Update Actor Flags to decomp (#4822)

This commit is contained in:
Pepper0ni
2025-01-16 03:02:23 +00:00
committed by GitHub
parent 88a432aac5
commit 47fdaabd1b
383 changed files with 1251 additions and 1165 deletions

View File

@@ -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);
}
}

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@@ -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);
}

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@@ -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);

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@@ -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)) {

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@@ -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);

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@@ -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;

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@@ -1,7 +1,7 @@
#include "z_arms_hook.h"
#include "objects/object_link_boy/object_link_boy.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void ArmsHook_Init(Actor* thisx, PlayState* play);
void ArmsHook_Destroy(Actor* thisx, PlayState* play);
@@ -121,7 +121,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent;
if (Player_HoldsHookshot(player)) {
if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_PLAYER_TALKED_TO) ||
if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_TALK) ||
((player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_DAMAGED)))) {
this->timer = 0;
ArmsHook_DetachHookFromActor(this);
@@ -172,10 +172,10 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
(this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
touchedActor = this->collider.base.at;
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_HOOKSHOT_DRAGS | ACTOR_FLAG_DRAGGED_BY_HOOKSHOT))) {
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR | ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER))) {
if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
ArmsHook_AttachHookToActor(this, touchedActor);
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_DRAGGED_BY_HOOKSHOT)) {
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER)) {
func_80865044(this);
}
}

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@@ -7,7 +7,7 @@
#include "z_arrow_fire.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
void ArrowFire_Init(Actor* thisx, PlayState* play);
void ArrowFire_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
void ArrowIce_Init(Actor* thisx, PlayState* play);
void ArrowIce_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
void ArrowLight_Init(Actor* thisx, PlayState* play);
void ArrowLight_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_bdan_objects.h"
#include "objects/object_bdan_objects/object_bdan_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgBdanObjects_Init(Actor* thisx, PlayState* play);
void BgBdanObjects_Destroy(Actor* thisx, PlayState* play);
@@ -115,7 +115,7 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) {
this->switchFlag = (thisx->params >> 8) & 0x3F;
thisx->params &= 0xFF;
if (thisx->params == 2) {
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
play->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y;
this->actionFunc = func_8086C9A8;
return;

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@@ -8,7 +8,7 @@
#include "objects/object_bdan_objects/object_bdan_objects.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgBdanSwitch_Init(Actor* thisx, PlayState* play);
void BgBdanSwitch_Destroy(Actor* thisx, PlayState* play);
@@ -162,7 +162,7 @@ void BgBdanSwitch_Init(Actor* thisx, PlayState* play) {
case YELLOW_TALL_1:
case YELLOW_TALL_2:
BgBdanSwitch_InitCollision(this, play);
this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->dyna.actor.targetMode = 4;
break;
}

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@@ -9,7 +9,7 @@
#include "objects/object_bowl/object_bowl.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgBomGuard_Init(Actor* thisx, PlayState* play);
void BgBomGuard_Destroy(Actor* thisx, PlayState* play);

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@@ -10,7 +10,7 @@
#include "objects/object_bowl/object_bowl.h"
#include "vt.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgBowlWall_Init(Actor* thisx, PlayState* play);
void BgBowlWall_Destroy(Actor* thisx, PlayState* play);

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@@ -12,7 +12,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
typedef struct {
/* 0x00 */ CollisionHeader* colHeader;
@@ -245,7 +245,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play) {
this->dyna.actor.objBankIndex = this->bankIndex;
Actor_SetObjectDependency(play, &this->dyna.actor);
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->dyna.actor.draw = BgBreakwall_Draw;
CollisionHeader_GetVirtual(sBombableWallInfo[wallType].colHeader, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);

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@@ -7,7 +7,7 @@
#include "z_bg_ddan_jd.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgDdanJd_Init(Actor* thisx, PlayState* play);
void BgDdanJd_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_ddan_kd.h"
#include "objects/object_ddan_objects/object_ddan_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgDdanKd_Init(Actor* thisx, PlayState* play);
void BgDdanKd_Destroy(Actor* thisx, PlayState* play);

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@@ -15,7 +15,7 @@
#include "soh/ResourceManagerHelpers.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_NO_FREEZE_OCARINA)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_UPDATE_DURING_OCARINA)
typedef enum {
/* 0 */ FAIRY_UPGRADE_MAGIC,

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@@ -10,7 +10,7 @@
#include "soh/frame_interpolation.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
typedef enum {
/* 0x00 */ FLASH_NONE,

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@@ -7,7 +7,7 @@
#include "z_bg_gnd_darkmeiro.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgGndDarkmeiro_Init(Actor* thisx, PlayState* play);
void BgGndDarkmeiro_Destroy(Actor* thisx, PlayState* play);
@@ -56,7 +56,7 @@ void BgGndDarkmeiro_Init(Actor* thisx, PlayState* play2) {
switch (this->dyna.actor.params & 0xFF) {
case DARKMEIRO_INVISIBLE_PATH:
this->dyna.actor.draw = BgGndDarkmeiro_DrawInvisiblePath;
this->dyna.actor.flags |= ACTOR_FLAG_LENS;
this->dyna.actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
break;
case DARKMEIRO_CLEAR_BLOCK:
CollisionHeader_GetVirtual(&gClearBlockCol, &colHeader);

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@@ -7,7 +7,7 @@
#include "z_bg_gnd_firemeiro.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgGndFiremeiro_Init(Actor* thisx, PlayState* play);
void BgGndFiremeiro_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#include <assert.h>
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
typedef enum {
/* 0 */ GNDICE_IDLE,

