* match MirRay_ReflectedBeam

* match Actor_DrawLensActors

* match func_80B9E8D4

* lens docs

* more lens docs

* fix

* cleanup

* move define down

* Actor_AddToLensActors

* small comment adj

* add one more comment

* fix bss
This commit is contained in:
engineer124
2023-02-21 15:06:22 -03:00
committed by GitHub
parent 9297e6dd52
commit 6f60872ddb
26 changed files with 132 additions and 118 deletions
+1 -1
View File
@@ -721,7 +721,7 @@ void Actor_DeactivateLens(PlayState* play);
void func_800B9120(ActorContext* actorCtx);
void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry);
void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx);
s32 Actor_RecordUndrawnActor(PlayState* play, Actor* actor);
s32 Actor_AddToLensActors(PlayState* play, Actor* actor);
void Actor_DrawAll(PlayState* play, ActorContext* actorCtx);
void func_800BA6FC(PlayState* play, ActorContext* actorCtx);
void func_800BA798(PlayState* play, ActorContext* actorCtx);
+1 -1
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@@ -930,7 +930,7 @@ typedef struct PlayState {
/* 0x18E5C */ TexturePtr pictoPhotoI8;
/* 0x18E60 */ void* unk_18E60;
/* 0x18E64 */ void* unk_18E64;
/* 0x18E68 */ void* unk_18E68;
/* 0x18E68 */ void* unk_18E68; // framebuffer related to Lens of Truth
/* 0x18E6C */ char unk_18E6C[0x3EC];
} PlayState; // size = 0x19258
+11 -4
View File
@@ -385,6 +385,13 @@ typedef struct ActorListEntry {
/* 0x8 */ s32 unk_08;
} ActorListEntry; // size = 0xC
typedef enum {
/* 0 */ LENS_MODE_HIDE_ACTORS, // lens actors are visible by default, and hidden by using lens (for example, fake walls)
/* 1 */ LENS_MODE_SHOW_ACTORS // lens actors are invisible by default, and shown by using lens (for example, invisible enemies)
} LensMode;
#define LENS_ACTOR_MAX 32
// Target size when activated
#define LENS_MASK_ACTIVE_SIZE 100
@@ -399,9 +406,9 @@ typedef struct ActorContext {
/* 0x00B */ s8 lensActorsDrawn;
/* 0x00C */ s16 unkC;
/* 0x00E */ u8 totalLoadedActors;
/* 0x00F */ u8 undrawnActorCount;
/* 0x00F */ u8 numLensActors;
/* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX];
/* 0x0A0 */ Actor* undrawnActors[32]; // Records the first 32 actors drawn each frame
/* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors
/* 0x120 */ TargetContext targetContext;
/* 0x1B8 */ ActorContextSceneFlags sceneFlags;
/* 0x1E4 */ TitleCardContext titleCtxt;
@@ -467,8 +474,8 @@ typedef enum {
#define ACTOR_FLAG_20 (1 << 5)
//
#define ACTOR_FLAG_40 (1 << 6)
// Invisible
#define ACTOR_FLAG_80 (1 << 7)
// hidden or revealed by Lens of Truth (depending on room lensMode)
#define ACTOR_FLAG_REACT_TO_LENS (1 << 7)
// Related to talk
#define ACTOR_FLAG_100 (1 << 8)
//
+1 -1
View File
@@ -261,7 +261,7 @@ typedef struct {
/* 0x02 */ u8 unk2; // 3: Room is hot
/* 0x03 */ u8 unk3;
/* 0x04 */ s8 echo;
/* 0x05 */ u8 unk5;
/* 0x05 */ u8 lensMode;
/* 0x06 */ u8 enablePosLights;
/* 0x07 */ UNK_TYPE1 pad7[0x1];
/* 0x08 */ RoomMesh* mesh;
+1
View File
@@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
UNK_TYPE4 D_8009BE30;
+69 -66
View File
