Defines for flags passed to Actor_UpdateBgCheckInfo (#1197)

* add flags

* add comment

* small fix

---------

Co-authored-by: angie <angheloalf95@gmail.com>
This commit is contained in:
engineer124
2023-04-18 16:02:56 -04:00
committed by GitHub
co-authored by angie
parent 44b04292cd
commit a67d086add
230 changed files with 544 additions and 323 deletions
+1 -1
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@@ -667,7 +667,7 @@ s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngleDiff);
s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngleDiff);
void Actor_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16* downwardSlopeYaw);
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, f32 ceilingCheckHeight, u32 flags);
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, f32 ceilingCheckHeight, u32 updBgCheckInfoFlags);
Hilite* Hilite_DrawOpa(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
void func_800B8050(Actor* actor, PlayState* play, s32 flag);
void func_800B8118(Actor* actor, PlayState* play, s32 flag);
+15
View File
@@ -134,6 +134,7 @@ typedef struct {
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDrawOpa
} ActorShape; // size = 0x30
// Flags for bgCheckFlags
#define BGCHECKFLAG_GROUND (1 << 0) // Standing on the ground
#define BGCHECKFLAG_GROUND_TOUCH (1 << 1) // Has touched the ground (only active for 1 frame)
#define BGCHECKFLAG_GROUND_LEAVE (1 << 2) // Has left the ground (only active for 1 frame)
@@ -148,6 +149,20 @@ typedef struct {
#define BGCHECKFLAG_PLAYER_800 (1 << 11) //
#define BGCHECKFLAG_PLAYER_1000 (1 << 12) //
// Flags for Actor_UpdateBgCheckInfo
#define UPDBGCHECKINFO_FLAG_1 (1 << 0) // check wall
#define UPDBGCHECKINFO_FLAG_2 (1 << 1) // check ceiling
#define UPDBGCHECKINFO_FLAG_4 (1 << 2) // check floor and water
#define UPDBGCHECKINFO_FLAG_8 (1 << 3)
#define UPDBGCHECKINFO_FLAG_10 (1 << 4)
#define UPDBGCHECKINFO_FLAG_20 (1 << 5) // unused
#define UPDBGCHECKINFO_FLAG_40 (1 << 6) // disable water ripples
#define UPDBGCHECKINFO_FLAG_80 (1 << 7)
#define UPDBGCHECKINFO_FLAG_100 (1 << 8)
#define UPDBGCHECKINFO_FLAG_200 (1 << 9)
#define UPDBGCHECKINFO_FLAG_400 (1 << 10) // check water
#define UPDBGCHECKINFO_FLAG_800 (1 << 11)
typedef struct Actor {
/* 0x000 */ s16 id; // Actor ID
/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
+21 -21
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@@ -1502,12 +1502,12 @@ void Actor_GetSlopeDirection(CollisionPoly* floorPoly, Vec3f* slopeNormal, s16*
*downwardSlopeYaw = Math_Atan2S_XY(slopeNormal->z, slopeNormal->x);
}
s32 func_800B761C(Actor* actor, f32 arg1, s32 arg2) {
s32 func_800B761C(Actor* actor, f32 arg1, s32 updBgCheckInfoFlags) {
if (actor->bgCheckFlags & BGCHECKFLAG_GROUND) {
actor->bgCheckFlags &= ~BGCHECKFLAG_GROUND;
actor->bgCheckFlags |= BGCHECKFLAG_GROUND_LEAVE;
if ((actor->velocity.y < 0.0f) && (arg2 & 0x10)) {
if ((actor->velocity.y < 0.0f) && (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_10)) {
actor->velocity.y = 0.0f;
}
return false;
@@ -1516,16 +1516,16 @@ s32 func_800B761C(Actor* actor, f32 arg1, s32 arg2) {
return true;
}
s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 updBgCheckInfoFlags) {
f32 distToFloor;
s32 bgId;
pos->y += (flags & 0x800) ? 10.0f : 50.0f;
pos->y += (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_800) ? 10.0f : 50.0f;
actor->floorHeight = BgCheck_EntityRaycastFloor5_2(play, &play->colCtx, &actor->floorPoly, &bgId, actor, pos);
actor->bgCheckFlags &= ~(BGCHECKFLAG_GROUND_TOUCH | BGCHECKFLAG_GROUND_LEAVE | BGCHECKFLAG_GROUND_STRICT);
if (actor->floorHeight <= BGCHECK_Y_MIN) {
return func_800B761C(actor, BGCHECK_Y_MIN, flags);
