Implement GameInteractor & move CrowdControl and console commands to it (#2358)

* Begin GameInteractor

* Basic skeleton of PoC

* WIP

* First 2 CC effects transitioned to GameInteractor

* Prepare GameInteractor classes for CrowdControl

* More effects & replace chaosEffects with GameInteractor

* CC connection fixes & all CC effects (enemy spawns still borked)

* First couple of build error fixes

* Fix build

* Proper enemy spawning

* Clean up old CC code

* Extract link size/invisibility into GameInteractor

* Small fix/cleanup

* Suggestions for PR

* Address PR comment

* Addressed more comments & small adjustments

* Fix crash when spawning enemies

* Remove Remove()

* Move checks into Apply() and move CC and some console commands to it

* Use inheritance to abstract check on application

* Rename prefix Actions with RawAction

* Make Remove return a Result

* Fix issue with compilation

* debugconsole -> GameInteractionEffects progress

* Add State in GI

* Unify some Effects

* Port more debug console items

* Remove state modifyiers from raw actions

* Port over last raw action / state in console

* Adjust some types

* Consolidate link size modifier effect

* Adjust more types

* Define category strings in CC

* Clean up remaining non defined strings

* Fix bug in timed effects

* Rename old pack

* CC fixes

* Translate GI enum function

* Console cleanup/fixes/consistency

Co-authored-by: David Chavez <david@dcvz.io>
This commit is contained in:
aMannus
2023-01-26 00:13:33 +01:00
committed by GitHub
parent ec4cee787c
commit 170a9103f9
17 changed files with 1686 additions and 598 deletions

View File

@@ -6,7 +6,7 @@
#include "objects/object_triforce_spot/object_triforce_spot.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#include "soh/Enhancements/debugconsole.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
typedef struct {
/* 0x00 */ u8 flag;
@@ -1050,7 +1050,7 @@ s32 func_80090014(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
}
if (chaosEffectInvisibleLink) {
if (GameInteractor_InvisibleLinkActive()) {
this->actor.shape.shadowDraw = NULL;
*dList = NULL;
}