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https://github.com/izzy2lost/2ship2harkinian-Android.git
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Player Docs: public facing csAction things (#1459)
* public cs * comments
This commit is contained in:
+2
-2
@@ -312,8 +312,8 @@ s32 func_800B7128(Player* player);
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s32 func_800B715C(PlayState* play);
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void Actor_SetCameraHorseSetting(PlayState* play, Player* player);
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void Actor_MountHorse(PlayState* play, Player* player, Actor* horse);
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s32 func_800B724C(PlayState* play, Actor* actor, u8 csAction);
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s32 func_800B7298(PlayState* play, Actor* actor, u8 csAction);
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s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction);
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction);
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void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation);
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngleDiff, PlayState* play);
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+1
-1
@@ -208,7 +208,7 @@ typedef struct PlayState {
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/* 0x18770 */ void (*unk_18770)(struct PlayState* play, Player* player);
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/* 0x18774 */ s32 (*startPlayerFishing)(struct PlayState* play);
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/* 0x18778 */ s32 (*grabPlayer)(struct PlayState* play, Player* player);
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/* 0x1877C */ s32 (*startPlayerCutscene)(struct PlayState* play, Player* player, PlayerCsAction csAction);
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/* 0x1877C */ s32 (*tryPlayerCsAction)(struct PlayState* play, Player* player, PlayerCsAction csAction);
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/* 0x18780 */ void (*func_18780)(Player* player, struct PlayState* play);
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/* 0x18784 */ s32 (*damagePlayer)(struct PlayState* play, s32 damage);
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/* 0x18788 */ void (*talkWithPlayer)(struct PlayState* play, Actor* actor);
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+2
-1
@@ -607,6 +607,7 @@ typedef struct struct_80122744_arg1 {
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} struct_80122744_arg1; // size = 0x8
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typedef enum PlayerCsAction {
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/* -1 */ PLAYER_CSACTION_NEG1 = -1, // Specific to Kafei, any negative number works
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/* 0x00 */ PLAYER_CSACTION_NONE,
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/* 0x01 */ PLAYER_CSACTION_1,
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/* 0x02 */ PLAYER_CSACTION_2,
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@@ -1145,7 +1146,7 @@ typedef struct Player {
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/* 0x395 */ u8 prevCsAction; // PlayerCsAction enum
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/* 0x396 */ u8 cueId; // PlayerCueId enum
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/* 0x397 */ u8 unk_397; // PlayerDoorType enum
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/* 0x398 */ Actor* csActor;
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/* 0x398 */ Actor* csActor; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
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/* 0x39C */ UNK_TYPE1 unk_39C[0x4];
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/* 0x3A0 */ Vec3f unk_3A0;
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/* 0x3AC */ Vec3f unk_3AC;
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+25
-4
@@ -1402,7 +1402,17 @@ void Actor_SpawnHorse(PlayState* play, Player* player) {
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Horse_Spawn(play, player);
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}
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s32 func_800B724C(PlayState* play, Actor* actor, u8 csAction) {
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/**
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* Sets a Player Cutscene Action specified by `csAction`.
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*
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* `haltActorsDuringCsAction` being set to false in this function means that all actors will
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* be able to update while Player is performing the cutscene action.
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*
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* Note: due to how player implements initializing the cutscene action state, `haltActorsDuringCsAction`
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* will only be considered the first time player starts a `csAction`.
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* Player must leave the cutscene action state and enter it again before halting actors can be toggled.
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*/
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s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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if ((player->csAction == PLAYER_CSACTION_5) ||
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@@ -1411,15 +1421,26 @@ s32 func_800B724C(PlayState* play, Actor* actor, u8 csAction) {
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}
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player->csAction = csAction;
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player->csActor = actor;
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player->csActor = csActor;
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player->cv.haltActorsDuringCsAction = false;
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return true;
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}
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s32 func_800B7298(PlayState* play, Actor* actor, u8 csAction) {
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/**
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* Sets a Player Cutscene Action specified by `csAction`.
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*
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* `haltActorsDuringCsAction` being set to true in this function means that eventually `PLAYER_STATE1_20000000` will be
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* set. This makes it so actors belonging to categories `ACTORCAT_ENEMY` and `ACTORCAT_MISC` will not update while
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* Player is performing the cutscene action.
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*
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* Note: due to how player implements initializing the cutscene action state, `haltActorsDuringCsAction`
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* will only be considered the first time player starts a `csAction`.