@@ -2623,18 +2623,18 @@ void func_800B9D1C(Actor* actor) {
}
}
void Actor_DrawAllSetup(PlayState* play) {
play->actorCtx.undrawnActorCount = 0;
void Actor_ResetLensActors(PlayState* play) {
play->actorCtx.numLensActors = 0;
play->actorCtx.lensActorsDrawn = false;
}
s32 Actor_RecordUndrawnActor(PlayState* play, Actor* actor) {
if (play->actorCtx.undrawnActorCount >= 32) {
s32 Actor_AddToLensActors(PlayState* play, Actor* actor) {
if (play->actorCtx.numLensActors >= LENS_ACTOR_MAX) {
return false;
}
play->actorCtx.undrawnActors[play->actorCtx.undrawnActorCount] = actor;
play->actorCtx.undrawnActorCount++;
play->actorCtx.lensActors[play->actorCtx.numLensActors] = actor;
play->actorCtx.numLensActors++;
return true;
}
@@ -2643,125 +2643,126 @@ void Actor_DrawLensOverlay(Gfx** gfxP, s32 lensMaskSize) {
((LENS_MASK_ACTIVE_SIZE - lensMaskSize) * 0.003f) + 1.0f);
}
void Actor_DrawLensActors(PlayState* play, s32 numInvisibleActors, Actor** invisibleActors) {
void Actor_DrawLensActors(PlayState* play, s32 numLensActors, Actor** lensActors) {
GraphicsContext* gfxCtx = play->state.gfxCtx;
Actor** lensActor;
s32 i;
Gfx* gfx;
Gfx* gfxTemp;
void* zbuffer;
void* spA4;
s32 dbgVar1;
s32 dbgVar2;
s32 spB4;
Actor** invisibleActor;
Gfx* spAC;
void* spA8;
void* spA4;
GraphicsContext* gfxCtx = play->state.gfxCtx;
Gfx* tmp;
s32 pad[2];
// Remnant of debug
dbgVar1 = true;
dbgVar2 = true;
if (dbgVar1) {
dbgVar1 = numInvisibleActors > 0;
dbgVar1 = (numLensActors > 0);
}
OPEN_DISPS(gfxCtx);
if (dbgVar1) {
tmp = POLY_XLU_DISP;
spA8 = gfxCtx->zbuffer;
gfx = POLY_XLU_DISP;
zbuffer = gfxCtx->zbuffer;
spA4 = play->unk_18E68;
if (dbgVar2) {
PreRender_SetValues(&play->pauseBgPreRender, D_801FBBCC, D_801FBBCE, gfxCtx->curFrameBuffer, spA8);
PreRender_SetValues(&play->pauseBgPreRender, D_801FBBCC, D_801FBBCE, gfxCtx->curFrameBuffer, zbuffer);
spAC = tmp;
func_80170200(&play->pauseBgPreRender, &spAC, spA8, spA4);
tmp = spAC;
gfxTemp = gfx;
func_80170200(&play->pauseBgPreRender, &gfxTemp, zbuffer, spA4);
gfx = gfxTemp;
}
gDPPipeSync(tmp++);
gDPSetPrimDepth(tmp++, 0, 0);
gDPPipeSync(gfx++);
gDPSetPrimDepth(gfx++, 0, 0);
gDPSetOtherMode(tmp++,
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | Z_UPD | IM_RD | CVG_DST_SAVE | ZMODE_OPA | FORCE_BL |
GBL_c1(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA) |
GBL_c2(G_BL_CLR_BL, G_BL_0, G_BL_CLR_MEM, G_BL_1MA));
gDPSetPrimColor(tmp++, 0, 0, 0, 0, 0, 255);
gDPSetPrimColor(gfx++, 0, 0, 0, 0, 0, 255);
if (play->roomCtx.curRoom.unk5 == 0) {
gDPSetCombineLERP(tmp++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1,
if (play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) {
gDPSetCombineLERP(gfx++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1,
TEXEL0, PRIMITIVE, 0);
} else {
gDPSetCombineMode(tmp++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
}
spAC = tmp;
Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
tmp = Play_SetFog(play, spAC);
gfxTemp = gfx;
Actor_DrawLensOverlay(&gfxTemp, play->actorCtx.lensMaskSize);
gfx = Play_SetFog(play, gfxTemp);