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@@ -7,7 +7,7 @@
#include "z_bg_gnd_nisekabe.h"
#include "objects/object_demo_kekkai/object_demo_kekkai.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgGndNisekabe_Init(Actor* thisx, PlayState* play);
void BgGndNisekabe_Destroy(Actor* thisx, PlayState* play);
@@ -41,9 +41,9 @@ void BgGndNisekabe_Update(Actor* thisx, PlayState* play) {
BgGndNisekabe* this = (BgGndNisekabe*)thisx;
if (play->actorCtx.lensActive) {
this->actor.flags |= ACTOR_FLAG_LENS;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
} else {
this->actor.flags &= ~ACTOR_FLAG_LENS;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
}
}
@@ -56,7 +56,7 @@ void BgGndNisekabe_Draw(Actor* thisx, PlayState* play) {
BgGndNisekabe* this = (BgGndNisekabe*)thisx;
u32 index = this->actor.params & 0xFF;
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_LENS)) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
Gfx_DrawDListXlu(play, dLists[index]);
} else {
Gfx_DrawDListOpa(play, dLists[index]);

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@@ -99,7 +99,7 @@ void BgHakaGate_Init(Actor* thisx, PlayState* play) {
this->actionFunc = BgHakaGate_FalseSkull;
}
this->vScrollTimer = Rand_ZeroOne() * 20.0f;
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
if (Flags_GetSwitch(play, this->switchFlag)) {
this->vFlameScale = 350;
}
@@ -126,7 +126,7 @@ void BgHakaGate_Init(Actor* thisx, PlayState* play) {
this->actionFunc = BgHakaGate_DoNothing;
thisx->world.pos.y += 80.0f;
} else {
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
Actor_SetFocus(thisx, 30.0f);
this->actionFunc = BgHakaGate_GateWait;
}
@@ -276,7 +276,7 @@ void BgHakaGate_GateWait(BgHakaGate* this, PlayState* play) {
void BgHakaGate_GateOpen(BgHakaGate* this, PlayState* play) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 80.0f, 1.0f)) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_METALDOOR_STOP);
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->actionFunc = BgHakaGate_DoNothing;
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_METALDOOR_SLIDE - SFX_FLAG);
@@ -294,9 +294,9 @@ void BgHakaGate_FalseSkull(BgHakaGate* this, PlayState* play) {
Math_StepToS(&this->vFlameScale, 350, 20);
}
if (play->actorCtx.lensActive) {
this->dyna.actor.flags |= ACTOR_FLAG_LENS;
this->dyna.actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
} else {
this->dyna.actor.flags &= ~ACTOR_FLAG_LENS;
this->dyna.actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
}
}
@@ -345,7 +345,7 @@ void BgHakaGate_Draw(Actor* thisx, PlayState* play) {
BgHakaGate* this = (BgHakaGate*)thisx;
MtxF currentMtxF;
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_LENS)) {
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_REACT_TO_LENS)) {
Gfx_DrawDListXlu(play, object_haka_objects_DL_00F1B0);
} else {
Gfx_SetupDL_25Opa(play->state.gfxCtx);

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@@ -7,7 +7,7 @@
#include "z_bg_haka_huta.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgHakaHuta_Init(Actor* thisx, PlayState* play);
void BgHakaHuta_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_hakach_objects/object_hakach_objects.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_LENS)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_REACT_TO_LENS)
void BgHakaMegane_Init(Actor* thisx, PlayState* play);
void BgHakaMegane_Destroy(Actor* thisx, PlayState* play);
@@ -110,10 +110,10 @@ void func_8087DBF0(BgHakaMegane* this, PlayState* play) {
Actor* thisx = &this->dyna.actor;
if (play->actorCtx.lensActive) {
thisx->flags |= ACTOR_FLAG_LENS;
thisx->flags |= ACTOR_FLAG_REACT_TO_LENS;
func_8003EBF8(play, &play->colCtx.dyna, this->dyna.bgId);
} else {
thisx->flags &= ~ACTOR_FLAG_LENS;
thisx->flags &= ~ACTOR_FLAG_REACT_TO_LENS;
func_8003EC50(play, &play->colCtx.dyna, this->dyna.bgId);
}
}
@@ -130,7 +130,7 @@ void BgHakaMegane_Update(Actor* thisx, PlayState* play) {
void BgHakaMegane_Draw(Actor* thisx, PlayState* play) {
BgHakaMegane* this = (BgHakaMegane*)thisx;
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_LENS)) {
if (CHECK_FLAG_ALL(thisx->flags, ACTOR_FLAG_REACT_TO_LENS)) {
Gfx_DrawDListXlu(play, sDLists[thisx->params]);
} else {
Gfx_DrawDListOpa(play, sDLists[thisx->params]);

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@@ -65,7 +65,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) {
if (thisx->params == 2) {
DynaPolyActor_Init(&this->dyna, DPM_UNK3);
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
CollisionHeader_GetVirtual(&object_haka_objects_Col_005334, &colHeader);
this->actionFunc = func_8087E258;
} else {
@@ -73,7 +73,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) {
if (thisx->params == 0) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_009168, &colHeader);
thisx->flags |= ACTOR_FLAG_LENS;
thisx->flags |= ACTOR_FLAG_REACT_TO_LENS;
this->unk_16A = 20;
this->actionFunc = func_8087DFF8;
} else if (thisx->params == 3) {
@@ -84,7 +84,7 @@ void BgHakaMeganeBG_Init(Actor* thisx, PlayState* play) {
this->actionFunc = func_8087E34C;
thisx->world.pos.y = thisx->home.pos.y;
} else {
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->actionFunc = func_8087E288;
}
} else {

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@@ -8,7 +8,7 @@
#include "objects/object_haka_objects/object_haka_objects.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_UPDATE_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_UPDATE_CULLING_DISABLED)
typedef enum {
/* 0 */ SCYTHE_TRAP_SHADOW_TEMPLE,
@@ -143,7 +143,7 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) {
thisx->params = (thisx->params >> 8) & 0xFF;
if (this->unk_151 != 0) {
thisx->flags |= ACTOR_FLAG_LENS;
thisx->flags |= ACTOR_FLAG_REACT_TO_LENS;
}
Collider_InitTris(play, colliderScythe);
@@ -171,7 +171,7 @@ void BgHakaSgami_Init(Actor* thisx, PlayState* play) {
if (thisx->params == SCYTHE_TRAP_SHADOW_TEMPLE) {
this->requiredObjBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_HAKA_OBJECTS);
thisx->flags &= ~ACTOR_FLAG_TARGETABLE;
thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else {
this->requiredObjBankIndex = Object_GetIndex(&play->objectCtx, OBJECT_ICE_OBJECTS);
this->colliderScytheCenter.dim.radius = 30;
@@ -201,7 +201,7 @@ void BgHakaSgami_SetupSpin(BgHakaSgami* this, PlayState* play) {
this->actor.objBankIndex = this->requiredObjBankIndex;
this->actor.draw = BgHakaSgami_Draw;
this->timer = SCYTHE_SPIN_TIME;
this->actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->actionFunc = BgHakaSgami_Spin;
}
}