return func_800B761C(actor, BGCHECK_Y_MIN, updBgCheckInfoFlags);
}
distToFloor = actor->floorHeight - actor->world.pos.y;
@@ -1551,9 +1551,9 @@ s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
if (actor->velocity.y <= 0.0f) {
if (!(actor->bgCheckFlags & BGCHECKFLAG_GROUND)) {
actor->bgCheckFlags |= BGCHECKFLAG_GROUND_TOUCH;
} else if ((flags & 8) && (actor->gravity < 0.0f)) {
} else if ((updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_8) && (actor->gravity < 0.0f)) {
actor->velocity.y = -4.0f;
} else if (!(flags & 0x100)) {
} else if (!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_100)) {
actor->velocity.y = 0.0f;
}
@@ -1561,14 +1561,14 @@ s32 func_800B7678(PlayState* play, Actor* actor, Vec3f* pos, s32 flags) {
BgCheck2_AttachToMesh(&play->colCtx, actor, (s32)actor->floorBgId);
}
} else {
return func_800B761C(actor, distToFloor, flags);
return func_800B761C(actor, distToFloor, updBgCheckInfoFlags);
}
return true;
}
void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
f32 ceilingCheckHeight, u32 flags) {
f32 ceilingCheckHeight, u32 updBgCheckInfoFlags) {
f32 sp94 = actor->world.pos.y - actor->prevPos.y;
s32 pad;
Vec3f pos;
@@ -1577,21 +1577,21 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
BgCheck2_UpdateActorAttachedToMesh(&play->colCtx, actor->floorBgId, actor);
}
if (flags & 1) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_1) {
s32 bgId;
actor->bgCheckFlags &= ~BGCHECKFLAG_PLAYER_1000;
if ((!(flags & 0x80) &&
if ((!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_80) &&
(BgCheck_EntitySphVsWall3(&play->colCtx, &pos, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight))) ||
((flags & 0x80) &&
((updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_80) &&
(BgCheck_EntitySphVsWall4(&play->colCtx, &pos, &actor->world.pos, &actor->prevPos, wallCheckRadius,
&actor->wallPoly, &bgId, actor, wallCheckHeight)))) {
CollisionPoly* sp7C = actor->wallPoly;
actor->bgCheckFlags |= BGCHECKFLAG_WALL;
if ((flags & 0x200) && (actor->bgCheckFlags & BGCHECKFLAG_PLAYER_1000) && ((s32)sp7C->normal.y > 0) &&
(sqrtf(SQXYZ(actor->colChkInfo.displacement)) < 10.0f)) {
if ((updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_200) && (actor->bgCheckFlags & BGCHECKFLAG_PLAYER_1000) &&
((s32)sp7C->normal.y > 0) && (sqrtf(SQXYZ(actor->colChkInfo.displacement)) < 10.0f)) {
actor->bgCheckFlags &= ~BGCHECKFLAG_WALL;
} else if (actor->bgCheckFlags & BGCHECKFLAG_WALL) {
Math_Vec3f_Copy(&actor->world.pos, &pos);
@@ -1606,7 +1606,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
pos.x = actor->world.pos.x;
pos.z = actor->world.pos.z;
if (flags & 2) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_2) {
f32 y;
pos.y = actor->prevPos.y + 4.0f;
@@ -1618,12 +1618,12 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
actor->bgCheckFlags &= ~BGCHECKFLAG_CEILING;
}
}
if (flags & 4) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_4) {
WaterBox* waterbox;
f32 y;
pos.y = actor->prevPos.y;
func_800B7678(play, actor, &pos, flags);
func_800B7678(play, actor, &pos, updBgCheckInfoFlags);
y = actor->world.pos.y;
if (WaterBox_GetSurface1(play, &play->colCtx, actor->world.pos.x, actor->world.pos.z, &y, &waterbox)) {
@@ -1632,7 +1632,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
} else if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) {
actor->bgCheckFlags |= (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
if (!(flags & 0x40)) {
if (!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_40)) {
Vec3f sp64;
sp64.x = actor->world.pos.x;
@@ -1652,7 +1652,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
}
}
if (flags & 0x400) {