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* Player must leave the cutscene action state and enter it again before halting actors can be toggled.
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*/
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s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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if (func_800B724C(play, actor, csAction)) {
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if (Player_SetCsAction(play, csActor, csAction)) {
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player->cv.haltActorsDuringCsAction = true;
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return true;
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}
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@@ -213,7 +213,7 @@ void CutsceneManager_End(void) {
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sCutsceneMgr.targetActor->flags &= ~ACTOR_FLAG_100000;
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// fallthrough
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case CS_START_1:
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_END);
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sCutsceneMgr.startMethod = CS_START_0;
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break;
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@@ -344,7 +344,7 @@ s16 CutsceneManager_StartWithPlayerCs(s16 csId, Actor* actor) {
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s16 startCsId = CutsceneManager_Start(csId, actor);
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if (startCsId >= 0) {
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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if (sCutsceneMgr.length == 0) {
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CutsceneManager_Stop(sCutsceneMgr.csId);
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}
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@@ -360,7 +360,7 @@ s16 CutsceneManager_StartWithPlayerCsAndSetFlag(s16 csId, Actor* actor) {
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s16 startCsId = CutsceneManager_Start(csId, actor);
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if (startCsId >= 0) {
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func_800B7298(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(sCutsceneMgr.play, NULL, PLAYER_CSACTION_WAIT);
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if (sCutsceneMgr.length == 0) {
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CutsceneManager_Stop(sCutsceneMgr.csId);
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}
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@@ -794,7 +794,7 @@ void func_80B819F0(Actor* thisx, PlayState* play) {
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if (CutsceneManager_IsNext(this->dyna.actor.csId)) {
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CutsceneManager_StartWithPlayerCs(this->dyna.actor.csId, &this->dyna.actor);
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if (this->dyna.actor.csId >= 0) {
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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}
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func_80B81A64(this);
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} else {
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@@ -126,7 +126,7 @@ s32 func_80953DA8(BgIngate* this, PlayState* play) {
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Camera* mainCam = Play_GetCamera(play, CAM_ID_MAIN);
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if (CHECK_EVENTINF(EVENTINF_35)) {
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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} else {
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SET_EVENTINF(EVENTINF_41);
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}
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@@ -149,7 +149,7 @@ void func_80953E38(PlayState* play) {
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void func_80953EA4(BgIngate* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_58);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_58);
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player->unk_3A0.x = this->dyna.actor.world.pos.x;
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player->unk_3A0.z = this->dyna.actor.world.pos.z;
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this->unk160 &= ~0x4;
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@@ -192,7 +192,7 @@ void func_80953F9C(BgIngate* this, PlayState* play) {
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if (this->timePath->additionalPathIndex != ADDITIONAL_PATH_INDEX_NONE) {
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func_80953E38(play);
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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this->dyna.actor.textId = 0x9E4;
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Message_StartTextbox(play, this->dyna.actor.textId, NULL);
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this->unk16C += 1;
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@@ -231,7 +231,7 @@ void func_809541B8(BgIngate* this, PlayState* play) {
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if ((player->transformation == PLAYER_FORM_HUMAN) && (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
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(this->dyna.actor.xzDistToPlayer < 40.0f)) {