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@@ -7,7 +7,7 @@
#include "z_bg_haka_ship.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgHakaShip_Init(Actor* thisx, PlayState* play);
void BgHakaShip_Destroy(Actor* thisx, PlayState* play);

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@@ -133,7 +133,7 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) {
this->actionFunc = func_80880484;
} else {
DynaPolyActor_Init(&this->dyna, DPM_PLAYER);
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
if (thisx->params == HAKA_TRAP_SPIKED_BOX) {
CollisionHeader_GetVirtual(&object_haka_objects_Col_009CD0, &colHeader);

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@@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgHakaTubo_Init(Actor* thisx, PlayState* play);
void BgHakaTubo_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_haka_water.h"
#include "objects/object_hakach_objects/object_hakach_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgHakaWater_Init(Actor* thisx, PlayState* play);
void BgHakaWater_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_hakach_objects/object_hakach_objects.h"
#include "objects/object_haka_objects/object_haka_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
typedef enum {
/* 0x0 */ STA_GIANT_BIRD_STATUE,

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@@ -77,7 +77,7 @@ void BgHeavyBlock_InitPiece(BgHeavyBlock* this, f32 scale) {
void BgHeavyBlock_SetupDynapoly(BgHeavyBlock* this, PlayState* play) {
s32 pad[2];
CollisionHeader* colHeader = NULL;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED | ACTOR_FLAG_PILLAR_PICKUP;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_CARRY_X_ROT_INFLUENCE;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&gHeavyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
@@ -101,7 +101,7 @@ void BgHeavyBlock_Init(Actor* thisx, PlayState* play) {
this->actionFunc = BgHeavyBlock_MovePiece;
BgHeavyBlock_InitPiece(this, 1.0f);
this->timer = 120;
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->unk_164.y = -50.0f;
break;
case HEAVYBLOCK_SMALL_PIECE:
@@ -109,7 +109,7 @@ void BgHeavyBlock_Init(Actor* thisx, PlayState* play) {
this->actionFunc = BgHeavyBlock_MovePiece;
BgHeavyBlock_InitPiece(this, 2.0f);
this->timer = 120;
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->unk_164.y = -20.0f;
break;
case HEAVYBLOCK_BREAKABLE:
@@ -474,7 +474,7 @@ void BgHeavyBlock_Land(BgHeavyBlock* this, PlayState* play) {
break;
}
} else {
this->dyna.actor.flags &= ~(ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED);
this->dyna.actor.flags &= ~(ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED);
this->actionFunc = BgHeavyBlock_DoNothing;
}
}

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@@ -7,7 +7,7 @@
#include "z_bg_hidan_curtain.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgHidanCurtain_Init(Actor* thisx, PlayState* play);
void BgHidanCurtain_Destroy(Actor* thisx, PlayState* play);

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@@ -139,7 +139,7 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
this->dyna.actor.world.pos.z += 32.5f * Math_CosS(this->dyna.actor.world.rot.y);
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, 8);
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->actionFunc = BgHidanDalm_Shrink;
this->dyna.actor.bgCheckFlags &= ~2;
this->dyna.actor.bgCheckFlags &= ~8;

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@@ -7,7 +7,7 @@
#include "z_bg_hidan_fslift.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgHidanFslift_Init(Actor* thisx, PlayState* play);
void BgHidanFslift_Destroy(Actor* thisx, PlayState* play);

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@@ -9,7 +9,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
typedef enum {
/* 0 */ FWBIG_MOVE,
@@ -95,7 +95,7 @@ void BgHidanFwbig_Init(Actor* thisx, PlayState* play2) {
BgHidanFwbig_UpdatePosition(this);
Actor_SetScale(&this->actor, 0.15f);
this->collider.dim.height = 230;
this->actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->moveState = FWBIG_MOVE;
this->actionFunc = BgHidanFwbig_WaitForPlayer;
this->actor.world.pos.y = this->actor.home.pos.y - (2400.0f * this->actor.scale.y);

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@@ -126,7 +126,7 @@ void BgHidanHrock_Init(Actor* thisx, PlayState* play) {
}
} else {
if (thisx->params == 0) {
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
thisx->uncullZoneForward = 3000.0f;
}
this->actionFunc = func_808896B8;
@@ -185,7 +185,7 @@ void func_8088960C(BgHidanHrock* this, PlayState* play) {
this->dyna.actor.velocity.y++;
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, this->dyna.actor.velocity.y)) {
this->dyna.actor.flags &= ~(ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED);
this->dyna.actor.flags &= ~(ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED);
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
if (this->dyna.actor.params == 0) {
@@ -204,7 +204,7 @@ void func_808896B8(BgHidanHrock* this, PlayState* play) {
if (this->collider.base.acFlags & 2) {
this->collider.base.acFlags &= ~2;
this->actionFunc = func_808894B0;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
if (this->dyna.actor.params == 0) {
this->dyna.actor.room = -1;

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@@ -7,7 +7,7 @@
#include "z_bg_hidan_kousi.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgHidanKousi_Init(Actor* thisx, PlayState* play);
void BgHidanKousi_Destroy(Actor* thisx, PlayState* play);

