTS_GET_PATH_INDEX(&this->actor); @@ -361,7 +361,7 @@ void EnLookNuts_Update(Actor* thisx, PlayState* play) { Audio_PlaySfx(NA_SE_SY_FOUND); func_800B7298(play, &this->actor, PLAYER_CSMODE_26); D_80A6862C = 1; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_10); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); this->actor.gravity = 0.0f; EnLookNuts_DetectedPlayer(this, play); } else { diff --git a/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c b/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c index be08288b29..241260524d 100644 --- a/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c +++ b/src/overlays/actors/ovl_En_Ma4/z_en_ma4.c @@ -6,7 +6,7 @@ #include "z_en_ma4.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000) #define THIS ((EnMa4*)thisx) @@ -193,7 +193,7 @@ void EnMa4_Init(Actor* thisx, PlayState* play) { Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->interactInfo.talkState = NPC_TALK_STATE_IDLE; this->unk_334 = 0; this->hasBow = true; diff --git a/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c b/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c index fe552a124e..72fcc61d61 100644 --- a/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c +++ b/src/overlays/actors/ovl_En_Ma_Yto/z_en_ma_yto.c @@ -7,7 +7,7 @@ #include "z_en_ma_yto.h" #include "overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnMaYto*)thisx) @@ -147,7 +147,7 @@ void EnMaYto_Init(Actor* thisx, PlayState* play) { EnMaYto* this = THIS; s32 pad; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->unk200 = 0; this->unk310 = 0; this->unk320 = 0; @@ -268,7 +268,7 @@ void EnMaYto_ChooseAction(EnMaYto* this, PlayState* play) { break; case MA_YTO_TYPE_DINNER: - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; EnMaYto_SetupDinnerWait(this); break; diff --git a/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c b/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c index 8bded501d9..651f8115fb 100644 --- a/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c +++ b/src/overlays/actors/ovl_En_Ma_Yts/z_en_ma_yts.c @@ -6,7 +6,7 @@ #include "z_en_ma_yts.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnMaYts*)thisx) @@ -137,12 +137,12 @@ void func_80B8D12C(EnMaYts* this, PlayState* play) { void EnMaYts_InitAnimation(EnMaYts* this, PlayState* play) { switch (this->type) { case MA_YTS_TYPE_BARN: - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; EnMaYts_ChangeAnim(this, 0); break; case MA_YTS_TYPE_SITTING: - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; // Day 1 or "Winning" the alien invasion if ((CURRENT_DAY == 1) || CHECK_WEEKEVENTREG(WEEKEVENTREG_DEFENDED_AGAINST_THEM)) { EnMaYts_ChangeAnim(this, 14); @@ -152,13 +152,13 @@ void EnMaYts_InitAnimation(EnMaYts* this, PlayState* play) { break; case MA_YTS_TYPE_SLEEPING: - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.draw = EnMaYts_DrawSleeping; EnMaYts_ChangeAnim(this, 0); break; case MA_YTS_TYPE_ENDCREDITS: - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; EnMaYts_ChangeAnim(this, 0); break; diff --git a/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c b/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c index 659ef4cb36..f19dbae141 100644 --- a/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c +++ b/src/overlays/actors/ovl_En_Maruta/z_en_maruta.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Kendo_Js/z_en_kendo_js.h" #include "objects/object_maruta/object_maruta.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10) #define THIS ((EnMaruta*)thisx) @@ -214,7 +214,7 @@ void EnMaruta_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.1f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 50.0f; @@ -285,7 +285,7 @@ void func_80B372CC(EnMaruta* this, PlayState* play) { if ((this->actor.parent != NULL) && (this->actor.parent->id == ACTOR_EN_KENDO_JS)) { EnKendoJs* kendoJs = (EnKendoJs*)this->actor.parent; - kendoJs->unk_292 = this->actor.isTargeted; + kendoJs->unk_292 = this->actor.isLockedOn; } } @@ -322,7 +322,7 @@ void func_80B37428(EnMaruta* this, PlayState* play) { } void func_80B374B8(EnMaruta* this) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->actionFunc != func_80B37428) { this->unk_21E = 0; this->actor.gravity = -2.0f; @@ -422,7 +422,7 @@ void func_80B37590(EnMaruta* this, PlayState* play) { this->unk_21A |= 0xFF; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80B37950; } diff --git a/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c b/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c index d47992114f..f4e66b7b43 100644 --- a/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c +++ b/src/overlays/actors/ovl_En_Minideath/z_en_minideath.c @@ -6,7 +6,7 @@ #include "z_en_minideath.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMinideath*)thisx) diff --git a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c index 3ea137783a..8495411d5e 100644 --- a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c +++ b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c @@ -7,7 +7,7 @@ #include "z_en_minifrog.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMinifrog*)thisx) @@ -132,7 +132,7 @@ void EnMinifrog_Init(Actor* thisx, PlayState* play) { this->frog = NULL; } else { this->frog = EnMinifrog_GetFrog(play); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; // Frog has been returned if (CHECK_WEEKEVENTREG(sIsFrogReturnedFlags[this->frogIndex])) { diff --git a/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c b/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c index ee05580641..0f44becad2 100644 --- a/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c +++ b/src/overlays/actors/ovl_En_Minislime/z_en_minislime.c @@ -7,7 +7,7 @@ #include "z_en_minislime.h" #include "overlays/actors/ovl_En_Bigslime/z_en_bigslime.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_200) #define THIS ((EnMinislime*)thisx) @@ -121,7 +121,7 @@ static DamageTable sDamageTable = { void EnMinislime_Init(Actor* thisx, PlayState* play) { EnMinislime* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit); this->id = this->actor.params; diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c index 23f28262c6..ac816517c9 100644 --- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c +++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c @@ -6,7 +6,7 @@ #include "z_en_mk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMk*)thisx) @@ -95,7 +95,7 @@ void EnMk_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80959E18; this->unk_27A = 0; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; if (func_80959524(play) < 7) { this->unk_27A |= 2; diff --git a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c index 5387b94b68..a6d8eb8bb3 100644 --- a/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c +++ b/src/overlays/actors/ovl_En_Mkk/z_en_mkk.c @@ -7,7 +7,7 @@ #include "z_en_mkk.h" #include "objects/object_mkk/object_mkk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnMkk*)thisx) @@ -195,7 +195,7 @@ void EnMkk_Destroy(Actor* thisx, PlayState* play) { void func_80A4E0CC(EnMkk* this) { this->alpha = 0; this->unk_14B |= 3; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80A4E100; } @@ -211,7 +211,7 @@ void func_80A4E100(EnMkk* this, PlayState* play) { this->primColorSelect = 3; this->collider.base.acFlags |= AC_ON; this->alpha = 255; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->unk_14B &= ~4; func_80A4E190(this); @@ -310,7 +310,7 @@ void func_80A4E60C(EnMkk* this, PlayState* play) { void func_80A4E67C(EnMkk* this) { this->unk_14B |= 1; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->collider.base.acFlags &= ~AC_ON; this->actor.flags |= ACTOR_FLAG_10; Actor_PlaySfx(&this->actor, NA_SE_EN_PO_DEAD); @@ -442,7 +442,7 @@ void EnMkk_Update(Actor* thisx, PlayState* play) { void func_80A4EDF0(EnMkk* this) { this->alpha = 0; this->unk_14B |= 3; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.draw = NULL; this->actor.update = func_80A4F16C; this->actor.gravity = -0.5f; diff --git a/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c b/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c index 7065985e80..f544dd2d25 100644 --- a/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c +++ b/src/overlays/actors/ovl_En_Mm3/z_en_mm3.c @@ -7,7 +7,7 @@ #include "z_en_mm3.h" #include "objects/object_mm/object_mm.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMm3*)thisx) @@ -94,7 +94,7 @@ void EnMm3_Init(Actor* thisx, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); this->actor.parent = NULL; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->unk_1DC = 1; this->unk_2B4 = 0; this->unk_2AE = 0; diff --git a/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c b/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c index fef78d7cdf..04b5b73b8d 100644 --- a/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c +++ b/src/overlays/actors/ovl_En_Mnk/z_en_mnk.c @@ -6,7 +6,7 @@ #include "z_en_mnk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnMnk*)thisx) @@ -231,7 +231,7 @@ void EnMnk_Monkey_SetupWaitToRunAndWaitAtEachPoint(EnMnk* this, PlayState* play) void EnMnk_Monkey_StartInvisible(EnMnk* this, PlayState* play) { this->picto.actor.draw = NULL; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->collider.dim.radius = 100; this->flags |= MONKEY_FLAGS_8; this->flags |= MONKEY_FLAGS_20; @@ -421,7 +421,7 @@ void EnMnk_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnMnk_Monkey_WaitToFollowPath; this->unk_3C8 = 0; this->flags |= MONKEY_FLAGS_2; - this->picto.actor.flags &= ~ACTOR_FLAG_1; + this->picto.actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->picto.actor.velocity.y = 0.0f; this->picto.actor.terminalVelocity = 0.0f; this->picto.actor.gravity = 0.0f; @@ -1141,7 +1141,7 @@ void EnMnk_Monkey_SetupDrop(EnMnk* this) { this->actionFunc = EnMnk_Monkey_Drop; this->picto.actor.velocity.y = -10.0f; this->picto.actor.terminalVelocity = -10.0f; - this->picto.actor.flags |= ACTOR_FLAG_1; + this->picto.actor.flags |= ACTOR_FLAG_TARGETABLE; this->picto.actor.draw = EnMnk_Draw; Animation_Change(&this->skelAnime, &object_mnk_Anim_008814, 1.0f, 10.0f, Animation_GetLastFrame(&object_mnk_Anim_008814), ANIMMODE_ONCE, 0.0f); @@ -1726,7 +1726,7 @@ void EnMnk_MonkeyHanging_WaitAfterDunk(EnMnk* this, PlayState* play) { this->unk_3E0 = 5; } else if (this->unk_3C8 > 0) { this->unk_3C8--; - if (this->picto.actor.isTargeted && (this->picto.actor.csId != CS_ID_NONE)) { + if (this->picto.actor.isLockedOn && (this->picto.actor.csId != CS_ID_NONE)) { Actor_OfferTalk(&this->picto.actor, play, 1000.0f); } } else { @@ -1794,7 +1794,7 @@ void EnMnk_MonkeyHanging_StruggleBeforeDunk(EnMnk* this, PlayState* play) { SET_WEEKEVENTREG(WEEKEVENTREG_83_08); } else if (this->unk_3C8 > 0) { this->unk_3C8--; - if (this->picto.actor.isTargeted) { + if (this->picto.actor.isLockedOn) { Actor_OfferTalk(&this->picto.actor, play, 1000.0f); } } else { @@ -1863,7 +1863,7 @@ void EnMnk_Monkey_WaitToGuideThroughWoods(EnMnk* this, PlayState* play) { func_80AB5F6C(this); if (Actor_ProcessTalkRequest(&this->picto.actor, &play->state)) { EnMnk_Monkey_SetupTalkBeforeGuideThroughWoods(this); - } else if (this->picto.actor.isTargeted || (this->picto.actor.xzDistToPlayer < 100.0f)) { + } else if (this->picto.actor.isLockedOn || (this->picto.actor.xzDistToPlayer < 100.0f)) { Actor_OfferTalk(&this->picto.actor, play, 120.0f); } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_SAVED_KOUME)) { diff --git a/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/src/overlays/actors/ovl_En_Ms/z_en_ms.c index 1e3a3d8bde..d17a8b98c4 100644 --- a/src/overlays/actors/ovl_En_Ms/z_en_ms.c +++ b/src/overlays/actors/ovl_En_Ms/z_en_ms.c @@ -7,7 +7,7 @@ #include "z_en_ms.h" #include "objects/object_ms/object_ms.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnMs*)thisx) @@ -53,7 +53,7 @@ static ColliderCylinderInitType1 sCylinderInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Muto/z_en_muto.c b/src/overlays/actors/ovl_En_Muto/z_en_muto.c index f86530ed97..5ed82cbc2f 100644 --- a/src/overlays/actors/ovl_En_Muto/z_en_muto.c +++ b/src/overlays/actors/ovl_En_Muto/z_en_muto.c @@ -7,7 +7,7 @@ #include "z_en_muto.h" #include "objects/object_toryo/object_toryo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnMuto*)thisx) @@ -87,7 +87,7 @@ void EnMuto_Init(Actor* thisx, PlayState* play) { } } - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); EnMuto_SetupIdle(this); diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c index 2c5417c7d6..1720954a27 100644 --- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c +++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c @@ -7,7 +7,7 @@ #include "z_en_nb.h" #include "objects/object_nb/object_nb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnNb*)thisx) @@ -595,8 +595,8 @@ s32 func_80BC0C0C(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 EnNb_ProcessScheduleOutput(EnNb* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 success; - this->actor.flags |= ACTOR_FLAG_1; - this->actor.targetMode = 0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_0; this->stateFlags = EN_NB_FLAG_NONE; this->unk_274 = 40.0f; @@ -640,16 +640,16 @@ void EnNb_FollowSchedule(EnNb* this, PlayState* play) { scheduleOutput.result = EN_NB_SCH_1; EnNb_ProcessScheduleOutput(this, play, &scheduleOutput); this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } else if (!Schedule_RunScript(play, sScheduleScript, &scheduleOutput) || ((this->scheduleResult != scheduleOutput.result) && !EnNb_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = EN_NB_SCH_NONE; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->scheduleResult = scheduleOutput.result; diff --git a/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c b/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c index 2b05945d99..a6301a4956 100644 --- a/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c +++ b/src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.c @@ -7,7 +7,7 @@ #include "z_en_neo_reeba.h" #include "objects/object_rb/object_rb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200) #define THIS ((EnNeoReeba*)thisx) @@ -133,7 +133,7 @@ void EnNeoReeba_Init(Actor* thisx, PlayState* play) { } this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = 2; + this->actor.targetMode = TARGET_MODE_2; this->actor.hintId = TATL_HINT_ID_LEEVER; this->actor.gravity = -0.5f; @@ -160,7 +160,7 @@ void EnNeoReeba_Destroy(Actor* thisx, PlayState* play) { } void EnNeoReeba_SetupWaitUnderground(EnNeoReeba* this) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.draw = NULL; this->actionTimer = 10; this->actionFunc = EnNeoReeba_WaitUnderground; @@ -248,7 +248,7 @@ void EnNeoReeba_SetupRise(EnNeoReeba* this) { this->sinkRiseRate = 300.0f; this->skelAnime.playSpeed = 2.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_APPEAR); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnNeoReeba_RiseOutOfGround; } @@ -446,7 +446,7 @@ void EnNeoReeba_SetupDeathEffects(EnNeoReeba* this) { this->rotationSpeed = 3640.0f; Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 25); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_RIVA_DEAD); this->actionFunc = EnNeoReeba_PlayDeathEffects; diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c index d3edbce769..fa93cfb262 100644 --- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c +++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c @@ -88,7 +88,7 @@ static ColliderCylinderInit sCylinderInit = { void EnNiw_Init(Actor* thisx, PlayState* play) { static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 0, ICHAIN_STOP), }; @@ -104,7 +104,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) { this->niwType = this->actor.params; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.flags |= ACTOR_FLAG_1; // targetable ON + this->actor.flags |= ACTOR_FLAG_TARGETABLE; ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 25.0f); @@ -133,7 +133,7 @@ void EnNiw_Init(Actor* thisx, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_CHICKEN_CRY_M); this->sfxTimer1 = 30; this->heldTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->niwState = NIW_STATE_HELD; this->actionFunc = EnNiw_Held; this->actor.speed = 0.0f; @@ -349,7 +349,7 @@ void EnNiw_Idle(EnNiw* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_CHICKEN_CRY_M); // crow this->sfxTimer1 = 30; this->heldTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->niwState = NIW_STATE_HELD; this->actor.speed = 0.0f; this->actionFunc = EnNiw_Held; @@ -446,7 +446,7 @@ void EnNiw_Held(EnNiw* this, PlayState* play) { this->actor.shape.rot.z = 0; rotZ = this->actor.shape.rot.z; this->niwState = NIW_STATE_FALLING; - this->actor.flags |= ACTOR_FLAG_1; // targetable ON + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnNiw_Thrown; this->actor.shape.rot.y = rotZ; this->actor.shape.rot.x = rotZ; @@ -464,7 +464,7 @@ void EnNiw_Held(EnNiw* this, PlayState* play) { this->actor.shape.rot.x = rotZ; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); Math_Vec3f_Copy(&this->unk2BC, &D_808934DC); - this->actor.flags |= ACTOR_FLAG_1; // targetable ON + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnNiw_Thrown; } @@ -502,7 +502,7 @@ void EnNiw_Thrown(EnNiw* this, PlayState* play) { this->sfxTimer1 = 30; this->unk2EC = 0; this->heldTimer = 30; - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->niwState = NIW_STATE_HELD; this->actionFunc = EnNiw_Held; this->actor.speed = 0.0f; @@ -614,7 +614,7 @@ void EnNiw_SetupCuccoStorm(EnNiw* this, PlayState* play) { if (this->cuccoStormTimer == 0) { this->cuccoStormTimer = 10; this->yawTowardsPlayer = this->actor.yawTowardsPlayer; - this->actor.flags &= ~ACTOR_FLAG_1; // targetable OFF + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->niwState = NIW_STATE_ANGRY3; this->actionFunc = EnNiw_CuccoStorm; } diff --git a/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c b/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c index e7ac95d3e6..f5e35f4784 100644 --- a/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c +++ b/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c @@ -7,7 +7,7 @@ #include "z_en_nnh.h" #include "objects/object_nnh/object_nnh.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnNnh*)thisx) @@ -59,7 +59,7 @@ void EnNnh_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; EnNnh_SetupWaitForDialogue(this); diff --git a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c index 7344e07d02..c65ca03ba6 100644 --- a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c +++ b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c @@ -37,7 +37,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) { f32 zRot = 0.0f; s32 i = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk148 = ENOKARINATAG_GET_F800(thisx); this->unk14A = ENOKARINATAG_GET_780(thisx); this->switchFlags = ENOKARINATAG_GET_SWITCHFLAGS(thisx); @@ -56,7 +56,7 @@ void EnOkarinaTag_Init(Actor* thisx, PlayState* play) { if (this->unk14A == 0xF) { this->unk14A = -1; } - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actionFunc = func_8093E518; } diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c index 8241c7e5c7..3263d9b71e 100644 --- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c +++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c @@ -6,7 +6,7 @@ #include "z_en_okuta.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnOkuta*)thisx) diff --git a/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c b/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c index dbc42f0d83..4bac349336 100644 --- a/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c +++ b/src/overlays/actors/ovl_En_Onpuman/z_en_onpuman.c @@ -6,7 +6,7 @@ #include "z_en_onpuman.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnOnpuman*)thisx) @@ -56,7 +56,7 @@ void EnOnpuman_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actor.colChkInfo.mass = MASS_IMMOVABLE; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->unk_2A4 = 0; this->unk_2A0 = NULL; this->actionFunc = func_80B121D8; diff --git a/src/overlays/actors/ovl_En_Osk/z_en_osk.c b/src/overlays/actors/ovl_En_Osk/z_en_osk.c index 426a93e16d..c9828e0ff0 100644 --- a/src/overlays/actors/ovl_En_Osk/z_en_osk.c +++ b/src/overlays/actors/ovl_En_Osk/z_en_osk.c @@ -8,7 +8,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_ikn_demo/object_ikn_demo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnOsk*)thisx) @@ -67,7 +67,7 @@ void EnOsk_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80BF5F60; this->unk_254 = -1; this->cueId = -1; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; switch (ENOSK_GET_F(&this->actor)) { case ENOSK_1: diff --git a/src/overlays/actors/ovl_En_Osn/z_en_osn.c b/src/overlays/actors/ovl_En_Osn/z_en_osn.c index 72c71f878b..9046f613a9 100644 --- a/src/overlays/actors/ovl_En_Osn/z_en_osn.c +++ b/src/overlays/actors/ovl_En_Osn/z_en_osn.c @@ -7,7 +7,7 @@ #include "z_en_osn.h" #include "objects/object_osn/object_osn.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOsn*)thisx) @@ -176,7 +176,7 @@ static DamageTable sDamageTable = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), }; void EnOsn_UpdateCollider(EnOsn* this, PlayState* play) { @@ -724,7 +724,7 @@ void EnOsn_Idle(EnOsn* this, PlayState* play) { !CHECK_QUEST_ITEM(QUEST_SONG_HEALING)) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { this->actionFunc = EnOsn_StartCutscene; - } else if (((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) && (yaw < 0x4000) && + } else if (((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) && (yaw < 0x4000) && (yaw > -0x4000)) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); this->actor.textId = 0xFFFF; @@ -733,7 +733,7 @@ void EnOsn_Idle(EnOsn* this, PlayState* play) { this->textId = EnOsn_GetInitialText(this, play); Message_StartTextbox(play, this->textId, &this->actor); this->actionFunc = EnOsn_Talk; - } else if (((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) && (yaw < 0x4000) && (yaw > -0x4000)) { + } else if (((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) && (yaw < 0x4000) && (yaw > -0x4000)) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } @@ -948,7 +948,7 @@ void EnOsn_Init(Actor* thisx, PlayState* play) { break; case OSN_TYPE_CUTSCENE: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnOsn_HandleCsAction; break; @@ -976,12 +976,12 @@ void EnOsn_Update(Actor* thisx, PlayState* play) { if (ENOSN_GET_TYPE(&this->actor) == OSN_TYPE_CHOOSE) { if (isFlagSet) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; EnOsn_UpdateCollider(this, play); this->actor.draw = EnOsn_Draw; } else { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c index 21d80e177d..15648514e2 100644 --- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c +++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c @@ -7,7 +7,7 @@ #include "z_en_ossan.