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if (this->dyna.actor.playerHeightRel > 15.0f) {
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
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this->dyna.actor.textId = 0x9E6;
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Message_StartTextbox(play, this->dyna.actor.textId, NULL);
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this->actionFunc = func_809543D4;
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@@ -261,7 +261,7 @@ void func_809542A0(BgIngate* this, PlayState* play) {
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void func_80954340(BgIngate* this, PlayState* play) {
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if (DECR(this->unk16A) == 0) {
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if (this->timePath != NULL) {
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_END);
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this->timePath = &play->setupPathList[this->timePath->additionalPathIndex];
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func_80953F14(this, play);
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Environment_StopTime();
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@@ -280,7 +280,7 @@ void func_809543D4(BgIngate* this, PlayState* play) {
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break;
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case 0x9E5:
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if (play->msgCtx.choiceIndex == 0) {
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_END);
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this->unk160 &= ~0x4;
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this->actionFunc = func_809541B8;
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Environment_StartTime();
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@@ -301,7 +301,7 @@ void func_809543D4(BgIngate* this, PlayState* play) {
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CLEAR_WEEKEVENTREG(WEEKEVENTREG_90_40);
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Audio_PlaySfx_MessageDecide();
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} else {
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func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_END);
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this->unk160 &= ~0x4;
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this->actionFunc = func_809541B8;
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Environment_StartTime();
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@@ -1001,7 +1001,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) {
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}
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Cutscene_StartManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
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@@ -1036,11 +1036,11 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) {
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}
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if (this->cutsceneTimer == 40) {
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func_800B7298(play, &this->actor, PLAYER_CSACTION_21);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_21);
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}
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if (this->cutsceneTimer == 100) {
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func_800B7298(play, &this->actor, PLAYER_CSACTION_4);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_4);
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}
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if (this->cutsceneTimer >= 90) {
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@@ -1136,7 +1136,7 @@ void Boss01_IntroCutscene(Boss01* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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this->actor.flags |= ACTOR_FLAG_TARGETABLE;
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SET_EVENTINF(EVENTINF_54);
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}
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@@ -1189,7 +1189,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) {
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}
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Cutscene_StartManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
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@@ -1232,7 +1232,7 @@ void Boss01_SummonBugsCutscene(Boss01* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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this->actor.flags |= ACTOR_FLAG_TARGETABLE;
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player->actor.world.rot.y = player->actor.shape.rot.y = -0x8000;
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player->actor.world.pos.x = 0.0f;
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@@ -2135,7 +2135,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) {
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}
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Cutscene_StartManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_1);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
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@@ -2252,7 +2252,7 @@ void Boss01_DeathCutscene(Boss01* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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this->actor.flags &= ~ACTOR_FLAG_TARGETABLE;
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}