for (spB4 = 0, invisibleActor = invisibleActors; spB4 < numInvisibleActors; spB4++, invisibleActor++) {
POLY_XLU_DISP = tmp;
Actor_Draw(play, *invisibleActor);
tmp = POLY_XLU_DISP;
for (i = 0, lensActor = lensActors; i < numLensActors; i++, lensActor++) {
POLY_XLU_DISP = gfx;
Actor_Draw(play, *lensActor);
gfx = POLY_XLU_DISP;
}
if (dbgVar2) {
gDPPipeSync(tmp++);
gDPPipeSync(gfx++);
gDPSetOtherMode(tmp++,
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_DISABLE | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | AA_EN | IM_RD | CVG_DST_WRAP | ZMODE_OPA | CVG_X_ALPHA |
ALPHA_CVG_SEL | FORCE_BL | GBL_c1(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_1) |
GBL_c2(G_BL_CLR_IN, G_BL_0, G_BL_CLR_MEM, G_BL_1));
gDPSetBlendColor(tmp++, 255, 255, 255, 0);
gDPSetPrimColor(tmp++, 0, 0xFF, 0, 0, 0, 32);
gDPSetBlendColor(gfx++, 255, 255, 255, 0);
gDPSetPrimColor(gfx++, 0, 0xFF, 0, 0, 0, 32);
if (play->roomCtx.curRoom.unk5 == 0) {
gDPSetCombineMode(tmp++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
if (play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) {
gDPSetCombineMode(gfx++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
} else {
gDPSetCombineLERP(tmp++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1,
gDPSetCombineLERP(gfx++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1,
TEXEL0, PRIMITIVE, 0);
}
gDPSetColorImage(tmp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, play->pauseBgPreRender.width, spA4);
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, play->pauseBgPreRender.width, spA4);
spAC = tmp;
Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
tmp = spAC;
gfxTemp = gfx;
Actor_DrawLensOverlay(&gfxTemp, play->actorCtx.lensMaskSize);
gfx = gfxTemp;
gDPPipeSync(tmp++);
gDPSetBlendColor(tmp++, 255, 255, 255, 8);
gDPPipeSync(gfx++);
gDPSetBlendColor(gfx++, 255, 255, 255, 8);
gDPSetColorImage(tmp++, G_IM_FMT_RGBA, G_IM_SIZ_16b, play->pauseBgPreRender.width,
gDPSetColorImage(gfx++, G_IM_FMT_RGBA, G_IM_SIZ_16b, play->pauseBgPreRender.width,
play->pauseBgPreRender.fbuf);
spAC = tmp;
func_8016FDB8(&play->pauseBgPreRender, &spAC, (void*)spA4, spA8, 1);
tmp = spAC;
gfxTemp = gfx;
func_8016FDB8(&play->pauseBgPreRender, &gfxTemp, spA4, zbuffer, 1);
gfx = gfxTemp;
}
POLY_XLU_DISP = tmp;
POLY_XLU_DISP = gfx;
}
tmp = OVERLAY_DISP;
gfx = OVERLAY_DISP;
gDPPipeSync(tmp++);
gDPPipeSync(gfx++);
gDPSetOtherMode(tmp++,
gDPSetOtherMode(gfx++,
G_AD_DISABLE | G_CD_MAGICSQ | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_NONE | G_CYC_1CYCLE | G_PM_NPRIMITIVE,
G_AC_THRESHOLD | G_ZS_PRIM | G_RM_CLD_SURF | G_RM_CLD_SURF2);
gDPSetCombineLERP(tmp++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0,
gDPSetCombineLERP(gfx++, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0, PRIMITIVE, 0, 1, TEXEL0,
PRIMITIVE, 0);
gDPSetPrimColor(tmp++, 0, 0, 74, 0, 0, 74);
gDPSetPrimColor(gfx++, 0, 0, 74, 0, 0, 74);
spAC = tmp;
Actor_DrawLensOverlay(&spAC, play->actorCtx.lensMaskSize);
OVERLAY_DISP = spAC;
gfxTemp = gfx;
Actor_DrawLensOverlay(&gfxTemp, play->actorCtx.lensMaskSize);
OVERLAY_DISP = gfxTemp;