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOssan*)thisx) @@ -1576,7 +1576,7 @@ void EnOssan_InitShop(EnOssan* this, PlayState* play) { this->blinkTimer = 20; this->eyeTexIndex = 0; this->blinkFunc = EnOssan_WaitForBlink; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; EnOssan_SetupAction(this, EnOssan_Idle); } } diff --git a/src/overlays/actors/ovl_En_Ot/z_en_ot.c b/src/overlays/actors/ovl_En_Ot/z_en_ot.c index 48e3c3c031..4e9b7a162b 100644 --- a/src/overlays/actors/ovl_En_Ot/z_en_ot.c +++ b/src/overlays/actors/ovl_En_Ot/z_en_ot.c @@ -8,7 +8,7 @@ #include "objects/object_ot/object_ot.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOt*)thisx) @@ -141,7 +141,7 @@ void EnOt_Init(Actor* thisx, PlayState* play) { if (this->type == SEAHORSE_TYPE_0) { D_80B5E880 = this; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.update = func_80B5DB6C; this->actor.draw = NULL; return; @@ -265,7 +265,7 @@ void EnOt_Init(Actor* thisx, PlayState* play) { case SEAHORSE_TYPE_3: if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_26_08)) { this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); Actor_SetScale(&this->actor, 0.0064999997f); this->collider.dim.radius *= 0.5f; this->collider.dim.height *= 0.5f; @@ -416,9 +416,9 @@ void func_80B5C25C(EnOt* this, PlayState* play) { SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimations, 2, &this->animIndex); SubS_ChangeAnimationBySpeedInfo(&this->unk_360->skelAnime, sAnimations, 2, &this->unk_360->animIndex); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->unk_360->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->unk_360->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->unk_360->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); func_80B5C9A8(this->unk_360, play); func_80B5C3B8(this, play); } @@ -898,7 +898,7 @@ void func_80B5D648(EnOt* this, PlayState* play) { this->actor.speed = 0.0f; SubS_ChangeAnimationBySpeedInfo(&this->skelAnime, sAnimations, 1, &this->animIndex); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); Flags_SetSwitch(play, SEAHORSE_GET_SWITCH_FLAG(&this->actor)); this->actionFunc = func_80B5D750; } @@ -926,7 +926,7 @@ void func_80B5D750(EnOt* this, PlayState* play) { if ((this->unk_32C & 1) && (this->actor.xzDistToPlayer <= 180.0f)) { this->actor.flags &= ~ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); if (D_80B5E884 != 0) { func_80B5C9A8(this, play); } else { diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c index be751400f5..0117386686 100644 --- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c +++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c @@ -7,7 +7,7 @@ #include "z_en_owl.h" #include "objects/object_owl/object_owl.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnOwl*)thisx) @@ -120,7 +120,7 @@ void EnOwl_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.1f); this->actor.update = func_8095CCF4; this->actor.draw = func_8095D074; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_3D8 = 0; this->unk_3DA = 0x320; this->unk_3DC = 0x12C; @@ -741,7 +741,7 @@ void func_8095BE0C(EnOwl* this, PlayState* play) { this->csIdIndex = 1; this->actionFlags |= 0x40; } else if (this->actor.textId == 0xBF0) { - if (this->actor.isTargeted) { + if (this->actor.isLockedOn) { Actor_OfferTalkExchange(&this->actor, play, 200.0f, 200.0f, PLAYER_IA_NONE); } } else if (this->actor.xzDistToPlayer < 200.0f) { diff --git a/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c b/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c index 5b42b2bfdd..be1c956857 100644 --- a/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c +++ b/src/overlays/actors/ovl_En_Pamera/z_en_pamera.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Bom/z_en_bom.h" #include "overlays/actors/ovl_En_Door/z_en_door.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnPamera*)thisx) @@ -140,7 +140,7 @@ void EnPamera_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, NULL, &sColChkInfoInit2); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->unk_312 = 0; this->unk_310 = 0; this->unk_314 = 0; @@ -233,7 +233,7 @@ void EnPamera_Destroy(Actor* thisx, PlayState* play) { void func_80BD8700(EnPamera* this) { this->hideInisdeTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, 0); this->actionFunc = func_80BD8758; } @@ -275,7 +275,7 @@ void func_80BD8758(EnPamera* this, PlayState* play) { void func_80BD8908(EnPamera* this) { this->actor.draw = EnPamera_Draw; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, 1); this->actionFunc = func_80BD8964; } @@ -585,7 +585,7 @@ void func_80BD9840(EnPamera* this, PlayState* play) { } void func_80BD9904(EnPamera* this) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = &func_80BD9928; } @@ -709,7 +709,7 @@ s32 func_80BD9CB8(EnPamera* this, PlayState* play) { case 2: if (this->actor.draw == NULL) { this->actor.draw = EnPamera_Draw; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } func_80BD9EE0(this); break; diff --git a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c index 88e0aea164..37c2345387 100644 --- a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c +++ b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c @@ -11,7 +11,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnPametfrog*)thisx) @@ -169,7 +169,7 @@ static InitChainEntry sInitChain[] = { ICHAIN_F32_DIV1000(targetArrowOffset, -13221, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -1000, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 7, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 10, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_10, ICHAIN_STOP), }; static s32 sIsFrogReturnedFlags[] = { @@ -425,7 +425,7 @@ void EnPametfrog_SetupRearOnSnapper(EnPametfrog* this) { Animation_PlayOnce(&this->skelAnime, &gGekkoStandingIdleAnim); } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.params = GEKKO_ON_SNAPPER; this->actionFunc = EnPametfrog_RearOnSnapper; } @@ -502,7 +502,7 @@ void EnPametfrog_SetupFallOffSnapper(EnPametfrog* this, PlayState* play) { this->actor.velocity.y = 15.0f; this->actor.world.rot.y = BINANG_ROT180(this->actor.child->world.rot.y); this->actor.shape.rot.y = this->actor.world.rot.y; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->timer = 30; this->collider.base.ocFlags1 |= OC1_ON; yaw = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); @@ -1172,7 +1172,7 @@ void EnPametfrog_SetupCallSnapper(EnPametfrog* this, PlayState* play) { Animation_MorphToPlayOnce(&this->skelAnime, &gGekkoCallAnim, 3.0f); Actor_PlaySfx(&this->actor, NA_SE_EN_FROG_GREET); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.colChkInfo.health = 6; this->actor.world.rot.y = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos); yawDiff = this->actor.yawTowardsPlayer - this->actor.world.rot.y; @@ -1312,7 +1312,7 @@ void EnPametfrog_ApplyDamageEffect(EnPametfrog* this, PlayState* play) { this->collider.base.acFlags &= ~AC_ON; EnPametfrog_ApplyMagicArrowEffects(this, play); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Audio_RestorePrevBgm(); EnPametfrog_SetupCutscene(this); } else if (this->actor.colChkInfo.damageEffect == GEKKO_DMGEFF_ZORA_BARRIER) { diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c index 94936a7b1b..77d33673ba 100644 --- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c +++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c @@ -10,7 +10,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "objects/object_ph/object_ph.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnPeehat*)thisx) @@ -298,7 +298,7 @@ void func_80897498(EnPeehat* this) { void func_80897520(EnPeehat* this, PlayState* play) { if (!gSaveContext.save.isNight) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->colliderSphere.base.acFlags |= AC_ON; if (this->actor.xzDistToPlayer < 740.0f) { func_80897648(this); @@ -306,7 +306,7 @@ void func_80897520(EnPeehat* this, PlayState* play) { Math_StepToF(&this->actor.shape.yOffset, -1000.0f, 10.0f); } } else { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->colliderSphere.base.acFlags &= ~AC_ON; Math_StepToF(&this->actor.shape.yOffset, -1000.0f, 50.0f); if (this->unk_2B0 != 0) { diff --git a/src/overlays/actors/ovl_En_Pm/z_en_pm.c b/src/overlays/actors/ovl_En_Pm/z_en_pm.c index 715021ebe5..ab80d3d576 100644 --- a/src/overlays/actors/ovl_En_Pm/z_en_pm.c +++ b/src/overlays/actors/ovl_En_Pm/z_en_pm.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Door/z_en_door.h" #include "objects/object_mm/object_mm.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnPm*)thisx) @@ -1265,7 +1265,7 @@ s32 func_80AF9008(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { this->unk_36C = scheduleOutput->time1 - scheduleOutput->time0; this->unk_36E = sp56 - scheduleOutput->time0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (CHECK_WEEKEVENTREG(WEEKEVENTREG_90_08)) { this->unk_356 |= 0x800; } @@ -1501,7 +1501,7 @@ s32 func_80AF992C(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { Math_Vec3s_Copy(&this->actor.world.rot, &D_80AFB8F8); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); SubS_SetOfferMode(&this->unk_356, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -1.0f; this->unk_368 = 80.0f; if (scheduleOutput->result == 14) { @@ -1571,8 +1571,8 @@ s32 func_80AF9B54(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 func_80AF9BF8(EnPm* this, PlayState* play, ScheduleOutput* scheduleOutput) { s32 ret; - this->actor.flags |= ACTOR_FLAG_1; - this->actor.targetMode = 0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; + this->actor.targetMode = TARGET_MODE_0; this->unk_394 = PLAYER_IA_NONE; this->unk_356 = 0; this->unk_368 = 40.0f; @@ -2004,11 +2004,11 @@ void func_80AFA4D0(EnPm* this, PlayState* play) { if (!Schedule_RunScript(play, D_80AFB900[this->unk_38C], &sp2C) || ((this->unk_258 != sp2C.result) && !func_80AF9BF8(this, play, &sp2C))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp2C.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_258 = sp2C.result; diff --git a/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c b/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c index 6d14ca25a1..0772249ba3 100644 --- a/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c +++ b/src/overlays/actors/ovl_En_Po_Composer/z_en_po_composer.c @@ -6,7 +6,7 @@ #include "z_en_po_composer.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_100000 | ACTOR_FLAG_2000000) #define THIS ((EnPoComposer*)thisx) diff --git a/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c b/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c index b1f43e9ccc..d5174f66a9 100644 --- a/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c +++ b/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c @@ -102,7 +102,7 @@ void EnPoFusen_Init(Actor* thisx, PlayState* play) { f32 flyingHeightMin; this->actor.scale.x = this->actor.scale.y = this->actor.scale.z = 0.007f; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.colChkInfo.damageTable = &sDamageTable; Collider_InitSphere(play, &this->collider); diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c index 3ba0cad853..bc0a3610c9 100644 --- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c +++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c @@ -8,7 +8,8 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_4000) #define THIS ((EnPoSisters*)thisx) @@ -185,7 +186,7 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) { this->fireCount = 1; this->poSisterFlags = POE_SISTERS_FLAG_UPDATE_FIRES; this->megDistToPlayer = 110.0f; - thisx->flags &= ~ACTOR_FLAG_1; + thisx->flags &= ~ACTOR_FLAG_TARGETABLE; if (POE_SISTERS_GET_OBSERVER_FLAG(&this->actor)) { // "Flagged observer": non-enemy floating prop spawned by EnGb2 (Poe Hut Proprieter) for display @@ -290,7 +291,7 @@ void EnPoSisters_MatchPlayerY(EnPoSisters* this, PlayState* play) { // check for z target void EnPoSisters_CheckZTarget(EnPoSisters* this, PlayState* play) { - if (this->actor.isTargeted && (this->color.a == 255)) { + if (this->actor.isLockedOn && (this->color.a == 255)) { DECR(this->zTargetTimer); } else { this->zTargetTimer = 20; @@ -661,7 +662,7 @@ void EnPoSisters_SetupDeathStage1(EnPoSisters* this) { this->actor.speed = 0.0f; this->actor.world.pos.y += 42.0f; this->actor.shape.yOffset = -6000.0f; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->poSisterFlags = POE_SISTERS_FLAG_CLEAR; this->actionFunc = EnPoSisters_DeathStage1; } @@ -764,7 +765,7 @@ void EnPoSisters_MegCloneVanish(EnPoSisters* this, PlayState* play) { Vec3f pos; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->invisibleTimer = 100; // 5 seconds this->poSisterFlags = POE_SISTERS_FLAG_UPDATE_FIRES; this->collider.base.colType = COLTYPE_HIT3; @@ -811,7 +812,7 @@ void EnPoSisters_SetupMegSurroundPlayer(EnPoSisters* this) { this->megSurroundTimer = 300; // 15 seconds this->megClonesRemaining = 3; this->poSisterFlags |= (POE_SISTERS_FLAG_MATCH_PLAYER_HEIGHT | POE_SISTERS_FLAG_CHECK_AC); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnPoSisters_MegSurroundPlayer; } @@ -889,7 +890,7 @@ void EnPoSisters_SetupSpawnPo(EnPoSisters* this) { void EnPoSisters_PoeSpawn(EnPoSisters* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->color.a = 255; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->poSisterFlags |= (POE_SISTERS_FLAG_UPDATE_BGCHECK_INFO | POE_SISTERS_FLAG_MATCH_PLAYER_HEIGHT); if (this->type == POE_SISTERS_TYPE_MEG) { EnPoSisters_MegCloneVanish(this, play); diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c index c79e6910e1..1c301a8bff 100644 --- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c +++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/object_po/object_po.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE) #define THIS ((EnPoh*)thisx) @@ -365,7 +365,7 @@ void func_80B2D07C(EnPoh* this, PlayState* play) { void func_80B2D0E8(EnPoh* this) { this->unk_197 = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Animation_PlayOnceSetSpeed(&this->skelAnime, &object_po_Anim_0011C4, 0.0f); this->actionFunc = func_80B2D140; } @@ -374,7 +374,7 @@ void func_80B2D140(EnPoh* this, PlayState* play) { if (SkelAnime_Update(&this->skelAnime)) { this->unk_197 = 255; this->unk_190 = Rand_S16Offset(700, 300); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; func_80B2CB60(this); } else if (this->skelAnime.curFrame > 10.0f) { this->unk_197 = (this->skelAnime.curFrame - 10.0f) * 0.05f * 255.0f; @@ -391,7 +391,7 @@ void func_80B2D2C0(EnPoh* this) { this->actor.world.rot.y = this->actor.shape.rot.y; this->unk_18E = 0; this->actor.hintId = TATL_HINT_ID_NONE; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80B2D300; } @@ -579,7 +579,7 @@ void func_80B2DC50(EnPoh* this, PlayState* play) { this->actor.world.pos.y -= 15.0f; this->actor.shape.rot.x = -0x8000; func_800BC154(play, &play->actorCtx, &this->actor, 8); - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); this->actionFunc = func_80B2DD2C; } @@ -648,7 +648,7 @@ void func_80B2E1D8(EnPoh* this) { Actor_SetFocus(&this->actor, -10.0f); this->unk_18E = 200; this->unk_18D = 32; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80B2E230; } @@ -729,7 +729,7 @@ void func_80B2E55C(EnPoh* this) { } if (this->unk_197 == 255) { - if (this->actor.isTargeted) { + if (this->actor.isLockedOn) { this->unk_18C++; this->unk_18C = CLAMP_MAX(this->unk_18C, 20); } else { diff --git a/src/overlays/actors/ovl_En_Pp/z_en_pp.c b/src/overlays/actors/ovl_En_Pp/z_en_pp.c index 48de2c4a88..7d0aae02fc 100644 --- a/src/overlays/actors/ovl_En_Pp/z_en_pp.c +++ b/src/overlays/actors/ovl_En_Pp/z_en_pp.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnPp*)thisx) @@ -235,7 +235,7 @@ void EnPp_Init(Actor* thisx, PlayState* play) { EnPp* this = THIS; EffectBlureInit1 blureInit; - this->actor.targetMode = 4; + this->actor.targetMode = TARGET_MODE_4; this->actor.colChkInfo.mass = 60; this->actor.colChkInfo.health = 3; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -998,7 +998,7 @@ void EnPp_SetupDead(EnPp* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 30, NA_SE_EN_HIPLOOP_DEAD); this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->action = EN_PP_ACTION_DEAD; this->actionFunc = EnPp_Dead; } @@ -1093,7 +1093,7 @@ void EnPp_Mask_SetupDetach(EnPp* this, PlayState* play) { this->actor.gravity = 0.0f; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionVar.maskDetachState = EN_PP_MASK_DETACH_STATE_START; EnPp_ChangeAnim(this, EN_PP_ANIM_IDLE); SkelAnime_Update(&this->skelAnime); diff --git a/src/overlays/actors/ovl_En_Pr/z_en_pr.c b/src/overlays/actors/ovl_En_Pr/z_en_pr.c index 67ad651985..74efc10ca6 100644 --- a/src/overlays/actors/ovl_En_Pr/z_en_pr.c +++ b/src/overlays/actors/ovl_En_Pr/z_en_pr.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Prz/z_en_prz.h" #include "objects/object_pr/object_pr.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnPr*)thisx) @@ -134,7 +134,7 @@ void EnPr_Init(Actor* thisx, PlayState* play2) { Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; this->unk_2B8 = this->actor.world.pos.y; this->actor.shape.yOffset = 1500.0f; this->actor.colChkInfo.damageTable = &sDamageTable; diff --git a/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c b/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c index a4dd96d4b4..73f1111a57 100644 --- a/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c +++ b/src/overlays/actors/ovl_En_Pr2/z_en_pr2.c @@ -8,7 +8,7 @@ #include "objects/object_pr/object_pr.h" #include "overlays/actors/ovl_En_Encount1/z_en_encount1.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnPr2*)thisx) @@ -108,7 +108,7 @@ s16 D_80A75C3C[] = { void EnPr2_Init(Actor* thisx, PlayState* play) { EnPr2* this = THIS; - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; this->actor.hintId = TATL_HINT_ID_SKULLFISH; this->unk_1EC = 255; this->actor.colChkInfo.health = 1; @@ -518,7 +518,7 @@ void func_80A74E90(EnPr2* this, PlayState* play) { void func_80A751B4(EnPr2* this) { this->unk_1EC = 0; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->unk_1E0 < 10) { func_80A74510(this, 2); } else { diff --git a/src/overlays/actors/ovl_En_Prz/z_en_prz.c b/src/overlays/actors/ovl_En_Prz/z_en_prz.c index a6fbdba129..f314ebef0a 100644 --- a/src/overlays/actors/ovl_En_Prz/z_en_prz.c +++ b/src/overlays/actors/ovl_En_Prz/z_en_prz.c @@ -8,7 +8,7 @@ #include "objects/object_pr/object_pr.h" #include "overlays/actors/ovl_En_Pr/z_en_pr.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnPrz*)thisx) @@ -114,7 +114,7 @@ void EnPrz_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; this->unk_1E8 = 255; this->actor.hintId = TATL_HINT_ID_SKULLFISH; this->actor.colChkInfo.damageTable = &sDamageTable; @@ -126,7 +126,7 @@ void EnPrz_Init(Actor* thisx, PlayState* play) { this->unk_1E6 = ENPRZ_GET(&this->actor); this->actor.shape.yOffset = 500.0f; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); Math_Vec3f_Copy(&this->unk_1D8, &this->actor.world.pos); @@ -367,7 +367,7 @@ void func_80A767A8(EnPrz* this, PlayState* play) { void func_80A76A1C(EnPrz* this) { this->unk_1E8 = 0; this->actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_BUBLEWALK_DEAD); diff --git a/src/overlays/actors/ovl_En_Pst/z_en_pst.c b/src/overlays/actors/ovl_En_Pst/z_en_pst.c index 92edec67ac..c3a7d9a786 100644 --- a/src/overlays/actors/ovl_En_Pst/z_en_pst.c +++ b/src/overlays/actors/ovl_En_Pst/z_en_pst.c @@ -6,7 +6,7 @@ #include "z_en_pst.h" -#define FLAGS (ACTOR_FLAG_1) +#define FLAGS (ACTOR_FLAG_TARGETABLE) #define THIS ((EnPst*)thisx) @@ -342,11 +342,11 @@ void EnPst_FollowSchedule(EnPst* this, PlayState* play) { ((this->scheduleResult != scheduleOutput.result) && !EnPst_ProcessScheduleOutput(this, play, &scheduleOutput))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = POSTBOX_SCH_NONE; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->scheduleResult = scheduleOutput.result; EnPst_HandleSchedule(this, play); @@ -390,7 +390,7 @@ void EnPst_Init(Actor* thisx, PlayState* play) { CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(0x16), &sColChkInfoInit); SubS_SetOfferMode(&this->stateFlags, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, 0); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Actor_SetScale(&this->actor, 0.02f); this->actionFunc = EnPst_FollowSchedule; Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); diff --git a/src/overlays/actors/ovl_En_Raf/z_en_raf.c b/src/overlays/actors/ovl_En_Raf/z_en_raf.c index ebede99a3f..cb9449b32c 100644 --- a/src/overlays/actors/ovl_En_Raf/z_en_raf.c +++ b/src/overlays/actors/ovl_En_Raf/z_en_raf.c @@ -210,7 +210,7 @@ void EnRaf_Init(Actor* thisx, PlayState* play) { CollisionHeader_GetVirtual(&gCarnivorousLilyPadCol, &colHeader); this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader); Collider_InitAndSetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit); - this->dyna.actor.targetMode = 3; + this->dyna.actor.targetMode = TARGET_MODE_3; this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; SkelAnime_InitFlex(play, &this->skelAnime, &gCarnivorousLilyPadSkel, &gCarnivorousLilyPadSpitAnim, this->jointTable, this->morphTable, CARNIVOROUS_LILY_PAD_LIMB_MAX); @@ -538,7 +538,7 @@ void EnRaf_Explode(EnRaf* this, PlayState* play) { this->timer = 5; if (this->grabTarget == EN_RAF_GRAB_TARGET_EXPLOSIVE) { func_800BC154(play, &play->actorCtx, &this->dyna.actor, 5); - this->dyna.