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@@ -93,7 +93,7 @@ void BgHidanRock_Init(Actor* thisx, PlayState* play) {
} else {
this->actionFunc = func_8088B268;
}
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
CollisionHeader_GetVirtual(&gFireTempleStoneBlock1Col, &colHeader);
} else {
CollisionHeader_GetVirtual(&gFireTempleStoneBlock2Col, &colHeader);
@@ -116,7 +116,7 @@ void BgHidanRock_Destroy(Actor* thisx, PlayState* play) {
}
void func_8088B24C(BgHidanRock* this) {
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
this->actionFunc = func_8088B990;
}
@@ -250,7 +250,7 @@ void func_8088B79C(BgHidanRock* this, PlayState* play) {
} else {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 15.0f;
this->actionFunc = func_8088B90C;
this->dyna.actor.flags &= ~(ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED);
this->dyna.actor.flags &= ~(ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);

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@@ -7,7 +7,7 @@
#include "z_bg_hidan_syoku.h"
#include "objects/object_hidan_objects/object_hidan_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgHidanSyoku_Init(Actor* thisx, PlayState* play);
void BgHidanSyoku_Destroy(Actor* thisx, PlayState* play);

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@@ -142,7 +142,7 @@ void BgIceObjects_Idle(BgIceObjects* this, PlayState* play) {
if ((this->dyna.unk_150 > 0.0f) && !Player_InCsMode(play)) {
BgIceObjects_SetNextTarget(this, play);
if (Actor_WorldDistXZToPoint(thisx, &this->targetPos) > 1.0f) {
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
Player_SetCsActionWithHaltedActors(play, thisx, 8);
thisx->params = 1;
this->actionFunc = BgIceObjects_Slide;
@@ -170,7 +170,7 @@ void BgIceObjects_Slide(BgIceObjects* this, PlayState* play) {
this->targetPos.x = thisx->world.pos.x;
this->targetPos.z = thisx->world.pos.z;
if (thisx->velocity.y <= 0.0f) {
thisx->flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
}
thisx->params = 0;
Player_SetCsActionWithHaltedActors(play, thisx, 7);
@@ -207,7 +207,7 @@ void BgIceObjects_Reset(BgIceObjects* this, PlayState* play) {
this->dyna.unk_150 = 0.0f;
}
if (Math_StepToF(&thisx->world.pos.y, thisx->home.pos.y, 1.0f)) {
thisx->flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
Math_Vec3f_Copy(&this->targetPos, &thisx->home.pos);
this->actionFunc = BgIceObjects_Idle;
thisx->speedXZ = 0.0f;

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@@ -7,7 +7,7 @@
#include "z_bg_ice_shutter.h"
#include "objects/object_ice_objects/object_ice_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgIceShutter_Init(Actor* thisx, PlayState* play);
void BgIceShutter_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_jya_1flift.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgJya1flift_Init(Actor* thisx, PlayState* play);
void BgJya1flift_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_jya_bigmirror.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgJyaBigmirror_Init(Actor* thisx, PlayState* play);
void BgJyaBigmirror_Destroy(Actor* thisx, PlayState* play);

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@@ -1,7 +1,7 @@
#include "z_bg_jya_bombchuiwa.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_obj/object_jya_obj.h"
#define FLAGS ACTOR_FLAG_TARGETABLE
#define FLAGS ACTOR_FLAG_ATTENTION_ENABLED
void BgJyaBombchuiwa_Init(Actor* thisx, PlayState* play);
void BgJyaBombchuiwa_Destroy(Actor* thisx, PlayState* play);
@@ -163,7 +163,7 @@ void BgJyaBombchuiwa_CleanUpAfterExplosion(BgJyaBombchuiwa* this, PlayState* pla
BgJyaBombchuiwa_SetDrawFlags(this, 4);
this->lightRayIntensity = 0.3f;
this->timer = 0;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
void func_808949B8(BgJyaBombchuiwa* this, PlayState* play) {

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@@ -7,7 +7,7 @@
#include "objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgJyaCobra_Init(Actor* thisx, PlayState* play);
void BgJyaCobra_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "z_bg_jya_goroiwa.h"
#include "objects/object_goroiwa/object_goroiwa.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgJyaGoroiwa_Init(Actor* thisx, PlayState* play);
void BgJyaGoroiwa_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/object_jya_iron/object_jya_iron.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgJyaHaheniron_Init(Actor* thisx, PlayState* play);
void BgJyaHaheniron_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_jya_obj/object_jya_obj.h"
#include "soh/OTRGlobals.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgJyaLift_Init(Actor* thisx, PlayState* play);
void BgJyaLift_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgJyaZurerukabe_Init(Actor* thisx, PlayState* play);
void BgJyaZurerukabe_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_menkuri_eye.h"
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
#define FLAGS ACTOR_FLAG_DRAW_WHILE_CULLED
#define FLAGS ACTOR_FLAG_DRAW_CULLING_DISABLED
void BgMenkuriEye_Init(Actor* thisx, PlayState* play);
void BgMenkuriEye_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_menkuri_kaiten.h"
#include "objects/object_menkuri_objects/object_menkuri_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgMenkuriKaiten_Init(Actor* thisx, PlayState* play);
void BgMenkuriKaiten_Destroy(Actor* thisx, PlayState* play);

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@@ -42,9 +42,9 @@ void BgMenkuriNisekabe_Update(Actor* thisx, PlayState* play) {
BgMenkuriNisekabe* this = (BgMenkuriNisekabe*)thisx;
if (play->actorCtx.lensActive) {
this->actor.flags |= ACTOR_FLAG_LENS;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
} else {
this->actor.flags &= ~ACTOR_FLAG_LENS;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
}
}
@@ -52,7 +52,7 @@ void BgMenkuriNisekabe_Draw(Actor* thisx, PlayState* play) {
BgMenkuriNisekabe* this = (BgMenkuriNisekabe*)thisx;
u32 index = this->actor.params & 0xFF;
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_LENS)) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
Gfx_DrawDListXlu(play, sDLists[index]);
} else {
Gfx_DrawDListOpa(play, sDLists[index]);

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@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgMizuBwall_Init(Actor* thisx, PlayState* play);
void BgMizuBwall_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
#define MOVEBG_TYPE(params) (((u16)(params) >> 0xC) & 0xF)
#define MOVEBG_FLAGS(params) ((u16)(params)&0x3F)
@@ -311,7 +311,7 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + sp28.x;
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + sp28.y;
this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + sp28.z;
this->dyna.actor.child->flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.child->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
break;
}