CLOSE_DISPS(gfxCtx);
}
@@ -2817,7 +2818,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
OPEN_DISPS(play->state.gfxCtx);
Actor_DrawAllSetup(play);
Actor_ResetLensActors(play);
sp58 = POLY_XLU_DISP;
POLY_XLU_DISP = &sp58[1];
@@ -2841,10 +2842,11 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
actor->isDrawn = false;
if ((actor->init == NULL) && (actor->draw != NULL) && (actor->flags & actorFlags)) {
if ((actor->flags & ACTOR_FLAG_80) &&
((play->roomCtx.curRoom.unk5 == 0) || (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
if ((actor->flags & ACTOR_FLAG_REACT_TO_LENS) &&
((play->roomCtx.curRoom.lensMode == LENS_MODE_HIDE_ACTORS) ||
(play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) ||
(actor->room != play->roomCtx.curRoom.num))) {
if (Actor_RecordUndrawnActor(play, actor)) {}
if (Actor_AddToLensActors(play, actor)) {}
} else {
Actor_Draw(play, actor);
}
@@ -2870,9 +2872,10 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
} else {
Math_StepToC(&play->actorCtx.lensMaskSize, 0, 10);
}
if (play->actorCtx.lensMaskSize != 0) {
play->actorCtx.lensActorsDrawn = true;
Actor_DrawLensActors(play, play->actorCtx.undrawnActorCount, play->actorCtx.undrawnActors);
Actor_DrawLensActors(play, play->actorCtx.numLensActors, play->actorCtx.lensActors);
}
tmp2 = POLY_XLU_DISP;
+1
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@@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#define FLAGS \
+1 -1
View File
@@ -239,7 +239,7 @@ void Scene_HeaderCmdSpecialFiles(PlayState* play, SceneCmd* cmd) {
void Scene_HeaderCmdRoomBehavior(PlayState* play, SceneCmd* cmd) {
play->roomCtx.curRoom.unk3 = cmd->roomBehavior.gpFlag1;
play->roomCtx.curRoom.unk2 = cmd->roomBehavior.gpFlag2 & 0xFF;
play->roomCtx.curRoom.unk5 = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->roomCtx.curRoom.lensMode = (cmd->roomBehavior.gpFlag2 >> 8) & 1;
play->msgCtx.unk12044 = (cmd->roomBehavior.gpFlag2 >> 0xA) & 1;
play->roomCtx.curRoom.enablePosLights = (cmd->roomBehavior.gpFlag2 >> 0xB) & 1;
play->envCtx.unk_E2 = (cmd->roomBehavior.gpFlag2 >> 0xC) & 1;
+1
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@@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
s32 sMatAnimStep;
+1
View File
@@ -1,3 +1,4 @@
#include "prevent_bss_reordering.h"
#include "global.h"
#include "z64skin.h"
@@ -4,6 +4,7 @@
* Description: Igos du Ikana window - curtains and ray effects
*/
#include "prevent_bss_reordering.h"
#include "z_boss_06.h"
#include "z64shrink_window.h"
#include "overlays/actors/ovl_En_Knight/z_en_knight.h"
+3 -3
View File
@@ -265,7 +265,7 @@ void EnBox_Init(Actor* thisx, PlayState* play) {
this->dyna.actor.flags |= ACTOR_FLAG_10;
} else {
if ((this->type == ENBOX_TYPE_BIG_INVISIBLE) || (this->type == ENBOX_TYPE_SMALL_INVISIBLE)) {
this->dyna.actor.flags |= ACTOR_FLAG_80;
this->dyna.actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
}
EnBox_SetupAction(this, EnBox_WaitOpen);
this->movementFlags |= ENBOX_MOVE_IMMOBILE;
@@ -519,7 +519,7 @@ void EnBox_WaitOpen(EnBox* this, PlayState* play) {
void EnBox_Open(EnBox* this, PlayState* play) {