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); } this->actionFunc = EnRaf_PostDetonation; @@ -552,7 +552,7 @@ void EnRaf_PostDetonation(EnRaf* this, PlayState* play) { this->collider.dim.radius = 50; this->collider.dim.height = 10; func_800BC154(play, &play->actorCtx, &this->dyna.actor, 6); - this->dyna.actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->dyna.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); EnRaf_SetupDormant(this); } else if (this->grabTarget == EN_RAF_GRAB_TARGET_EXPLOSIVE) { this->collider.dim.radius = 80; diff --git a/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c b/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c index a8e7d52d47..e6d37cfe4b 100644 --- a/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c +++ b/src/overlays/actors/ovl_En_Rail_Skb/z_en_rail_skb.c @@ -8,7 +8,7 @@ #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" #include "objects/object_skb/object_skb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10) #define THIS ((EnRailSkb*)thisx) @@ -428,7 +428,7 @@ void func_80B713A4(EnRailSkb* this, PlayState* play) { void func_80B71488(EnRailSkb* this) { this->unk_402 |= 0x40; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->unk_2E0 != 0) { this->unk_2E4 = this->unk_2E0 - 1; } else { @@ -451,7 +451,7 @@ void func_80B7151C(EnRailSkb* this) { this->actor.shape.yOffset = -5000.0f; this->actor.colChkInfo.health = 2; this->unk_402 = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_APPEAR); this->actor.draw = EnRailSkb_Draw; this->actor.shape.shadowAlpha = 0; @@ -666,7 +666,7 @@ void func_80B71DF0(EnRailSkb* this) { this->actor.shape.yOffset = -5000.0f; this->actor.colChkInfo.health = 2; this->unk_402 = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.draw = EnRailSkb_Draw; this->actor.shape.shadowAlpha = 0; this->actor.shape.rot.y = this->actor.world.rot.y; @@ -822,8 +822,8 @@ void func_80B72190(EnRailSkb* this, PlayState* play) { } void func_80B723F8(EnRailSkb* this) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.flags |= ACTOR_FLAG_100000; this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; @@ -923,17 +923,17 @@ void func_80B72880(EnRailSkb* this, PlayState* play) { if ((this->actionFunc == func_80B70FF8) || (this->actionFunc == func_80B716A8)) { if (this->actionFunc != func_80B716A8) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.flags |= ACTOR_FLAG_100000; this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; func_80B71650(this); } } else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.flags &= ~ACTOR_FLAG_100000; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); this->actor.hintId = TATL_HINT_ID_STALCHILD; this->actor.textId = 0; func_80B70FA0(this); diff --git a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c index 7eef8759b3..d4a1eaa1cb 100644 --- a/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c +++ b/src/overlays/actors/ovl_En_Railgibud/z_en_railgibud.c @@ -8,7 +8,7 @@ #include "z64rumble.h" #include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnRailgibud*)thisx) @@ -246,7 +246,7 @@ void EnRailgibud_Init(Actor* thisx, PlayState* play) { s32 pad; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.hintId = TATL_HINT_ID_GIBDO; this->actor.textId = 0; if (ENRAILGIBUD_IS_CUTSCENE_TYPE(&this->actor)) { @@ -420,7 +420,7 @@ void EnRailgibud_WalkToPlayer(EnRailgibud* this, PlayState* play) { void EnRailgibud_SetupGrab(EnRailgibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_START); this->grabDamageTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->grabState = EN_RAILGIBUD_GRAB_START; this->actionFunc = EnRailgibud_Grab; } @@ -438,7 +438,7 @@ void EnRailgibud_Grab(EnRailgibud* this, PlayState* play) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_ATTACK); } else if (!(player->stateFlags2 & PLAYER_STATE2_80)) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_END); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->grabState = EN_RAILGIBUD_GRAB_RELEASE; this->grabDamageTimer = 0; } @@ -467,7 +467,7 @@ void EnRailgibud_Grab(EnRailgibud* this, PlayState* play) { } Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_GRAB_END); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->grabState = EN_RAILGIBUD_GRAB_RELEASE; this->grabDamageTimer = 0; } @@ -618,7 +618,7 @@ void EnRailgibud_Stunned(EnRailgibud* this, PlayState* play) { void EnRailgibud_SetupDead(EnRailgibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_RAILGIBUD_ANIM_DEATH); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); this->deathTimer = 0; this->actionFunc = EnRailgibud_Dead; @@ -635,7 +635,7 @@ void EnRailgibud_Dead(EnRailgibud* this, PlayState* play) { // stop drawing it, and make its Update function only check to see if // the Gibdos should move forward. this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.update = EnRailgibud_MainGibdo_DeadUpdate; } } else { @@ -931,10 +931,10 @@ void EnRailgibud_CheckForGibdoMask(EnRailgibud* this, PlayState* play) { if ((this->actionFunc != EnRailgibud_Grab) && (this->actionFunc != EnRailgibud_Damage) && (this->actionFunc != EnRailgibud_GrabFail) && (this->actionFunc != EnRailgibud_TurnAwayAndShakeHead) && (this->actionFunc != EnRailgibud_Dead)) { - if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_1 | ACTOR_FLAG_4))) { + if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY))) { if (Player_GetMask(play) == PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_1); - this->actor.flags |= (ACTOR_FLAG_8 | ACTOR_FLAG_1); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; if ((this->actionFunc != EnRailgibud_WalkInCircles) && (this->actionFunc != EnRailgibud_WalkToHome)) { @@ -942,8 +942,8 @@ void EnRailgibud_CheckForGibdoMask(EnRailgibud* this, PlayState* play) { } } } else if (Player_GetMask(play) != PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_8 | ACTOR_FLAG_1); - this->actor.flags |= (ACTOR_FLAG_4 | ACTOR_FLAG_1); + this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); if (this->type == EN_RAILGIBUD_TYPE_REDEAD) { this->actor.hintId = TATL_HINT_ID_REDEAD; } else { @@ -964,7 +964,7 @@ void EnRailgibud_CheckIfTalkingToPlayer(EnRailgibud* this, PlayState* play) { this->textId = 0x13B2; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_AIM); this->actor.speed = 0.0f; - } else if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_1 | ACTOR_FLAG_8)) && + } else if (CHECK_FLAG_ALL(this->actor.flags, (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)) && !(this->collider.base.acFlags & AC_HIT)) { Actor_OfferTalk(&this->actor, play, 100.0f); } diff --git a/src/overlays/actors/ovl_En_Rat/z_en_rat.c b/src/overlays/actors/ovl_En_Rat/z_en_rat.c index 946483a893..1dea0c2ee3 100644 --- a/src/overlays/actors/ovl_En_Rat/z_en_rat.c +++ b/src/overlays/actors/ovl_En_Rat/z_en_rat.c @@ -8,7 +8,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "overlays/actors/ovl_En_Bom/z_en_bom.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200) #define THIS ((EnRat*)thisx) @@ -535,7 +535,7 @@ void EnRat_SetupRevive(EnRat* this) { this->actor.shape.rot.z = this->actor.home.rot.z; EnRat_InitializeAxes(this); EnRat_UpdateRotation(this); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; Animation_PlayLoopSetSpeed(&this->skelAnime, &gRealBombchuSpotAnim, 0.0f); this->revivePosY = 2666.6667f; @@ -552,7 +552,7 @@ void EnRat_Revive(EnRat* this, PlayState* play) { if (this->timer > 0) { this->timer--; if (this->timer == 0) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.draw = EnRat_Draw; this->skelAnime.playSpeed = 1.0f; } diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c index 24bbc9e061..0cf7ec7338 100644 --- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c +++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c @@ -26,7 +26,7 @@ #include "z64rumble.h" #include "objects/object_rd/object_rd.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnRd*)thisx) @@ -188,7 +188,7 @@ void EnRd_Init(Actor* thisx, PlayState* play) { s32 pad; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.colChkInfo.damageTable = &sDamageTable; ActorShape_Init(&this->actor.shape, 0.0f, NULL, 0.0f); this->upperBodyYRotation = this->headYRotation = 0; @@ -688,7 +688,7 @@ void EnRd_WalkToPlayer(EnRd* this, PlayState* play) { EnRd_SetupWalkToHome(this, play); } } else if (play->grabPlayer(play, player)) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; EnRd_SetupGrab(this); } } else if (EN_RD_GET_TYPE(&this->actor) > EN_RD_TYPE_DOES_NOT_MOURN_IF_WALKING) { @@ -740,7 +740,7 @@ void EnRd_WalkToHome(EnRd* this, PlayState* play) { !(player->stateFlags2 & (0x4000 | 0x80)) && (player->transformation != PLAYER_FORM_GORON) && (player->transformation != PLAYER_FORM_DEKU) && (Actor_WorldDistXYZToPoint(&player->actor, &this->actor.home.pos) < 150.0f)) { - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; EnRd_SetupWalkToPlayer(this, play); } else if (EN_RD_GET_TYPE(&this->actor) > EN_RD_TYPE_DOES_NOT_MOURN_IF_WALKING) { if (this->actor.parent != NULL) { @@ -895,8 +895,8 @@ void EnRd_Grab(EnRd* this, PlayState* play) { if (player->transformation != PLAYER_FORM_FIERCE_DEITY) { Math_SmoothStepToF(&this->actor.shape.yOffset, 0.0f, 1.0f, 400.0f, 0.0f); } - this->actor.targetMode = 0; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.targetMode = TARGET_MODE_0; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->playerStunWaitTimer = 10; this->grabWaitTimer = 15; EnRd_SetupWalkToPlayer(this, play); @@ -1008,7 +1008,7 @@ void EnRd_SetupDamage(EnRd* this) { this->actor.speed = -2.0f; } - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DAMAGE); this->action = EN_RD_ACTION_DAMAGE; this->actionFunc = EnRd_Damage; @@ -1042,7 +1042,7 @@ void EnRd_SetupDead(EnRd* this) { Animation_MorphToPlayOnce(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f); this->action = EN_RD_ACTION_DEAD; this->deathTimer = 300; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); this->actionFunc = EnRd_Dead; diff --git a/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c b/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c index 6b2f86f535..6ac728a311 100644 --- a/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c +++ b/src/overlays/actors/ovl_En_Recepgirl/z_en_recepgirl.c @@ -7,7 +7,7 @@ #include "z_en_recepgirl.h" #include "objects/object_bg/object_bg.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnRecepgirl*)thisx) @@ -37,7 +37,7 @@ static TexturePtr sEyeTextures[] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, object_bg_Tex_00FCF0 }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Rg/z_en_rg.c b/src/overlays/actors/ovl_En_Rg/z_en_rg.c index cb22f557ac..856070fba8 100644 --- a/src/overlays/actors/ovl_En_Rg/z_en_rg.c +++ b/src/overlays/actors/ovl_En_Rg/z_en_rg.c @@ -747,7 +747,7 @@ void EnRg_Init(Actor* thisx, PlayState* play) { this->unk_33C = 1; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_310 = 8; this->actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c index d1493583a6..43b60256ba 100644 --- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c +++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/object_rr/object_rr.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnRr*)thisx) @@ -120,7 +120,7 @@ static CollisionCheckInfoInit sColChkInfoInit = { 3, 45, 60, 250 }; static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_LIKE_LIKE, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32_DIV1000(gravity, -400, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), @@ -269,7 +269,7 @@ void func_808FA3F8(EnRr* this, Player* player) { this->unk_1EA = 100; this->unk_1FC = 20; this->collider1.base.ocFlags1 &= ~OC1_TYPE_PLAYER; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_1F0 = 8; this->unk_1E1 = 0; this->actor.speed = 0.0f; @@ -300,7 +300,7 @@ void func_808FA4F4(EnRr* this, PlayState* play) { if (player->stateFlags2 & PLAYER_STATE2_80) { player->actor.parent = NULL; player->unk_AE8 = 100; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->unk_1F0 = 110; this->unk_1F6 = 2500; this->unk_210 = 0.0f; @@ -417,7 +417,7 @@ void func_808FA910(EnRr* this) { this->actionFunc = func_808FB42C; Actor_PlaySfx(&this->actor, NA_SE_EN_LIKE_DEAD); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void func_808FA9CC(EnRr* this) { diff --git a/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c b/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c index 0d9ada5e07..b1632ecc88 100644 --- a/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c +++ b/src/overlays/actors/ovl_En_Rsn/z_en_rsn.c @@ -7,7 +7,7 @@ #include "z_en_rsn.h" #include "objects/object_rs/object_rs.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnRsn*)thisx) @@ -45,7 +45,7 @@ void EnRsn_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 20.0f); SkelAnime_InitFlex(play, &this->skelAnime, &gBombShopkeeperSkel, &gBombShopkeeperWalkAnim, NULL, NULL, 0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; func_80C25D40(this); } diff --git a/src/overlays/actors/ovl_En_Ru/z_en_ru.c b/src/overlays/actors/ovl_En_Ru/z_en_ru.c index 4ff7b52fe3..66ee8f5469 100644 --- a/src/overlays/actors/ovl_En_Ru/z_en_ru.c +++ b/src/overlays/actors/ovl_En_Ru/z_en_ru.c @@ -6,7 +6,7 @@ #include "z_en_ru.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnRu*)thisx) diff --git a/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c b/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c index e94bc851b2..f22a78ec22 100644 --- a/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c +++ b/src/overlays/actors/ovl_En_Ruppecrow/z_en_ruppecrow.c @@ -494,7 +494,7 @@ void EnRuppecrow_UpdateDamage(EnRuppecrow* this, PlayState* play) { if (this->actor.colChkInfo.damageEffect != 0x1) { this->actor.colChkInfo.health = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Enemy_StartFinishingBlow(play, &this->actor); EnRuppecrow_HandleDeath(this); } diff --git a/src/overlays/actors/ovl_En_Rz/z_en_rz.c b/src/overlays/actors/ovl_En_Rz/z_en_rz.c index 520a01f828..a7bfd13f0b 100644 --- a/src/overlays/actors/ovl_En_Rz/z_en_rz.c +++ b/src/overlays/actors/ovl_En_Rz/z_en_rz.c @@ -7,7 +7,7 @@ #include "z_en_rz.h" #include "assets/objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnRz*)thisx) @@ -112,7 +112,7 @@ void EnRz_Init(Actor* thisx, PlayState* play) { this->actionFunc = func_80BFC058; EnRz_SetupPath(this, play); this->animIndex = EN_RZ_ANIM_MAX; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.terminalVelocity = -9.0f; this->actor.gravity = -1.0f; diff --git a/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c b/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c index ecc9017c5b..6b2e06f0b2 100644 --- a/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c +++ b/src/overlays/actors/ovl_En_S_Goro/z_en_s_goro.c @@ -36,7 +36,7 @@ Week Event Flags: #include "overlays/actors/ovl_En_Jg/z_en_jg.h" // Goron Elder #include "objects/object_taisou/object_taisou.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSGoro*)thisx) #define EN_S_GORO_ROLLEDUP_YOFFSET 14.0f @@ -1048,7 +1048,7 @@ void EnSGoro_SetupAction(EnSGoro* this, PlayState* play) { this->actor.gravity = -1.0f; this->actor.flags |= ACTOR_FLAG_10; this->actor.flags |= ACTOR_FLAG_2000000; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; switch (EN_S_GORO_GET_MAIN_TYPE(&this->actor)) { case EN_S_GORO_TYPE_SHRINE_WINTER_A: @@ -1113,7 +1113,7 @@ void EnSGoro_WinterShrineGoron_Idle(EnSGoro* this, PlayState* play) { this->textId = EnSGoro_ShrineGoron_NextTextId(this, play); Message_StartTextbox(play, this->textId, &this->actor); this->actionFunc = EnSGoro_WinterShrineGoron_Talk; - } else if ((this->actor.xzDistToPlayer < 250.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 250.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 5, 0x1000, 0x100); @@ -1144,7 +1144,7 @@ void EnSGoro_SpringShrineGoron_Idle(EnSGoro* this, PlayState* play) { this->textId = EnSGoro_ShrineGoron_NextTextId(this, play); Message_StartTextbox(play, this->textId, &this->actor); this->actionFunc = EnSGoro_SpringShrineGoron_Talk; - } else if ((this->actor.xzDistToPlayer < 250.0f) || (this->actor.isTargeted)) { + } else if ((this->actor.xzDistToPlayer < 250.0f) || (this->actor.isLockedOn)) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 5, 0x1000, 0x100); @@ -1185,7 +1185,7 @@ void EnSGoro_ShopGoron_Idle(EnSGoro* this, PlayState* play) { Message_StartTextbox(play, this->textId, &this->actor); this->actionFunc = EnSGoro_ShopGoron_Talk; } - } else if ((this->actor.xzDistToPlayer < 250.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 250.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.home.rot.y, 5, 0x1000, 0x100); @@ -1279,7 +1279,7 @@ void EnSGoro_Sleep(EnSGoro* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, 0x23A, &this->actor); this->actionFunc = EnSGoro_SleepTalk; - } else if (this->actor.isTargeted) { + } else if (this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } EnSGoro_UpdateSleeping(this, play); diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c index 38d82ed9a8..08b1ad2402 100644 --- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c +++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c @@ -7,7 +7,7 @@ #include "z_en_sb.h" #include "objects/object_sb/object_sb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnSb*)thisx) @@ -93,7 +93,7 @@ static DamageTable sDamageTable = { static InitChainEntry sInitChain[] = { ICHAIN_S8(hintId, TATL_HINT_ID_SHELLBLADE, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c b/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c index fdab2ca4f8..c8bc7d660f 100644 --- a/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c +++ b/src/overlays/actors/ovl_En_Scopenuts/z_en_scopenuts.c @@ -8,7 +8,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_dnt/object_dnt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnScopenuts*)thisx) @@ -95,7 +95,7 @@ Gfx* D_80BCCCDC[] = { gKakeraLeafMiddle, gKakeraLeafTip }; Vec3f D_80BCCCE4 = { 0.0f, -0.5f, 0.0f }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -301,7 +301,7 @@ void func_80BCB52C(EnScopenuts* this, PlayState* play) { this->actionFunc = func_80BCB6D0; } else if (((this->actor.xzDistToPlayer < 100.0f) && (((this->actor.playerHeightRel < 50.0f) && (this->actor.playerHeightRel > -50.0f)) ? true : false)) || - this->actor.isTargeted) { + this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 100.0f); } else if (!(((this->actor.playerHeightRel < 50.0f) && (this->actor.playerHeightRel > -50.0f)) ? true : false) || !((this->actor.xzDistToPlayer < 200.0f) ? true : false)) { @@ -320,7 +320,7 @@ void func_80BCB6D0(EnScopenuts* this, PlayState* play) { this->unk_328 &= ~1; play->msgCtx.msgMode = 0x43; play->msgCtx.stateTimer = 4; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_328 &= ~4; this->unk_348 = 8; SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, 8); diff --git a/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c b/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c index 885ab2717d..2e05f0f575 100644 --- a/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c +++ b/src/overlays/actors/ovl_En_Sekihi/z_en_sekihi.c @@ -11,7 +11,7 @@ #include "objects/object_sekihiz/object_sekihiz.h" #include "objects/object_zog/object_zog.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSekihi*)thisx) diff --git a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c index d03f411cfc..fbd757bd5d 100644 --- a/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c +++ b/src/overlays/actors/ovl_En_Sellnuts/z_en_sellnuts.c @@ -7,7 +7,7 @@ #include "z_en_sellnuts.h" #include "objects/object_dnt/object_dnt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnSellnuts*)thisx) @@ -107,7 +107,7 @@ static AnimationInfoS sAnimationInfo[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -381,7 +381,7 @@ void func_80ADB544(EnSellnuts* this, PlayState* play) { } } else if (((this->actor.xzDistToPlayer < 80.0f) && (((this->actor.playerHeightRel < 50.0f) && (this->actor.playerHeightRel > -50.0f)) ? true : false)) || - this->actor.isTargeted) { + this->actor.isLockedOn) { Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 80.0f, PLAYER_IA_MOONS_TEAR); if (player->transformation == PLAYER_FORM_DEKU) { if (gSaveContext.save.day == 3) { @@ -519,7 +519,7 @@ void func_80ADBD64(EnSellnuts* this, PlayState* play) { play->msgCtx.msgMode = 0x43; play->msgCtx.stateTimer = 4; this->unk_338 &= ~2; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_34C = 8; SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, 8); this->actionFunc = func_80ADBE80; @@ -876,7 +876,7 @@ void func_80ADCD3C(EnSellnuts* this, PlayState* play) { this->unk_338 |= 2; this->unk_338 |= 1; this->unk_340 = 0x626; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.gravity = -1.0f; this->actor.draw = EnSellnuts_Draw; this->unk_34A = 50; @@ -1003,7 +1003,7 @@ void EnSellnuts_Init(Actor* thisx, PlayState* play) { this->actor.gravity = 0.0f; this->actor.draw = NULL; this->unk_34C = 20; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_35C = 1.0f; this->unk_358 = 1.0f; this->unk_354 = 1.0f; @@ -1013,7 +1013,7 @@ void EnSellnuts_Init(Actor* thisx, PlayState* play) { } else { this->unk_338 |= 2; this->unk_338 &= ~1; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.gravity = 0.0f; this->actor.draw = NULL; this->unk_34C = 4; diff --git a/src/overlays/actors/ovl_En_Shn/z_en_shn.c b/src/overlays/actors/ovl_En_Shn/z_en_shn.c index 6c232e2f8e..158c800876 100644 --- a/src/overlays/actors/ovl_En_Shn/z_en_shn.c +++ b/src/overlays/actors/ovl_En_Shn/z_en_shn.c @@ -8,7 +8,7 @@ #include "z_en_shn.h" #include "z64snap.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnShn*)thisx) @@ -354,7 +354,7 @@ void EnShn_Init(Actor* thisx, PlayState* play) { } else { func_80AE615C(this, 2); } - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; Actor_SetScale(&this->actor, 0.01f); this->unk_2E0 = 0; this->unk_2D8 = 0; diff --git a/src/overlays/actors/ovl_En_Si/z_en_si.c b/src/overlays/actors/ovl_En_Si/z_en_si.c index cf44d641b7..b75de6359b 100644 --- a/src/overlays/actors/ovl_En_Si/z_en_si.c +++ b/src/overlays/actors/ovl_En_Si/z_en_si.c @@ -6,7 +6,7 @@ #include "z_en_si.