Apply clang-format to files (#5273)

This commit is contained in:
Archez
2025-04-01 22:33:38 -04:00
committed by GitHub
parent e8389e0b2e
commit 8f126344a4
885 changed files with 40384 additions and 36263 deletions

View File

@@ -133,8 +133,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist,
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
CLOSE_DISPS(play->state.gfxCtx);
@@ -173,8 +172,7 @@ void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 arg3, f
Matrix_RotateY(sp58, MTXMODE_APPLY);
Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
CLOSE_DISPS(play->state.gfxCtx);
@@ -357,49 +355,59 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, PlayState* play)
void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, PlayState* play) {
if (CVarGetInteger(CVAR_COSMETIC("Navi.IdlePrimary.Changed"), 0)) {
sNaviColorList[ACTORCAT_PLAYER].inner = CVarGetColor(CVAR_COSMETIC("Navi.IdlePrimary.Value"), defaultIdlePrimaryColor);
sNaviColorList[ACTORCAT_PLAYER].inner =
CVarGetColor(CVAR_COSMETIC("Navi.IdlePrimary.Value"), defaultIdlePrimaryColor);
} else {
sNaviColorList[ACTORCAT_PLAYER].inner = defaultIdlePrimaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.IdleSecondary.Changed"), 0)) {
sNaviColorList[ACTORCAT_PLAYER].outer = CVarGetColor(CVAR_COSMETIC("Navi.IdleSecondary.Value"), defaultIdleSecondaryColor);
sNaviColorList[ACTORCAT_PLAYER].outer =
CVarGetColor(CVAR_COSMETIC("Navi.IdleSecondary.Value"), defaultIdleSecondaryColor);
} else {
sNaviColorList[ACTORCAT_PLAYER].outer = defaultIdleSecondaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.NPCPrimary.Changed"), 0)) {
sNaviColorList[ACTORCAT_NPC].inner = CVarGetColor(CVAR_COSMETIC("Navi.NPCPrimary.Value"), defaultNPCPrimaryColor);
sNaviColorList[ACTORCAT_NPC].inner =
CVarGetColor(CVAR_COSMETIC("Navi.NPCPrimary.Value"), defaultNPCPrimaryColor);
} else {
sNaviColorList[ACTORCAT_NPC].inner = defaultNPCPrimaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.NPCSecondary.Changed"), 0)) {
sNaviColorList[ACTORCAT_NPC].outer = CVarGetColor(CVAR_COSMETIC("Navi.NPCSecondary.Value"), defaultNPCSecondaryColor);
sNaviColorList[ACTORCAT_NPC].outer =
CVarGetColor(CVAR_COSMETIC("Navi.NPCSecondary.Value"), defaultNPCSecondaryColor);
} else {
sNaviColorList[ACTORCAT_NPC].outer = defaultNPCSecondaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.EnemyPrimary.Changed"), 0)) {
sNaviColorList[ACTORCAT_ENEMY].inner = CVarGetColor(CVAR_COSMETIC("Navi.EnemyPrimary.Value"), defaultEnemyPrimaryColor);
sNaviColorList[ACTORCAT_BOSS].inner = CVarGetColor(CVAR_COSMETIC("Navi.EnemyPrimary.Value"), defaultEnemyPrimaryColor);
sNaviColorList[ACTORCAT_ENEMY].inner =
CVarGetColor(CVAR_COSMETIC("Navi.EnemyPrimary.Value"), defaultEnemyPrimaryColor);
sNaviColorList[ACTORCAT_BOSS].inner =
CVarGetColor(CVAR_COSMETIC("Navi.EnemyPrimary.Value"), defaultEnemyPrimaryColor);
} else {
sNaviColorList[ACTORCAT_ENEMY].inner = defaultEnemyPrimaryColor;
sNaviColorList[ACTORCAT_BOSS].inner = defaultEnemyPrimaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.EnemySecondary.Changed"), 0)) {
sNaviColorList[ACTORCAT_ENEMY].outer = CVarGetColor(CVAR_COSMETIC("Navi.EnemySecondary.Value"), defaultEnemySecondaryColor);
sNaviColorList[ACTORCAT_BOSS].outer = CVarGetColor(CVAR_COSMETIC("Navi.EnemySecondary.Value"), defaultEnemySecondaryColor);
sNaviColorList[ACTORCAT_ENEMY].outer =
CVarGetColor(CVAR_COSMETIC("Navi.EnemySecondary.Value"), defaultEnemySecondaryColor);
sNaviColorList[ACTORCAT_BOSS].outer =
CVarGetColor(CVAR_COSMETIC("Navi.EnemySecondary.Value"), defaultEnemySecondaryColor);
} else {
sNaviColorList[ACTORCAT_ENEMY].outer = defaultEnemySecondaryColor;