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@@ -1,7 +1,7 @@
#include "z_bg_mizu_shutter.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
#define SIZE_PARAM (((u16)this->dyna.actor.params >> 0xC) & 0xF)
#define TIMER_PARAM (((u16)this->dyna.actor.params >> 6) & 0x3F)

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@@ -7,7 +7,7 @@
#include "z_bg_mizu_water.h"
#include "objects/object_mizu_objects/object_mizu_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgMizuWater_Init(Actor* thisx, PlayState* play);
void BgMizuWater_Destroy(Actor* thisx, PlayState* play);

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@@ -14,7 +14,7 @@
#include "objects/object_mjin_flash/object_mjin_flash.h"
#include "objects/object_mjin_oka/object_mjin_oka.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgMjin_Init(Actor* thisx, PlayState* play);
void BgMjin_Destroy(Actor* thisx, PlayState* play);
@@ -82,7 +82,7 @@ void func_808A0850(BgMjin* this, PlayState* play) {
if (Object_IsLoaded(&play->objectCtx, this->objBankIndex)) {
colHeader = NULL;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->dyna.actor.objBankIndex = this->objBankIndex;
Actor_SetObjectDependency(play, &this->dyna.actor);
DynaPolyActor_Init(&this->dyna, 0);

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@@ -9,7 +9,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgMoriBigst_Init(Actor* thisx, PlayState* play);
void BgMoriBigst_Destroy(Actor* thisx, PlayState* play);

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@@ -1,7 +1,7 @@
#include "z_bg_mori_elevator.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgMoriElevator_Init(Actor* thisx, PlayState* play);
void BgMoriElevator_Destroy(Actor* thisx, PlayState* play);

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@@ -135,7 +135,7 @@ s32 BgMoriHashigo_SpawnLadder(BgMoriHashigo* this, PlayState* play) {
s32 BgMoriHashigo_InitClasp(BgMoriHashigo* this, PlayState* play) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChainClasp);
this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
Actor_SetFocus(&this->dyna.actor, 55.0f);
BgMoriHashigo_InitCollider(this, play);
if ((this->dyna.actor.params == HASHIGO_CLASP) && !BgMoriHashigo_SpawnLadder(this, play)) {

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@@ -7,7 +7,7 @@
#include "z_bg_mori_hashira4.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgMoriHashira4_Init(Actor* thisx, PlayState* play);
void BgMoriHashira4_Destroy(Actor* thisx, PlayState* play);

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@@ -13,7 +13,7 @@
#include "objects/object_mori_hineri2a/object_mori_hineri2a.h"
#include "objects/object_mori_tex/object_mori_tex.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgMoriHineri_Init(Actor* thisx, PlayState* play);
void BgMoriHineri_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_mori_idomizu.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgMoriIdomizu_Init(Actor* thisx, PlayState* play);
void BgMoriIdomizu_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_mori_rakkatenjo.h"
#include "objects/object_mori_objects/object_mori_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgMoriRakkatenjo_Init(Actor* thisx, PlayState* play);
void BgMoriRakkatenjo_Destroy(Actor* thisx, PlayState* play);

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@@ -156,7 +156,7 @@ void BgPoEvent_InitBlocks(BgPoEvent* this, PlayState* play) {
CollisionHeader* colHeader = NULL;
s32 bgId;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
CollisionHeader_GetVirtual(&gPoSistersAmyBlockCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
if ((this->type == 0) && (this->index != 3)) {
@@ -309,7 +309,7 @@ void BgPoEvent_BlockFall(BgPoEvent* this, PlayState* play) {
this->dyna.actor.velocity.y++;
if (Math_StepToF(&this->dyna.actor.world.pos.y, 433.0f, this->dyna.actor.velocity.y)) {
this->dyna.actor.flags &= ~ACTOR_FLAG_DRAW_WHILE_CULLED;
this->dyna.actor.flags &= ~ACTOR_FLAG_DRAW_CULLING_DISABLED;
this->dyna.actor.velocity.y = 0.0f;
sBgPoEventBlocksAtRest++;
if (this->type != 1) {

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@@ -7,7 +7,7 @@
#include "z_bg_relay_objects.h"
#include "objects/object_relay_objects/object_relay_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
typedef enum {
/* 0 */ WINDMILL_ROTATING_GEAR,
@@ -64,7 +64,7 @@ void BgRelayObjects_Init(Actor* thisx, PlayState* play) {
}
func_800F5718();
thisx->room = -1;
thisx->flags |= ACTOR_FLAG_DRAW_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_DRAW_CULLING_DISABLED;
if (D_808A9508 & 2) {
thisx->params = 0xFF;
Actor_Kill(thisx);
@@ -156,7 +156,7 @@ void func_808A9234(BgRelayObjects* this, PlayState* play) {
return;
}
Flags_UnsetSwitch(play, this->switchFlag);
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
if (play->roomCtx.curRoom.num == 4) {
gSaveContext.timer1State = 0xF;
}

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@@ -9,7 +9,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "soh/frame_interpolation.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
typedef enum {
/* -1 */ DT_DRAWBRIDGE = -1,

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@@ -7,7 +7,7 @@
#include "z_bg_spot01_fusya.h"
#include "objects/object_spot01_objects/object_spot01_objects.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot01Fusya_Init(Actor* thisx, PlayState* play);
void BgSpot01Fusya_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_spot01_objects/object_spot01_objects.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot01Idohashira_Init(Actor* thisx, PlayState* play);
void BgSpot01Idohashira_Destroy(Actor* thisx, PlayState* play);

