diff options
| author | Pepper0ni <93387759+Pepper0ni@users.noreply.github.com> | 2025-01-16 03:02:23 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-01-16 04:02:23 +0100 |
| commit | 47fdaabd1bc47ec11e8be1e98ab512980c3ef9cc (patch) | |
| tree | ce8657a67f9b1221b2a3e438e85885781383b096 /soh/src/code | |
| parent | 88a432aac5fdddef7be68ea744b3ea3dd18ce9ff (diff) | |
Update Actor Flags to decomp (#4822)
Diffstat (limited to 'soh/src/code')
| -rw-r--r-- | soh/src/code/code_800430A0.c | 2 | ||||
| -rw-r--r-- | soh/src/code/z_actor.c | 68 | ||||
| -rw-r--r-- | soh/src/code/z_en_a_keep.c | 6 | ||||
| -rw-r--r-- | soh/src/code/z_en_item00.c | 6 | ||||
| -rw-r--r-- | soh/src/code/z_player_call.c | 2 | ||||
| -rw-r--r-- | soh/src/code/z_player_lib.c | 2 |
6 files changed, 43 insertions, 43 deletions
diff --git a/soh/src/code/code_800430A0.c b/soh/src/code/code_800430A0.c index 6047b2fc0..d1ccacc0d 100644 --- a/soh/src/code/code_800430A0.c +++ b/soh/src/code/code_800430A0.c @@ -62,7 +62,7 @@ void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId) { if (dynaActor != NULL) { DynaPolyActor_SetActorOnTop(dynaActor); - if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_CAN_PRESS_SWITCH)) { + if (CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_CAN_PRESS_SWITCHES)) { DynaPolyActor_SetSwitchPressed(dynaActor); } } diff --git a/soh/src/code/z_actor.c b/soh/src/code/z_actor.c index 306a4f89c..5a5dc328e 100644 --- a/soh/src/code/z_actor.c +++ b/soh/src/code/z_actor.c @@ -529,7 +529,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) { } actor = targetCtx->unk_94; - if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_NO_LOCKON)) { + if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) { FrameInterpolation_RecordOpenChild(actor, 1); NaviColor* naviColor = &sNaviColorList[actor->category]; @@ -624,7 +624,7 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl targetCtx->unk_48 = 0; } - lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) ? NA_SE_SY_LOCK_ON + lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) ? NA_SE_SY_LOCK_ON : NA_SE_SY_LOCK_ON_HUMAN; Sfx_PlaySfxCentered(lockOnSfxId); } @@ -1178,7 +1178,7 @@ void Actor_Kill(Actor* actor) { GameInteractor_ExecuteOnActorKill(actor); actor->draw = NULL; actor->update = NULL; - actor->flags &= ~ACTOR_FLAG_TARGETABLE; + actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; } void Actor_SetWorldToHome(Actor* actor) { @@ -1854,7 +1854,7 @@ f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) { s16 yawTempAbs = ABS(yawTemp); if (player->focusActor != NULL) { - if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_NO_LOCKON)) { + if ((yawTempAbs > 0x4000) || (actor->flags & ACTOR_FLAG_LOCK_ON_DISABLED)) { return FLT_MAX; } else { f32 ret = @@ -1890,7 +1890,7 @@ u32 func_8002F090(Actor* actor, f32 arg1) { } s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) { - if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_TARGETABLE)) { + if ((actor->update == NULL) || !(actor->flags & ACTOR_FLAG_ATTENTION_ENABLED)) { return true; } @@ -1912,8 +1912,8 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) { } u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play) { - if (actor->flags & ACTOR_FLAG_PLAYER_TALKED_TO) { - actor->flags &= ~ACTOR_FLAG_PLAYER_TALKED_TO; + if (actor->flags & ACTOR_FLAG_TALK) { + actor->flags &= ~ACTOR_FLAG_TALK; return true; } @@ -1924,7 +1924,7 @@ s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchang Player* player = GET_PLAYER(play); // This is convoluted but it seems like it must be a single if statement to match - if ((player->actor.flags & ACTOR_FLAG_PLAYER_TALKED_TO) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(play)) || + if ((player->actor.flags & ACTOR_FLAG_TALK) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(play)) || (!actor->isTargeted && ((arg3 < fabsf(actor->yDistToPlayer)) || (player->talkActorDistance < actor->xzDistToPlayer) || (arg2 < actor->xzDistToPlayer)))) { @@ -2235,30 +2235,30 @@ void func_8002F850(PlayState* play, Actor* actor) { void func_8002F8F0(Actor* actor, u16 sfxId) { actor->sfx = sfxId; - actor->flags |= ACTOR_FLAG_SFX_AT_POS; - actor->flags &= ~(ACTOR_FLAG_SFX_AT_CENTER | ACTOR_FLAG_SFX_AT_CENTER2 | ACTOR_FLAG_SFX_AS_TIMER); + actor->flags |= ACTOR_FLAG_SFX_ACTOR_POS_2; + actor->flags &= ~(ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER); } void func_8002F91C(Actor* actor, u16 sfxId) { actor->sfx = sfxId; - actor->flags |= ACTOR_FLAG_SFX_AT_CENTER; - actor->flags &= ~(ACTOR_FLAG_SFX_AT_POS | ACTOR_FLAG_SFX_AT_CENTER2 | ACTOR_FLAG_SFX_AS_TIMER); + actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_1; + actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER); } void func_8002F948(Actor* actor, u16 sfxId) { actor->sfx = sfxId; - actor->flags |= ACTOR_FLAG_SFX_AT_CENTER2; - actor->flags &= ~(ACTOR_FLAG_SFX_AT_POS | ACTOR_FLAG_SFX_AT_CENTER | ACTOR_FLAG_SFX_AS_TIMER); + actor->flags |= ACTOR_AUDIO_FLAG_SFX_CENTERED_2; + actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_FLAG_SFX_TIMER); } void func_8002F974(Actor* actor, u16 sfxId) { - actor->flags &= ~(ACTOR_FLAG_SFX_AT_POS | ACTOR_FLAG_SFX_AT_CENTER | ACTOR_FLAG_SFX_AT_CENTER2 | ACTOR_FLAG_SFX_AS_TIMER); + actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2 | ACTOR_FLAG_SFX_TIMER); actor->sfx = sfxId; } void func_8002F994(Actor* actor, s32 arg1) { - actor->flags |= ACTOR_FLAG_SFX_AS_TIMER; - actor->flags &= ~(ACTOR_FLAG_SFX_AT_POS | ACTOR_FLAG_SFX_AT_CENTER | ACTOR_FLAG_SFX_AT_CENTER2); + actor->flags |= ACTOR_FLAG_SFX_TIMER; + actor->flags &= ~(ACTOR_FLAG_SFX_ACTOR_POS_2 | ACTOR_AUDIO_FLAG_SFX_CENTERED_1 | ACTOR_AUDIO_FLAG_SFX_CENTERED_2); if (arg1 < 40) { actor->sfx = NA_SE_PL_WALK_DIRT - SFX_FLAG; } else if (arg1 < 100) { @@ -2567,7 +2567,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { sp80 = &D_80116068[0]; if (player->stateFlags2 & PLAYER_STATE2_OCARINA_PLAYING) { - unkFlag = ACTOR_FLAG_NO_FREEZE_OCARINA; + unkFlag = ACTOR_FLAG_UPDATE_DURING_OCARINA; } if ((player->stateFlags1 & PLAYER_STATE1_TALKING) && ((player->actor.textId & 0xFF00) != 0x600)) { @@ -2622,9 +2622,9 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { actor->xyzDistToPlayerSq = SQ(actor->xzDistToPlayer) + SQ(actor->yDistToPlayer); actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor); - actor->flags &= ~ACTOR_FLAG_PLAY_HIT_SFX; + actor->flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT; - if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_ACTIVE))) { + if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME))) { if (actor == player->focusActor) { actor->isTargeted = true; } else { @@ -2766,13 +2766,13 @@ void Actor_Draw(PlayState* play, Actor* actor) { } void func_80030ED8(Actor* actor) { - if (actor->flags & ACTOR_FLAG_SFX_AT_POS) { + if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) { Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb); - } else if (actor->flags & ACTOR_FLAG_SFX_AT_CENTER) { + } else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_1) { Sfx_PlaySfxCentered(actor->sfx); - } else if (actor->flags & ACTOR_FLAG_SFX_AT_CENTER2) { + } else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_2) { Sfx_PlaySfxCentered2(actor->sfx); - } else if (actor->flags & ACTOR_FLAG_SFX_AS_TIMER) { + } else if (actor->flags & ACTOR_FLAG_SFX_TIMER) { func_800F4C58(&gSfxDefaultPos, NA_SE_SY_TIMER - SFX_FLAG, (s8)(actor->sfx - 1)); } else { Sfx_PlaySfxAtPos(&actor->projectedPos, actor->sfx); @@ -3032,15 +3032,15 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { &shipShouldUpdate); if (shipShouldUpdate) { - actor->flags |= ACTOR_FLAG_ACTIVE; + actor->flags |= ACTOR_FLAG_INSIDE_CULLING_VOLUME; } else { - actor->flags &= ~ACTOR_FLAG_ACTIVE; + actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME; } } else { if (func_800314B0(play, actor)) { - actor->flags |= ACTOR_FLAG_ACTIVE; + actor->flags |= ACTOR_FLAG_INSIDE_CULLING_VOLUME; } else { - actor->flags &= ~ACTOR_FLAG_ACTIVE; + actor->flags &= ~ACTOR_FLAG_INSIDE_CULLING_VOLUME; } } } @@ -3049,9 +3049,9 @@ void func_800315AC(PlayState* play, ActorContext* actorCtx) { if ((HREG(64) != 1) || ((HREG(65) != -1) && (HREG(65) != HREG(66))) || (HREG(71) == 0)) { if ((actor->init == NULL) && (actor->draw != NULL) && - ((actor->flags & (ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_ACTIVE)) || shipShouldDraw)) { + ((actor->flags & (ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME)) || shipShouldDraw)) { // #endregion - if ((actor->flags & ACTOR_FLAG_LENS) && + if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) && ((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive || (actor->room != play->roomCtx.curRoom.num))) { assert(invisibleActorCounter < INVISIBLE_ACTOR_MAX); @@ -3499,11 +3499,11 @@ void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32 sp84 = player->focusActor; while (actor != NULL) { - if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE)) { + if ((actor->update != NULL) && ((Player*)actor != player) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED)) { // This block below is for determining the closest actor to player in determining