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break;
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@@ -2172,7 +2172,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
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}
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if (this->unk_1D1C == 45) {
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func_800B7298(play, &this->actor, PLAYER_CSACTION_21);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_21);
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sTwinmoldMusicStartTimer = KREG(91) + 43;
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}
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@@ -2186,7 +2186,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
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}
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if (this->unk_1D1C == 100) {
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func_800B7298(play, &this->actor, PLAYER_CSACTION_115);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_115);
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}
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if (this->unk_1D1C == 112) {
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@@ -2225,7 +2225,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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this->actor.flags |= ACTOR_FLAG_TARGETABLE;
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this->unk_1D20 = 0;
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sRedTwinmold->unk_0144 = sBlueTwinmold->unk_0144 = 3;
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@@ -2286,7 +2286,7 @@ void func_809DEAC4(Boss02* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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this->unk_1D20 = 0;
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this->actor.flags |= ACTOR_FLAG_TARGETABLE;
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sp68->unk_0144 = 10;
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@@ -1149,7 +1149,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
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case 0:
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if (player->actor.world.pos.y < 1350.0f) {
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Cutscene_StartManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
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@@ -1260,7 +1260,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
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if (this->csTimer == 5) {
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// Rotates Player towards Gyorg
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func_800B7298(play, &this->actor, PLAYER_CSACTION_8);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_8);
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}
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this->subCamEye.x = player->actor.world.pos.x + 30.0f;
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@@ -1371,7 +1371,7 @@ void Boss03_IntroCutscene(Boss03* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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this->subCamId = SUB_CAM_ID_DONE;
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func_809E344C(this, play);
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@@ -1449,7 +1449,7 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
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case 0:
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if (CutsceneManager_GetCurrentCsId() == CS_ID_NONE) {
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Cutscene_StartManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_1);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
@@ -1628,7 +1628,7 @@ void Boss03_DeathCutscene(Boss03* this, PlayState* play) {
|
||||
func_80169AFC(play, this->subCamId, 0);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
Cutscene_StopManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
|
||||
this->csState = 3;
|
||||
Play_DisableMotionBlur();
|
||||
Boss03_PlayUnderwaterSfx(&this->actor.projectedPos, NA_SE_EN_KONB_INIT_OLD);
|
||||
@@ -1662,7 +1662,7 @@ void Boss03_SpawnSmallFishesCutscene(Boss03* this, PlayState* play) {
|
||||
case 0:
|
||||
if (CutsceneManager_GetCurrentCsId() == CS_ID_NONE) {
|
||||
Cutscene_StartManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_1);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_1);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
@@ -1723,7 +1723,7 @@ void Boss03_SpawnSmallFishesCutscene(Boss03* this, PlayState* play) {
|
||||
func_80169AFC(play, this->subCamId, 0);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
Cutscene_StopManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
|
||||
|
||||
func_809E344C(this, play);
|
||||
this->workTimer[WORK_TIMER_UNK1_A] = 50;
|
||||
|
||||
@@ -264,7 +264,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
player->actor.world.pos.x = this->unk_6E8;
|
||||
player->actor.world.pos.z = this->unk_6F0 + 410.0f;
|
||||
player->actor.shape.rot.y = 0x7FFF;
|
||||
@@ -314,7 +314,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
||||
if (this->unk_704 == 45) {
|
||||
this->unk_708 = 1;
|
||||
this->unk_704 = 0;
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_21);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_21);
|
||||
this->actor.gravity = 0.0f;
|
||||
break;
|
||||
}
|
||||
@@ -391,7 +391,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
|
||||