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@@ -7,7 +7,7 @@
#include "z_bg_spot01_idomizu.h"
#include "objects/object_spot01_objects/object_spot01_objects.h"
#define FLAGS ACTOR_FLAG_DRAW_WHILE_CULLED
#define FLAGS ACTOR_FLAG_DRAW_CULLING_DISABLED
void BgSpot01Idomizu_Init(Actor* thisx, PlayState* play);
void BgSpot01Idomizu_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_spot01_matoya/object_spot01_matoya.h"
#include "soh/OTRGlobals.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot01Idosoko_Init(Actor* thisx, PlayState* play);
void BgSpot01Idosoko_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_spot01_matoya/object_spot01_matoya.h"
#include "objects/object_spot01_matoyab/object_spot01_matoyab.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot01Objects2_Init(Actor* thisx, PlayState* play);
void BgSpot01Objects2_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_spot02_objects/object_spot02_objects.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSpot02Objects_Init(Actor* thisx, PlayState* play);
void BgSpot02Objects_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "objects/object_spot03_object/object_spot03_object.h"
#include "soh/ResourceManagerHelpers.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSpot03Taki_Init(Actor* thisx, PlayState* play);
void BgSpot03Taki_Destroy(Actor* thisx, PlayState* play);

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@@ -62,7 +62,7 @@ void BgSpot05Soko_Init(Actor* thisx, PlayState* play) {
Actor_Kill(thisx);
} else {
this->actionFunc = func_808AE5B4;
thisx->flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
thisx->flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
}
}
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);

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@@ -8,7 +8,7 @@
#include "objects/object_spot06_objects/object_spot06_objects.h"
#include "soh/Enhancements/custom-message/CustomMessageTypes.h"
#define FLAGS ACTOR_FLAG_HOOKSHOT_DRAGS
#define FLAGS ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR
typedef enum {
/* 0x0 */ LHO_WATER_TEMPLE_ENTRACE_GATE,
@@ -154,7 +154,7 @@ void BgSpot06Objects_Init(Actor* thisx, PlayState* play) {
break;
case LHO_WATER_PLANE:
Actor_ProcessInitChain(thisx, sInitChainWaterPlane);
thisx->flags = ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
thisx->flags = ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
if (LINK_IS_ADULT && !Flags_GetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER)) {
if (gSaveContext.sceneSetupIndex < 4) {
@@ -322,7 +322,7 @@ void BgSpot06Objects_LockWait(BgSpot06Objects* this, PlayState* play) {
if (this->collider.base.acFlags & 2) {
this->timer = 130;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
sin = Math_SinS(this->dyna.actor.world.rot.y);
cos = Math_CosS(this->dyna.actor.world.rot.y);
this->dyna.actor.world.pos.x += (3.0f * sin);
@@ -395,7 +395,7 @@ void BgSpot06Objects_LockSwimToSurface(BgSpot06Objects* this, PlayState* play) {
this->dyna.actor.world.pos.z - (Math_CosS(this->dyna.actor.shape.rot.y) * 16.0f);
this->dyna.actor.world.pos.y = -1993.0f;
this->timer = 32;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags &= ~ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->collider.elements[0].dim.worldSphere.radius = this->collider.elements[0].dim.modelSphere.radius * 2;
this->actionFunc = BgSpot06Objects_LockFloat;
}

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@@ -7,7 +7,7 @@
#include "z_bg_spot07_taki.h"
#include "objects/object_spot07_object/object_spot07_object.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSpot07Taki_Init(Actor* thisx, PlayState* play);
void BgSpot07Taki_Destroy(Actor* thisx, PlayState* play);

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@@ -9,7 +9,7 @@
#include "objects/object_spot11_obj/object_spot11_obj.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSpot11Bakudankabe_Init(Actor* thisx, PlayState* play);
void BgSpot11Bakudankabe_Destroy(Actor* thisx, PlayState* play);

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@@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "objects/object_spot11_obj/object_spot11_obj.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot11Oasis_Init(Actor* thisx, PlayState* play);
void BgSpot11Oasis_Update(Actor* thisx, PlayState* play);

View File

@@ -4,7 +4,7 @@
#include "overlays/actors/ovl_En_Bombf/z_en_bombf.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot16Bombstone_Init(Actor* thisx, PlayState* play);
void BgSpot16Bombstone_Destroy(Actor* thisx, PlayState* play);

View File

@@ -7,7 +7,7 @@
#include "z_bg_spot17_funen.h"
#include "objects/object_spot17_obj/object_spot17_obj.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSpot17Funen_Init(Actor* thisx, PlayState* play);
void BgSpot17Funen_Destroy(Actor* thisx, PlayState* play);

View File

@@ -2,7 +2,7 @@
#include "objects/object_spot18_obj/object_spot18_obj.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgSpot18Basket_Init(Actor* thisx, PlayState* play);
void BgSpot18Basket_Destroy(Actor* thisx, PlayState* play);

View File

@@ -7,7 +7,7 @@
#include "z_bg_spot18_shutter.h"
#include "objects/object_spot18_obj/object_spot18_obj.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSpot18Shutter_Init(Actor* thisx, PlayState* play);
void BgSpot18Shutter_Destroy(Actor* thisx, PlayState* play);

View File

@@ -8,7 +8,7 @@
#include "objects/object_sst/object_sst.h"
#include "soh/ResourceManagerHelpers.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgSstFloor_Init(BgSstFloor* this, PlayState* play);
void BgSstFloor_Destroy(BgSstFloor* this, PlayState* play);

View File

@@ -7,7 +7,7 @@
#include "z_bg_toki_hikari.h"
#include "objects/object_toki_objects/object_toki_objects.h"
#define FLAGS ACTOR_FLAG_DRAW_WHILE_CULLED
#define FLAGS ACTOR_FLAG_DRAW_CULLING_DISABLED
void BgTokiHikari_Init(Actor* thisx, PlayState* play);
void BgTokiHikari_Destroy(Actor* thisx, PlayState* play);

View File

@@ -9,7 +9,7 @@
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgTokiSwd_Init(Actor* thisx, PlayState* play);
void BgTokiSwd_Destroy(Actor* thisx, PlayState* play);