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_200) #define THIS ((EnSi*)thisx) diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c index 5057777d4a..9d57b96383 100644 --- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c +++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Encount4/z_en_encount4.h" #include "objects/object_skb/object_skb.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnSkb*)thisx) @@ -288,7 +288,7 @@ void func_80994DA8(EnSkb* this, PlayState* play) { void func_80994E2C(EnSkb* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, 1); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_STALKID_APPEAR); this->unk_3D0 = 0; this->unk_3DE = 0; @@ -300,7 +300,7 @@ void func_80994E94(EnSkb* this, PlayState* play) { this->actor.world.rot.y = this->actor.yawTowardsPlayer; this->actor.shape.rot.y = this->actor.yawTowardsPlayer; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } Math_ApproachZeroF(&this->actor.shape.yOffset, 1.0f, 800.0f); @@ -351,8 +351,8 @@ void func_80995068(EnSkb* this, PlayState* play) { this->actionFunc = func_80995190; this->actor.speed = 0.0f; } else if (Player_GetMask(play) != PLAYER_MASK_CAPTAIN) { - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.hintId = TATL_HINT_ID_STALCHILD; this->actor.colChkInfo.mass = MASS_HEAVY; func_80995A30(this); @@ -388,8 +388,8 @@ void func_80995190(EnSkb* this, PlayState* play) { } void func_80995244(EnSkb* this, PlayState* play) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_4); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); this->unk_3E2 = 0; switch (this->unk_3DE) { @@ -423,8 +423,8 @@ void func_809952D8(EnSkb* this) { void func_8099533C(EnSkb* this, PlayState* play) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); func_80994F7C(this, play); } else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f)) { this->actor.hintId = TATL_HINT_ID_STALCHILD; @@ -445,8 +445,8 @@ void func_809953E8(EnSkb* this) { void func_8099544C(EnSkb* this, PlayState* play) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); func_80994F7C(this, play); } else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f)) { this->actor.hintId = TATL_HINT_ID_STALCHILD; @@ -482,8 +482,8 @@ void func_8099556C(EnSkb* this, PlayState* play) { this->actor.shape.rot.x = Math_SinS(this->unk_3D4 * sp26) * 20000.0f; if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); func_80994F7C(this, play); } else if (Actor_IsFacingPlayer(&this->actor, 0x2AAA) && (this->actor.xzDistToPlayer < 200.0f) && (this->skelAnime.curFrame > 24.0f) && (this->skelAnime.curFrame < 28.0f)) { @@ -538,7 +538,7 @@ void func_809958F4(EnSkb* this) { Animation_Change(&this->skelAnime, &object_skb_Anim_003584, -1.0f, Animation_GetLastFrame(&object_skb_Anim_003584), 0.0f, ANIMMODE_ONCE, -4.0f); this->unk_3E4 = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.speed = 0.0f; Actor_PlaySfx(&this->actor, NA_SE_EN_AKINDONUTS_HIDE); this->unk_3DE = 1; @@ -569,8 +569,8 @@ void func_80995A30(EnSkb* this) { void func_80995A8C(EnSkb* this, PlayState* play) { if (Player_GetMask(play) == PLAYER_MASK_CAPTAIN) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_4); - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.colChkInfo.mass = MASS_HEAVY; Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, 12); @@ -735,7 +735,7 @@ void func_809961E4(EnSkb* this, PlayState* play) { this->actor.speed = -6.0f; } this->unk_3E4 = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_STALKID_DEAD); this->unk_3DE = 7; this->actionFunc = func_80996284; @@ -795,7 +795,7 @@ void func_809963D8(EnSkb* this, PlayState* play) { void func_80996474(EnSkb* this) { this->unk_3D0 = 0; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_809964A0; } diff --git a/src/overlays/actors/ovl_En_Slime/z_en_slime.c b/src/overlays/actors/ovl_En_Slime/z_en_slime.c index 98da2425d1..79dfe2ced9 100644 --- a/src/overlays/actors/ovl_En_Slime/z_en_slime.c +++ b/src/overlays/actors/ovl_En_Slime/z_en_slime.c @@ -7,7 +7,7 @@ #include "z_en_slime.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_200) #define THIS ((EnSlime*)thisx) @@ -816,7 +816,7 @@ f32 EnSlime_SnapIceBlockPosition(f32 currentPosition, f32 homePosition) { */ void EnSlime_SetupSpawnIceBlock(EnSlime* this) { this->collider.base.acFlags &= ~AC_ON; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->drawDmgEffAlpha = 0.0f; this->actor.speed = 0.0f; this->actor.velocity.y = 0.0f; @@ -853,7 +853,7 @@ void EnSlime_SpawnIceBlock(EnSlime* this, PlayState* play) { this->actor.colorFilterTimer = 0; this->collider.base.acFlags |= AC_ON; this->iceBlockTimer = ICE_BLOCK_UNUSED; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.gravity = -2.0f; EnSlime_SetupIdle(this); } @@ -941,7 +941,7 @@ void EnSlime_IceBlockThaw(EnSlime* this, PlayState* play) { if (this->iceBlockTimer == ICE_BLOCK_UNUSED) { this->collider.base.acFlags |= AC_ON; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.flags &= ~ACTOR_FLAG_10; EnSlime_SetupIdle(this); } @@ -1003,7 +1003,7 @@ void EnSlime_Revive(EnSlime* this, PlayState* play) { this->timer++; if (this->timer == 28) { this->actor.flags &= ~ACTOR_FLAG_10; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->collider.base.acFlags |= AC_ON; this->actor.shape.rot.y = this->actor.home.rot.y; EnSlime_SetupMoveInDirection(this); @@ -1065,7 +1065,7 @@ void EnSlime_UpdateDamage(EnSlime* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Actor_SetDropFlag(&this->actor, &this->collider.info); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } if (this->actor.colChkInfo.damageEffect == EN_SLIME_DMGEFF_BLUNT) { diff --git a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c index b935b46d47..f030885b1e 100644 --- a/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c +++ b/src/overlays/actors/ovl_En_Snowman/z_en_snowman.c @@ -7,7 +7,7 @@ #include "z_en_snowman.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnSnowman*)thisx) @@ -241,7 +241,7 @@ void EnSnowman_Init(Actor* thisx, PlayState* play) { } else { Player* player = GET_PLAYER(play); - thisx->flags &= ~ACTOR_FLAG_1; + thisx->flags &= ~ACTOR_FLAG_TARGETABLE; Collider_InitAndSetCylinder(play, &this->collider, thisx, &sSnowballCylinderInit); thisx->world.rot.y = Actor_WorldYawTowardActor(thisx, &player->actor); thisx->velocity.y = (Actor_WorldDistXZToActor(thisx, &player->actor) * 0.035f) + -5.0f; @@ -603,7 +603,7 @@ void EnSnowman_SetupMelt(EnSnowman* this) { Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 50); this->collider.base.acFlags &= ~AC_ON; this->work.timer = 50; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10; this->actor.scale.y = this->actor.scale.x; this->actor.speed = 0.0f; @@ -787,7 +787,7 @@ void EnSnowman_SetupSplitDoNothing(EnSnowman* this) { this->combineState = EN_SNOWMAN_COMBINE_STATE_NO_ABSORPTION; } - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_10); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); if ((this->actor.parent != NULL) && (((EnSnowman*)this->actor.parent)->actionFunc == EnSnowman_SplitDoNothing)) { if ((this->actor.child != NULL) && (((EnSnowman*)this->actor.child)->actionFunc == EnSnowman_SplitDoNothing)) { EnSnowman_SetupKill((EnSnowman*)this->actor.parent); @@ -822,7 +822,7 @@ void EnSnowman_Kill(EnSnowman* this, PlayState* play) { * Creates a small split Eeno with a certain Y-rotation and at a certain offset from basePos. */ void EnSnowman_CreateSplitEeno(EnSnowman* this, Vec3f* basePos, s32 yRot) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_SetScale(&this->actor, 0.01f); this->actor.shape.rot.y = yRot; this->actor.world.rot.y = this->actor.shape.rot.y; diff --git a/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c b/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c index ebe1589c3e..9c197223c4 100644 --- a/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c +++ b/src/overlays/actors/ovl_En_Sob1/z_en_sob1.c @@ -9,7 +9,7 @@ #include "objects/object_masterzoora/object_masterzoora.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSob1*)thisx) @@ -1482,7 +1482,7 @@ void EnSob1_InitShop(EnSob1* this, PlayState* play) { this->blinkTimer = 20; this->eyeTexIndex = 0; this->blinkFunc = EnSob1_WaitForBlink; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c index 26f5b4e24c..605761711b 100644 --- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c +++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c @@ -8,7 +8,7 @@ #include "objects/object_ssh/object_ssh.h" #include "objects/object_st/object_st.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnSsh*)thisx) diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c index dd8d21f652..2491ec4ede 100644 --- a/src/overlays/actors/ovl_En_St/z_en_st.c +++ b/src/overlays/actors/ovl_En_St/z_en_st.c @@ -9,7 +9,9 @@ #include "objects/object_st/object_st.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | ACTOR_FLAG_1000000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_4000 | \ + ACTOR_FLAG_1000000) #define THIS ((EnSt*)thisx) @@ -621,7 +623,7 @@ s32 func_808A6580(EnSt* this, PlayState* play) { SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_STALTU_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; switch (this->actor.colChkInfo.damageEffect) { case 4: diff --git a/src/overlays/actors/ovl_En_Sth/z_en_sth.c b/src/overlays/actors/ovl_En_Sth/z_en_sth.c index c19dc5b36d..97aa3ed7b9 100644 --- a/src/overlays/actors/ovl_En_Sth/z_en_sth.c +++ b/src/overlays/actors/ovl_En_Sth/z_en_sth.c @@ -9,7 +9,7 @@ #include "z_en_sth.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnSth*)thisx) @@ -161,7 +161,7 @@ void EnSth_Init(Actor* thisx, PlayState* play) { this->actionFunc = EnSth_MoonLookingIdle; this->sthFlags |= STH_FLAG_DISABLE_HEAD_TRACK; - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; this->actor.uncullZoneForward = 800.0f; break; @@ -453,7 +453,7 @@ void EnSth_MoonLookingIdle(EnSth* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { this->actionFunc = EnSth_HandleMoonLookingConversation; - } else if (EnSth_CanSpeakToPlayer(this, play) || this->actor.isTargeted) { + } else if (EnSth_CanSpeakToPlayer(this, play) || this->actor.isLockedOn) { if ((gSaveContext.save.time >= CLOCK_TIME(6, 0)) && (gSaveContext.save.time <= CLOCK_TIME(18, 0))) { this->actor.textId = 0x1130; // Huh? The Moon... } else { @@ -607,7 +607,7 @@ void EnSth_UpdateOceansideSpiderHouseWaitForTokens(Actor* thisx, PlayState* play if (Inventory_GetSkullTokenCount(play->sceneId) >= SPIDER_HOUSE_TOKENS_REQUIRED) { this->actor.update = EnSth_Update; this->actor.draw = EnSth_Draw; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } } @@ -665,7 +665,7 @@ void EnSth_UpdateWaitForObject(Actor* thisx, PlayState* play) { (Inventory_GetSkullTokenCount(play->sceneId) < SPIDER_HOUSE_TOKENS_REQUIRED)) { this->actor.update = EnSth_UpdateOceansideSpiderHouseWaitForTokens; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } } diff --git a/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c b/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c index 723f7634f6..66b87c9988 100644 --- a/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c +++ b/src/overlays/actors/ovl_En_Sth2/z_en_sth2.c @@ -6,7 +6,7 @@ #include "z_en_sth2.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnSth2*)thisx) diff --git a/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c b/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c index 534f77cb40..c0d9e1197d 100644 --- a/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c +++ b/src/overlays/actors/ovl_En_Stone_heishi/z_en_stone_heishi.c @@ -6,7 +6,7 @@ #include "z_en_stone_heishi.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_REACT_TO_LENS) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_REACT_TO_LENS) #define THIS ((EnStoneheishi*)thisx) @@ -111,7 +111,7 @@ void EnStoneheishi_Init(Actor* thisx, PlayState* play) { SOLDIER_LIMB_MAX); this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); diff --git a/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c b/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c index fae0a12467..8be9f715a6 100644 --- a/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c +++ b/src/overlays/actors/ovl_En_Stop_heishi/z_en_stop_heishi.c @@ -7,7 +7,7 @@ #include "z_en_stop_heishi.h" #include "z64quake.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnStopheishi*)thisx) @@ -114,7 +114,7 @@ void EnStopheishi_Init(Actor* thisx, PlayState* play) { Actor_Kill(&this->actor); return; } - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.gravity = -3.0f; Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->rotYTarget = this->actor.world.rot.y; diff --git a/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c b/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c index b88f7f6c6e..29f53ae7c8 100644 --- a/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c +++ b/src/overlays/actors/ovl_En_Suttari/z_en_suttari.c @@ -10,7 +10,7 @@ #include "overlays/actors/ovl_En_Elf/z_en_elf.h" #include "overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnSuttari*)thisx) @@ -993,7 +993,7 @@ void func_80BAC6E8(EnSuttari* this, PlayState* play) { SkelAnime_InitFlex(play, &this->skelAnime, &object_boj_Skel_00C240, &object_boj_Anim_00071C, this->jointTable, this->morphTable, 16); this->actor.draw = EnSuttari_Draw; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (play->sceneId == SCENE_IKANA) { this->flags1 |= 1; if ((gSaveContext.save.day == 1) || (gSaveContext.save.day == 2)) { @@ -1157,10 +1157,10 @@ void func_80BACEE0(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->unk428 != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk428 = scheduleOutput.result; func_80BAC2FC(this, play); @@ -1181,17 +1181,17 @@ void func_80BAD004(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->unk428 != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk428 = scheduleOutput.result; func_80BAC2FC(this, play); if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, 0x2A3A, &this->actor); this->actionFunc = func_80BAD130; - } else if ((this->actor.xzDistToPlayer < 200.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 200.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } Actor_MoveWithGravity(&this->actor); @@ -1308,10 +1308,10 @@ void func_80BAD5F8(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->unk428 != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk428 = scheduleOutput.result; func_80BAC2FC(this, play); @@ -1324,7 +1324,7 @@ void func_80BAD5F8(EnSuttari* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, 0x2A02, &this->actor); this->actionFunc = func_80BAD130; - } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } @@ -1346,10 +1346,10 @@ void func_80BAD7F8(EnSuttari* this, PlayState* play) { this->timePathTimeSpeed = R_TIME_SPEED + ((void)0, gSaveContext.save.timeSpeedOffset); if (!Schedule_RunScript(play, D_80BAE820, &scheduleOutput) || ((this->unk428 != scheduleOutput.result) && !func_80BABF64(this, play, &scheduleOutput))) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; scheduleOutput.result = 0; } else { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk428 = scheduleOutput.result; func_80BAC2FC(this, play); @@ -1361,7 +1361,7 @@ void func_80BAD7F8(EnSuttari* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { Message_StartTextbox(play, 0x2A02, &this->actor); this->actionFunc = func_80BAD130; - } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isTargeted) { + } else if ((this->actor.xzDistToPlayer < 100.0f) || this->actor.isLockedOn) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } } @@ -1508,7 +1508,7 @@ void EnSuttari_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); CollisionCheck_SetInfo2(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit2); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; EnSuttari_GetPaths(this, play); Actor_SetScale(&this->actor, 0.01f); this->actionFunc = func_80BAC6E8; diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/src/overlays/actors/ovl_En_Sw/z_en_sw.c index 3842afa88c..8cab119884 100644 --- a/src/overlays/actors/ovl_En_Sw/z_en_sw.c +++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/object_st/object_st.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnSw*)thisx) @@ -674,7 +674,7 @@ s32 func_808DA08C(EnSw* this, PlayState* play) { } else if (!func_808D90C4(this)) { SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_STALTU_DEAD); Enemy_StartFinishingBlow(play, &this->actor); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (!ENSW_GET_3(&this->actor)) { SubS_ChangeAnimationByInfoS(&this->skelAnime, sAnimationInfo, 3); } @@ -1165,7 +1165,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) { break; case 1: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10; if (this->actor.world.rot.z < 0) { @@ -1186,7 +1186,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) { case 2: case 3: - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10; if (this->actor.world.rot.z < 0) { diff --git a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c index bfb3081de9..d3b88bb2dd 100644 --- a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c +++ b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c @@ -13,7 +13,7 @@ #include "overlays/actors/ovl_En_Syateki_Okuta/z_en_syateki_okuta.h" #include "overlays/actors/ovl_En_Syateki_Wf/z_en_syateki_wf.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_CANT_LOCK_ON) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_CANT_LOCK_ON) #define THIS ((EnSyatekiMan*)thisx) @@ -205,7 +205,7 @@ void EnSyatekiMan_Init(Actor* thisx, PlayState* play) { Path* path = &play->setupPathList[SG_MAN_GET_PATH_INDEX(&this->actor)]; s32 actorListLength = sSwampTargetActorListLengths[this->swampTargetActorListIndex]; - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; Actor_SetScale(&this->actor, 0.01f); if (play->sceneId == SCENE_SYATEKI_MORI) { SkelAnime_InitFlex(play, &this->skelAnime, &gBurlyGuySkel, &gBurlyGuyHeadScratchLoopAnim, this->jointTable, diff --git a/src/overlays/actors/ovl_En_Tab/z_en_tab.c b/src/overlays/actors/ovl_En_Tab/z_en_tab.c index 0a324592bc..364d8874ba 100644 --- a/src/overlays/actors/ovl_En_Tab/z_en_tab.c +++ b/src/overlays/actors/ovl_En_Tab/z_en_tab.c @@ -8,7 +8,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_tab/object_tab.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTab*)thisx) @@ -372,7 +372,7 @@ s32 func_80BE0F04(EnTab* this, PlayState* play, ScheduleOutput* scheduleOutput) Math_Vec3f_Copy(&this->actor.world.pos, &D_80BE1AF0); Math_Vec3s_Copy(&this->actor.world.rot, &D_80BE1AFC); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; SubS_SetOfferMode(&this->unk_2FC, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_2FC |= (0x40 | 0x20); this->unk_30C = 30; @@ -389,7 +389,7 @@ s32 func_80BE0FC4(EnTab* this, PlayState* play, ScheduleOutput* scheduleOutput) Math_Vec3f_Copy(&this->actor.world.pos, &D_80BE1B04); Math_Vec3s_Copy(&this->actor.world.rot, &D_80BE1B10); Math_Vec3s_Copy(&this->actor.shape.rot, &this->actor.world.rot); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; SubS_SetOfferMode(&this->unk_2FC, SUBS_OFFER_MODE_ONSCREEN, SUBS_OFFER_MODE_MASK); this->unk_2FC |= (0x40 | 0x20); this->unk_30C = 0x50; @@ -476,11 +476,11 @@ void func_80BE127C(EnTab* this, PlayState* play) { if (!Schedule_RunScript(play, D_80BE18D0, &sp18) || ((this->unk_1D8 != sp18.result) && !func_80BE1060(this, play, &sp18))) { this->actor.shape.shadowDraw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; sp18.result = 0; } else { this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } this->unk_1D8 = sp18.result; func_80BE1224(this, play); diff --git a/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c b/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c index 9bc0cd1b93..a2c39f16be 100644 --- a/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c +++ b/src/overlays/actors/ovl_En_Takaraya/z_en_takaraya.c @@ -6,7 +6,7 @@ #include "z_en_takaraya.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTakaraya*)thisx) @@ -30,7 +30,7 @@ ActorInit En_Takaraya_InitVars = { // static InitChainEntry sInitChain[] = { static InitChainEntry D_80ADFB20[] = { - ICHAIN_U8(targetMode, 6, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_6, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 1000, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Talk/z_en_talk.c b/src/overlays/actors/ovl_En_Talk/z_en_talk.c index 1dac7592b9..832a1313e0 100644 --- a/src/overlays/actors/ovl_En_Talk/z_en_talk.c +++ b/src/overlays/actors/ovl_En_Talk/z_en_talk.c @@ -6,7 +6,7 @@ #include "z_en_talk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTalk*)thisx) @@ -32,7 +32,7 @@ void EnTalk_Init(Actor* thisx, PlayState* play) { EnTalk* this = THIS; s8 targetMode = this->actor.home.rot.x - 0x1; - if ((targetMode >= 0) && (targetMode < 7)) { + if ((targetMode >= TARGET_MODE_0) && (targetMode < TARGET_MODE_7)) { this->actor.targetMode = targetMode; } @@ -57,7 +57,7 @@ void func_80BDE090(EnTalk* this, PlayState* play) { } if (((this->actor.xzDistToPlayer < 40.0f) && Player_IsFacingActor(&this->actor, 0x3000, play)) || - this->actor.isTargeted) { + this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 120.0f); } } diff --git a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c index fcf0d89850..9faa6664a8 100644 --- a/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c +++ b/src/overlays/actors/ovl_En_Talk_Gibud/z_en_talk_gibud.c @@ -7,7 +7,7 @@ #include "z_en_talk_gibud.h" #include "z64rumble.