s32 pad;
this->dyna.actor.flags &= ~ACTOR_FLAG_80;
this->dyna.actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
if (SkelAnime_Update(&this->skelAnime)) {
if (this->unk_1EC > 0) {
@@ -698,7 +698,7 @@ void EnBox_Draw(Actor* thisx, PlayState* play) {
}
if (((this->alpha == 255) && (this->type != ENBOX_TYPE_BIG_INVISIBLE) &&
(this->type != ENBOX_TYPE_SMALL_INVISIBLE)) ||
(!CHECK_FLAG_ALL(this->dyna.actor.flags, ACTOR_FLAG_80) &&
(!CHECK_FLAG_ALL(this->dyna.actor.flags, ACTOR_FLAG_REACT_TO_LENS) &&
((this->type == ENBOX_TYPE_BIG_INVISIBLE) || (this->type == ENBOX_TYPE_SMALL_INVISIBLE)))) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
+1 -1
View File
@@ -642,7 +642,7 @@ void func_80B3F78C(EnDai* this, PlayState* play) {
if (play->actorCtx.lensActorsDrawn) {
this->unk_1CE |= 0x40;
} else {
Actor_RecordUndrawnActor(play, &this->actor);
Actor_AddToLensActors(play, &this->actor);
this->unk_1CE &= ~0x40;
}
+1 -1
View File
@@ -8,7 +8,7 @@
#include "objects/object_hanareyama_obj/object_hanareyama_obj.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_80)
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_REACT_TO_LENS)
#define THIS ((EnDnb*)thisx)
@@ -140,7 +140,7 @@ void EnFirefly_Init(Actor* thisx, PlayState* play) {
CollisionCheck_SetInfo(&this->actor.colChkInfo, &sDamageTable, &sColChkInfoInit);
if (this->actor.params & KEESE_INVISIBLE) {
this->actor.flags |= ACTOR_FLAG_80;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
this->actor.params = KEESE_GET_MAIN_TYPE(thisx);
this->isInvisible = true;
}
@@ -163,7 +163,7 @@ void EnFloormas_Init(Actor* thisx, PlayState* play2) {
this->actor.params = ENFLOORMAS_GET_7FFF(&this->actor);
if (params != 0) {
this->actor.flags |= ACTOR_FLAG_80;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
this->actor.draw = func_808D3754;
}
@@ -558,7 +558,7 @@ void func_808D19D4(EnFloormas* this) {
this->drawDmgEffAlpha = 0.0f;
Actor_SetScale(&this->actor, 0.004f);
this->actor.flags |= ACTOR_FLAG_10;
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
this->actor.draw = func_808D3754;
} else {
this->actor.draw = EnFloormas_Draw;
+10 -10
View File
@@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_gg/object_gg.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_80)
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_REACT_TO_LENS)
#define THIS ((EnGg*)thisx)
@@ -129,7 +129,7 @@ s32 func_80B34FB4(EnGg* this, PlayState* play) {
pitch = Math_Vec3f_Pitch(&sp34, &sp40);
if ((this->actor.xzDistToPlayer < 250.0f) && (this->actor.xzDistToPlayer > 50.0f) &&
(CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80) || CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80))) {
(CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS) || CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80))) {
Math_SmoothStepToS(&this->unk_2E8, pitch, 4, 0x2AA8, 1);
} else {
Math_SmoothStepToS(&this->unk_2E8, 0, 4, 0x2AA8, 1);
@@ -230,7 +230,7 @@ void func_80B35450(EnGg* this, PlayState* play) {
}