sNaviColorList[ACTORCAT_BOSS].outer = defaultEnemySecondaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.PropsPrimary.Changed"), 0)) {
sNaviColorList[ACTORCAT_PROP].inner = CVarGetColor(CVAR_COSMETIC("Navi.PropsPrimary.Value"), defaultPropsPrimaryColor);
sNaviColorList[ACTORCAT_PROP].inner =
CVarGetColor(CVAR_COSMETIC("Navi.PropsPrimary.Value"), defaultPropsPrimaryColor);
} else {
sNaviColorList[ACTORCAT_PROP].inner = defaultPropsPrimaryColor;
}
if (CVarGetInteger(CVAR_COSMETIC("Navi.PropsSecondary.Changed"), 0)) {
sNaviColorList[ACTORCAT_PROP].outer = CVarGetColor(CVAR_COSMETIC("Navi.PropsSecondary.Value"), defaultPropsSecondaryColor);
sNaviColorList[ACTORCAT_PROP].outer =
CVarGetColor(CVAR_COSMETIC("Navi.PropsSecondary.Value"), defaultPropsSecondaryColor);
} else {
sNaviColorList[ACTORCAT_PROP].outer = defaultPropsSecondaryColor;
}
@@ -513,8 +521,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->unk_0C, entry->unk_0C, 0.0f, MTXMODE_APPLY);
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(OVERLAY_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
Matrix_Pop();
}
@@ -542,8 +549,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
FrameInterpolation_RecordCloseChild();
}
@@ -625,7 +631,8 @@ void func_8002C7BC(TargetContext* targetCtx, Player* player, Actor* actorArg, Pl
targetCtx->unk_48 = 0;
}
lockOnSfxId = CHECK_FLAG_ALL(actorArg->flags, ACTOR_FLAG_ATTENTION_ENABLED | 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);
}
@@ -866,8 +873,8 @@ void TitleCard_InitBossName(PlayState* play, TitleCardContext* titleCtx, void* t
titleCtx->delayTimer = 0;
}
void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y,
s32 width, s32 height, s32 delay) {
void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y, s32 width,
s32 height, s32 delay) {
SceneTableEntry* loadedScene = play->loadedScene;
// size_t size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart;
switch (play->sceneNum) {
@@ -1054,7 +1061,6 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
default:
titleCtx->texture = NULL;
return;
}
static char newName[512];
@@ -1066,13 +1072,11 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
newName[length - 6] = 'F';
newName[length - 5] = 'R';
newName[length - 4] = 'A';
}
else if (gSaveContext.language == LANGUAGE_GER) {
} else if (gSaveContext.language == LANGUAGE_GER) {
newName[length - 6] = 'G';
newName[length - 5] = 'E';
newName[length - 4] = 'R';
}
else if (gSaveContext.language == LANGUAGE_JPN) {
} else if (gSaveContext.language == LANGUAGE_JPN) {
newName[length - 6] = 'J';
newName[length - 5] = 'P';
newName[length - 4] = 'N';
@@ -1128,20 +1132,30 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
if (titleCtx->alpha != 0) {
width = titleCtx->width;
height = titleCtx->height;
s16 TitleCard_PosX_Modifier = (titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.PosX"), 0) : CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.PosX"), 0));
s16 TitleCard_PosY_Modifier = (titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.PosY"), 0) : CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.PosY"), 0));
s16 TitleCard_PosType_Checker = (titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.PosType"), 0) : CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.PosType"), 0));
s16 TitleCard_Margin_Checker = (titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.UseMargins"), 0) : CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.UseMargins"), 0));
s16 TitleCard_PosX_Modifier = (titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.PosX"), 0)
: CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.PosX"), 0));
s16 TitleCard_PosY_Modifier = (titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.PosY"), 0)
: CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.PosY"), 0));
s16 TitleCard_PosType_Checker =
(titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.PosType"), 0)
: CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.PosType"), 0));
s16 TitleCard_Margin_Checker =
(titleCtx->isBossCard ? CVarGetInteger(CVAR_COSMETIC("TitleCard.Boss.UseMargins"), 0)
: CVarGetInteger(CVAR_COSMETIC("TitleCard.Map.UseMargins"), 0));
s16 TitleCard_MarginX = 0;
s16 TitleCard_PosX = titleCtx->x;
s16 TitleCard_PosY = titleCtx->y;
if (TitleCard_PosType_Checker != 0) {
TitleCard_PosY = TitleCard_PosY_Modifier;
if (TitleCard_PosType_Checker == ANCHOR_LEFT) {
if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVarGetInteger(CVAR_COSMETIC("HUD.Margin.L"), 0) * -1;};
if (TitleCard_Margin_Checker != 0) {
TitleCard_MarginX = CVarGetInteger(CVAR_COSMETIC("HUD.Margin.L"), 0) * -1;
};
TitleCard_PosX = OTRGetDimensionFromLeftEdge(TitleCard_PosX_Modifier + TitleCard_MarginX) - 11;
} else if (TitleCard_PosType_Checker == ANCHOR_RIGHT) {
if (TitleCard_Margin_Checker != 0) {TitleCard_MarginX = CVarGetInteger(CVAR_COSMETIC("HUD.Margin.R"), 0);};
if (TitleCard_Margin_Checker != 0) {
TitleCard_MarginX = CVarGetInteger(CVAR_COSMETIC("HUD.Margin.R"), 0);
};
TitleCard_PosX = OTRGetDimensionFromRightEdge(TitleCard_PosX_Modifier + TitleCard_MarginX);
} else if (TitleCard_PosType_Checker == ANCHOR_NONE) {
TitleCard_PosX = TitleCard_PosX_Modifier;
@@ -1158,13 +1172,12 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
OVERLAY_DISP = Gfx_SetupDL_52NoCD(OVERLAY_DISP);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensityR, (u8)titleCtx->intensityG, (u8)titleCtx->intensityB,
(u8)titleCtx->alpha);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensityR, (u8)titleCtx->intensityG,
(u8)titleCtx->intensityB, (u8)titleCtx->alpha);
gDPLoadTextureBlock(OVERLAY_DISP++, (uintptr_t)titleCtx->texture, G_IM_FMT_IA,
G_IM_SIZ_8b,
width, height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTextureBlock(OVERLAY_DISP++, (uintptr_t)titleCtx->texture, G_IM_FMT_IA, G_IM_SIZ_8b, width, height, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD,
G_TX_NOLOD);
gSPWideTextureRectangle(OVERLAY_DISP++, titleX, titleY, ((doubleWidth * 2) + titleX) - 4, titleY + (height * 4),
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
@@ -1599,8 +1612,7 @@ s32 func_8002E2AC(PlayState* play, Actor* actor, Vec3f* arg2, s32 arg3) {
arg2->y += 50.0f;
actor->floorHeight =
BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
actor->floorHeight = BgCheck_EntityRaycastFloor5(play, &play->colCtx, &actor->floorPoly, &floorBgId, actor, arg2);
actor->bgCheckFlags &= ~0x0086;
if (actor->floorHeight <= BGCHECK_Y_MIN) {
@@ -1702,8 +1714,8 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
sp64.y = actor->prevPos.y;
func_8002E2AC(play, actor, &sp64, flags);
waterBoxYSurface = actor->world.pos.y;
if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z,
&waterBoxYSurface, &waterBox)) {
if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &waterBoxYSurface,
&waterBox)) {
actor->yDistToWater = waterBoxYSurface - actor->world.pos.y;
if (actor->yDistToWater < 0.0f) {
actor->bgCheckFlags &= ~0x60;
@@ -1791,8 +1803,8 @@ void func_8002EBCC(Actor* actor, PlayState* play, s32 flag) {
lightDir.z = play->envCtx.dirLight1.params.dir.z;
if (HREG(80) == 6) {
osSyncPrintf("z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f]\n", play->view.eye.x,
play->view.eye.y, play->view.eye.z);
osSyncPrintf("z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f]\n", play->view.eye.x, play->view.eye.y,
play->view.eye.z);
}
