diff options
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 14 |
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); |
