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https://github.com/HarbourMasters/Shipwright.git
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vb lh sun (#106)
* underwater working pre func_80B858B4 replacement * underwater item update handled by hookhandlers * vb lh sun * remove unused should
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@ -277,6 +277,8 @@ void ItemBHeart_UpdateRandomizedItem(Actor* actor, PlayState* play) {
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void ItemEtcetera_DrawRandomizedItem(ItemEtcetera* itemEtcetera, PlayState* play) {
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EnItem00_CustomItemsParticles(&itemEtcetera->actor, play, itemEtcetera->sohItemEntry);
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func_8002EBCC(&itemEtcetera->actor, play, 0);
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func_8002ED80(&itemEtcetera->actor, play, 0);
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GetItemEntry_Draw(play, itemEtcetera->sohItemEntry);
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}
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@ -296,6 +298,44 @@ void ItemEtcetera_func_80B858B4_Randomized(ItemEtcetera* itemEtcetera, PlayState
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}
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}
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void ItemEtcetera_func_80B85824_Randomized(ItemEtcetera* itemEtcetera, PlayState* play) {
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if ((itemEtcetera->actor.params & 0xFF) != 7) {
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return;
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}
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if (itemEtcetera->actor.xzDistToPlayer < 30.0f &&
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fabsf(itemEtcetera->actor.yDistToPlayer) < 50.0f) {
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Flags_SetTreasure(play, 0x1F);
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Actor_Kill(&itemEtcetera->actor);
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}
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}
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void ItemEtcetera_MoveRandomizedFireArrowDown(ItemEtcetera* itemEtcetera, PlayState* play) {
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Actor_UpdateBgCheckInfo(play, &itemEtcetera->actor, 10.0f, 10.0f, 0.0f, 5);
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Actor_MoveForward(&itemEtcetera->actor);
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if (!(itemEtcetera->actor.bgCheckFlags & 1)) {
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ItemEtcetera_SpawnSparkles(itemEtcetera, play);
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}
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itemEtcetera->actor.shape.rot.y += 0x400;
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ItemEtcetera_func_80B85824_Randomized(itemEtcetera, play);
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}
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void ItemEtcetera_UpdateRandomizedFireArrow(ItemEtcetera* itemEtcetera, PlayState* play) {
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if ((play->csCtx.state != CS_STATE_IDLE) && (play->csCtx.npcActions[0] != NULL)) {
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if (play->csCtx.npcActions[0]->action == 2) {
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itemEtcetera->actor.draw = (ActorFunc)ItemEtcetera_DrawRandomizedItem;
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itemEtcetera->actor.gravity = -0.1f;
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itemEtcetera->actor.minVelocityY = -4.0f;
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itemEtcetera->actionFunc = ItemEtcetera_MoveRandomizedFireArrowDown;
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}
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} else {
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itemEtcetera->actor.gravity = -0.1f;
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itemEtcetera->actor.minVelocityY = -4.0f;
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itemEtcetera->actionFunc = ItemEtcetera_MoveRandomizedFireArrowDown;
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}
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}
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void EnCow_MoveForRandomizer(EnCow* enCow, PlayState* play) {
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bool moved = false;
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@ -991,6 +1031,10 @@ void RandomizerOnActorInitHandler(void* actorRef) {
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itemEtcetera->futureActionFunc = (ItemEtceteraActionFunc)ItemEtcetera_func_80B858B4_Randomized;
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break;
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}
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case ITEM_ETC_ARROW_FIRE: {
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itemEtcetera->futureActionFunc = (ItemEtceteraActionFunc)ItemEtcetera_UpdateRandomizedFireArrow;
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break;
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}
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}
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}
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}
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@ -120,24 +120,13 @@ void func_80B857D0(ItemEtcetera* this, PlayState* play) {
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void func_80B85824(ItemEtcetera* this, PlayState* play) {
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if (Actor_HasParent(&this->actor, play)) {
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if ((this->actor.params & 0xFF) == 7) {
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if (IS_RANDO) {
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Flags_SetTreasure(play, 0x1F);
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}
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}
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if ((this->actor.params & 0xFF) == 1) {
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_RUTOS_LETTER);
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Flags_SetSwitch(play, 0xB);
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}
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Actor_Kill(&this->actor);
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} else {
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if (!IS_RANDO) {
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Actor_OfferGetItem(&this->actor, play, this->getItemId, 30.0f, 50.0f);
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} else {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_LH_SUN, GI_ARROW_FIRE);
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GiveItemEntryFromActor(&this->actor, play, getItemEntry, 30.0f, 50.0f);
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}
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}
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}
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@ -233,7 +222,6 @@ void ItemEtcetera_DrawThroughLens(Actor* thisx, PlayState* play) {
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void ItemEtcetera_Draw(Actor* thisx, PlayState* play) {
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ItemEtcetera* this = (ItemEtcetera*)thisx;
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s32 type = this->actor.params & 0xFF;
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func_8002EBCC(&this->actor, play, 0);
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func_8002ED80(&this->actor, play, 0);
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@ -38,4 +38,6 @@ typedef enum {
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/* 0x0D */ ITEM_ETC_KEY_SMALL_CHEST_GAME
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} ItemEtceteraType;
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void ItemEtcetera_SpawnSparkles(ItemEtcetera* ItemEtcetera, PlayState* play);
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#endif
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