hilite = func_8002EABC(&actor->world.pos, &play->view.eye, &lightDir, play->state.gfxCtx);
@@ -2006,8 +2018,9 @@ s32 GiveItemEntryWithoutActor(PlayState* play, GetItemEntry getItemEntry) {
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE |
PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON | PLAYER_STATE1_CLIMBING_LADDER)) &&
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE |
PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON |
PLAYER_STATE1_CLIMBING_LADDER)) &&
Player_GetExplosiveHeld(player) < 0) {
if (((player->heldActor != NULL) && ((getItemEntry.getItemId > GI_NONE) && (getItemEntry.getItemId < GI_MAX)) ||
(IS_RANDO && (getItemEntry.getItemId > RG_NONE) && (getItemEntry.getItemId < RG_MAX))) ||
@@ -2045,8 +2058,9 @@ s32 GiveItemEntryFromActor(Actor* actor, PlayState* play, GetItemEntry getItemEn
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE |
PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON | PLAYER_STATE1_CLIMBING_LADDER)) &&
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE |
PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON |
PLAYER_STATE1_CLIMBING_LADDER)) &&
Player_GetExplosiveHeld(player) < 0) {
if ((((player->heldActor != NULL) || (actor == player->talkActor)) &&
((!IS_RANDO && ((getItemEntry.getItemId > GI_NONE) && (getItemEntry.getItemId < GI_MAX))) ||
@@ -2089,11 +2103,13 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange
Player* player = GET_PLAYER(play);
if (!(player->stateFlags1 &
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE |
PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON | PLAYER_STATE1_CLIMBING_LADDER)) &&
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE |
PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON |
PLAYER_STATE1_CLIMBING_LADDER)) &&
Player_GetExplosiveHeld(player) < 0) {
if ((((player->heldActor != NULL) || (actor == player->talkActor)) &&
((!IS_RANDO && ((getItemId > GI_NONE) && (getItemId < GI_MAX))) || (IS_RANDO && ((getItemId > RG_NONE) && (getItemId < RG_MAX))))) ||
((!IS_RANDO && ((getItemId > GI_NONE) && (getItemId < GI_MAX))) ||
(IS_RANDO && ((getItemId > RG_NONE) && (getItemId < RG_MAX))))) ||
(!(player->stateFlags1 & (PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_IN_CUTSCENE)))) {
if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
@@ -2164,8 +2180,9 @@ u32 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_CHARGING_SPIN_ATTACK | PLAYER_STATE1_HANGING_OFF_LEDGE |
PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON | PLAYER_STATE1_CLIMBING_LADDER))) {
(PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_CHARGING_SPIN_ATTACK |
PLAYER_STATE1_HANGING_OFF_LEDGE | PLAYER_STATE1_CLIMBING_LEDGE | PLAYER_STATE1_JUMPING |
PLAYER_STATE1_FREEFALL | PLAYER_STATE1_FIRST_PERSON | PLAYER_STATE1_CLIMBING_LADDER))) {
player->rideActor = horse;
player->mountSide = mountSide;
return true;
@@ -2210,7 +2227,8 @@ void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4)
void Player_PlaySfx(Actor* actor, u16 sfxId) {
if (actor->id != ACTOR_PLAYER || sfxId < NA_SE_VO_LI_SWORD_N || sfxId > NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID) {
Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale , &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
} else {
freqMultiplier = CVarGetFloat(CVAR_AUDIO("LinkVoiceFreqMultiplier"), 1.0);
if (freqMultiplier <= 0) {
@@ -2218,7 +2236,8 @@ void Player_PlaySfx(Actor* actor, u16 sfxId) {
}
// Authentic behavior uses D_801333E0 for both freqScale and a4
// Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &D_801333E0 , &D_801333E0, &D_801333E8);
Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &freqMultiplier, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &freqMultiplier, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