the volume // used while playing enemy bgm music - if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE) && + if ((actorCategory == ACTORCAT_ENEMY) && CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE) && (actor->xyzDistToPlayerSq < SQ(500.0f)) && (actor->xyzDistToPlayerSq < sbgmEnemyDistSq)) { actorCtx->targetCtx.bgmEnemy = actor; sbgmEnemyDistSq = actor->xyzDistToPlayerSq; @@ -4557,10 +4557,10 @@ s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 alpha, f32 ra } if (radius < distance) { - actor->flags &= ~ACTOR_FLAG_TARGETABLE; + actor->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&alpha, 0, 6, 0x14, 1); } else { - actor->flags |= ACTOR_FLAG_TARGETABLE; + actor->flags |= ACTOR_FLAG_ATTENTION_ENABLED; Math_SmoothStepToS(&alpha, 0xFF, 6, 0x14, 1); } diff --git a/soh/src/code/z_en_a_keep.c b/soh/src/code/z_en_a_keep.c index 9b29b666e..128b214fc 100644 --- a/soh/src/code/z_en_a_keep.c +++ b/soh/src/code/z_en_a_keep.c @@ -3,7 +3,7 @@ #include "objects/gameplay_keep/gameplay_keep.h" #include <objects/object_d_hsblock/object_d_hsblock.h> -#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED +#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED void EnAObj_Init(Actor* thisx, PlayState* play); void EnAObj_Destroy(Actor* thisx, PlayState* play); @@ -142,7 +142,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) { break; case A_OBJ_UNKNOWN_6: // clang-format off - thisx->flags |= ACTOR_FLAG_TARGETABLE; this->dyna.bgId = 5; this->focusYoffset = 10.0f; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED; this->dyna.bgId = 5; this->focusYoffset = 10.0f; // clang-format on thisx->gravity = -2.0f; EnAObj_SetupWaitTalk(this, thisx->params); @@ -156,7 +156,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) { case A_OBJ_SIGNPOST_ARROW: thisx->textId = (this->textId & 0xFF) | 0x300; // clang-format off - thisx->flags |= ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY; thisx->targetArrowOffset = 500.0f; + thisx->flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY; thisx->targetArrowOffset = 500.0f; // clang-format on this->focusYoffset = 45.0f; EnAObj_SetupWaitTalk(this, thisx->params); diff --git a/soh/src/code/z_en_item00.c b/soh/src/code/z_en_item00.c index 6b977650d..40a8ccbaa 100644 --- a/soh/src/code/z_en_item00.c +++ b/soh/src/code/z_en_item00.c @@ -1618,7 +1618,7 @@ EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params) { (spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) { spawnedActor->actor.room = -1; } - spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED; + spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; } } } @@ -1652,7 +1652,7 @@ EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params) { spawnedActor->actor.speedXZ = 0.0f; spawnedActor->actor.gravity = param4000 ? 0.0f : -0.9f; spawnedActor->actor.world.rot.y = Rand_CenteredFloat(65536.0f); - spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED; + spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; } } } @@ -1766,7 +1766,7 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f; Actor_SetScale(&spawnedActor->actor, 0.0f); EnItem00_SetupAction(spawnedActor, func_8001E304); - spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED; + spawnedActor->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED; if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) && (spawnedActor->actor.params != ITEM00_HEART_PIECE) && (spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) { diff --git a/soh/src/code/z_player_call.c b/soh/src/code/z_player_call.c index 89d093383..3b17c7acf 100644 --- a/soh/src/code/z_player_call.c +++ b/soh/src/code/z_player_call.c @@ -1,6 +1,6 @@ #include "global.h" -#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCH) +#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA | ACTOR_FLAG_CAN_PRESS_SWITCHES) void (*sPlayerCallInitFunc)(Actor* thisx, PlayState* play); void (*sPlayerCallDestroyFunc)(Actor* thisx, PlayState* play); diff --git a/soh/src/code/z_player_lib.c b/soh/src/code/z_player_lib.c index 3207abaf6..33a8c5bb5 100644 --- a/soh/src/code/z_player_lib.c +++ b/soh/src/code/z_player_lib.c @@ -1876,7 +1876,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve Matrix_Get(&sp14C); Matrix_MtxFToYXZRotS(&sp14C, &spB8, 0); - if (hookedActor->flags & ACTOR_FLAG_PILLAR_PICKUP) { + if (hookedActor->flags & ACTOR_FLAG_CARRY_X_ROT_INFLUENCE) { hookedActor->world.rot.x = hookedActor->shape.rot.x = spB8.x - this->unk_3BC.x; } else { hookedActor->world.rot.y = hookedActor->shape.rot.y = this->actor.shape.rot.y + this->unk_3BC.y; |