func_80169AFC(play, this->subCamId, 0);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
Cutscene_StopManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Play_DisableMotionBlur();
|
||||
SET_EVENTINF(EVENTINF_60);
|
||||
}
|
||||
|
||||
@@ -200,7 +200,7 @@ void func_809F24C8(Boss06* this, PlayState* play) {
|
||||
}
|
||||
|
||||
Cutscene_StartManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
this->subCamId = Play_CreateSubCamera(play);
|
||||
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
|
||||
Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
|
||||
@@ -240,7 +240,7 @@ void func_809F24C8(Boss06* this, PlayState* play) {
|
||||
this->unk_1D8 = 0.0f;
|
||||
if (this->unk_1CA == 60) {
|
||||
D_809F4970->unk_154++;
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_132);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_132);
|
||||
player->actor.shape.rot.y = 0;
|
||||
player->actor.world.rot.y = player->actor.shape.rot.y;
|
||||
}
|
||||
@@ -333,7 +333,7 @@ void func_809F24C8(Boss06* this, PlayState* play) {
|
||||
func_80169AFC(play, this->subCamId, 0);
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
Cutscene_StopManual(play, &play->csCtx);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
|
||||
D_809F4970->unk_151 = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
@@ -154,7 +154,7 @@ s32 func_80C224D8(DmTag* this, PlayState* play) {
|
||||
break;
|
||||
|
||||
case 6:
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
play->nextEntrance = ENTRANCE(STOCK_POT_INN, 5);
|
||||
gSaveContext.nextCutsceneIndex = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
@@ -171,7 +171,7 @@ s32 func_80C224D8(DmTag* this, PlayState* play) {
|
||||
|
||||
s32 func_80C227E8(DmTag* this, PlayState* play) {
|
||||
if (this->unk_1A4 == 0) {
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
play->nextEntrance = ENTRANCE(STOCK_POT_INN, 4);
|
||||
gSaveContext.nextCutsceneIndex = 0;
|
||||
play->transitionTrigger = TRANS_TRIGGER_START;
|
||||
|
||||
@@ -462,7 +462,7 @@ s32 func_808A1478(DoorShutter* this, PlayState* play, f32 arg2) {
|
||||
}
|
||||
|
||||
if ((this->csId != CS_ID_NONE) && (CutsceneManager_GetCurrentCsId() == this->csId)) {
|
||||
func_800B724C(play, &this->slidingDoor.dyna.actor, PLAYER_CSACTION_1);
|
||||
Player_SetCsAction(play, &this->slidingDoor.dyna.actor, PLAYER_CSACTION_1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -582,7 +582,7 @@ void func_808A1884(DoorShutter* this, PlayState* play) {
|
||||
if (CutsceneManager_GetCurrentCsId() == CS_ID_GLOBAL_DOOR) {
|
||||
func_801226E0(play, ((void)0, gSaveContext.respawn[RESPAWN_MODE_DOWN].data));
|
||||
player->csId = CS_ID_NONE;
|
||||
func_800B7298(play, NULL, PLAYER_CSACTION_115);
|
||||
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_115);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -637,7 +637,7 @@ void func_808A1B48(DoorShutter* this, PlayState* play) {
|
||||
void func_808A1C50(DoorShutter* this, PlayState* play) {
|
||||
if (this->unk_167++ > 30) {
|
||||
if (GET_PLAYER(play)->csAction == PLAYER_CSACTION_115) {
|
||||
func_800B7298(play, NULL, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_END);
|
||||
}
|
||||
DoorShutter_SetupDoor(this, play);
|
||||
}
|
||||
|
||||
@@ -344,7 +344,7 @@ void func_808B921C(DoorWarp1* this, PlayState* play) {
|
||||
}
|
||||
|
||||
if (func_808B866C(this, play) && !Play_InCsMode(play)) {
|
||||
func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_WAIT);
|
||||
Message_StartTextbox(play, 0xF2, &this->dyna.actor);
|
||||
DoorWarp1_SetupAction(this, func_808B93A0);
|
||||
}
|
||||
@@ -360,14 +360,14 @@ void func_808B93A0(DoorWarp1* this, PlayState* play) {
|
||||
Message_CloseTextbox(play);
|
||||
if (play->msgCtx.choiceIndex == 0) {
|
||||
Audio_PlaySfx_MessageDecide();
|
||||
func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_9);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_9);
|
||||
player->unk_3A0.x = this->dyna.actor.world.pos.x;
|
||||
player->unk_3A0.z = this->dyna.actor.world.pos.z;
|
||||
this->unk_1CA = 1;
|
||||
DoorWarp1_SetupAction(this, func_808B9524);
|
||||
} else {
|
||||
Audio_PlaySfx_MessageCancel();
|
||||
func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_END);
|
||||
DoorWarp1_SetupAction(this, func_808B94A4);
|
||||
}
|
||||
}
|
||||
@@ -448,7 +448,7 @@ void func_808B977C(DoorWarp1* this, PlayState* play) {
|
||||
|
||||
AudioSfx_PlaySfx(NA_SE_EV_LINK_WARP, &player->actor.projectedPos, 4, &gSfxDefaultFreqAndVolScale,
|
||||
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
|
||||
func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_9);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_9);
|
||||
player->unk_3A0.x = this->dyna.actor.world.pos.x;
|
||||
player->unk_3A0.z = this->dyna.actor.world.pos.z;
|
||||
this->unk_1CA = 1;
|
||||
@@ -602,7 +602,7 @@ void func_808B9F10(DoorWarp1* this, PlayState* play) {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
Interface_SetHudVisibility(HUD_VISIBILITY_NONE);
|
||||
func_800B7298(play, &this->dyna.actor, PLAYER_CSACTION_9);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->dyna.actor, PLAYER_CSACTION_9);
|
||||
player->unk_3A0.x = this->dyna.actor.world.pos.x;
|
||||
player->unk_3A0.z = this->dyna.actor.world.pos.z;
|
||||
this->unk_1CA = 20;
|
||||
|
||||
@@ -448,7 +448,7 @@ void EnAob01_BeforeRace_HandleConversation(EnAob01* this, PlayState* play) {
|
||||
if (this->stateFlags & ENAOB01_FLAG_PLAYER_CONFIRMED_CHOICE) {
|
||||
this->stateFlags &= ~ENAOB01_FLAG_PLAYER_CONFIRMED_CHOICE;
|
||||