}
}
@@ -2262,7 +2281,8 @@ void func_8002F948(Actor* actor, u16 sfxId) {
}
void func_8002F974(Actor* actor, u16 sfxId) {
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->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;
}
@@ -2348,7 +2368,7 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
D_8015BC14 = 60;
D_8015BC18 = 1.0f;
} else if (D_8015BC14) {
D_8015BC14-= CVarGetInteger(CVAR_ENHANCEMENT("FastFarores"), 0) ? 5 : 1;
D_8015BC14 -= CVarGetInteger(CVAR_ENHANCEMENT("FastFarores"), 0) ? 5 : 1;
} else if (D_8015BC18 > 0.0f) {
static Vec3f effectVel = { 0.0f, -0.05f, 0.0f };
static Vec3f effectAccel = { 0.0f, -0.025f, 0.0f };
@@ -2393,8 +2413,8 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
effectPos.y = curPos->y + 80.0f + (6.0f * Rand_ZeroOne());
effectPos.z = curPos->z + Rand_CenteredFloat(6.0f);
EffectSsKiraKira_SpawnDispersed(play, &effectPos, &effectVel, &effectAccel, &effectPrimCol,
&effectEnvCol, 1000, 16);
EffectSsKiraKira_SpawnDispersed(play, &effectPos, &effectVel, &effectAccel, &effectPrimCol, &effectEnvCol,
1000, 16);
if (D_8015BC18 == 0.0f) {
gSaveContext.respawn[RESPAWN_MODE_TOP] = gSaveContext.respawn[RESPAWN_MODE_DOWN];
@@ -2466,22 +2486,19 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, Spell_env.r, Spell_env.g, Spell_env.b, 255);
Matrix_RotateZ(((play->gameplayFrames * 1500) & 0xFFFF) * M_PI / 32768.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
Matrix_RotateZ(~((play->gameplayFrames * 1200) & 0xFFFF) * M_PI / 32768.0f, MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
}
Lights_PointNoGlowSetInfo(&D_8015BC00, ((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.z), 255, 255, 255, lightRadius);
}
CLOSE_DISPS(play->state.gfxCtx);
}
@@ -2570,8 +2587,8 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
if (KREG(0) == -100) {
refActor = &GET_PLAYER(play)->actor;
KREG(0) = 0;
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x,
refActor->world.pos.y + 100.0f, refActor->world.pos.z, 0, 0, 0, 1, true);
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x, refActor->world.pos.y + 100.0f,
refActor->world.pos.z, 0, 0, 0, 1, true);
}
sp80 = &D_80116068[0];
@@ -2596,8 +2613,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->sfx = 0;
if (actor->init != NULL) {
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex))
{
if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
Actor_SetObjectDependency(play, actor);
actor->init(actor, play);
actor->init = NULL;
@@ -2634,7 +2650,8 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
actor->yawTowardsPlayer = Actor_WorldYawTowardActor(actor, &player->actor);
actor->flags &= ~ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT;
if ((DECR(actor->freezeTimer) == 0) && (actor->flags & (ACTOR_FLAG_UPDATE_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME))) {
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 {
@@ -2717,7 +2734,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
lights = LightContext_NewLights(&play->lightCtx, play->state.gfxCtx);
Lights_BindAll(lights, play->lightCtx.listHead, (actor->flags & ACTOR_FLAG_IGNORE_POINTLIGHTS) ? NULL : &actor->world.pos);
Lights_BindAll(lights, play->lightCtx.listHead,
(actor->flags & ACTOR_FLAG_IGNORE_POINTLIGHTS) ? NULL : &actor->world.pos);
Lights_Draw(lights, play->state.gfxCtx);
FrameInterpolation_RecordActorPosRotMatrix();
@@ -2777,7 +2795,8 @@ void Actor_Draw(PlayState* play, Actor* actor) {
void func_80030ED8(Actor* actor) {
if (actor->flags & ACTOR_FLAG_SFX_ACTOR_POS_2) {
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySoundGeneral(actor->sfx, &actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_1) {