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnTalkGibud*)thisx) @@ -228,7 +228,7 @@ void EnTalkGibud_Init(Actor* thisx, PlayState* play) { s32 i; Actor_ProcessInitChain(&this->actor, sInitChain); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.hintId = TATL_HINT_ID_GIBDO; this->actor.textId = 0; @@ -383,7 +383,7 @@ void EnTalkGibud_WalkToPlayer(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupGrab(EnTalkGibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_GRAB_START); this->grabDamageTimer = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->grabState = EN_TALK_GIBUD_GRAB_START; this->actionFunc = EnTalkGibud_Grab; } @@ -425,7 +425,7 @@ void EnTalkGibud_Grab(EnTalkGibud* this, PlayState* play) { } Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_GRAB_END); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->grabState = EN_TALK_GIBUD_GRAB_RELEASE; this->grabDamageTimer = 0; } @@ -569,8 +569,8 @@ void EnTalkGibud_Damage(EnTalkGibud* this, PlayState* play) { if ((this->drawDmgEffTimer > 0) && (this->drawDmgEffType == ACTOR_DRAW_DMGEFF_FIRE) && (this->type == EN_TALK_GIBUD_TYPE_GIBDO)) { this->actor.hintId = TATL_HINT_ID_REDEAD; - this->actor.flags &= ~(ACTOR_FLAG_8 | ACTOR_FLAG_1); - this->actor.flags |= (ACTOR_FLAG_4 | ACTOR_FLAG_1); + this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); SkelAnime_InitFlex(play, &this->skelAnime, &gRedeadSkel, NULL, this->jointTable, this->morphTable, GIBDO_LIMB_MAX); this->type = EN_TALK_GIBUD_TYPE_REDEAD; @@ -586,7 +586,7 @@ void EnTalkGibud_Damage(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupDead(EnTalkGibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_DEATH); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_DEAD); this->deathTimer = 0; this->actionFunc = EnTalkGibud_Dead; @@ -612,7 +612,7 @@ void EnTalkGibud_Dead(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupRevive(EnTalkGibud* this) { Animation_Change(&this->skelAnime, &gGibdoRedeadDeathAnim, -1.0f, Animation_GetLastFrame(&gGibdoRedeadDeathAnim), 0.0f, ANIMMODE_ONCE, -8.0f); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->actor, NA_SE_EN_REDEAD_REVERSE); this->deathTimer = 0; this->actor.world.rot.y = this->actor.shape.rot.y; @@ -852,7 +852,7 @@ void EnTalkGibud_Talk(EnTalkGibud* this, PlayState* play) { void EnTalkGibud_SetupDisappear(EnTalkGibud* this) { Actor_ChangeAnimationByInfo(&this->skelAnime, sAnimationInfo, EN_TALK_GIBUD_ANIM_IDLE); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->disappearanceTimer = 40; this->actionFunc = EnTalkGibud_Disappear; } @@ -934,15 +934,15 @@ void EnTalkGibud_CheckForGibdoMask(EnTalkGibud* this, PlayState* play) { (this->actionFunc != EnTalkGibud_Damage) && (this->actionFunc != EnTalkGibud_Talk)) { if (this->actionFunc != EnTalkGibud_PassiveIdle) { if (Player_GetMask(play) == PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_4 | ACTOR_FLAG_1); - this->actor.flags |= (ACTOR_FLAG_8 | ACTOR_FLAG_1); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); + this->actor.flags |= (ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); this->actor.hintId = TATL_HINT_ID_NONE; this->actor.textId = 0; EnTalkGibud_SetupPassiveIdle(this); } } else if (Player_GetMask(play) != PLAYER_MASK_GIBDO) { - this->actor.flags &= ~(ACTOR_FLAG_8 | ACTOR_FLAG_1); - this->actor.flags |= (ACTOR_FLAG_4 | ACTOR_FLAG_1); + this->actor.flags &= ~(ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_TARGETABLE); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY); if (this->type == EN_TALK_GIBUD_TYPE_REDEAD) { this->actor.hintId = TATL_HINT_ID_REDEAD; } else { diff --git a/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c b/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c index 798844bb88..876b433d46 100644 --- a/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c +++ b/src/overlays/actors/ovl_En_Tanron1/z_en_tanron1.c @@ -6,7 +6,7 @@ #include "z_en_tanron1.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTanron1*)thisx) @@ -37,7 +37,7 @@ static s32 sPad = 0; void EnTanron1_Init(Actor* thisx, PlayState* play) { EnTanron1* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (!ENTANRON1_GET_100(&this->actor)) { this->unk_144 = 0; } else { diff --git a/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c b/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c index 785308dad5..a539e82f5e 100644 --- a/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c +++ b/src/overlays/actors/ovl_En_Tanron2/z_en_tanron2.c @@ -9,7 +9,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_boss04/object_boss04.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTanron2*)thisx) @@ -124,7 +124,7 @@ void EnTanron2_Init(Actor* thisx, PlayState* play) { EnTanron2* this = THIS; D_80BB8450 = (Boss04*)this->actor.parent; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (this->actor.params == 100) { this->actor.update = func_80BB7B90; @@ -138,7 +138,7 @@ void EnTanron2_Init(Actor* thisx, PlayState* play) { this->actor.draw = NULL; this->actor.colChkInfo.health = 1; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = 5; + this->actor.targetMode = TARGET_MODE_5; Collider_InitAndSetCylinder(play, &this->collider1, &this->actor, &sCylinderInit1); Collider_InitAndSetCylinder(play, &this->collider2, &this->actor, &sCylinderInit2); @@ -207,7 +207,7 @@ void func_80BB6B80(EnTanron2* this) { this->actor.velocity.x = 0.0f; this->unk_158 = 0; this->unk_159 = 1; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->collider1.dim.radius = 30; this->collider1.dim.height = 50; this->collider1.dim.yShift = -25; @@ -428,10 +428,10 @@ void func_80BB7578(EnTanron2* this, PlayState* play) { func_80BB6B80(this); this->unk_158 = 1; Actor_PlaySfx(&this->actor, NA_SE_EN_IKURA_DAMAGE); - if ((player->targetedActor != NULL) && (&this->actor != player->targetedActor)) { - player->targetedActor = &this->actor; - play->actorCtx.targetContext.arrowPointedActor = &this->actor; - play->actorCtx.targetContext.targetedActor = &this->actor; + if ((player->lockOnActor != NULL) && (&this->actor != player->lockOnActor)) { + player->lockOnActor = &this->actor; + play->actorCtx.targetCtx.fairyActor = &this->actor; + play->actorCtx.targetCtx.lockOnActor = &this->actor; } } else { this->unk_154 = 15; @@ -550,10 +550,10 @@ void EnTanron2_Update(Actor* thisx, PlayState* play) { if (ABS_ALT(BINANG_SUB(D_80BB8450->actor.yawTowardsPlayer, atan)) > 0x3000) { this->unk_159 = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { this->unk_159 = 1; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; } } } diff --git a/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c b/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c index 81a4ac2af3..2c7a9fd556 100644 --- a/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c +++ b/src/overlays/actors/ovl_En_Tanron3/z_en_tanron3.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_Boss_03/z_boss_03.h" #include "objects/object_boss03/object_boss03.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTanron3*)thisx) @@ -117,7 +117,7 @@ void EnTanron3_Init(Actor* thisx, PlayState* play) { this->morphTable, GYORG_SMALL_FISH_LIMB_MAX); Actor_SetScale(&this->actor, 0.02f); EnTanron3_SetupLive(this, play); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->currentRotationAngle = Rand_ZeroFloat(500000.0f); this->waterSurfaceYPos = 430.0f; sGyorg = (Boss03*)this->actor.parent; diff --git a/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c b/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c index d8b061fd49..ab190b38c4 100644 --- a/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c +++ b/src/overlays/actors/ovl_En_Tanron4/z_en_tanron4.c @@ -50,7 +50,7 @@ void EnTanron4_Init(Actor* thisx, PlayState* play2) { SkelAnime_InitFlex(play, &this->skelAnime, &gSeagullSkel, &gSeagullFlapAnim, this->jointTable, this->morphTable, SEAGULL_LIMB_RIGHT_WING_MAX); - thisx->flags &= ~ACTOR_FLAG_1; + thisx->flags &= ~ACTOR_FLAG_TARGETABLE; thisx->speed = 3.0f + KREG(48); thisx->uncullZoneForward = 10000.0f + KREG(70); this->randRollTimer = Rand_ZeroFloat(10.0f); diff --git a/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c b/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c index 875f36a619..8ed4c36f3f 100644 --- a/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c +++ b/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c @@ -6,7 +6,7 @@ #include "z_en_tanron6.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnTanron6*)thisx) @@ -72,7 +72,7 @@ void EnTanron6_Init(Actor* thisx, PlayState* play) { ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawCircle, 19.0f); this->actor.colChkInfo.health = 1; this->actor.colChkInfo.damageTable = &sDamageTable; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; EnTanron6_DoNothing(this); } diff --git a/src/overlays/actors/ovl_En_Test3/z_en_test3.c b/src/overlays/actors/ovl_En_Test3/z_en_test3.c index b5742b7d69..e897ffefb3 100644 --- a/src/overlays/actors/ovl_En_Test3/z_en_test3.c +++ b/src/overlays/actors/ovl_En_Test3/z_en_test3.c @@ -353,7 +353,7 @@ s32 func_80A3EA30(EnTest3* this, PlayState* play) { Actor* hideoutDoor = SubS_FindActor(play, NULL, ACTORCAT_BG, ACTOR_BG_IKNV_OBJ); if (hideoutDoor != NULL) { - this->player.targetedActor = hideoutDoor; + this->player.lockOnActor = hideoutDoor; } } if (this->unk_D78->unk_1 != 0) { @@ -377,7 +377,7 @@ s32 func_80A3EAF8(EnTest3* this, PlayState* play) { CutsceneManager_Stop(this->csId); this->csId = CS_ID_GLOBAL_TALK; CutsceneManager_Queue(this->csId); - this->player.targetedActor = &GET_PLAYER(play)->actor; + this->player.lockOnActor = &GET_PLAYER(play)->actor; } return 1; } @@ -389,7 +389,7 @@ s32 func_80A3EB8C(EnTest3* this, PlayState* play) { Actor* hideoutObject = SubS_FindActor(play, NULL, ACTORCAT_ITEMACTION, ACTOR_OBJ_NOZOKI); if (hideoutObject != NULL) { - this->player.targetedActor = hideoutObject; + this->player.lockOnActor = hideoutObject; } play->msgCtx.msgMode = 0x44; return 1; @@ -654,7 +654,7 @@ s32 func_80A3F62C(EnTest3* this, PlayState* play, struct_80A41828* arg2, Schedul s32 func_80A3F73C(EnTest3* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->player.actor, &play->state)) { func_80A3E7E0(this, func_80A4084C); - this->player.targetedActor = &GET_PLAYER(play)->actor; + this->player.lockOnActor = &GET_PLAYER(play)->actor; this->player.stateFlags2 &= ~PLAYER_STATE2_40000; D_80A41D5C = true; if ((this->unk_D78->unk_0 == 4) && CHECK_WEEKEVENTREG(WEEKEVENTREG_51_08)) { @@ -677,7 +677,7 @@ s32 func_80A3F73C(EnTest3* this, PlayState* play) { func_80A3F5A4(this, play); } this->player.actor.textId = this->unk_D78->textId; - this->player.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->player.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); } return false; } @@ -1007,7 +1007,7 @@ void func_80A4084C(EnTest3* this, PlayState* play) { } else { func_80A3E7E0(this, func_80A40678); } - this->player.targetedActor = NULL; + this->player.lockOnActor = NULL; } } else if (func_80A3ED24(this, play)) { func_80A3E7E0(this, func_80A40908); @@ -1017,7 +1017,7 @@ void func_80A4084C(EnTest3* this, PlayState* play) { void func_80A40908(EnTest3* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->player.actor, &play->state)) { func_80A3E7E0(this, func_80A4084C); - this->player.targetedActor = &GET_PLAYER(play)->actor; + this->player.lockOnActor = &GET_PLAYER(play)->actor; SET_WEEKEVENTREG(WEEKEVENTREG_51_08); Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_RECEIVED_PENDANT_OF_MEMORIES); Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_MET_KAFEI); @@ -1025,7 +1025,7 @@ void func_80A40908(EnTest3* this, PlayState* play) { Actor_OfferTalkExchange(&this->player.actor, play, 9999.9f, 9999.9f, PLAYER_IA_MINUS1); this->unk_D78 = &D_80A41854[6]; this->player.actor.textId = this->unk_D78->textId; - this->player.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->player.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); } } @@ -1055,7 +1055,7 @@ void EnTest3_Update(Actor* thisx, PlayState* play2) { play->actorCtx.flags &= ~ACTORCTX_FLAG_7; this->player.actor.draw = EnTest3_Draw; D_80A41D48 = false; - this->player.actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->player.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); if (Cutscene_IsCueInChannel(play, CS_CMD_ACTOR_CUE_506) && !((this->player.actor.category == ACTORCAT_PLAYER) && ((play->actorCtx.flags & ACTORCTX_FLAG_5) || (play->actorCtx.flags & ACTORCTX_FLAG_4)))) { @@ -1196,7 +1196,7 @@ void EnTest3_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList1, Gfx** dL (this->player.bodyPartsPos[PLAYER_BODYPART_RIGHT_HAND].z + this->player.leftHandWorld.pos.z) / 2.0f; } } else if (limbIndex == OBJECT_TEST3_LIMB_0B) { - Actor* actor730 = this->player.targetedActor; + Actor* actor730 = this->player.lockOnActor; if ((*dList1 != NULL) && this->player.currentMask && !(this->player.stateFlags2 & PLAYER_STATE2_1000000)) { // this->player.currentMask != PLAYER_MASK_NONE diff --git a/src/overlays/actors/ovl_En_Tg/z_en_tg.c b/src/overlays/actors/ovl_En_Tg/z_en_tg.c index 0672bd4bf5..efdc487134 100644 --- a/src/overlays/actors/ovl_En_Tg/z_en_tg.c +++ b/src/overlays/actors/ovl_En_Tg/z_en_tg.c @@ -7,7 +7,7 @@ #include "z_en_tg.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTg*)thisx) diff --git a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c index c3cdc7e5ed..3671693c71 100644 --- a/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c +++ b/src/overlays/actors/ovl_En_Thiefbird/z_en_thiefbird.c @@ -8,7 +8,8 @@ #include "z_en_thiefbird.h" #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_80000000) #define THIS ((EnThiefbird*)thisx) @@ -641,7 +642,7 @@ void func_80C11D14(EnThiefbird* this, PlayState* play) { } void func_80C11DC0(EnThiefbird* this) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80C11DF0; this->actor.gravity = -0.5f; } @@ -834,7 +835,7 @@ void func_80C124B0(EnThiefbird* this, PlayState* play) { } void func_80C126A8(EnThiefbird* this) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->collider.base.acFlags &= ~AC_ON; this->actionFunc = func_80C126D8; } diff --git a/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c b/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c index 5243b5c47e..ded2902620 100644 --- a/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c +++ b/src/overlays/actors/ovl_En_Time_Tag/z_en_time_tag.c @@ -163,7 +163,7 @@ void EnTimeTag_SoaringEngraving_Wait(EnTimeTag* this, PlayState* play) { } else if ((this->actor.xzDistToPlayer < 100.0f) && Player_IsFacingActor(&this->actor, 0x3000, play) && (Flags_GetSwitch(play, TIMETAG_SOARING_GET_SWITCHFLAG(&this->actor)) || CHECK_QUEST_ITEM(QUEST_SONG_SOARING))) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; Actor_OfferTalk(&this->actor, play, 110.0f); } } diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c index dbf446aa55..bf861c2da3 100644 --- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c +++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "objects/object_tite/object_tite.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_200) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_200) #define THIS ((EnTite*)thisx) @@ -163,7 +163,7 @@ void EnTite_Init(Actor* thisx, PlayState* play) { if (this->actor.params == ENTITE_MINUS_3) { this->actor.params = ENTITE_MINUS_2; this->unk_2BE = 240; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.shape.yOffset = -3000.0f; this->actor.shape.shadowDraw = NULL; func_80895A10(this); @@ -353,7 +353,7 @@ void func_8089408C(EnTite* this, PlayState* play) { this->actor.shape.rot.y = this->actor.yawTowardsPlayer; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.shape.shadowDraw = ActorShadow_DrawCircle; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.velocity.y = 10.0f; } else { this->actor.velocity.y = 8.0f; @@ -640,7 +640,7 @@ void func_80895020(EnTite* this, PlayState* play) { this->collider.base.acFlags &= ~AC_ON; this->actor.colorFilterTimer = 0; SoundSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 40, NA_SE_EN_TEKU_DEAD); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10; this->unk_2BA = 1; Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, this->unk_2BE); @@ -929,7 +929,7 @@ void func_80895E28(EnTite* this, PlayState* play) { func_800B0DE0(play, &sp44, &sp38, &D_80896B44, &D_80896B3C, &D_80896B40, 500, 50); if (Math_StepToF(&this->actor.shape.yOffset, 0.0f, 200.0f)) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.world.rot.y = this->actor.shape.rot.y; this->collider.base.acFlags |= AC_ON; func_808945EC(this); @@ -1022,7 +1022,7 @@ void func_80895FF8(EnTite* this, PlayState* play) { } else if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (this->collider.base.acFlags & AC_ON) && (this->actor.colChkInfo.health != 0) && (play->actorCtx.unk2 != 0) && (this->actor.xyzDistToPlayerSq < SQ(200.0f))) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; if (this->actor.shape.yOffset < 0.0f) { this->actor.shape.yOffset = 0.0f; this->actor.shape.shadowDraw = ActorShadow_DrawCircle; diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c index ccc5e4489e..61540eec02 100644 --- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c +++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Door/z_en_door.h" #include "objects/object_tk/object_tk.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTk*)thisx) @@ -218,7 +218,7 @@ void EnTk_Init(Actor* thisx, PlayState* play) { } if ((this->unk_2B0 == 1) || (this->unk_2B0 == 3)) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); this->actor.update = func_80AEF2C8; this->actor.draw = NULL; return; @@ -231,7 +231,7 @@ void EnTk_Init(Actor* thisx, PlayState* play) { this->unk_318 = 0; this->unk_2D4 = -1; Actor_SetScale(&this->actor, 0.01f); - this->actor.targetMode = 1; + this->actor.targetMode = TARGET_MODE_1; this->actor.colChkInfo.mass = MASS_IMMOVABLE; if (this->unk_2B0 == 2) { @@ -358,9 +358,9 @@ void func_80AECB6C(EnTk* this, PlayState* play) { if (!temp4 && (this->unk_3CC != 0)) { this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else if (temp4 && (this->unk_3CC == 0)) { - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.draw = EnTk_Draw; } @@ -368,7 +368,7 @@ void func_80AECB6C(EnTk* this, PlayState* play) { func_80AECE0C(this, play); if (this->unk_3CE & 8) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.draw = NULL; } } @@ -1074,7 +1074,7 @@ s32 func_80AEEA4C(EnTk* this, PlayState* play) { ret = 3; } else if (this->actor.xyzDistToPlayerSq < SQ(60.0f)) { ret = 0; - } else if (this->actor.isTargeted || (play->actorCtx.targetContext.unk_94 == &this->actor) || + } else if (this->actor.isLockedOn || (play->actorCtx.targetCtx.arrowPointedActor == &this->actor) || (this->actor.xyzDistToPlayerSq < SQ(80.0f))) { ret = 1; } else { diff --git a/src/overlays/actors/ovl_En_Toto/z_en_toto.c b/src/overlays/actors/ovl_En_Toto/z_en_toto.c index 39ac19dba4..c5fdf30afd 100644 --- a/src/overlays/actors/ovl_En_Toto/z_en_toto.c +++ b/src/overlays/actors/ovl_En_Toto/z_en_toto.c @@ -7,7 +7,7 @@ #include "z_en_toto.h" #include "objects/object_zm/object_zm.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnToto*)thisx) @@ -89,7 +89,7 @@ static EnTotoActionFunc D_80BA501C[] = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 1, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_STOP), }; static EnTotoText D_80BA502C[] = { diff --git a/src/overlays/actors/ovl_En_Trt/z_en_trt.c b/src/overlays/actors/ovl_En_Trt/z_en_trt.c index d61786e6f0..bf5a0900a5 100644 --- a/src/overlays/actors/ovl_En_Trt/z_en_trt.c +++ b/src/overlays/actors/ovl_En_Trt/z_en_trt.c @@ -8,7 +8,7 @@ #include "objects/object_trt/object_trt.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTrt*)thisx) @@ -1577,7 +1577,7 @@ void EnTrt_InitShop(EnTrt* this, PlayState* play) { this->flags |= ENTRT_GIVEN_MUSHROOM; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void EnTrt_GetCutscenes(EnTrt* this, PlayState* play) { diff --git a/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c b/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c index e56369ce42..40d1946fc1 100644 --- a/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c +++ b/src/overlays/actors/ovl_En_Trt2/z_en_trt2.c @@ -7,7 +7,7 @@ #include "z_en_trt2.h" #include "objects/object_trt/object_trt.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnTrt2*)thisx) @@ -240,7 +240,7 @@ void func_80AD381C(EnTrt2* this, PlayState* play) { this->actor.world.pos.y -= 50.0f; this->unk_3D9 = 0; this->unk_3B2 = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_10; } } else { @@ -701,7 +701,7 @@ s32 func_80AD4CCC(EnTrt2* this, PlayState* play) { s16 sp1E = this->actor.yawTowardsPlayer - this->actor.shape.rot.y; Player* player = GET_PLAYER(play); - if (((this->unk_3B2 == 4) || (this->unk_3B2 == 5)) && this->actor.isTargeted && + if (((this->unk_3B2 == 4) || (this->unk_3B2 == 5)) && this->actor.isLockedOn && !(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && ((player->transformation == PLAYER_FORM_HUMAN) || (player->transformation == PLAYER_FORM_FIERCE_DEITY))) { this->actor.speed = 0.0f; @@ -710,7 +710,7 @@ s32 func_80AD4CCC(EnTrt2* this, PlayState* play) { return true; } - if (func_80AD4C4C(this) && this->actor.isTargeted && (sp1E < 0x4000) && (sp1E > -0x4000)) { + if (func_80AD4C4C(this) && this->actor.isLockedOn && (sp1E < 0x4000) && (sp1E > -0x4000)) { Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play); } @@ -801,7 +801,7 @@ void func_80AD4FE4(EnTrt2* this, PlayState* play) { } static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 3, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_3, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 500, ICHAIN_STOP), }; diff --git a/src/overlays/actors/ovl_En_Tru/z_en_tru.c b/src/overlays/actors/ovl_En_Tru/z_en_tru.c index ba1a8c9833..a5938d4cf7 100644 --- a/src/overlays/actors/ovl_En_Tru/z_en_tru.c +++ b/src/overlays/actors/ovl_En_Tru/z_en_tru.c @@ -7,7 +7,7 @@ #include "z_en_tru.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTru*)thisx) @@ -1046,7 +1046,7 @@ s32 func_80A87DC0(Actor* thisx, PlayState* play) { } if (ret == true) { - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.draw = NULL; this->unk_378 = NULL; this->unk_34E = 0; @@ -1144,7 +1144,7 @@ void EnTru_Init(Actor* thisx, PlayState* play) { this->unk_384 = 1; } - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Actor_SetScale(&this->actor, 0.008f); this->unk_34E = 0; diff --git a/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c b/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c index f877a26a8d..0297339d97 100644 --- a/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c +++ b/src/overlays/actors/ovl_En_Tru_Mt/z_en_tru_mt.c @@ -7,7 +7,7 @@ #include "z_en_tru_mt.h" #include "overlays/actors/ovl_En_Jc_Mato/z_en_jc_mato.