View File

@@ -10,7 +10,7 @@
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgTreemouth_Init(Actor* thisx, PlayState* play);
void BgTreemouth_Destroy(Actor* thisx, PlayState* play);
@@ -145,9 +145,9 @@ void func_808BC8B8(BgTreemouth* this, PlayState* play) {
if (!LINK_IS_ADULT) {
if (Flags_GetEventChkInf(EVENTCHKINF_MET_DEKU_TREE)) {
if (Actor_IsFacingAndNearPlayer(&this->dyna.actor, 1658.0f, 0x7530)) {
this->dyna.actor.flags |= ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
if (this->dyna.actor.isTargeted) {
this->dyna.actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->dyna.actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
play->csCtx.segment = D_808BD2A0;
gSaveContext.cutsceneTrigger = 1;
BgTreemouth_SetupAction(this, func_808BC9EC);

View File

@@ -46,7 +46,7 @@ void BgUmaJump_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->dyna.actor);
return;
}
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED;
}
}

View File

@@ -7,7 +7,7 @@
#include "z_bg_ydan_hasi.h"
#include "objects/object_ydan_objects/object_ydan_objects.h"
#define FLAGS (ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BgYdanHasi_Init(Actor* thisx, PlayState* play);
void BgYdanHasi_Destroy(Actor* thisx, PlayState* play);

View File

@@ -298,7 +298,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
if (this->dyna.actor.xzDistToPlayer < 80.0f) {
this->unk_16C = 200.0f;
this->dyna.actor.room = -1;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_WHILE_CULLED;
this->dyna.actor.flags |= ACTOR_FLAG_UPDATE_CULLING_DISABLED;
this->timer = 40;
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_WEB_BROKEN);
this->actionFunc = BgYdanSp_FloorWebBreaking;

View File

@@ -8,7 +8,7 @@
#include "objects/object_zg/object_zg.h"
#include "vt.h"
#define FLAGS ACTOR_FLAG_UPDATE_WHILE_CULLED
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
void BgZg_Init(Actor* thisx, PlayState* play);
void BgZg_Destroy(Actor* thisx, PlayState* play);

View File

@@ -11,7 +11,7 @@
#include <stdlib.h> // malloc
#include <string.h> // memcpy
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
#define LAVA_TEX_WIDTH 32
#define LAVA_TEX_HEIGHT 64
@@ -347,7 +347,7 @@ void BossDodongo_Init(Actor* thisx, PlayState* play) {
}
}
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
// #region SOH [General]
// Init mask values for all KD blended textures
@@ -652,7 +652,7 @@ void BossDodongo_SetupWalk(BossDodongo* this) {
this->unk_1AA = 0;
this->actionFunc = BossDodongo_Walk;
this->unk_1DA = 0;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_1E4 = 0.0f;
}
@@ -907,7 +907,7 @@ void BossDodongo_Roll(BossDodongo* this, PlayState* play) {
f32 sp4C;
f32 sp48;
this->actor.flags |= ACTOR_FLAG_PLAY_HIT_SFX;
this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
SkelAnime_Update(&this->skelAnime);
if (this->unk_1DA == 10) {
@@ -1528,7 +1528,7 @@ void BossDodongo_SetupDeathCutscene(BossDodongo* this) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_DODO_K_DEAD);
this->unk_1DA = 0;
this->csState = 0;
this->actor.flags &= ~(ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE);
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE);
this->unk_1BC = 1;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
}

View File

@@ -17,7 +17,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
typedef enum {
/* 0 */ INTRO_FLY_EMERGE,
@@ -699,7 +699,7 @@ void BossFd_Fly(BossFd* this, PlayState* play) {
}
break;
case BOSSFD_FLY_CHASE:
this->actor.flags |= ACTOR_FLAG_PLAY_HIT_SFX;
this->actor.flags |= ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
temp_y = Math_SinS(this->work[BFD_MOVE_TIMER] * 2396.0f) * 30.0f + this->fwork[BFD_TARGET_Y_OFFSET];
this->targetPosition.x = player->actor.world.pos.x;
this->targetPosition.y = player->actor.world.pos.y + temp_y + 30.0f;
@@ -1279,9 +1279,9 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
}
if ((this->actor.world.pos.y < 90.0f) || (700.0f < this->actor.world.pos.y) || (this->actionFunc == BossFd_Wait)) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}

View File

@@ -12,7 +12,7 @@
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
typedef enum {
/* 0 */ DEATH_START,
@@ -531,7 +531,7 @@ void BossFd2_Vulnerable(BossFd2* this, PlayState* play) {
s16 i;
this->disableAT = true;
this->actor.flags |= ACTOR_FLAG_DRAGGED_BY_HOOKSHOT;
this->actor.flags |= ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER;
SkelAnime_Update(&this->skelAnime);
switch (this->work[FD2_ACTION_STATE]) {
case 0:
@@ -619,7 +619,7 @@ void BossFd2_SetupDeath(BossFd2* this, PlayState* play) {
Animation_Change(&this->skelAnime, &gHoleVolvagiaDamagedAnim, 1.0f, 0.0f, this->fwork[FD2_END_FRAME],
ANIMMODE_ONCE_INTERP, -3.0f);
this->actionFunc = BossFd2_Death;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->deathState = DEATH_START;
}
@@ -968,7 +968,7 @@ void BossFd2_Update(Actor* thisx, PlayState* play2) {
osSyncPrintf("FD2 move start \n");
this->disableAT = false;
this->actor.flags &= ~ACTOR_FLAG_DRAGGED_BY_HOOKSHOT;
this->actor.flags &= ~ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER;
this->work[FD2_VAR_TIMER]++;
this->work[FD2_UNK_TIMER]++;
@@ -1003,9 +1003,9 @@ void BossFd2_Update(Actor* thisx, PlayState* play2) {
this->fwork[FD2_TEX2_SCROLL_X] += 3.0f;
this->fwork[FD2_TEX2_SCROLL_Y] -= 2.0f;
if (this->actor.focus.pos.y < 90.0f) {
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
} else {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
}