Sfx_PlaySfxCentered(actor->sfx);
} else if (actor->flags & ACTOR_AUDIO_FLAG_SFX_CENTERED_2) {
@@ -2809,9 +2828,8 @@ void Actor_DrawLensOverlay(GraphicsContext* gfxCtx) {
(SCREEN_HEIGHT / 2 - LENS_MASK_HEIGHT) << 2, (SCREEN_WIDTH / 2 + LENS_MASK_WIDTH - 1) << 2,
(SCREEN_HEIGHT / 2 + LENS_MASK_HEIGHT - 1) << 2);
gSPWideTextureRectangle(POLY_XLU_DISP++, x, 0, x + abs(x), SCREEN_HEIGHT << 2, G_TX_RENDERTILE, 0, 0, 0, 0);
gSPWideTextureRectangle(POLY_XLU_DISP++, 0, 0, w, SCREEN_HEIGHT << 2, G_TX_RENDERTILE,
LENS_MASK_OFFSET_S << 5, LENS_MASK_OFFSET_T << 5,
(1 << 10) * (SCREEN_WIDTH - 2 * LENS_MASK_OFFSET_S) / SCREEN_WIDTH,
gSPWideTextureRectangle(POLY_XLU_DISP++, 0, 0, w, SCREEN_HEIGHT << 2, G_TX_RENDERTILE, LENS_MASK_OFFSET_S << 5,
LENS_MASK_OFFSET_T << 5, (1 << 10) * (SCREEN_WIDTH - 2 * LENS_MASK_OFFSET_S) / SCREEN_WIDTH,
(1 << 10) * (SCREEN_HEIGHT - 2 * LENS_MASK_OFFSET_T) / SCREEN_HEIGHT);
gDPPipeSync(POLY_XLU_DISP++);
CLOSE_DISPS(gfxCtx);
@@ -3059,11 +3077,12 @@ 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_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME)) || shipShouldDraw)) {
((actor->flags & (ACTOR_FLAG_DRAW_CULLING_DISABLED | ACTOR_FLAG_INSIDE_CULLING_VOLUME)) ||
shipShouldDraw)) {
// #endregion
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))) {
((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) || play->actorCtx.lensActive ||
(actor->room != play->roomCtx.curRoom.num))) {
assert(invisibleActorCounter < INVISIBLE_ACTOR_MAX);
invisibleActors[invisibleActorCounter] = actor;
invisibleActorCounter++;
@@ -3273,14 +3292,15 @@ void Actor_FreeOverlay(ActorDBEntry* dbEntry) {
}
// SoH: Flag to check if actors are being spawned from the actor entry list
// This flag is checked against to allow actors which dont have an objectBankIndex in the objectCtx slot/status array to spawn
// An example of what this fixes, is that it allows hookshot to be used as child
// This flag is checked against to allow actors which dont have an objectBankIndex in the objectCtx slot/status
// array to spawn An example of what this fixes, is that it allows hookshot to be used as child
int gMapLoading = 0;
Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ,
s16 rotX, s16 rotY, s16 rotZ, s16 params, s16 canRandomize) {
Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX,
s16 rotY, s16 rotZ, s16 params, s16 canRandomize) {
uint8_t tryRandomizeEnemy = CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) && gSaveContext.fileNum >= 0 && gSaveContext.fileNum <= 2 && canRandomize;
uint8_t tryRandomizeEnemy = CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) && gSaveContext.fileNum >= 0 &&
gSaveContext.fileNum <= 2 && canRandomize;
if (tryRandomizeEnemy) {
if (!GetRandomizedEnemy(play, &actorId, &posX, &posY, &posZ, &rotX, &rotY, &rotZ, &params)) {
@@ -3374,8 +3394,8 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
return actor;
}
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX,
f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params) {
Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, f32 posY,
f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params) {
Actor* spawnedActor = Actor_Spawn(actorCtx, play, actorId, posX, posY, posZ, rotX, rotY, rotZ, params, true);
if (spawnedActor == NULL) {
@@ -3387,7 +3407,8 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play
// Gohma (z_boss_goma.c), the Stalchildren spawner (z_en_encount1.c) and the falling platform spawning Stalfos in
// Forest Temple (z_bg_mori_bigst.c) that normally rely on this behaviour are changed when
// Enemy Rando is on so they still work properly even without assigning a parent.