if (updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_400) {
WaterBox* waterbox;
f32 y = actor->world.pos.y;
@@ -1663,7 +1663,7 @@ void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight,
actor->bgCheckFlags &= ~(BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
} else if (!(actor->bgCheckFlags & BGCHECKFLAG_WATER)) {
actor->bgCheckFlags |= (BGCHECKFLAG_WATER | BGCHECKFLAG_WATER_TOUCH);
if (!(flags & 0x40)) {
if (!(updBgCheckInfoFlags & UPDBGCHECKINFO_FLAG_40)) {
Vec3f sp50;
sp50.x = actor->world.pos.x;
@@ -3726,7 +3726,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16
actor->world.pos.x += dx;
actor->world.pos.z += dz;
Actor_UpdateBgCheckInfo(play, actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
Math_Vec3f_Copy(&actor->world.pos, &actorPos);
ret = actor->bgCheckFlags & BGCHECKFLAG_GROUND;
+3 -1
View File
@@ -507,7 +507,9 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
if (this->actor.gravity != 0.0f) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 15.0f, 15.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 15.0f, 15.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
if (this->actor.floorHeight <= BGCHECK_Y_MIN) {
Actor_Kill(&this->actor);
@@ -183,7 +183,7 @@ void BgIcicle_Fall(BgIcicle* this, PlayState* play) {
} else {
Actor_MoveWithGravity(&this->dyna.actor);
this->dyna.actor.world.pos.y += 40.0f;
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->dyna.actor.world.pos.y -= 40.0f;
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
}
@@ -226,7 +226,7 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
actorBelow = DynaPoly_GetActor(&play->colCtx, this->dyna.actor.floorBgId);
if (actorBelow == NULL) {
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
s16 quakeIndex = Quake_Add(GET_ACTIVE_CAM(play), QUAKE_TYPE_3);
@@ -250,7 +250,8 @@ void BgIkanaDharma_Update(Actor* thisx, PlayState* play) {
wallCheckRadius = CLAMP_MIN(wallCheckRadius, 2.0f);
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, wallCheckRadius, 0.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 20.0f, wallCheckRadius, 0.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
Actor_SetFocus(&this->dyna.actor, 40.0f);
@@ -281,7 +281,7 @@ void BgKin2Picture_Fall(BgKin2Picture* this, PlayState* play) {
}
Actor_MoveWithGravity(&this->dyna.actor);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->dyna.actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
if (this->dyna.actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
Math_StepToS(&this->step, 0x7D0, 0x78);
+1 -1
View File
@@ -993,7 +993,7 @@ void func_809DAB78(Boss02* this, PlayState* play) {
this->unk_0B1C[i].y += this->unk_0164;
Math_ApproachF(&this->unk_0B1C[i].x, -(M_PI / 2), 0.1f, 0.07f);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f, UPDBGCHECKINFO_FLAG_4);
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
this->unk_0144 = 23;
+2 -1
View File
@@ -1993,7 +1993,8 @@ void Boss03_Update(Actor* thisx, PlayState* play2) {
Math_ApproachS(&this->actor.shape.rot.z, 0, 0xA, 0x800);
this->actor.world.pos.y -= 100.0f;
this->actor.prevPos.y -= 100.0f;
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 50.0f, 150.0f, 100.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
this->actor.world.pos.y += 100.0f;
this->actor.prevPos.y += 100.0f;
}
+3 -2
View File
@@ -197,7 +197,7 @@ void Boss04_Init(Actor* thisx, PlayState* play2) {
this->unk_6F0 = this->unk_6E0 + ((this->unk_6E4 - this->unk_6E0) * 0.5f);
this->actor.world.pos.x = this->unk_6E8;
this->actor.world.pos.z = this->unk_6F0;
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 35.0f, 60.0f, 60.0f, UPDBGCHECKINFO_FLAG_4);
if ((KREG(64) != 0) || CHECK_EVENTINF(EVENTINF_60)) {