if (Actor_ProcessTalkRequest(&this->actor, &play->state)) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
Actor_DeactivateLens(play);
}
this->unk_308 = 1;
@@ -239,7 +239,7 @@ void func_80B35450(EnGg* this, PlayState* play) {
if (CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80)) {
func_800B863C(&this->actor, play);
this->actor.textId = 0xCEE;
} else if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
} else if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
func_800B863C(&this->actor, play);
this->actor.textId = 0xCE5;
}
@@ -252,7 +252,7 @@ void func_80B3556C(EnGg* this, PlayState* play) {
play->msgCtx.msgMode = 0x43;
play->msgCtx.stateTimer = 4;
this->unk_308 = 0;
this->actor.flags &= ~ACTOR_FLAG_80;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
func_80B35250(this);
} else {
this->actor.textId = func_80B357F0(this);
@@ -663,7 +663,7 @@ void EnGg_Init(Actor* thisx, PlayState* play) {
CLEAR_WEEKEVENTREG(WEEKEVENTREG_20_04);
CLEAR_WEEKEVENTREG(WEEKEVENTREG_20_08);
CLEAR_WEEKEVENTREG(WEEKEVENTREG_20_10);
this->actor.flags &= ~ACTOR_FLAG_80;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
this->unk_310 = this->actor.home.pos.y;
this->unk_2DC = this->actor.cutscene;
this->actor.flags |= ACTOR_FLAG_2000000;
@@ -683,10 +683,10 @@ void EnGg_Update(Actor* thisx, PlayState* play) {
EnGg* this = THIS;
if (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) {
this->actor.flags |= ACTOR_FLAG_80;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
this->actor.flags |= ACTOR_FLAG_1;
} else {
this->actor.flags &= ~ACTOR_FLAG_80;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
this->actor.flags &= ~ACTOR_FLAG_1;
}
@@ -709,7 +709,7 @@ void EnGg_Update(Actor* thisx, PlayState* play) {
}
if (!CHECK_WEEKEVENTREG(WEEKEVENTREG_91_10) &&
(CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80) || CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80) ||
(CHECK_WEEKEVENTREG(WEEKEVENTREG_19_80) || CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS) ||
(this->unk_308 == 1))) {
SET_WEEKEVENTREG(WEEKEVENTREG_91_10);
}
@@ -797,7 +797,7 @@ void EnGg_Draw(Actor* thisx, PlayState* play) {
POLY_OPA_DISP =
SkelAnime_DrawFlex(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
EnGg_OverrideLimbDraw, EnGg_PostLimbDraw, &this->actor, POLY_OPA_DISP);
} else if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80) || (this->unk_308 == 1)) {
} else if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS) || (this->unk_308 == 1)) {
func_8012C2DC(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(D_80B36DFC[this->unk_2E2]));
+9 -9
View File
@@ -7,7 +7,7 @@
#include "z_en_gg2.h"
#include "objects/object_gg/object_gg.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_80)
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_REACT_TO_LENS)
#define THIS ((EnGg2*)thisx)
@@ -89,7 +89,7 @@ s32 func_80B3AC94(EnGg2* this, PlayState* play) {
pitch = Math_Vec3f_Pitch(&sp34, &sp40);
if ((this->actor.xzDistToPlayer < 250.0f) && (this->actor.xzDistToPlayer > 50.0f) &&
CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