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) && (spawnedActor->id == ACTOR_EN_FLOORMAS || spawnedActor->id == ACTOR_EN_PEEHAT)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), 0) &&
(spawnedActor->id == ACTOR_EN_FLOORMAS || spawnedActor->id == ACTOR_EN_PEEHAT)) {
return spawnedActor;
}
@@ -3509,11 +3530,13 @@ 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_ATTENTION_ENABLED)) {
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_ATTENTION_ENABLED | 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;
@@ -3522,8 +3545,8 @@ void func_800328D4(PlayState* play, ActorContext* actorCtx, Player* player, u32
if (actor != sp84) {
var = func_8002EFC0(actor, player, D_8015BBFC);
if ((var < D_8015BBF0) && func_8002F090(actor, var) && func_80032880(play, actor) &&
(!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &sp70,
&sp80, 1, 1, 1, 1, &sp7C) ||
(!BgCheck_CameraLineTest1(&play->colCtx, &player->actor.focus.pos, &actor->focus.pos, &sp70, &sp80,
1, 1, 1, 1, &sp7C) ||
SurfaceType_IsIgnoredByProjectiles(&play->colCtx, sp80, sp7C))) {
if (actor->targetPriority != 0) {
if (actor->targetPriority < D_8015BBF8) {
@@ -3654,7 +3677,7 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
bodyBreak->objectIds = ZELDA_ARENA_MALLOC_DEBUG(objectIdsSize);
if (bodyBreak->objectIds != NULL) {
memset((u8*)bodyBreak->matrices,0, matricesSize);
memset((u8*)bodyBreak->matrices, 0, matricesSize);
memset((u8*)bodyBreak->dLists, 0, dListsSize);
memset((u8*)bodyBreak->objectIds, 0, objectIdsSize);
bodyBreak->val = 1;
@@ -3725,8 +3748,8 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
mtx = &bodyBreak->matrices[bodyBreak->count];
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, mtx->xw,
mtx->yw, mtx->zw, 0, 0, objBankIndex, type);
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, mtx->xw, mtx->yw,
mtx->zw, 0, 0, objBankIndex, type);
if (spawnedEnPart != NULL) {
Matrix_MtxFToYXZRotS(&bodyBreak->matrices[bodyBreak->count], &spawnedEnPart->actor.shape.rot, 0);
@@ -3870,8 +3893,7 @@ Actor* Actor_GetProjectileActor(PlayState* play, Actor* refActor, f32 radius) {
// place in memory and causing issues with Dark link behavior, and probably other places too
if ((Math_Vec3f_DistXYZ(&refActor->world.pos, &actor->world.pos) > radius) ||
(actor->id == ACTOR_ARMS_HOOK && ((ArmsHook*)actor)->timer == 0) ||
(actor->id == ACTOR_EN_ARROW && ((EnArrow*)actor)->unk_210.x == 0)
) {
(actor->id == ACTOR_EN_ARROW && ((EnArrow*)actor)->unk_210.x == 0)) {
actor = actor->next;
} else {
deltaX = Math_SinS(actor->world.rot.y) * (actor->speedXZ * 10.0f);
@@ -4076,8 +4098,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL);
CLOSE_DISPS(play->state.gfxCtx);
@@ -4167,8 +4188,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY);
}
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->chainDL);
if (i % 2) {
@@ -4184,8 +4204,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
Matrix_Put(&baseMtxF);
Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPMatrix(POLY_OPA_DISP++, MATRIX_NEWMTX(play->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->lockDL);
CLOSE_DISPS(play->state.gfxCtx);
@@ -4523,8 +4542,8 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
return displayList;
}
void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha) {
void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
Actor* actor, s16 alpha) {
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
@@ -4540,8 +4559,8 @@ void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
CLOSE_DISPS(play->state.gfxCtx);
}
void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
PostLimbDraw postLimbDraw, Actor* actor, s16 alpha) {
void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
Actor* actor, s16 alpha) {
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
@@ -4672,7 +4691,8 @@ s32 func_800354B4(PlayState* play, Actor* actor, f32 range, s16 arg3, s16 arg4,
var1 = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y;
var2 = actor->yawTowardsPlayer - arg5;
if ((actor->xzDistToPlayer <= range) && (player->meleeWeaponState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) {
if ((actor->xzDistToPlayer <= range) && (player->meleeWeaponState != 0) && (arg4 >= ABS(var1)) &&
(arg3 >= ABS(var2))) {
return true;
} else {
return false;
@@ -4712,7 +4732,8 @@ void func_800355B8(PlayState* play, Vec3f* pos) {
u8 func_800355E4(PlayState* play, Collider* collider) {
Player* player = GET_PLAYER(play);
if ((collider->acFlags & AC_TYPE_PLAYER) && (player->meleeWeaponState != 0) && (player->meleeWeaponAnimation == 0x16)) {
if ((collider->acFlags & AC_TYPE_PLAYER) && (player->meleeWeaponState != 0) &&
(player->meleeWeaponAnimation == 0x16)) {
return true;
} else {
return false;
@@ -4807,12 +4828,11 @@ void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3) {
/**
* Spawns En_Part (Dissipating Flames) actor as a child of the given actor.
