Vanilla Behavior Overhaul
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "vt.h"
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#include "overlays/actors/ovl_En_Sw/z_en_sw.h"
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#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
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static s16 sDisableAttention = false;
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static s16 sUnused = -1;
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@@ -810,12 +811,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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break;
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case 4100:
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csInfo->keyFrames = D_801225D4;
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// RANDO: Waterfall opening cutscene skips to the end of the cutscene data earlier by doing this
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if (!(IS_RANDO)) {
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csInfo->keyFrameCnt = 5;
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} else {
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csInfo->keyFrameCnt = 2;
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}
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csInfo->keyFrameCnt = ARRAY_COUNT(D_801225D4);
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player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = 0x3FFC;
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func_800C0808(play, camIdx, player, CAM_SET_CS_C);
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@@ -1176,6 +1172,16 @@ s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s1
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s16 csCamIdx;
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Camera* csCam;
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if (actor != NULL && actor->id != ACTOR_PLAYER) {
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if (!GameInteractor_Should(GI_VB_PLAY_ONEPOINT_ACTOR_CS, true, actor)) {
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return;
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}
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} else {
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if (!GameInteractor_Should(GI_VB_PLAY_ONEPOINT_CS, true, &csId)) {
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return;
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}
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}
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if (parentCamIdx == SUBCAM_ACTIVE) {
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parentCamIdx = play->activeCamera;
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}
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