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnTruMt*)thisx) @@ -432,7 +432,7 @@ void EnTruMt_Init(Actor* thisx, PlayState* play) { this->collider.dim.worldSphere.radius = 22; this->actor.colChkInfo.damageTable = &sDamageTable; this->path = SubS_GetPathByIndex(play, ENTRUMT_GET_FF(&this->actor), ENTRUMT_PATH_INDEX_NONE); - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; Actor_SetScale(&this->actor, 0.008f); Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4); diff --git a/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c b/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c index 6f27da8238..f95b1a8e80 100644 --- a/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c +++ b/src/overlays/actors/ovl_En_Tsn/z_en_tsn.c @@ -8,7 +8,7 @@ #include "z64snap.h" #include "objects/object_tsn/object_tsn.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnTsn*)thisx) @@ -83,7 +83,7 @@ void func_80ADFCEC(EnTsn* this, PlayState* play) { this->actor.update = func_80AE0F84; this->actor.destroy = NULL; this->actor.draw = NULL; - this->actor.targetMode = 7; + this->actor.targetMode = TARGET_MODE_7; switch (ENTSN_GET_F(&this->actor)) { case ENTSN_F_0: @@ -536,7 +536,7 @@ void func_80AE0C88(EnTsn* this, PlayState* play) { this->unk_220 |= 4; ENTSN_SET_Z(&this->unk_1D8->actor, true); } - } else if (this->actor.isTargeted) { + } else if (this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 1000.0f); } } @@ -553,7 +553,7 @@ void func_80AE0D78(EnTsn* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { this->actionFunc = func_80AE0D10; this->unk_220 |= 4; - } else if (this->actor.isTargeted) { + } else if (this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 1000.0f); } } diff --git a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c index 51dee7da0f..cc1df3cdb7 100644 --- a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c +++ b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c @@ -236,7 +236,7 @@ void EnTuboTrap_Idle(EnTuboTrap* this, PlayState* play) { if ((startingRotation == 0) || (this->actor.playerHeightRel <= (startingRotation * 10.0f))) { func_800BC154(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY); currentHeight = this->actor.world.pos.y; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_10); // always update and can target + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10); // always update and can target transformationHeight = sTransformationHeight[player->transformation]; diff --git a/src/overlays/actors/ovl_En_Vm/z_en_vm.c b/src/overlays/actors/ovl_En_Vm/z_en_vm.c index 68f7411f3b..1866a23818 100644 --- a/src/overlays/actors/ovl_En_Vm/z_en_vm.c +++ b/src/overlays/actors/ovl_En_Vm/z_en_vm.c @@ -9,7 +9,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include "objects/object_vm/object_vm.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_400) #define THIS ((EnVm*)thisx) diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c index 2d9a12b54e..29f5793d27 100644 --- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c +++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Encount1/z_en_encount1.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnWallmas*)thisx) @@ -219,7 +219,7 @@ void EnWallmas_ThawIfFrozen(EnWallmas* this, PlayState* play) { void EnWallmas_TimerInit(EnWallmas* this, PlayState* play) { Player* player = GET_PLAYER(play); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actor.flags |= ACTOR_FLAG_20; this->timer = 130; this->actor.velocity.y = 0.0f; @@ -270,7 +270,7 @@ void EnWallmas_SetupDrop(EnWallmas* this, PlayState* play) { this->actor.shape.rot.y = player->actor.shape.rot.y + 0x8000; this->actor.world.rot.y = this->actor.shape.rot.y; this->actor.floorHeight = player->actor.floorHeight; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.flags &= ~ACTOR_FLAG_20; this->actionFunc = EnWallmas_Drop; } @@ -504,7 +504,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) { void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) { this->timer = 0; this->actor.draw = NULL; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (WALLMASTER_GET_TYPE(&this->actor) == WALLMASTER_TYPE_PROXIMITY) { this->actionFunc = EnWallmas_WaitForProximity; } else { @@ -563,7 +563,7 @@ void EnWallmas_UpdateDamage(EnWallmas* this, PlayState* play) { if (Actor_ApplyDamage(&this->actor) == 0) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_REVERSE); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else if (this->actor.colChkInfo.damage != 0) { Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c index fd68a22ce4..b5603e613e 100644 --- a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c +++ b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c @@ -7,7 +7,7 @@ #include "z_en_warp_uzu.h" #include "objects/object_warp_uzu/object_warp_uzu.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnWarpUzu*)thisx) @@ -65,7 +65,7 @@ void EnWarpUzu_Init(Actor* thisx, PlayState* play) { Actor_ProcessInitChain(&this->actor, sInitChain); Collider_InitAndSetCylinder(play, &this->collider, thisx, &sCylinderInit); - thisx->targetMode = 0; + thisx->targetMode = TARGET_MODE_0; func_80A66208(this, play); } diff --git a/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c b/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c index e4cb566abf..cbb0952795 100644 --- a/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c +++ b/src/overlays/actors/ovl_En_Warp_tag/z_en_warp_tag.c @@ -8,7 +8,7 @@ #include "z_en_warp_tag.h" #include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_10 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON) #define THIS ((EnWarptag*)thisx) @@ -52,7 +52,7 @@ void EnWarptag_Init(Actor* thisx, PlayState* play) { Actor_SetFocus(&this->dyna.actor, 0.0f); if (WARPTAG_GET_3C0_MAX(thisx) == WARPTAG_3C0_MAX) { - this->dyna.actor.flags &= ~ACTOR_FLAG_1; + this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (WARPTAG_GET_INVISIBLE(&this->dyna.actor)) { this->actionFunc = EnWarpTag_WaitForPlayer; diff --git a/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c b/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c index c8ec8f8c4f..6901fbffda 100644 --- a/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c +++ b/src/overlays/actors/ovl_En_Water_Effect/z_en_water_effect.c @@ -16,7 +16,7 @@ #include "objects/object_water_effect/object_water_effect.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((EnWaterEffect*)thisx) @@ -90,7 +90,7 @@ void EnWaterEffect_Init(Actor* thisx, PlayState* play) { s32 pad; EnWaterEffect* this = THIS; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_DC4 = Rand_ZeroFloat(100.0f); if (this->actor.params == ENWATEREFFECT_TYPE_FALLING_ROCK_SPAWNER) { diff --git a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c index 83cf472919..221ff557c3 100644 --- a/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c +++ b/src/overlays/actors/ovl_En_Wdhand/z_en_wdhand.c @@ -6,7 +6,7 @@ #include "z_en_wdhand.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY) #define THIS ((EnWdhand*)thisx) diff --git a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c index 84f6219158..97c381bebc 100644 --- a/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c +++ b/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.c @@ -67,7 +67,7 @@ void EnWeatherTag_Init(Actor* thisx, PlayState* play) { s32 pathID; // flag: is targetable. Should do nothing as not set by default above - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; switch (WEATHER_TAG_TYPE(&this->actor)) { case WEATHERTAG_TYPE_UNK0: diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c index 6e31192b21..b1332885eb 100644 --- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c +++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_400) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_400) #define THIS ((EnWf*)thisx) @@ -527,7 +527,7 @@ void func_80990F0C(EnWf* this) { this->collider2.base.acFlags &= ~AC_ON; this->actor.shape.shadowScale = 0.0f; this->actor.scale.y = 0.0f; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_2A0 = 60; this->actionFunc = func_80990F50; } @@ -553,7 +553,7 @@ void func_80990F50(EnWf* this, PlayState* play) { void func_80990FC8(EnWf* this) { Animation_Change(&this->skelAnime, &gWolfosRearUpFallOverAnim, 0.5f, 0.0f, 7.0f, ANIMMODE_ONCE_INTERP, 0.0f); this->unk_2A0 = 5; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = func_80991040; } @@ -1164,7 +1164,7 @@ void func_80992D6C(EnWf* this) { if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) { this->actor.speed = -6.0f; } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->unk_2A0 = 25; Actor_PlaySfx(&this->actor, NA_SE_EN_WOLFOS_DEAD); this->actionFunc = func_80992E0C; diff --git a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c index 9bd3a0bcc8..2d7d12782b 100644 --- a/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c +++ b/src/overlays/actors/ovl_En_Wiz/z_en_wiz.c @@ -9,9 +9,9 @@ #include "overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.h" #include "overlays/actors/ovl_En_Wiz_Brock/z_en_wiz_brock.h" -#define FLAGS \ - (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE | ACTOR_FLAG_100000 | \ - ACTOR_FLAG_CANT_LOCK_ON | ACTOR_FLAG_80000000) +#define FLAGS \ + (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_IGNORE_QUAKE | \ + ACTOR_FLAG_100000 | ACTOR_FLAG_CANT_LOCK_ON | ACTOR_FLAG_80000000) #define THIS ((EnWiz*)thisx) @@ -330,7 +330,7 @@ void EnWiz_Init(Actor* thisx, PlayState* play) { this->platformLightAlpha = 0; this->alpha = 255; this->actor.colChkInfo.mass = MASS_IMMOVABLE; - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; this->unk_450 = 1.0f; this->actor.shape.yOffset = 700.0f; Collider_InitAndSetJntSph(play, &this->ghostColliders, &this->actor, &sJntSphInit, this->ghostColliderElements); @@ -1011,7 +1011,7 @@ void EnWiz_SetupDisappear(EnWiz* this) { Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DISAPPEAR); Math_SmoothStepToS(&this->rotationalVelocity, 0x1388, 0x64, 0x3E8, 0x3E8); this->actor.world.rot.y += this->rotationalVelocity; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->actionFunc = EnWiz_Disappear; } @@ -1051,7 +1051,7 @@ void EnWiz_Disappear(EnWiz* this, PlayState* play) { this->ghostColliders.elements[0].info.bumper.dmgFlags = 0x1000202; } - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnWiz_SetupAppear; } } @@ -1066,7 +1066,7 @@ void EnWiz_SetupDamaged(EnWiz* this, PlayState* play) { Enemy_StartFinishingBlow(play, &this->actor); Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DEAD); this->timer = 0; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } else { Actor_PlaySfx(&this->actor, NA_SE_EN_WIZ_DAMAGE); } diff --git a/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c b/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c index 12d06e487e..02aa83ab82 100644 --- a/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c +++ b/src/overlays/actors/ovl_En_Wiz_Fire/z_en_wiz_fire.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_En_Wiz/z_en_wiz.h" #include "objects/object_wiz/object_wiz.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_4 | ACTOR_FLAG_10 | ACTOR_FLAG_CANT_LOCK_ON) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_CANT_LOCK_ON) #define THIS ((EnWizFire*)thisx) @@ -74,10 +74,10 @@ void EnWizFire_Init(Actor* thisx, PlayState* play) { Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->type = EN_WIZ_FIRE_GET_TYPE(&this->actor); - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; this->wallCheckTimer = 10; this->alpha = 255.0f; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; if (!Player_HasMirrorShieldEquipped(play)) { this->collider.info.toucher.dmgFlags = 0x20000000; diff --git a/src/overlays/actors/ovl_En_Yb/z_en_yb.c b/src/overlays/actors/ovl_En_Yb/z_en_yb.c index 037ca93d6e..c9881a5e09 100644 --- a/src/overlays/actors/ovl_En_Yb/z_en_yb.c +++ b/src/overlays/actors/ovl_En_Yb/z_en_yb.c @@ -7,7 +7,7 @@ #include "z_en_yb.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_2000000) #define THIS ((EnYb*)thisx) @@ -120,7 +120,7 @@ void EnYb_Init(Actor* thisx, PlayState* play) { } else { // else (night 6pm to midnight): wait to appear this->alpha = 0; this->actionFunc = EnYb_WaitForMidnight; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } if (CHECK_WEEKEVENTREG(WEEKEVENTREG_82_04)) { @@ -396,7 +396,7 @@ void EnYb_WaitForMidnight(EnYb* this, PlayState* play) { this->alpha += 5; if (this->alpha > 250) { this->alpha = 255; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actionFunc = EnYb_Idle; } EnYb_EnableProximityMusic(this); @@ -407,11 +407,11 @@ void EnYb_Update(Actor* thisx, PlayState* play) { s32 pad; EnYb* this = THIS; - if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_1)) { + if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TARGETABLE)) { Collider_UpdateCylinder(&this->actor, &this->collider); CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base); } - if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_1)) { + if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TARGETABLE)) { Actor_MoveWithGravity(&this->actor); Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4); } diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c index e77aace23d..1e813813ea 100644 --- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c +++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c @@ -6,7 +6,7 @@ #include "z_en_zl1.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZl1*)thisx) diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/src/overlays/actors/ovl_En_Zo/z_en_zo.c index b89d6a5fba..95e8f2cebd 100644 --- a/src/overlays/actors/ovl_En_Zo/z_en_zo.c +++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.c @@ -6,7 +6,7 @@ #include "z_en_zo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZo*)thisx) diff --git a/src/overlays/actors/ovl_En_Zob/z_en_zob.c b/src/overlays/actors/ovl_En_Zob/z_en_zob.c index c963df55be..b54986829c 100644 --- a/src/overlays/actors/ovl_En_Zob/z_en_zob.c +++ b/src/overlays/actors/ovl_En_Zob/z_en_zob.c @@ -7,7 +7,7 @@ #include "z_en_zob.h" #include "objects/object_zob/object_zob.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZob*)thisx) diff --git a/src/overlays/actors/ovl_En_Zod/z_en_zod.c b/src/overlays/actors/ovl_En_Zod/z_en_zod.c index df67493d64..5d352e7344 100644 --- a/src/overlays/actors/ovl_En_Zod/z_en_zod.c +++ b/src/overlays/actors/ovl_En_Zod/z_en_zod.c @@ -6,7 +6,7 @@ #include "z_en_zod.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZod*)thisx) diff --git a/src/overlays/actors/ovl_En_Zog/z_en_zog.c b/src/overlays/actors/ovl_En_Zog/z_en_zog.c index 15c8a0017e..2e99ccb7b9 100644 --- a/src/overlays/actors/ovl_En_Zog/z_en_zog.c +++ b/src/overlays/actors/ovl_En_Zog/z_en_zog.c @@ -7,7 +7,7 @@ #include "z_en_zog.h" #include "objects/object_zog/object_zog.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZog*)thisx) diff --git a/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c b/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c index 632292857f..6625437745 100644 --- a/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c +++ b/src/overlays/actors/ovl_En_Zoraegg/z_en_zoraegg.c @@ -144,8 +144,8 @@ void EnZoraegg_Init(Actor* thisx, PlayState* play) { switch (ZORA_EGG_GET_TYPE(&this->actor)) { case ZORA_EGG_TYPE_00: this->actionFunc = func_80B320E0; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); - this->actor.targetMode = 3; + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.targetMode = TARGET_MODE_3; break; case ZORA_EGG_TYPE_01: @@ -344,13 +344,13 @@ void func_80B320E0(EnZoraegg* this, PlayState* play) { Message_StartTextbox(play, 0x24B, &this->actor); } else { Actor_OfferGetItem(&this->actor, play, GI_MAX, 80.0f, 60.0f); - if (this->actor.isTargeted) { + if (this->actor.isLockedOn) { Actor_OfferTalk(&this->actor, play, 110.0f); } } - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); - this->actor.targetMode = 3; + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); + this->actor.targetMode = TARGET_MODE_3; func_80B31C40(this, play); } diff --git a/src/overlays/actors/ovl_En_Zos/z_en_zos.c b/src/overlays/actors/ovl_En_Zos/z_en_zos.c index 19ecd207f7..4be070d254 100644 --- a/src/overlays/actors/ovl_En_Zos/z_en_zos.c +++ b/src/overlays/actors/ovl_En_Zos/z_en_zos.c @@ -6,7 +6,7 @@ #include "z_en_zos.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_2000000) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_2000000) #define THIS ((EnZos*)thisx) diff --git a/src/overlays/actors/ovl_En_Zot/z_en_zot.c b/src/overlays/actors/ovl_En_Zot/z_en_zot.c index 8a02b3b8c3..e9e86668a7 100644 --- a/src/overlays/actors/ovl_En_Zot/z_en_zot.c +++ b/src/overlays/actors/ovl_En_Zot/z_en_zot.c @@ -8,7 +8,7 @@ #include "z64snap.h" #include "objects/object_zo/object_zo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZot*)thisx) @@ -96,7 +96,7 @@ void EnZot_Init(Actor* thisx, PlayState* play2) { this->unk_2F4 = 0; this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.world.rot.z = this->actor.shape.rot.z = 0; - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.terminalVelocity = -4.0f; this->actor.gravity = -4.0f; diff --git a/src/overlays/actors/ovl_En_Zov/z_en_zov.c b/src/overlays/actors/ovl_En_Zov/z_en_zov.c index cf8c30dc73..6342c38d39 100644 --- a/src/overlays/actors/ovl_En_Zov/z_en_zov.c +++ b/src/overlays/actors/ovl_En_Zov/z_en_zov.c @@ -8,7 +8,7 @@ #include "objects/object_zov/object_zov.h" #include "overlays/actors/ovl_En_Elf/z_en_elf.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((EnZov*)thisx) diff --git a/src/overlays/actors/ovl_En_Zow/z_en_zow.c b/src/overlays/actors/ovl_En_Zow/z_en_zow.c index c6f8f25602..dfcf7225eb 100644 --- a/src/overlays/actors/ovl_En_Zow/z_en_zow.c +++ b/src/overlays/actors/ovl_En_Zow/z_en_zow.c @@ -7,7 +7,7 @@ #include "z_en_zow.h" #include "objects/object_zo/object_zo.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10) #define THIS ((EnZow*)thisx) @@ -324,7 +324,7 @@ void EnZow_Init(Actor* thisx, PlayState* play) { this->actor.colChkInfo.mass = MASS_IMMOVABLE; this->actor.textId = 0; this->actor.world.rot.z = this->actor.shape.rot.z; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } void EnZow_Destroy(Actor* thisx, PlayState* play) { @@ -410,7 +410,7 @@ void func_80BDD350(EnZow* this, PlayState* play) { if (this->unk_2CA & 2) { Actor_PlaySfx(&this->actor, NA_SE_EV_DIVE_WATER); func_80BDCDA8(this, this->unk_2D0); - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; this->skelAnime.playSpeed = 0.0f; this->actor.velocity.y = -4.0f; } @@ -517,7 +517,7 @@ void func_80BDD6BC(EnZow* this, PlayState* play) { Actor_PlaySfx(&this->actor, NA_SE_EV_OUT_OF_WATER); func_80BDCDA8(this, this->unk_2D0); func_80BDD04C(this, 1, ANIMMODE_ONCE); - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.velocity.y = 0.0f; this->actionFunc = func_80BDD634; } else if (this->actor.depthInWater < 80.0f) { diff --git a/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c b/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c index 0599e117dc..0b554f665d 100644 --- a/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c +++ b/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.c @@ -6,7 +6,7 @@ #include "z_item_inbox.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((ItemInbox*)thisx) diff --git a/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c b/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c index c7fbab2d66..12afce5088 100644 --- a/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c +++ b/src/overlays/actors/ovl_Obj_Etcetera/z_obj_etcetera.c @@ -298,7 +298,7 @@ void ObjEtcetera_Setup(ObjEtcetera* this, PlayState* play) { Actor_SetScale(&this->dyna.actor, 0.01f); this->dyna.actor.scale.y = 0.02f; this->dyna.actor.focus.pos.y = this->dyna.actor.home.pos.y + 10.0f; - this->dyna.actor.targetMode = 3; + this->dyna.actor.targetMode = TARGET_MODE_3; break; case DEKU_FLOWER_TYPE_PINK_WITH_INITIAL_BOUNCE: @@ -311,7 +311,7 @@ void ObjEtcetera_Setup(ObjEtcetera* this, PlayState* play) { this->oscillationTimer = 30; this->bounceOscillationScale = 0.0f; this->dyna.actor.focus.pos.y = this->dyna.actor.home.pos.y + 10.0f; - this->dyna.actor.targetMode = 3; + this->dyna.actor.targetMode = TARGET_MODE_3; break; default: diff --git a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c index 09dbd8dab5..5668021e3a 100644 --- a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c +++ b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c @@ -7,7 +7,7 @@ #include "z_obj_ghaka.h" #include "objects/object_ghaka/object_ghaka.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_20) #define THIS ((ObjGhaka*)thisx) @@ -39,7 +39,7 @@ ActorInit Obj_Ghaka_InitVars = { static Vec3f D_80B3C960 = { 0.0f, 0.0f, 0.0f }; static InitChainEntry D_80B3C96C[] = { - ICHAIN_U8(targetMode, 0, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_CONTINUE), ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP), }; @@ -74,7 +74,7 @@ void func_80B3C39C(ObjGhaka* this, PlayState* play) { if (Actor_ProcessTalkRequest(&this->dyna.actor, &play->state)) { func_80B3C29C(this); - } else if ((this->dyna.actor.xzDistToPlayer < 100.0f) || this->dyna.actor.isTargeted) { + } else if ((this->dyna.actor.xzDistToPlayer < 100.0f) || this->dyna.actor.isLockedOn) { if ((yaw <= -0x5556) || (yaw >= 0x5556)) { Actor_OfferTalkNearColChkInfoCylinder(&this->dyna.actor, play); if (player->transformation == PLAYER_FORM_GORON) { diff --git a/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c b/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c index 5201c1de82..6db03e1ca6 100644 --- a/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c +++ b/src/overlays/actors/ovl_Obj_Hakaisi/z_obj_hakaisi.c @@ -7,7 +7,7 @@ #include "z_obj_hakaisi.h" #include "objects/object_hakaisi/object_hakaisi.