*/
Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused,
PlayState* play, s16 params, s32 arg8) {
Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused, PlayState* play,
s16 params, s32 arg8) {
EnPart* spawnedEnPart;
spawnedEnPart =
(EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
spawnedEnPart = (EnPart*)Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, spawnPos->x, spawnPos->y,
spawnPos->z, spawnRot->x, spawnRot->y, actor->objBankIndex, params);
if (spawnedEnPart != NULL) {
spawnedEnPart->actor.scale = actor->scale;
@@ -5347,7 +5367,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 17:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetInfTable(INFTABLE_6C)) {
retTextId = 0x7008;
} else {
@@ -5361,7 +5383,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
retTextId = 0x702D;
break;
case 18:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7006;
} else {
if (Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_POCKET_EGG)) {
@@ -5392,14 +5416,18 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 24:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7044;
} else {
retTextId = 0x7015;
}
break;
case 25:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7045;
} else {
Flags_GetInfTable(INFTABLE_C2);
@@ -5407,7 +5435,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 26:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7046;
} else {
Flags_GetInfTable(INFTABLE_C2);
@@ -5415,7 +5445,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 27:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7047;
} else if (Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
retTextId = 0x701A;
@@ -5430,7 +5462,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 28:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7048;
} else {
Flags_GetInfTable(INFTABLE_CA);
@@ -5438,7 +5472,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 29:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x7049;
} else {
Flags_GetInfTable(INFTABLE_CC);
@@ -5446,7 +5482,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 30:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x704A;
} else {
Flags_GetInfTable(INFTABLE_CE);
@@ -5454,7 +5492,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 31:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x704B;
} else {
Flags_GetInfTable(INFTABLE_D0);
@@ -5462,7 +5502,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 32:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x704C;
} else {
Flags_GetInfTable(INFTABLE_D2);
@@ -5470,7 +5512,9 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 33:
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) && Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
if (Flags_GetEventChkInf(EVENTCHKINF_USED_DEKU_TREE_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_DODONGOS_CAVERN_BLUE_WARP) &&
Flags_GetEventChkInf(EVENTCHKINF_USED_JABU_JABUS_BELLY_BLUE_WARP)) {
retTextId = 0x704D;
} else {
Flags_GetInfTable(INFTABLE_D4);
@@ -5722,7 +5766,8 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
retTextId = 0x2048;
} else if (Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
retTextId = 0x2047;
} else if (Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_POCKET_EGG) && !Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
} else if (Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_POCKET_EGG) &&
!Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
retTextId = 0x2044;
} else if (Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_CHILD_MALON_AT_CASTLE_OR_MARKET)) {
if (Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_INGO_AT_RANCH_BEFORE_TALON_RETURNS)) {
@@ -5792,8 +5837,8 @@ void func_80036E50(u16 textId, s16 arg1) {
Flags_SetInfTable(INFTABLE_0C);
return;
case 0x1033:
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Audio_PlaySoundGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
Flags_SetInfTable(INFTABLE_0E);
return;
@@ -6256,7 +6301,8 @@ s32 func_80037CB8(PlayState* play, Actor* actor, s16 arg2) {
case TEXT_STATE_CHOICE:
case TEXT_STATE_EVENT:
if (Message_ShouldAdvance(play) && func_80037C94(play, actor, arg2)) {
Audio_PlaySoundGeneral(NA_SE_SY_CANCEL, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Audio_PlaySoundGeneral(NA_SE_SY_CANCEL, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
msgCtx->msgMode = MSGMODE_TEXT_CLOSING;
ret = true;
}
@@ -6356,7 +6402,8 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += arg4;
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@@ -6365,7 +6412,8 @@ s32 func_80038154(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 a
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
sp2C = play->view.eye;
} else {
sp2C = player->actor.focus.pos;
@@ -6385,7 +6433,8 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
actor->focus.pos = arg4;
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
if (!(((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
var = actor->yawTowardsPlayer - actor->shape.rot.y;
abs_var = ABS(var);
if (abs_var >= 0x4300) {
@@ -6394,7 +6443,8 @@ s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) && (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
if (((play->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
sp24 = play->view.eye;
} else {
sp24 = player->actor.focus.pos;