summaryrefslogtreecommitdiff
path: root/src/KingSystem/ActorSystem/actInfoCommon.cpp
diff options
context:
space:
mode:
authorLéo Lam <leo@leolam.fr>2021-01-22 12:34:38 +0100
committerLéo Lam <leo@leolam.fr>2021-01-22 14:19:40 +0100
commit24bb3a679aa2ff52ddede3682282c31e78157e2b (patch)
treeb07fb30e2537d2464e3efb2fe864d3e7669bb0ab /src/KingSystem/ActorSystem/actInfoCommon.cpp
parent73329896f92df082445ef5a9d69f7c56df933e37 (diff)
ksys/act: Add InfoCommon Bow and Master Sword functions
Diffstat (limited to 'src/KingSystem/ActorSystem/actInfoCommon.cpp')
-rw-r--r--src/KingSystem/ActorSystem/actInfoCommon.cpp36
1 files changed, 36 insertions, 0 deletions
diff --git a/src/KingSystem/ActorSystem/actInfoCommon.cpp b/src/KingSystem/ActorSystem/actInfoCommon.cpp
index cf1c189a..18994c55 100644
--- a/src/KingSystem/ActorSystem/actInfoCommon.cpp
+++ b/src/KingSystem/ActorSystem/actInfoCommon.cpp
@@ -115,6 +115,42 @@ bool getWeaponCommonPoweredSharpAddSurfMaster(const al::ByamlIter& iter) {
return InfoData::getBoolByKey(iter, "weaponCommonPoweredSharpAddSurfMaster");
}
+const char* getBowArrowName(InfoData* data, const char* actor) {
+ return data->getString(actor, "bowArrowName");
+}
+
+bool getBowIsLeadShot(const al::ByamlIter& iter) {
+ return InfoData::getBoolByKey(iter, "bowIsLeadShot");
+}
+
+int getBowLeadShotNum(const al::ByamlIter& iter) {
+ return InfoData::getIntByKey(iter, "bowLeadShotNum");
+}
+
+bool getBowIsRapidFire(const al::ByamlIter& iter) {
+ return InfoData::getBoolByKey(iter, "bowIsRapidFire");
+}
+
+int getBowRapidFireNum(const al::ByamlIter& iter) {
+ return InfoData::getIntByKey(iter, "bowRapidFireNum");
+}
+
+int getMasterSwordTrueFormAttackPower(InfoData* data, const char* actor) {
+ return data->getInt(actor, "masterSwordTrueFormAttackPower", -1);
+}
+
+float getMasterSwordSearchEvilDist(InfoData* data, const char* actor) {
+ return data->getFloat(actor, "masterSwordSearchEvilDist", -1.0);
+}
+
+const char* getMasterSwordSleepActorName(InfoData* data, const char* actor) {
+ return data->getString(actor, "masterSwordSleepActorName");
+}
+
+const char* getMasterSwordTrueFormActorName(InfoData* data, const char* actor) {
+ return data->getString(actor, "masterSwordTrueFormActorName");
+}
+
const char* getArmorNextRankName(InfoData* data, const char* actor) {
return data->getString(actor, "armorNextRankName", sead::SafeString::cEmptyString);
}