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_20) #define THIS ((ObjHakaisi*)thisx) @@ -98,7 +98,7 @@ void ObjHakaisi_Init(Actor* thisx, PlayState* play) { } Actor_SetScale(&this->dyna.actor, 1.0f); - this->dyna.actor.targetMode = 0; + this->dyna.actor.targetMode = TARGET_MODE_0; this->dyna.actor.colChkInfo.health = 30; if (OBJHAKAISI_GET_FF(&this->dyna.actor) == 3) { this->dyna.actor.draw = NULL; @@ -208,7 +208,7 @@ void func_80B1456C(ObjHakaisi* this, PlayState* play) { void func_80B145F4(ObjHakaisi* this) { this->unk_19A = 0; this->dyna.actor.flags |= ACTOR_FLAG_CANT_LOCK_ON; - this->dyna.actor.flags &= ~ACTOR_FLAG_1; + this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_WALL_BROKEN); this->actionFunc = func_80B14648; } @@ -375,7 +375,7 @@ void func_80B151E0(ObjHakaisi* this, PlayState* play) { this->dyna.actor.destroy = func_80B15254; Actor_SetScale(&this->dyna.actor, 0.1f); this->dyna.actor.shape.yOffset = 100.0f; - this->dyna.actor.flags &= ~ACTOR_FLAG_1; + this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE; func_80B15264(this); } diff --git a/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c b/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c index 5bf35d48dd..c6529625cd 100644 --- a/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c +++ b/src/overlays/actors/ovl_Obj_Kinoko/z_obj_kinoko.c @@ -42,11 +42,11 @@ void ObjKinoko_Update(Actor* thisx, PlayState* play) { if (player->currentMask != PLAYER_MASK_SCENTS) { thisx->draw = NULL; thisx->hintId = TATL_HINT_ID_NONE; - thisx->flags &= ~ACTOR_FLAG_1; + thisx->flags &= ~ACTOR_FLAG_TARGETABLE; } else { thisx->draw = ObjKinoko_Draw; thisx->hintId = TATL_HINT_ID_MUSHROOM; - thisx->flags |= ACTOR_FLAG_1; + thisx->flags |= ACTOR_FLAG_TARGETABLE; if (Actor_HasParent(thisx, play)) { Flags_SetCollectible(play, OBJ_KINOKO_GET_FLAG(thisx)); Actor_Kill(thisx); diff --git a/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c b/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c index c40d03f6ad..dddbaa256a 100644 --- a/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c +++ b/src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.c @@ -42,19 +42,19 @@ void ObjMoonStone_Init(Actor* thisx, PlayState* play) { Actor_SetScale(&this->actor, 0.3f); this->unk194 = (this->actor.params & 0xF000) >> 0xC; - this->actor.targetMode = 0; + this->actor.targetMode = TARGET_MODE_0; this->actor.shape.yOffset = 25.0f; this->actor.focus.pos.y += 10.0f; if (this->unk194 == 0) { this->actor.colChkInfo.health = 0; - this->actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); func_80C0662C(this); } else if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_74_40)) { if (CHECK_WEEKEVENTREG(WEEKEVENTREG_74_80)) { Actor_Spawn(&play->actorCtx, play, 1, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, 0, 0, -1); } - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; func_80C0673C(this); } else { Actor_Kill(&this->actor); diff --git a/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c b/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c index 3e93f15bc6..f0315a16e4 100644 --- a/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c +++ b/src/overlays/actors/ovl_Obj_Mu_Pict/z_obj_mu_pict.c @@ -6,7 +6,7 @@ #include "z_obj_mu_pict.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((ObjMuPict*)thisx) @@ -46,7 +46,7 @@ void ObjMuPict_Init(Actor* thisx, PlayState* play) { func_80C06D90(this, play); this->unk14A = OBJMUPICT_GET_F000(&this->actor); - this->actor.targetMode = 6; + this->actor.targetMode = TARGET_MODE_6; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; this->unk148 = 0; diff --git a/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c b/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c index fc4d2ecf52..d783c88e89 100644 --- a/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c +++ b/src/overlays/actors/ovl_Obj_Nozoki/z_obj_nozoki.c @@ -46,7 +46,7 @@ ActorInit Obj_Nozoki_InitVars = { static InitChainEntry sInitChain[] = { ICHAIN_VEC3F(scale, 1, ICHAIN_CONTINUE), - ICHAIN_U8(targetMode, 0, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP), }; s16 D_80BA34B8[] = { OBJECT_SECOM_OBJ, OBJECT_GI_MSSA, OBJECT_SECOM_OBJ, OBJECT_SECOM_OBJ }; @@ -413,10 +413,10 @@ void func_80BA3230(ObjNozoki* this, PlayState* play) { if ((test3 != NULL) && (test3->draw != NULL)) { if ((play->curSpawn == 3) && !CHECK_WEEKEVENTREG(WEEKEVENTREG_64_40)) { - this->dyna.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10000); + this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10000); this->dyna.actor.textId = 0x297A; } else { - this->dyna.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); if (CHECK_WEEKEVENTREG(WEEKEVENTREG_64_40)) { this->dyna.actor.textId = 0; } else { diff --git a/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c b/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c index 2a2d3a611c..17a277e826 100644 --- a/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c +++ b/src/overlays/actors/ovl_Obj_Ocarinalift/z_obj_ocarinalift.c @@ -44,8 +44,8 @@ ActorInit Obj_Ocarinalift_InitVars = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 2, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), - ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_CONTINUE), + ICHAIN_U8(targetMode, TARGET_MODE_2, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), + ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 300, ICHAIN_CONTINUE), ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP), }; @@ -197,7 +197,7 @@ void func_80AC9A7C(ObjOcarinalift* this, PlayState* play) { } void func_80AC9AB8(ObjOcarinalift* this) { - this->dyna.actor.flags |= (ACTOR_FLAG_1 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON); + this->dyna.actor.flags |= (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON); this->actionFunc = func_80AC9AE0; } @@ -234,7 +234,7 @@ void func_80AC9B5C(ObjOcarinalift* this, PlayState* play) { } void func_80AC9C20(ObjOcarinalift* this) { - this->dyna.actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON); + this->dyna.actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_2000000 | ACTOR_FLAG_CANT_LOCK_ON); this->actionFunc = func_80AC9C48; } diff --git a/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c b/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c index 281c813e27..edc7800077 100644 --- a/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c +++ b/src/overlays/actors/ovl_Obj_Snowball/z_obj_snowball.c @@ -478,10 +478,10 @@ void ObjSnowball_Init(Actor* thisx, PlayState* play) { if (sp34) { this->actor.textId = 0x238; - this->actor.flags |= ACTOR_FLAG_1; + this->actor.flags |= ACTOR_FLAG_TARGETABLE; this->actor.targetArrowOffset = 1400.0f / 3.0f; Actor_SetFocus(&this->actor, 24.0f); - this->actor.targetMode = 3; + this->actor.targetMode = TARGET_MODE_3; } Collider_InitJntSph(play, &this->collider); @@ -537,7 +537,7 @@ void func_80B04350(ObjSnowball* this, PlayState* play) { (0x80000000 | 0x4000 | 0x800 | 0x400 | 0x100 | 0x8))) { this->actor.flags |= ACTOR_FLAG_10; if (this->actor.home.rot.y == 1) { - this->actor.flags &= ~(ACTOR_FLAG_1 | ACTOR_FLAG_8); + this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY); } if (this->collider.elements->info.acHitInfo->toucher.dmgFlags & 0x4000) { @@ -763,7 +763,7 @@ void ObjSnowball_Update(Actor* thisx, PlayState* play) { } else if (Actor_ProcessTalkRequest(&this->actor, &play->state)) { this->actor.flags |= ACTOR_FLAG_10; this->unk_211 = 1; - } else if (this->actor.isTargeted) { + } else if (this->actor.isLockedOn) { sp24 = true; } } diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c index 1cab193dbe..295181b8d8 100644 --- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c +++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c @@ -381,7 +381,7 @@ void ObjSwitch_Init(Actor* thisx, PlayState* play) { ObjSwitch_InitJntSphCollider(this, play, &sJntSphInit); } if (type == OBJSWITCH_TYPE_CRYSTAL_TARGETABLE) { - this->dyna.actor.targetMode = 4; + this->dyna.actor.targetMode = TARGET_MODE_4; this->dyna.actor.flags |= 1; } this->dyna.actor.colChkInfo.mass = MASS_IMMOVABLE; diff --git a/src/overlays/actors/ovl_Obj_Um/z_obj_um.c b/src/overlays/actors/ovl_Obj_Um/z_obj_um.c index e860d381ab..09b95d3a0a 100644 --- a/src/overlays/actors/ovl_Obj_Um/z_obj_um.c +++ b/src/overlays/actors/ovl_Obj_Um/z_obj_um.c @@ -9,7 +9,7 @@ #include "overlays/actors/ovl_En_In/z_en_in.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY | ACTOR_FLAG_10 | ACTOR_FLAG_20) #define THIS ((ObjUm*)thisx) @@ -708,7 +708,7 @@ void ObjUm_Init(Actor* thisx, PlayState* play) { return; } - this->dyna.actor.targetMode = 6; + this->dyna.actor.targetMode = TARGET_MODE_6; this->unk_2B4 = 0; ObjUm_SetupAction(this, ObjUm_RanchWait); } @@ -965,7 +965,7 @@ s32 func_80B7984C(PlayState* play, ObjUm* this, s32 arg2, s32* arg3) { return 0; } - if ((this->dyna.actor.xyzDistToPlayerSq > SQ(100.0f)) && !this->dyna.actor.isTargeted) { + if ((this->dyna.actor.xyzDistToPlayerSq > SQ(100.0f)) && !this->dyna.actor.isLockedOn) { return 0; } @@ -995,7 +995,7 @@ s32 func_80B79A24(s32 arg0) { void ObjUm_RanchWait(ObjUm* this, PlayState* play) { Player* player = GET_PLAYER(play); - this->dyna.actor.flags |= ACTOR_FLAG_1; + this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE; SkelAnime_Update(&this->skelAnime); ObjUm_ChangeAnim(this, play, OBJ_UM_ANIM_IDLE); this->flags |= OBJ_UM_FLAG_WAITING; diff --git a/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c b/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c index 4ae133dd31..e3d11f2fc6 100644 --- a/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c +++ b/src/overlays/actors/ovl_Obj_Warpstone/z_obj_warpstone.c @@ -8,7 +8,7 @@ #include "objects/object_sek/object_sek.h" #include "objects/gameplay_keep/gameplay_keep.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((ObjWarpstone*)thisx) @@ -55,7 +55,7 @@ static ColliderCylinderInit sCylinderInit = { }; static InitChainEntry sInitChain[] = { - ICHAIN_U8(targetMode, 1, ICHAIN_STOP), + ICHAIN_U8(targetMode, TARGET_MODE_1, ICHAIN_STOP), }; static Gfx* sOwlStatueDLs[] = { gOwlStatueClosedDL, gOwlStatueOpenedDL }; diff --git a/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c b/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c index e128e72634..4130dcb74f 100644 --- a/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c +++ b/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c @@ -8,7 +8,7 @@ #include "overlays/actors/ovl_Item_Etcetera/z_item_etcetera.h" #include "overlays/actors/ovl_En_Elf/z_en_elf.h" -#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8) +#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY) #define THIS ((ShotSun*)thisx) @@ -66,7 +66,7 @@ void ShotSun_Init(Actor* thisx, PlayState* play) { Collider_InitCylinder(play, &this->collider); Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit); this->actionFunc = ShotSun_UpdateHyliaSun; - this->actor.flags &= ~ACTOR_FLAG_1; + this->actor.flags &= ~ACTOR_FLAG_TARGETABLE; } } diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 89ba05a86f..4354068858 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -3494,7 +3494,8 @@ void func_8082FA5C(PlayState* play, Player* this, PlayerMeleeWeaponState meleeWe } s32 func_8082FB68(Player* this) { - if ((this->targetedActor != NULL) && CHECK_FLAG_ALL(this->targetedActor->flags, ACTOR_FLAG_1 | ACTOR_FLAG_4)) { + if ((this->lockOnActor != NULL) && + CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)) { this->stateFlags3 |= PLAYER_STATE3_80000000; return true; } @@ -4019,7 +4020,7 @@ s32 func_80830FD4(PlayState* play) { s32 func_80831010(Player* this, PlayState* play) { if ((this->unk_AA5 == PLAYER_UNKAA5_0) || (this->unk_AA5 == PLAYER_UNKAA5_3)) { - if (func_8082FBE8(this) || (this->targetedActor != NULL) || + if (func_8082FBE8(this) || (this->lockOnActor != NULL) || (Camera_CheckValidMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_BOWARROW) == 0)) { return true; } @@ -4534,12 +4535,12 @@ void func_80832578(Player* this, PlayState* play) { s16 previousYaw = this->actor.shape.rot.y; if (!(this->stateFlags2 & (PLAYER_STATE2_20 | PLAYER_STATE2_40))) { - Actor* targetedActor = this->targetedActor; + Actor* lockOnActor = this->lockOnActor; - if ((targetedActor != NULL) && ((play->actorCtx.targetContext.unk4B != 0) || (this != GET_PLAYER(play))) && - (targetedActor->id != ACTOR_OBJ_NOZOKI)) { + if ((lockOnActor != NULL) && ((play->actorCtx.targetCtx.rotZTick != 0) || (this != GET_PLAYER(play))) && + (lockOnActor->id != ACTOR_OBJ_NOZOKI)) { Math_ScaledStepToS(&this->actor.shape.rot.y, - Math_Vec3f_Yaw(&this->actor.world.pos, &targetedActor->focus.pos), 0xFA0); + Math_Vec3f_Yaw(&this->actor.world.pos, &lockOnActor->focus.pos), 0xFA0); } else if ((this->stateFlags1 & PLAYER_STATE1_20000) && !(this->stateFlags2 & (PLAYER_STATE2_20 | PLAYER_STATE2_40))) { Math_ScaledStepToS(&this->actor.shape.rot.y, this->targetYaw, 0xFA0); @@ -4597,7 +4598,7 @@ s16 func_80832754(Player* this, s32 arg1) { } void func_80832888(Player* this, PlayState* play) { - s32 var_v1 = 0; + s32 ignoreLeash = false; Actor* var_v1_2; s32 heldZ = CHECK_BTN_ALL(sPlayerControlInput->cur.button, BTN_Z); s32 temp_v0_3; @@ -4623,7 +4624,7 @@ void func_80832888(Player* this, PlayState* play) { } if (this->unk_738 > 5) { - var_v1 = 1; + ignoreLeash = true; } temp_v0_3 = func_8082DAFC(play); @@ -4632,28 +4633,27 @@ void func_80832888(Player* this, PlayState* play) { if (!(this->stateFlags1 & PLAYER_STATE1_2000000) && ((this->heldItemAction != PLAYER_IA_FISHING_ROD) || (this->unk_B28 == 0)) && CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_Z)) { - var_v1_2 = (this == GET_PLAYER(play)) ? play->actorCtx.targetContext.arrowPointedActor - : &GET_PLAYER(play)->actor; + var_v1_2 = (this == GET_PLAYER(play)) ? play->actorCtx.targetCtx.fairyActor : &GET_PLAYER(play)->actor; var_a1 = (gSaveContext.options.zTargetSetting != 0) || (this != GET_PLAYER(play)); this->stateFlags1 |= PLAYER_STATE1_8000; if ((this->currentMask != PLAYER_MASK_GIANT) && (var_v1_2 != NULL) && !(var_v1_2->flags & ACTOR_FLAG_CANT_LOCK_ON) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) { - if ((var_v1_2 == this->targetedActor) && (this == GET_PLAYER(play))) { - var_v1_2 = play->actorCtx.targetContext.unk_94; + if ((var_v1_2 == this->lockOnActor) && (this == GET_PLAYER(play))) { + var_v1_2 = play->actorCtx.targetCtx.arrowPointedActor; } if ((var_v1_2 != NULL) && - (((var_v1_2 != this->targetedActor)) || (var_v1_2->flags & ACTOR_FLAG_80000))) { + (((var_v1_2 != this->lockOnActor)) || (var_v1_2->flags & ACTOR_FLAG_80000))) { var_v1_2->flags &= ~ACTOR_FLAG_80000; if (!var_a1) { this->stateFlags2 |= PLAYER_STATE2_2000; } - this->targetedActor = var_v1_2; + this->lockOnActor = var_v1_2; this->unk_738 = 0xF; this->stateFlags2 &= ~(PLAYER_STATE2_2 | PLAYER_STATE2_200000); } else if (!var_a1) { - func_80123DA4(this); + Player_Untarget(this); } this->stateFlags1 &= ~PLAYER_STATE1_40000000; } else if (!(this->stateFlags1 & (PLAYER_STATE1_20000 | PLAYER_STATE1_40000000)) && @@ -4662,23 +4662,23 @@ void func_80832888(Player* this, PlayState* play) { } } - if (this->targetedActor != NULL) { - if ((this == GET_PLAYER(play)) && (this->targetedActor != this->unk_A78) && - func_800B83F8(this->targetedActor, this, var_v1)) { - func_80123DA4(this); + if (this->lockOnActor != NULL) { + if ((this == GET_PLAYER(play)) && (this->lockOnActor != this->unk_A78) && + Target_OutsideLeashRange(this->lockOnActor, this, ignoreLeash)) { + Player_Untarget(this); this->stateFlags1 |= PLAYER_STATE1_40000000; - } else if (this->targetedActor != NULL) { - this->targetedActor->targetPriority = 0x28; + } else if (this->lockOnActor != NULL) { + this->lockOnActor->targetPriority = 0x28; } } else if (this->unk_A78 != NULL) { - this->targetedActor = this->unk_A78; + this->lockOnActor = this->unk_A78; } } - if ((this->targetedActor != NULL) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) { + if ((this->lockOnActor != NULL) && !(this->stateFlags3 & (PLAYER_STATE3_200 | PLAYER_STATE3_2000))) { this->stateFlags1 &= ~(PLAYER_STATE1_10000 | PLAYER_STATE1_20000); if ((this->stateFlags1 & PLAYER_STATE1_800) || - !CHECK_FLAG_ALL(this->targetedActor->flags, ACTOR_FLAG_1 | ACTOR_FLAG_4)) { + !CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)) { this->stateFlags1 |= PLAYER_STATE1_10000; } } else if (this->stateFlags1 & PLAYER_STATE1_20000) { @@ -4722,7 +4722,7 @@ s32 func_80832CAC(PlayState* play, Player* this, f32* arg2, s16* outYaw, f32 arg f32 var_fa1; if (this->unk_AB8 != 0.0f) { - var_fa1 = (this->targetedActor != NULL) ? 0.002f : 0.008f; + var_fa1 = (this->lockOnActor != NULL) ? 0.002f : 0.008f; var_fa0 -= this->unk_AB8 * var_fa1; var_fa0 = CLAMP_MIN(var_fa0, 2.0f); @@ -4745,9 +4745,9 @@ s32 func_80832F78(Player* this, f32* arg1, s16* outYaw, f32 arg3, PlayState* pla if (!func_80832CAC(play, this, arg1, outYaw, arg3)) { *outYaw = this->actor.shape.rot.y; - if (this->targetedActor != NULL) { - if ((play->actorCtx.targetContext.unk4B != 0) && !(this->stateFlags2 & PLAYER_STATE2_40)) { - *outYaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->targetedActor->focus.pos); + if (this->lockOnActor != NULL) { + if ((play->actorCtx.targetCtx.rotZTick != 0) && !(this->stateFlags2 & PLAYER_STATE2_40)) { + *outYaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->lockOnActor->focus.pos); } } else if (func_80123434(this)) { *outYaw = this->targetYaw; @@ -4850,8 +4850,8 @@ void func_808332A0(PlayState* play, Player* this, s32 magicCost, s32 isSwordBeam Actor* thunder; if (isSwordBeam) { - if (this->targetedActor != NULL) { - pitch = Math_Vec3f_Pitch(&this->bodyPartsPos[PLAYER_BODYPART_WAIST], &this->targetedActor->focus.pos); + if (this->lockOnActor != NULL) { + pitch = Math_Vec3f_Pitch(&this->bodyPartsPos[PLAYER_BODYPART_WAIST], &this->lockOnActor->focus.pos); } if (gSaveContext.save.saveInfo.playerData.magic == 0) { return; @@ -6676,7 +6676,7 @@ void func_80837B60(PlayState* play, Player* this) { if (this->actor.textId != 0) { Message_StartTextbox(play, this->actor.textId, this->talkActor); } - this->targetedActor = this->talkActor; + this->lockOnActor = this->talkActor; } void func_80837BD0(PlayState* play, Player* this) { @@ -7225,14 +7225,14 @@ s32 func_80838A90(Player* this, PlayState* play) { this->stateFlags1 |= PLAYER_STATE1_20000000; this->unk_AE8 = 80; this->unk_AE7 = -1; - this->targetedActor = this->talkActor; + this->lockOnActor = this->talkActor; } else { this->csId = CS_ID_GLOBAL_TALK; } talkActor->flags |= ACTOR_FLAG_TALK_REQUESTED; this->actor.textId = 0; - this->targetedActor = this->talkActor; + this->lockOnActor = this->talkActor; } else { this->stateFlags1 |= (PLAYER_STATE1_20000000 | PLAYER_STATE1_10000000 | PLAYER_STATE1_40); this->csId = play->playerCsIds[PLAYER_CS_ID_ITEM_SHOW]; @@ -7324,15 +7324,15 @@ s32 func_80838A90(Player* this, PlayState* play) { s32 func_808391D8(Player* this, PlayState* play) { if (gSaveContext.save.saveInfo.playerData.health != 0) { Actor* talkActor = this->talkActor; - Actor* targetedActor = this->targetedActor; + Actor* lockOnActor = this->lockOnActor; Actor* var_a1 = NULL; s32 var_t1 = false; s32 var_t2 = false; if (this->tatlActor != NULL) { - var_t2 = - (targetedActor != NULL) && (CHECK_FLAG_ALL(targetedActor->flags, ACTOR_FLAG_1 | ACTOR_FLAG_40000) || - (targetedActor->hintId != TATL_HINT_ID_NONE)); + var_t2 = (lockOnActor != NULL) && + (CHECK_FLAG_ALL(lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000) || + (lockOnActor->hintId != TATL_HINT_ID_NONE)); if (var_t2 || (this->tatlTextId != 0)) { //! @bug The comparison `((ABS_ALT(this->tatlTextId) & 0xFF00) != 0x10000)` always evaluates to `true` @@ -7341,17 +7341,17 @@ s32 func_808391D8(Player* this, PlayState* play) { if (var_t1 || !var_t2) { var_a1 = this->tatlActor; if (var_t1) { - targetedActor = NULL; + lockOnActor = NULL; talkActor = NULL; } } else { - var_a1 = targetedActor; + var_a1 = lockOnActor; } } } if ((talkActor != NULL) || (var_a1 != NULL)) { - if ((targetedActor == NULL) || (targetedActor == talkActor) || (targetedActor == var_a1)) { + if ((lockOnActor == NULL) || (lockOnActor == talkActor) || (lockOnActor == var_a1)) { if (!(this->stateFlags1 & PLAYER_STATE1_800) || ((this->heldActor != NULL) && (var_t1 || (talkActor == this->heldActor) || (var_a1 == this->heldActor) || @@ -7359,7 +7359,7 @@ s32 func_808391D8(Player* this, PlayState* play) { if (((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & PLAYER_STATE1_800000) || func_801242B4(this))) { if (talkActor != NULL) { - if ((targetedActor == NULL) || (targetedActor == talkActor)) { + if ((lockOnActor == NULL) || (lockOnActor == talkActor)) { this->stateFlags2 |= PLAYER_STATE2_2; } @@ -7411,9 +7411,9 @@ s32 func_80839518(Player* this, PlayState* play) { if (this->unk_AA5 != PLAYER_UNKAA5_0) { func_80838A90(this, play); return true; - } else if ((this->targetedActor != NULL) && - (CHECK_FLAG_ALL(this->targetedActor->flags, ACTOR_FLAG_1 | ACTOR_FLAG_40000) || - (this->targetedActor->hintId != TATL_HINT_ID_NONE))) { + } else if ((this->lockOnActor != NULL) && + (CHECK_FLAG_ALL(this->lockOnActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000) || + (this->lockOnActor->hintId != TATL_HINT_ID_NONE))) { this->stateFlags2 |= PLAYER_STATE2_200000; } else if ((this->tatlTextId == 0) && !func_80123420(this) && CHECK_BTN_ALL(sPlayerControlInput->press.button, BTN_CUP) && @@ -7696,7 +7696,7 @@ s32 func_8083A274(Player* this, PlayState* play) { if (Player_IsGoronOrDeku(this) || ((((this->transformation == PLAYER_FORM_ZORA) && !