func_809ECD00(this, play);
@@ -709,7 +709,8 @@ void Boss04_Update(Actor* thisx, PlayState* play2) {
Actor_MoveWithGravity(&this->actor);
this->actor.world.pos.y -= 100.0f;
this->actor.prevPos.y -= 100.0f;
Actor_UpdateBgCheckInfo(play, &this->actor, 100.0f, 120.0f, 200.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 100.0f, 120.0f, 200.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
this->actor.world.pos.y += 100.0f;
this->actor.prevPos.y += 100.0f;
}
+1 -1
View File
@@ -181,7 +181,7 @@ void DmAh_Update(Actor* thisx, PlayState* play) {
func_80C1D6E0(this, play);
SkelAnime_Update(&this->skelAnime);
func_80C1D458(this);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
static Vec3f D_80C1DE14 = { 1000.0f, 0.0f, 0.0f };
+1 -1
View File
@@ -93,7 +93,7 @@ void DmAl_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
s32 DmAl_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* rot, Vec3s* pos, Actor* thisx) {
+1 -1
View File
@@ -264,7 +264,7 @@ void DmAn_Update(Actor* thisx, PlayState* play) {
func_80C1C410(this, play);
func_80C1C5B4(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Vec3f D_80C1D2C8 = { 450.0f, 700.0f, -760.0f };
+1 -1
View File
@@ -56,7 +56,7 @@ void DmBal_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_bal_Skel_00A6D0, &object_bal_Anim_0005FC, this->jointTable,
this->morphTable, OBJECT_BAL_LIMB_MAX);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->timer = 60;
this->eyeIndex = 0;
this->keepEyesShut = false;
+1 -1
View File
@@ -264,7 +264,7 @@ void DmGm_Update(Actor* thisx, PlayState* play) {
func_80C24360(this, play);
func_80C24504(this);
}
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
Vec3f D_80C25218 = { 450.0f, 700.0f, -760.0f };
+1 -1
View File
@@ -87,7 +87,7 @@ void DmNb_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
SkelAnime_Update(&this->skelAnime);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
void DmNb_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
+1 -1
View File
@@ -557,7 +557,7 @@ void EnAh_Update(Actor* thisx, PlayState* play) {
func_8013C964(&this->actor, play, radius, height, PLAYER_IA_NONE, this->unk_2D8 & 7);
if (!(this->unk_2D8 & 0x10)) {
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 12.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
}
func_80BD2BA4(this, play);
}
@@ -150,7 +150,7 @@ void func_80BECC7C(EnAkindonuts* this, PlayState* play) {
}
if (this->unk_32C & 2) {
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, 5);
Actor_UpdateBgCheckInfo(play, &this->actor, 20.0f, 20.0f, 20.0f, UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4);
}
}
+3 -1
View File
@@ -509,7 +509,9 @@ void EnAm_Update(Actor* thisx, PlayState* play) {
}
this->actionFunc(this, play);
Actor_MoveWithGravity(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 100.0f, 0x1D);
Actor_UpdateBgCheckInfo(play, &this->actor, 30.0f, 30.0f, 100.0f,
UPDBGCHECKINFO_FLAG_1 | UPDBGCHECKINFO_FLAG_4 | UPDBGCHECKINFO_FLAG_8 |
UPDBGCHECKINFO_FLAG_10);
Actor_SetFocus(&this->actor, 64.0f);
Collider_UpdateCylinder(&this->actor, &this->enemyCollider);
Collider_UpdateCylinder(&this->actor, &this->interactCollider);
+1 -1
View File
@@ -291,7 +291,7 @@ void EnAni_Update(Actor* thisx, PlayState* play) {
}
Actor_UpdatePos(&this->actor);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, 4);
Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_4);
this->actionFunc(this, play);
if (this->actor.xzDistToPlayer < 100.0f && !(this->stateFlags & ANI_STATE_CLIMBING)) {
Actor_TrackPlayer(play, &this->actor, &this->headRot, &this->chestRot, this->actor.focus.pos);

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