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-rw-r--r--src/code/z_actor.c14
1 files changed, 8 insertions, 6 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 125a2e116..3c3096b5e 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -648,7 +648,8 @@ void Attention_Update(Attention* attention, Player* player, Actor* playerFocusAc
actor = NULL;
- if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
+ if ((player->focusActor != NULL) &&
+ (player->controlStickDirections[player->controlStickDataIndex] == PLAYER_STICK_DIR_BACKWARD)) {
// Holding backward on the control stick prevents an arrow appearing over the next lock-on actor.
// This helps escape a lock-on loop when using Switch Targeting, but note that this still works for
// Hold Targeting as well.
@@ -2206,8 +2207,8 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
- (PLAYER_STATE1_DEAD | PLAYER_STATE1_1000 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 |
- PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
+ (PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 |
+ PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
(Player_GetExplosiveHeld(player) <= PLAYER_EXPLOSIVE_NONE)) {
if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
if (((getItemId == GI_MASK_CIRCUS_LEADER) || (getItemId == GI_PENDANT_OF_MEMORIES) ||
@@ -2294,9 +2295,10 @@ s32 Actor_HasRider(PlayState* play, Actor* horse) {
s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
Player* player = GET_PLAYER(play);
- if (!(player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_1000 |
- PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 |
- PLAYER_STATE1_100000 | PLAYER_STATE1_200000))) {
+ if (!(player->stateFlags1 &
+ (PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_2000 |
+ PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 |
+ PLAYER_STATE1_200000))) {
player->rideActor = horse;
player->mountSide = mountSide;
CutsceneManager_Queue(CS_ID_GLOBAL_TALK);