(this->stateFlags1 & PLAYER_STATE1_2000000)) || ((this->transformation == PLAYER_FORM_HUMAN) && (this->currentShield != PLAYER_SHIELD_NONE))) && - !func_80123434(this) && (this->targetedActor == NULL))) { + !func_80123434(this) && (this->lockOnActor == NULL))) { func_8082DC38(this); func_8082DCA0(play, this); if (Player_SetAction(play, this, Player_Action_18, 0)) { @@ -8454,7 +8454,7 @@ void func_8083BF54(PlayState* play, Player* this) { } s32 func_8083C62C(Player* this, s32 arg1) { - Actor* targetedActor = this->targetedActor; + Actor* lockOnActor = this->lockOnActor; Vec3f headPos; s16 pitchTarget; s16 yawTarget; @@ -8463,8 +8463,8 @@ s32 func_8083C62C(Player* this, s32 arg1) { headPos.y = this->bodyPartsPos[PLAYER_BODYPART_HEAD].y + 3.0f; headPos.z = this->actor.world.pos.z; - pitchTarget = Math_Vec3f_Pitch(&headPos, &targetedActor->focus.pos); - yawTarget = Math_Vec3f_Yaw(&headPos, &targetedActor->focus.pos); + pitchTarget = Math_Vec3f_Pitch(&headPos, &lockOnActor->focus.pos); + yawTarget = Math_Vec3f_Yaw(&headPos, &lockOnActor->focus.pos); Math_SmoothStepToS(&this->actor.focus.rot.y, yawTarget, 4, 0x2710, 0); Math_SmoothStepToS(&this->actor.focus.rot.x, pitchTarget, 4, 0x2710, 0); @@ -8477,7 +8477,7 @@ s32 func_8083C62C(Player* this, s32 arg1) { Vec3f D_8085D218 = { 0.0f, 100.0f, 40.0f }; void func_8083C6E8(Player* this, PlayState* play) { - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { if (func_800B7128(this) || func_8082EF20(this)) { func_8083C62C(this, true); } else { @@ -9154,7 +9154,7 @@ s32 func_8083E404(Player* this, f32 arg1, s16 arg2) { f32 sp1C = BINANG_SUB(arg2, this->actor.shape.rot.y); f32 temp_fv1; - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { func_8083C62C(this, func_800B7128(this) || func_8082EF20(this)); } @@ -9173,7 +9173,7 @@ s32 func_8083E514(Player* this, f32* arg2, s16* arg3, PlayState* play) { s16 temp_v1 = *arg3 - this->targetYaw; u16 var_a2 = ABS_ALT(temp_v1); - if ((func_800B7128(this) || func_8082EF20(this)) && (this->targetedActor == NULL)) { + if ((func_800B7128(this) || func_8082EF20(this)) && (this->lockOnActor == NULL)) { *arg2 *= Math_SinS(var_a2); if (*arg2 != 0.0f) { @@ -9182,14 +9182,14 @@ s32 func_8083E514(Player* this, f32* arg2, s16* arg3, PlayState* play) { *arg3 = this->actor.shape.rot.y; } - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { func_8083C62C(this, true); } else { Math_SmoothStepToS(&this->actor.focus.rot.x, (sPlayerControlInput->rel.stick_y * 240.0f), 0xE, 0xFA0, 0x1E); func_80832754(this, true); } } else { - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { return func_8083E404(this, *arg2, *arg3); } @@ -9314,7 +9314,7 @@ void Player_ChooseIdleAnim(PlayState* play, Player* this) { if (((this->actor.id != ACTOR_PLAYER) && !(healthIsCritical = (this->actor.colChkInfo.health < 0x64))) || ((this->actor.id == ACTOR_PLAYER) && - (((this->targetedActor != NULL) || + (((this->lockOnActor != NULL) || ((this->transformation != PLAYER_FORM_FIERCE_DEITY) && (this->transformation != PLAYER_FORM_HUMAN)) || (this->currentMask == PLAYER_MASK_SCENTS)) || (!(healthIsCritical = LifeMeter_IsCritical()) && (this->unk_AA4 = ((this->unk_AA4 + 1) & 1)))))) { @@ -10788,7 +10788,7 @@ void Player_SetDoAction(PlayState* play, Player* this) { (this->transformation == PLAYER_FORM_ZORA)) && ((this->heldItemAction >= PLAYER_IA_SWORD_KOKIRI) || ((this->stateFlags2 & PLAYER_STATE2_100000) && - (play->actorCtx.targetContext.arrowPointedActor == NULL)))) { + (play->actorCtx.targetCtx.fairyActor == NULL)))) { doActionA = DO_ACTION_PUTAWAY; if (play->msgCtx.currentTextId == 0) {} //! FAKE @@ -10808,7 +10808,7 @@ void Player_SetDoAction(PlayState* play, Player* this) { // Set Tatl state if (!Play_InCsMode(play) && (this->stateFlags2 & PLAYER_STATE2_200000) && !(this->stateFlags3 & PLAYER_STATE3_100)) { - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { func_80115764(play, 0x2B); } else { func_80115764(play, 0x2A); @@ -11183,7 +11183,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) { } } else if (this->stateFlags2 & PLAYER_STATE2_100) { camMode = CAM_MODE_PUSHPULL; - } else if (this->targetedActor != NULL) { + } else if (this->lockOnActor != NULL) { if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK_REQUESTED)) { camMode = CAM_MODE_TALK; } else if (this->stateFlags1 & PLAYER_STATE1_10000) { @@ -11195,7 +11195,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) { } else { camMode = CAM_MODE_BATTLE; } - Camera_SetViewParam(camera, CAM_VIEW_TARGET, this->targetedActor); + Camera_SetViewParam(camera, CAM_VIEW_TARGET, this->lockOnActor); } else if (this->stateFlags1 & PLAYER_STATE1_1000) { camMode = CAM_MODE_CHARGE; } else if (this->stateFlags3 & PLAYER_STATE3_100) { @@ -11249,9 +11249,9 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) { Camera_ChangeMode(camera, camMode); } - if (play->actorCtx.targetContext.bgmEnemy != NULL) { + if (play->actorCtx.targetCtx.bgmEnemy != NULL) { seqMode = SEQ_MODE_ENEMY; - Audio_UpdateEnemyBgmVolume(sqrtf(play->actorCtx.targetContext.bgmEnemy->xyzDistToPlayerSq)); + Audio_UpdateEnemyBgmVolume(sqrtf(play->actorCtx.targetCtx.bgmEnemy->xyzDistToPlayerSq)); } Audio_SetSequenceMode(seqMode); @@ -11863,8 +11863,8 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) { Lights_PointSetPosition(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y + 40.0f, this->actor.world.pos.z); - if (((this->targetedActor == NULL) || (this->targetedActor == this->talkActor) || - (this->targetedActor->hintId == TATL_HINT_ID_NONE)) && + if (((this->lockOnActor == NULL) || (this->lockOnActor == this->talkActor) || + (this->lockOnActor->hintId == TATL_HINT_ID_NONE)) && (this->tatlTextId == 0)) { this->stateFlags2 &= ~(PLAYER_STATE2_2 | PLAYER_STATE2_200000); } @@ -13252,13 +13252,13 @@ s32 Player_UpperAction_14(Player* this, PlayState* play) { untargetedRotY = this->actor.shape.rot.y - 0x190; this->boomerangActor = Actor_Spawn( &play->actorCtx, play, ACTOR_EN_BOOM, pos.x, pos.y, pos.z, this->actor.focus.rot.x, - (this->targetedActor != NULL) ? this->actor.shape.rot.y + 0x36B0 : untargetedRotY, 0, ZORA_BOOMERANG_LEFT); + (this->lockOnActor != NULL) ? this->actor.shape.rot.y + 0x36B0 : untargetedRotY, 0, ZORA_BOOMERANG_LEFT); if (this->boomerangActor != NULL) { EnBoom* leftBoomerang = (EnBoom*)this->boomerangActor; EnBoom* rightBoomerang; - leftBoomerang->moveTo = this->targetedActor; + leftBoomerang->moveTo = this->lockOnActor; if (leftBoomerang->moveTo != NULL) { leftBoomerang->unk_1CF = 0x10; } @@ -13269,11 +13269,11 @@ s32 Player_UpperAction_14(Player* this, PlayState* play) { untargetedRotY = (this->actor.shape.rot.y + 0x190); rightBoomerang = (EnBoom*)Actor_Spawn(&play->actorCtx, play, ACTOR_EN_BOOM, pos.x, pos.y, pos.z, this->actor.focus.rot.x, - (this->targetedActor != NULL) ? this->actor.shape.rot.y - 0x36B0 : untargetedRotY, - 0, ZORA_BOOMERANG_RIGHT); + (this->lockOnActor != NULL) ? this->actor.shape.rot.y - 0x36B0 : untargetedRotY, 0, + ZORA_BOOMERANG_RIGHT); if (rightBoomerang != NULL) { - rightBoomerang->moveTo = this->targetedActor; + rightBoomerang->moveTo = this->lockOnActor; if (rightBoomerang->moveTo != NULL) { rightBoomerang->unk_1CF = 0x10; } @@ -13816,7 +13816,7 @@ void Player_Action_10(Player* this, PlayState* play) { } func_80832F78(this, &sp34, &sp32, 0.018f, play); - if ((this != GET_PLAYER(play)) && (this->targetedActor == NULL)) { + if ((this != GET_PLAYER(play)) && (this->lockOnActor == NULL)) { sp32 = this->actor.home.rot.y; } @@ -14928,7 +14928,7 @@ void Player_Action_35(Player* this, PlayState* play) { if (play->unk_1887C != 0) { play->func_18780(this, play); Player_SetAction(play, this, Player_Action_80, 0); - if (play->sceneId == 0x45) { + if (play->sceneId == SCENE_20SICHITAI) { play->unk_1887C = 0; } } else if (!func_808391D8(this, play)) { @@ -15121,7 +15121,7 @@ void Player_Action_43(Player* this, PlayState* play) { if (((this->unk_AA5 == PLAYER_UNKAA5_2) && !(play->actorCtx.flags & ACTORCTX_FLAG_PICTO_BOX_ON)) || ((this->unk_AA5 != PLAYER_UNKAA5_2) && ((((this->csMode != PLAYER_CSMODE_NONE) || ((u32)this->unk_AA5 == PLAYER_UNKAA5_0) || - (this->unk_AA5 >= PLAYER_UNKAA5_5) || func_8082FB68(this) || (this->targetedActor != NULL) || + (this->unk_AA5 >= PLAYER_UNKAA5_5) || func_8082FB68(this) || (this->lockOnActor != NULL) || (func_8083868C(play, this) == CAM_MODE_NORMAL) || ((this->unk_AA5 == PLAYER_UNKAA5_3) && (((Player_ItemToItemAction(this, Inventory_GetBtnBItem(play)) != this->heldItemAction) && @@ -15152,7 +15152,7 @@ void Player_Action_44(Player* this, PlayState* play) { func_8083216C(this, play); if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) { this->actor.flags &= ~ACTOR_FLAG_TALK_REQUESTED; - if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_1 | ACTOR_FLAG_4)) { + if (!CHECK_FLAG_ALL(this->talkActor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UNFRIENDLY)) { this->stateFlags2 &= ~PLAYER_STATE2_2000; } @@ -15197,7 +15197,7 @@ void Player_Action_44(Player* this, PlayState* play) { } } - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { this->currentYaw = func_8083C62C(this, false); this->actor.shape.rot.y = this->currentYaw; if (this->unk_AE7 != 0) { @@ -15629,7 +15629,7 @@ void func_8084FD7C(PlayState* play, Player* this, Actor* actor) { } s32 func_8084FE48(Player* this) { - return (this->targetedActor == NULL) && !func_8082FC24(this); + return (this->lockOnActor == NULL) && !func_8082FC24(this); } PlayerAnimationHeader* D_8085D688[] = { @@ -15820,7 +15820,7 @@ void Player_Action_52(Player* this, PlayState* play) { } else if ((this->csMode != PLAYER_CSMODE_NONE) || (!func_8082DAFC(play) && ((rideActor->actor.speed != 0.0f) || !func_808391D8(this, play)) && !func_80847BF0(this, play) && !func_80838A90(this, play))) { - if (this->targetedActor != NULL) { + if (this->lockOnActor != NULL) { if (func_800B7128(this)) { this->upperLimbRot.y = func_8083C62C(this, true) - this->actor.shape.rot.y; this->upperLimbRot.y = CLAMP(this->upperLimbRot.y, -0x4AAA, 0x4AAA); @@ -17085,7 +17085,7 @@ void Player_Action_71(Player* this, PlayState* play) { Player_PlayAnimSfx(this, D_8085D840); } - if ((this->unk_AE7 == 0) && (this->targetedActor != NULL)) { + if ((this->unk_AE7 == 0) && (this->lockOnActor != NULL)) { this->currentYaw = func_8083C62C(this, 0); this->actor.shape.rot.y = this->currentYaw; } @@ -19091,7 +19091,7 @@ void func_80859248(Player* this) { if ((this->csActor == NULL) || (this->csActor->update == NULL)) { this->csActor = NULL; } - this->targetedActor = this->csActor; + this->lockOnActor = this->csActor; if (this->csActor != NULL) { this->actor.shape.rot.y = func_8083C62C(this, 0); } @@ -20167,13 +20167,13 @@ void Player_TalkWithPlayer(PlayState* play, Actor* actor) { func_808323C0(player, CS_ID_GLOBAL_TALK); if ((player->talkActor != NULL) || (actor == player->tatlActor) || - CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_1 | ACTOR_FLAG_40000)) { + CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_40000)) { actor->flags |= ACTOR_FLAG_TALK_REQUESTED; } player->talkActor = actor; player->exchangeItemAction = PLAYER_IA_NONE; - player->targetedActor = actor; + player->lockOnActor = actor; if (actor->textId == 0xFFFF) { func_800B7298(play, actor, PLAYER_CSMODE_1); diff --git a/tools/disasm/functions.txt b/tools/disasm/functions.txt index 686ce3002c..1b33b3a5f8 100644 --- a/tools/disasm/functions.txt +++ b/tools/disasm/functions.txt @@ -669,12 +669,12 @@ 0x800B4AEC:("func_800B4AEC",), 0x800B4B50:("func_800B4B50",), 0x800B4EDC:("Actor_GetProjectedPos",), - 0x800B4F40:("Target_SetPos",), - 0x800B4F78:("func_800B4F78",), - 0x800B5040:("Target_SetColors",), - 0x800B51A4:("Actor_TargetContextInit",), - 0x800B5208:("Actor_DrawZTarget",), - 0x800B5814:("func_800B5814",), + 0x800B4F40:("Target_SetLockOnPos",), + 0x800B4F78:("Target_InitLockOn",), + 0x800B5040:("Target_SetFairyState",), + 0x800B51A4:("Target_Init",), + 0x800B5208:("Target_Draw",), + 0x800B5814:("Target_Update",), 0x800B5BB0:("Flags_GetSwitch",), 0x800B5BF4:("Flags_SetSwitch",), 0x800B5C34:("Flags_UnsetSwitch",), @@ -766,9 +766,9 @@ 0x800B81E0:("Actor_GetFocus",), 0x800B8214:("Actor_GetWorld",), 0x800B8248:("Actor_GetWorldPosShapeRot",), - 0x800B82EC:("func_800B82EC",), - 0x800B83BC:("func_800B83BC",), - 0x800B83F8:("func_800B83F8",), + 0x800B82EC:("Target_GetAdjustedDistSq",), + 0x800B83BC:("Target_IsActorInRange",), + 0x800B83F8:("Target_OutsideLeashRange",), 0x800B84D0:("Actor_ProcessTalkRequest",), 0x800B8500:("Actor_OfferTalkExchange",), 0x800B85E0:("Actor_OfferTalkExchangeEquiCylinder",), @@ -840,9 +840,9 @@ 0x800BB140:("Actor_SpawnTransitionActors",), 0x800BB2D0:("Actor_SpawnEntry",), 0x800BB498:("Actor_Delete",), - 0x800BB59C:("func_800BB59C",), - 0x800BB604:("func_800BB604",), - 0x800BB8EC:("func_800BB8EC",), + 0x800BB59C:("Target_InTargetableScreenRegion",), + 0x800BB604:("Target_FindTargetableActorForCategory",), + 0x800BB8EC:("Target_GetTargetActor",), 0x800BBA88:("Enemy_StartFinishingBlow",), 0x800BBAC0:("func_800BBAC0",), 0x800BBB74:("func_800BBB74",), @@ -2208,7 +2208,7 @@ 0x80123C58:("func_80123C58",), 0x80123C90:("Player_SetEquipmentData",), 0x80123D50:("Player_UpdateBottleHeld",), - 0x80123DA4:("func_80123DA4",), + 0x80123DA4:("Player_Untarget",), 0x80123DC0:("func_80123DC0",), 0x80123E90:("func_80123E90",), 0x80123F14:("func_80123F14",), diff --git a/tools/disasm/variables.txt b/tools/disasm/variables.txt index 8a0c74f957..5047e9804a 100644 --- a/tools/disasm/variables.txt +++ b/tools/disasm/variables.txt @@ -433,7 +433,7 @@ 0x801AED48:("D_801AED48","s16","[8]",0x10), 0x801AED58:("sCategoryFreezeMasks","UNK_TYPE4","",0x4), 0x801AED88:("actorDefaultHitColor","Color_RGBA8","",0x4), - 0x801AED8C:("D_801AED8C","UNK_TYPE1","",0x1), + 0x801AED8C:("sTargetableActorCategories","UNK_TYPE1","",0x1), 0x801AED98:("D_801AED98","Vec3f","",0xC), 0x801AEDA4:("D_801AEDA4","UNK_TYPE4","",0x4), 0x801AEDB0:("sArrowDmgFlags","UNK_TYPE1","",0x1), @@ -3804,17 +3804,17 @@ 0x801ED8A0:("sActorFaultClient","UNK_TYPE1","",0x1), 0x801ED8B0:("D_801ED8B0","UNK_TYPE1","",0x1), 0x801ED8B4:("D_801ED8B4","UNK_TYPE1","",0x1), - 0x801ED8B8:("D_801ED8B8","UNK_TYPE1","",0x1), - 0x801ED8BC:("D_801ED8BC","UNK_TYPE1","",0x1), + 0x801ED8B8:("sTargetableNearestActor","UNK_TYPE1","",0x1), + 0x801ED8BC:("sTargetablePrioritizedActor","UNK_TYPE1","",0x1), 0x801ED8C0:("D_801ED8C0","UNK_TYPE1","",0x1), 0x801ED8C4:("D_801ED8C4","UNK_TYPE1","",0x1), - 0x801ED8C8:("D_801ED8C8","f32","",0x4), + 0x801ED8C8:("sTargetableNearestActorDistSq","f32","",0x4), 0x801ED8CC:("sBgmEnemyDistSq","f32","",0x4), 0x801ED8D0:("D_801ED8D0","f32","",0x4), - 0x801ED8D4:("D_801ED8D4","UNK_TYPE1","",0x1), + 0x801ED8D4:("sTargetablePrioritizedPriority","UNK_TYPE1","",0x1), 0x801ED8D8:("D_801ED8D8","UNK_TYPE1","",0x1), - 0x801ED8DC:("D_801ED8DC","UNK_TYPE1","",0x1), - 0x801ED8E0:("D_801ED8E0","Mtx","",0x40), + 0x801ED8DC:("sTargetPlayerRotY","UNK_TYPE1","",0x1), + 0x801ED8E0:("sActorHiliteMtx","Mtx","",0x40), 0x801ED920:("D_801ED920","Actor*","",0x1), 0x801ED930:("D_801ED930","FaultClient","",0x10), 0x801ED940:("sActorOverlayTableFaultAddrConvClient","FaultAddrConvClient","",0xC), diff --git a/tools/namefixer.py b/tools/namefixer.py index e4343cf312..fa4efc6d36 100755 --- a/tools/namefixer.py +++ b/tools/namefixer.py @@ -104,6 +104,7 @@ wordReplace = { "func_800B78B8": "Actor_UpdateBgCheckInfo", "func_80123D50": "Player_UpdateBottleHeld", + "func_80123DA4": "Player_Untarget", "func_8012403C": "Player_GetMask", "func_8012404c": "Player_RemoveMask", "func_80123AA4": "Player_SetModels", @@ -929,6 +930,8 @@ wordReplace = { "actor.yDistToPlayer": "actor.playerHeightRel", "actor.cutscene": "actor.csId", "actor.speedXZ": "actor.speed", + "actor.isTargeted": "actor.isLockedOn", + "actor->isTargeted": "actor->isLockedOn", "thisx->speedXZ": "thisx->speed", "gSaveContext.unk_3F1E": "gSaveContext.hudVisibilityForceButtonAlphasByStatus", @@ -1049,7 +1052,8 @@ wordReplace = { "player->unk_B84": "player->pushedYaw", "player->targetActor": "player->talkActor", "player->targetActorDistance": "player->talkActorDistance", - "player->unk_730": "player->targetedActor", + "player->unk_730": "player->lockOnActor", + "player->targetedActor": "player->lockOnActor", "ageProperties->unk_04": "ageProperties->shadowScale", "ageProperties->unk_92": "ageProperties->voiceSfxOffset", @@ -1096,6 +1100,15 @@ wordReplace = { "play->msgCtx.unk11F04": "play->msgCtx.currentTextId", "play->actorCtx.unk3": "play->actorCtx.lensActive", "play->actorCtx.unk4": "play->actorCtx.lensMaskSize", + "play->actorCtx.targetContext": "play->actorCtx.targetCtx", + "play->actorCtx.targetCtx.unk0": "play->actorCtx.targetCtx.fairyPos", + "play->actorCtx.targetCtx.unk40": "play->actorCtx.targetCtx.fairyMoveProgressFactor", + "play->actorCtx.targetCtx.unk44": "play->actorCtx.targetCtx.lockOnRadius", + "play->actorCtx.targetCtx.unk48": "play->actorCtx.targetCtx.lockOnAlpha", + "play->actorCtx.targetCtx.unk4B": "play->actorCtx.targetCtx.rotation", + "play->actorCtx.targetCtx.unk4C": "play->actorCtx.targetCtx.lockOnIndex", + "play->actorCtx.targetCtx.unk50": "play->actorCtx.targetCtx.lockOnTriangleSets", + "play->actorCtx.targetCtx.unk8C": "play->actorCtx.targetCtx.nextTarget", "play->nextEntranceIndex": "play->nextEntrance", "play->sceneNum": "play->sceneId", "play->pauseCtx.unk_1F0": "play->pauseCtx.bombersNotebookOpen", @@ -1157,6 +1170,9 @@ wordReplace = { "ACTORCTX_FLAG_2": "ACTORCTX_FLAG_PICTO_BOX_ON", + "ACTOR_FLAG_1": "ACTOR_FLAG_TARGETABLE", + "ACTOR_FLAG_4": "ACTOR_FLAG_UNFRIENDLY", + "ACTOR_FLAG_8": "ACTOR_FLAG_FRIENDLY", "ACTOR_FLAG_100": "ACTOR_FLAG_TALK_REQUESTED", "ACTOR_FLAG_8000000": "ACTOR_FLAG_CANT_LOCK_ON", diff --git a/tools/sizes/code_functions.csv b/tools/sizes/code_functions.csv index b7da3ff1cf..ba509ef78e 100644 --- a/tools/sizes/code_functions.csv +++ b/tools/sizes/code_functions.csv @@ -183,12 +183,12 @@ asm/non_matchings/code/z_actor/Actor_SetFeetPos.s,Actor_SetFeetPos,0x800B4A98,0x asm/non_matchings/code/z_actor/func_800B4AEC.s,func_800B4AEC,0x800B4AEC,0x19 asm/non_matchings/code/z_actor/func_800B4B50.s,func_800B4B50,0x800B4B50,0xE3 asm/non_matchings/code/z_actor/Actor_GetProjectedPos.s,Actor_GetProjectedPos,0x800B4EDC,0x19 -asm/non_matchings/code/z_actor/Target_SetPos.s,Target_SetPos,0x800B4F40,0xE -asm/non_matchings/code/z_actor/func_800B4F78.s,func_800B4F78,0x800B4F78,0x32 -asm/non_matchings/code/z_actor/Target_SetColors.s,Target_SetColors,0x800B5040,0x59 -asm/non_matchings/code/z_actor/Actor_TargetContextInit.s,Actor_TargetContextInit,0x800B51A4,0x19 -asm/non_matchings/code/z_actor/Actor_DrawZTarget.s,Actor_DrawZTarget,0x800B5208,0x183 -asm/non_matchings/code/z_actor/func_800B5814.s,func_800B5814,0x800B5814,0xE7 +asm/non_matchings/code/z_actor/Target_SetLockOnPos.s,Target_SetLockOnPos,0x800B4F40,0xE +asm/non_matchings/code/z_actor/Target_InitLockOn.s,Target_InitLockOn,0x800B4F78,0x32 +asm/non_matchings/code/z_actor/Target_SetFairyState.s,Target_SetFairyState,0x800B5040,0x59 +asm/non_matchings/code/z_actor/Target_Init.s,Target_Init,0x800B51A4,0x19 +asm/non_matchings/code/z_actor/Target_Draw.s,Target_Draw,0x800B5208,0x183 +asm/non_matchings/code/z_actor/Target_Update.s,Target_Update,0x800B5814,0xE7 asm/non_matchings/code/z_actor/Flags_GetSwitch.s,Flags_GetSwitch,0x800B5BB0,0x11 asm/non_matchings/code/z_actor/Flags_SetSwitch.s,Flags_SetSwitch,0x800B5BF4,0x10 asm/non_matchings/code/z_actor/Flags_UnsetSwitch.s,Flags_UnsetSwitch,0x800B5C34,0x11 @@ -280,9 +280,9 @@ asm/non_matchings/code/z_actor/func_800B8118.s,func_800B8118,0x800B8118,0x32 asm/non_matchings/code/z_actor/Actor_GetFocus.s,Actor_GetFocus,0x800B81E0,0xD asm/non_matchings/code/z_actor/Actor_GetWorld.s,Actor_GetWorld,0x800B8214,0xD asm/non_matchings/code/z_actor/Actor_GetWorldPosShapeRot.s,Actor_GetWorldPosShapeRot,0x800B8248,0x29 -asm/non_matchings/code/z_actor/func_800B82EC.s,func_800B82EC,0x800B82EC,0x34 -asm/non_matchings/code/z_actor/func_800B83BC.s,func_800B83BC,0x800B83BC,0xF -asm/non_matchings/code/z_actor/func_800B83F8.s,func_800B83F8,0x800B83F8,0x36 +asm/non_matchings/code/z_actor/Target_GetAdjustedDistSq.s,Target_GetAdjustedDistSq,0x800B82EC,0x34 +asm/non_matchings/code/z_actor/Target_IsActorInRange.s,Target_IsActorInRange,0x800B83BC,0xF +asm/non_matchings/code/z_actor/Target_OutsideLeashRange.s,Target_OutsideLeashRange,0x800B83F8,0x36 asm/non_matchings/code/z_actor/Actor_ProcessTalkRequest.s,Actor_ProcessTalkRequest,0x800B84D0,0xC asm/non_matchings/code/z_actor/Actor_OfferTalkExchange.s,Actor_OfferTalkExchange,0x800B8500,0x38 asm/non_matchings/code/z_actor/Actor_OfferTalkExchangeEquiCylinder.s,Actor_OfferTalkExchangeEquiCylinder,0x800B85E0,0xD @@ -354,9 +354,9 @@ asm/non_matchings/code/z_actor/Actor_SpawnAsChild.s,Actor_SpawnAsChild,0x800BB0C asm/non_matchings/code/z_actor/Actor_SpawnTransitionActors.s,Actor_SpawnTransitionActors,0x800BB140,0x64 asm/non_matchings/code/z_actor/Actor_SpawnEntry.s,Actor_SpawnEntry,0x800BB2D0,0x72 asm/non_matchings/code/z_actor/Actor_Delete.s,Actor_Delete,0x800BB498,0x41 -asm/non_matchings/code/z_actor/func_800BB59C.s,func_800BB59C,0x800BB59C,0x1A -asm/non_matchings/code/z_actor/func_800BB604.s,func_800BB604,0x800BB604,0xBA -asm/non_matchings/code/z_actor/func_800BB8EC.s,func_800BB8EC,0x800BB8EC,0x67 +asm/non_matchings/code/z_actor/Target_InTargetableScreenRegion.s,Target_InTargetableScreenRegion,0x800BB59C,0x1A +asm/non_matchings/code/z_actor/Target_FindTargetableActorForCategory.s,Target_FindTargetableActorForCategory,0x800BB604,0xBA +asm/non_matchings/code/z_actor/Target_GetTargetActor.s,Target_GetTargetActor,0x800BB8EC,0x67 asm/non_matchings/code/z_actor/Enemy_StartFinishingBlow.s,Enemy_StartFinishingBlow,0x800BBA88,0xE asm/non_matchings/code/z_actor/func_800BBAC0.s,func_800BBAC0,0x800BBAC0,0x2D asm/non_matchings/code/z_actor/func_800BBB74.s,func_800BBB74,0x800BBB74,0x2B @@ -1722,7 +1722,7 @@ asm/non_matchings/code/z_player_lib/Player_SetModelGroup.s,Player_SetModelGroup, asm/non_matchings/code/z_player_lib/func_80123C58.s,func_80123C58,0x80123C58,0xE asm/non_matchings/code/z_player_lib/Player_SetEquipmentData.s,Player_SetEquipmentData,0x80123C90,0x30 asm/non_matchings/code/z_player_lib/Player_UpdateBottleHeld.s,Player_UpdateBottleHeld,0x80123D50,0x15 -asm/non_matchings/code/z_player_lib/func_80123DA4.s,func_80123DA4,0x80123DA4,0x7 +asm/non_matchings/code/z_player_lib/Player_Untarget.s,Player_Untarget,0x80123DA4,0x7 asm/non_matchings/code/z_player_lib/func_80123DC0.s,func_80123DC0,0x80123DC0,0x34 asm/non_matchings/code/z_player_lib/func_80123E90.s,func_80123E90,0x80123E90,0x21 asm/non_matchings/code/z_player_lib/func_80123F14.s,func_80123F14,0x80123F14,0x6