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 <engineer124engineer124@gmail.com>

* 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 <hensley.derek58@gmail.com>

* Update src/code/z_actor.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* 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 <engineer124engineer124@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal 2023-09-02 15:16:45 -04:00 committed by GitHub
parent cbf9d98dba
commit 9cceea48f3
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
304 changed files with 1620 additions and 1501 deletions

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@ -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

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@ -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);

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@ -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;

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@ -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

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@ -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];

1
spec
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@ -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"

File diff suppressed because it is too large Load Diff

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@ -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) {

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@ -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;

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@ -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);

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@ -2,8 +2,8 @@
#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)
(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;

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@ -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);

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@ -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);
}

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@ -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;
}
}

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@ -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)

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@ -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;

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@ -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) {

View File

@ -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);

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@ -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)

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@ -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) {

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@ -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)

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@ -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),
};

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@ -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)) {

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@ -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;
}

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@ -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;

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@ -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);

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@ -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;
}
}

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@ -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;

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@ -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;
}

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@ -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;

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@ -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;

View File

@ -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;
}
}

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@ -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);
}
}

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@ -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;

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@ -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;

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@ -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);

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@ -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;

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@ -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)

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@ -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;
}

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@ -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)

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@ -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;

View File

@ -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;
}

View File

@ -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;

View File

@ -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;
}

View File

@ -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;

View File

@ -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) {

View File

@ -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)

View File

@ -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;

View File

@ -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;

View File

@ -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);

View File

@ -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;
}

View File

@ -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++;

View File

@ -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);

View File

@ -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),
};

View File

@ -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;
}

View File

@ -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;
}
@ -817,7 +817,7 @@ 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->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 {

View File

@ -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;
}

View File

@ -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;

View File

@ -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)

View File

@ -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)

View File

@ -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)

View File

@ -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)

View File

@ -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)

View File

@ -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)

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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);

View File

@ -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))) {

View File

@ -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;
}
}

View File

@ -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);

View File

@ -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);

View File

@ -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),
};

View File

@ -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) {

View File

@ -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)

View File

@ -6,7 +6,7 @@
#include "z_en_bu.h"
#define FLAGS (ACTOR_FLAG_1)
#define FLAGS (ACTOR_FLAG_TARGETABLE)
#define THIS ((EnBu*)thisx)

View File

@ -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);
}

View File

@ -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);

View File

@ -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);

View File

@ -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) {

View File

@ -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;

View File

@ -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);
}

View File

@ -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;

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@ -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) {

View File

@ -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);

View File

@ -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

View File

@ -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);
}

View File

@ -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);

View File

@ -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);

View File

@ -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;

View File

@ -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;

View File

@ -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)

View File

@ -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);
}

View File

@ -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));

View File

@ -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;

View File

@ -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);

View File

@ -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;

View File

@ -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;

View File

@ -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),

View File

@ -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),

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