Rupees_ChangeBy(-this->rupeesBet);
|
||||
func_800B7298(play, NULL, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_WAIT);
|
||||
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
|
||||
play->msgCtx.stateTimer = 4;
|
||||
this->actionFunc = EnAob01_BeforeRace_StartRace;
|
||||
|
||||
@@ -378,7 +378,7 @@ void EnBigokuta_PlayDeathCutscene(EnBigokuta* this, PlayState* play) {
|
||||
CutsceneManager_Start(this->csId, &this->picto.actor);
|
||||
|
||||
if (!CHECK_EVENTINF(EVENTINF_41) && !CHECK_EVENTINF(EVENTINF_35)) {
|
||||
func_800B724C(play, &this->picto.actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsAction(play, &this->picto.actor, PLAYER_CSACTION_WAIT);
|
||||
} else {
|
||||
player = GET_PLAYER(play);
|
||||
player->stateFlags1 |= PLAYER_STATE1_20;
|
||||
@@ -454,7 +454,7 @@ void EnBigokuta_PlayDeathEffects(EnBigokuta* this, PlayState* play) {
|
||||
Actor_Kill(&this->picto.actor);
|
||||
|
||||
if (!CHECK_EVENTINF(EVENTINF_41) && !CHECK_EVENTINF(EVENTINF_35)) {
|
||||
func_800B724C(play, &this->picto.actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsAction(play, &this->picto.actor, PLAYER_CSACTION_END);
|
||||
} else {
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
|
||||
@@ -308,7 +308,7 @@ void EnBigpo_SetupSpawnCutscene(EnBigpo* this) {
|
||||
void EnBigpo_WaitCutsceneQueue(EnBigpo* this, PlayState* play) {
|
||||
if (CutsceneManager_IsNext(this->actor.csId)) {
|
||||
CutsceneManager_Start(this->actor.csId, &this->actor);
|
||||
func_800B724C(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
this->subCamId = CutsceneManager_GetCurrentSubCamId(this->actor.csId);
|
||||
if (this->actor.params == BIG_POE_TYPE_REGULAR) { // and SUMMONED, got switched earlier
|
||||
EnBigpo_SpawnCutsceneStage1(this, play);
|
||||
@@ -478,7 +478,7 @@ void EnBigpo_SpawnCutsceneStage8(EnBigpo* this, PlayState* play) {
|
||||
} else { // BIG_POE_TYPE_REGULAR
|
||||
CutsceneManager_Stop(this->actor.csId);
|
||||
}
|
||||
func_800B724C(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_END);
|
||||
EnBigpo_SetupIdleFlying(this); // setup idle flying
|
||||
}
|
||||
}
|
||||
|
||||
@@ -850,7 +850,7 @@ void EnBigslime_EndCutscene(EnBigslime* this, PlayState* play) {
|
||||
this->subCamId = SUB_CAM_ID_DONE;
|
||||
CutsceneManager_Stop(this->csId);
|
||||
this->csId = CutsceneManager_GetAdditionalCsId(this->actor.csId);
|
||||
func_800B724C(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_END);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -939,7 +939,7 @@ void EnBigslime_SetupCutsceneStartBattle(EnBigslime* this, PlayState* play) {
|
||||
this->bigslimeCollider[0].base.acFlags &= ~AC_ON;
|
||||
|
||||
Math_Vec3f_Copy(&subCam->at, &this->actor.focus.pos);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_4);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_4);
|
||||
|
||||
player->actor.shape.rot.y = this->actor.yawTowardsPlayer + 0x8000;
|
||||
player->actor.world.pos.x = Math_SinS(this->actor.yawTowardsPlayer) * 347.0f + this->actor.world.pos.x;
|
||||
@@ -987,7 +987,7 @@ void EnBigslime_SetupCallMinislime(EnBigslime* this, PlayState* play) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gGekkoCallAnim, 5.0f);
|
||||
EnBigslime_GekkoSfxOutsideBigslime(this, NA_SE_EN_FROG_GREET);
|
||||
this->callTimer = 0;
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
this->actionFunc = EnBigslime_CallMinislime;
|
||||
}
|
||||
|
||||
@@ -1011,7 +1011,7 @@ void EnBigslime_CallMinislime(EnBigslime* this, PlayState* play) {
|
||||
EnBigslime_InitFallMinislime(this);
|
||||
play->envCtx.lightSettingOverride = LIGHT_SETTING_OVERRIDE_NONE;
|
||||
this->callTimer = 35;
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_4);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_4);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2546,7 +2546,7 @@ void EnBigslime_PlayCutscene(EnBigslime* this, PlayState* play) {
|
||||
} else if (CutsceneManager_IsNext(this->csId)) {
|
||||
CutsceneManager_Start(this->csId, &this->actor);
|
||||
if (this->actionFuncStored != EnBigslime_SquishFlat) {
|
||||
func_800B724C(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsAction(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
}
|
||||
|
||||
this->subCamId = CutsceneManager_GetCurrentSubCamId(this->csId);
|
||||
|
||||
@@ -427,7 +427,7 @@ void func_809C5310(EnBomBowlMan* this, PlayState* play) {
|
||||
if (player->actor.world.pos.x < 1510.0f) {
|
||||
if (player->transformation != PLAYER_FORM_DEKU) {
|
||||
if (this->actor.xzDistToPlayer < this->unk_2C8) {
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
func_809C53A4(this);
|
||||
}
|
||||
} else {
|
||||
@@ -485,7 +485,7 @@ void func_809C5598(EnBomBowlMan* this, PlayState* play) {
|
||||
} else if (this->actor.textId == 0x734) {
|
||||
this->actor.textId = 0x715;
|
||||
} else if (this->actor.textId == 0x715) {
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
|
||||
EnBomBowlMan_ChangeAnim(this, ENBOMBOWLMAN_ANIM_17, 1.0f);
|
||||
func_809C59A4(this, play);
|
||||
return;
|
||||
@@ -497,7 +497,7 @@ void func_809C5598(EnBomBowlMan* this, PlayState* play) {
|
||||
Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_LEARNED_SECRET_CODE);
|
||||
Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_RECEIVED_BOMBERS_NOTEBOOK);
|
||||
Message_BombersNotebookQueueEvent(play, BOMBERS_NOTEBOOK_EVENT_MET_BOMBERS);
|
||||
func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
|
||||
this->actionFunc = func_809C5738;
|
||||
return;
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user