View File

@@ -16,7 +16,7 @@
#include <string.h>
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BossGanon_Init(Actor* thisx, PlayState* play);
void BossGanon_Destroy(Actor* thisx, PlayState* play);
@@ -383,7 +383,7 @@ void BossGanon_Init(Actor* thisx, PlayState* play2) {
0.0f, 0.0f, 0, 0, 0, 1);
Actor_ChangeCategory(play, &play->actorCtx, thisx, ACTORCAT_BOSS);
} else {
thisx->flags &= ~ACTOR_FLAG_TARGETABLE;
thisx->flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->fwork[GDF_FWORK_1] = 255.0f;
if (thisx->params >= 0xC8) {
@@ -2582,7 +2582,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
Vec3f sp40;
if (this->timers[3] == 0) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
}
SkelAnime_Update(&this->skelAnime);
@@ -2631,7 +2631,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
this->fwork[GDF_FWORK_1] = Animation_GetLastFrame(&gGanondorfLandAnim);
Animation_MorphToPlayOnce(&this->skelAnime, &gGanondorfLandAnim, 0.0f);
this->timers[0] = 70;
this->actor.flags |= ACTOR_FLAG_DRAGGED_BY_HOOKSHOT;
this->actor.flags |= ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER;
}
break;
@@ -2664,7 +2664,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
this->unk_2E6 = 80;
this->unk_2E8 = 0;
this->actor.flags &= ~ACTOR_FLAG_DRAGGED_BY_HOOKSHOT;
this->actor.flags &= ~ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER;
}
break;
@@ -2732,7 +2732,7 @@ void BossGanon_SetupDamaged(BossGanon* this, PlayState* play) {
}
void BossGanon_Damaged(BossGanon* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
SkelAnime_Update(&this->skelAnime);
@@ -2894,7 +2894,7 @@ void BossGanon_Update(Actor* thisx, PlayState* play2) {
this->collider.base.colType = 3;
sBossGanonCape->gravity = -3.0f;
this->shockGlow = false;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_1A2++;
this->unk_1A4++;

View File

@@ -13,7 +13,7 @@
#include <string.h>
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
void BossGanon2_Init(Actor* thisx, PlayState* play);
void BossGanon2_Destroy(Actor* thisx, PlayState* play);
@@ -209,7 +209,7 @@ void func_808FD4D4(BossGanon2* this, PlayState* play, s16 arg2, s16 arg3) {
void func_808FD5C4(BossGanon2* this, PlayState* play) {
this->actionFunc = func_808FD5F4;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->actor.world.pos.y = -3000.0f;
}
@@ -926,7 +926,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->unk_337 = 1;
func_808FFDB0(this, play);
this->unk_1A2[1] = 50;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
sBossGanon2Zelda->unk_3C8 = 7;
}
break;
@@ -1097,7 +1097,7 @@ void func_808FFDB0(BossGanon2* this, PlayState* play) {
}
this->unk_336 = 1;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->unk_228 = 1.0f;
this->unk_224 = 1.0f;
} else {

View File

@@ -14,7 +14,7 @@
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_WHILE_CULLED | ACTOR_FLAG_DRAW_WHILE_CULLED)
#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_DRAW_CULLING_DISABLED)
typedef enum {
/* 0 */ THROW_NORMAL,
@@ -231,7 +231,7 @@ void BossGanondrof_Init(Actor* thisx, PlayState* play) {
Collider_InitCylinder(play, &this->colliderSpear);
Collider_SetCylinder(play, &this->colliderBody, &this->actor, &sCylinderInitBody);
Collider_SetCylinder(play, &this->colliderSpear, &this->actor, &sCylinderInitSpear);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
if (Flags_GetClear(play, play->roomCtx.curRoom.num)) {
Actor_Kill(&this->actor);
if (GameInteractor_Should(VB_SPAWN_BLUE_WARP, true, this)) {
@@ -397,7 +397,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) {
EnfHG* horseTemp;
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearRaiseAnim, -2.0f);
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
horseTemp = (EnfHG*)this->actor.child;
Actor_SpawnAsChild(&play->actorCtx, &this->actor, play, ACTOR_EN_FHG_FIRE, this->spearTip.x,
this->spearTip.y, this->spearTip.z, 30, FHGFIRE_LIGHT_GREEN, 0, FHGFIRE_SPEAR_LIGHT);
@@ -408,7 +408,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPhantomGanonRideSpearResetAnim, -2.0f);
} else if (horse->bossGndSignal == FHG_RIDE) {
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonRideAnim, -2.0f);
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
}
osSyncPrintf("RUN 3\n");
@@ -435,7 +435,7 @@ void BossGanondrof_Paintings(BossGanondrof* this, PlayState* play) {
void BossGanondrof_SetupNeutral(BossGanondrof* this, f32 arg1) {
Animation_MorphToLoop(&this->skelAnime, &gPhantomGanonNeutralAnim, arg1);
this->actionFunc = BossGanondrof_Neutral;
this->actor.flags |= ACTOR_FLAG_TARGETABLE;
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED;
this->fwork[GND_FLOAT_SPEED] = 0.0f;
this->timers[0] = (s16)(Rand_ZeroOne() * 64.0f) + 30;
}
@@ -707,7 +707,7 @@ void BossGanondrof_Stunned(BossGanondrof* this, PlayState* play) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_DAMAGE2);
}
this->actor.flags |= ACTOR_FLAG_DRAGGED_BY_HOOKSHOT;
this->actor.flags |= ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER;
}
osSyncPrintf("TIME0 %d ********************************************\n", this->timers[0]);
@@ -890,7 +890,7 @@ void BossGanondrof_SetupDeath(BossGanondrof* this, PlayState* play) {
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
Audio_PlayActorSound2(&this->actor, NA_SE_EN_FANTOM_DEAD);
this->deathState = DEATH_START;
this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
this->actor.flags &= ~ACTOR_FLAG_ATTENTION_ENABLED;
this->work[GND_VARIANCE_TIMER] = 0;
this->shockTimer = 50;
}
@@ -1263,7 +1263,7 @@ void BossGanondrof_Update(Actor* thisx, PlayState* play) {
EnfHG* horse;
osSyncPrintf("MOVE START %d\n", this->actor.params);
this->actor.flags &= ~ACTOR_FLAG_DRAGGED_BY_HOOKSHOT;
this->actor.flags &= ~ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER;
this->colliderBody.base.colType = COLTYPE_HIT3;
if (this->killActor) {
Actor_Kill(&this->actor);

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