Math_SmoothStepToS(&this->unk_2F4, pitch, 4, 0x2AA8, 1);
} else {
Math_SmoothStepToS(&this->unk_2F4, 0, 4, 0x2AA8, 1);
@@ -159,14 +159,14 @@ void func_80B3AFB0(EnGg2* this, PlayState* play) {
this->unk_2F0 = 1;
this->actionFunc = func_80B3AE60;
} else if ((this->actor.xzDistToPlayer < 100.0f) && (this->actor.xzDistToPlayer > 50.0f) &&
CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
func_800B863C(&this->actor, play);
this->actor.textId = 0xCE4;
}
}
void func_80B3B05C(EnGg2* this, PlayState* play) {
if ((this->actor.xzDistToPlayer < 100.0f) && CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
if ((this->actor.xzDistToPlayer < 100.0f) && CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
this->actionFunc = func_80B3B5D4;
}
}
@@ -203,7 +203,7 @@ void func_80B3B120(EnGg2* this, PlayState* play) {
void func_80B3B21C(EnGg2* this, PlayState* play) {
this->actor.speedXZ = 0.0f;
if ((this->actor.xzDistToPlayer < 100.0f) && CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80)) {
if ((this->actor.xzDistToPlayer < 100.0f) && CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS)) {
this->unk_2E4 = ActorCutscene_GetAdditionalCutscene(this->unk_2E4);
this->actionFunc = func_80B3B5D4;
}
@@ -370,7 +370,7 @@ void EnGg2_Init(Actor* thisx, PlayState* play2) {
SkelAnime_InitFlex(play, &this->skelAnime, &object_gg_Skel_00F6C0, &object_gg_Anim_00F578, this->jointTable,
this->morphTable, 20);
this->unk_1D8 = SubS_GetPathByIndex(play, ENGG2_GET_FC00(&this->actor), 0x3F);
this->actor.flags &= ~ACTOR_FLAG_80;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
this->unk_2F0 = 0;
this->unk_2F1 = 0;
this->unk_2F2 = 0;
@@ -422,13 +422,13 @@ void EnGg2_Update(Actor* thisx, PlayState* play) {
EnGg2* this = THIS;
if (play->actorCtx.lensMaskSize == LENS_MASK_ACTIVE_SIZE) {
this->actor.flags |= ACTOR_FLAG_80;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
this->actor.flags |= ACTOR_FLAG_1;
if ((this->unk_2EE == 5) && (this->unk_2EE == 7)) {
this->actor.flags &= ~ACTOR_FLAG_1;
}
} else {
this->actor.flags &= ~ACTOR_FLAG_80;
this->actor.flags &= ~ACTOR_FLAG_REACT_TO_LENS;
this->actor.flags &= ~ACTOR_FLAG_1;
}
@@ -481,7 +481,7 @@ void EnGg2_Draw(Actor* thisx, PlayState* play) {
func_8012C2DC(play->state.gfxCtx);
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_80) || (this->unk_2F0 == 1)) {
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_REACT_TO_LENS) || (this->unk_2F0 == 1)) {
gSPSegment(POLY_XLU_DISP++, 0x08, Lib_SegmentedToVirtual(D_80B3C0AC[this->unk_2EA]));
POLY_XLU_DISP =
-1
View File
@@ -5,7 +5,6 @@
*/
#include "z_en_ot.h"
#include "prevent_bss_reordering.h"
#include "objects/object_ot/object_ot.h"
#include "objects/gameplay_keep/gameplay_keep.h"
+1 -1
View File
@@ -266,7 +266,7 @@ void EnRd_Init(Actor* thisx, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (EN_RD_GET_TYPE(&this->actor) == EN_RD_TYPE_INVISIBLE) {
this->actor.flags |= ACTOR_FLAG_80;
this->actor.flags |= ACTOR_FLAG_REACT_TO_LENS;
}
if (EN_RD_GET_TYPE(&this->actor) == EN_RD_TYPE_FROZEN) {

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