Addressed More Issues

This commit is contained in:
Alex Larbe 2026-01-10 21:24:01 +00:00
parent 51e37921c3
commit 3b298fea26
2 changed files with 49 additions and 48 deletions

View file

@ -1,7 +1,6 @@
#pragma once
#include "Library/LiveActor/LiveActor.h"
#include "Library/Thread/FunctorV0M.h"
class MultiGateKeeperWatcher;

View file

@ -57,8 +57,7 @@ void StackerStatePanic::control() {
kill();
}
al::setScale(mActor, {_3c, _3c, _3c});
f32 lerpVal = al::lerpValue(_3c, 1.0f, 0.12f);
_3c = lerpVal;
_3c = al::lerpValue(_3c, 1.0f, 0.12f);
}
void StackerStatePanic::attackSensor(al::HitSensor* self, al::HitSensor* other) {
@ -75,29 +74,31 @@ bool StackerStatePanic::receiveMsg(const al::SensorMsg* self, al::HitSensor* oth
if (_30 > 0)
return false;
if (!al::isNerve(this, &NrvStackerStatePanic.Wait) &&
!al::isNerve(this, &NrvStackerStatePanic.Surprise) &&
!al::isNerve(this, &NrvStackerStatePanic.CapHit)) {
if (!rs::isMsgCapAttack(self) && !rs::isMsgStackerCapBoostAttack(self))
return false;
_30 = 10;
al::faceToTarget(mActor, rs::getPlayerPos(mActor));
al::startHitReaction(mActor, "逃げ中帽子ヒット");
rs::requestHitReactionToAttacker(self, hitSensor, other);
al::startAction(mActor, "PanicStart");
al::setNerve(this, &NrvStackerStatePanic.CapHit);
return true;
} else {
if (!rs::isMsgCapReflect(self) && !rs::isMsgStackerCapBoostAttack(self))
return false;
_30 = 10;
al::faceToTarget(mActor, rs::getPlayerPos(mActor));
al::startHitReaction(mActor, "逃げ中帽子ヒット");
rs::requestHitReactionToAttacker(self, hitSensor, other);
al::startAction(mActor, "PanicCapHit");
}
al::setNerve(this, &NrvStackerStatePanic.CapHit);
return true;
if (al::isNerve(this, &NrvStackerStatePanic.Wait) ||
al::isNerve(this, &NrvStackerStatePanic.Surprise) ||
al::isNerve(this, &NrvStackerStatePanic.CapHit)) {
if (rs::isMsgCapReflect(self) || rs::isMsgStackerCapBoostAttack(self)) {
_30 = 10;
al::faceToTarget(mActor, rs::getPlayerPos(mActor));
al::startHitReaction(mActor, "逃げ中帽子ヒット");
rs::requestHitReactionToAttacker(self, hitSensor, other);
al::startAction(mActor, "PanicCapHit");
al::setNerve(this, &NrvStackerStatePanic.CapHit);
return true;
}
} else {
if (rs::isMsgCapAttack(self) || rs::isMsgStackerCapBoostAttack(self)) {
_30 = 10;
al::faceToTarget(mActor, rs::getPlayerPos(mActor));
al::startHitReaction(mActor, "逃げ中帽子ヒット");
rs::requestHitReactionToAttacker(self, hitSensor, other);
al::startAction(mActor, "PanicStart");
al::setNerve(this, &NrvStackerStatePanic.CapHit);
return true;
}
}
return false;
}
bool StackerStatePanic::receiveMsgDamage(const al::SensorMsg* self, al::HitSensor* other,
@ -105,7 +106,7 @@ bool StackerStatePanic::receiveMsgDamage(const al::SensorMsg* self, al::HitSenso
if ((al::isMsgPlayerTrample(self) || rs::isMsgPlayerAndCapObjHipDropReflectAll(self)) &&
al::getVelocity(al::getSensorHost(other)).y < 0.0f &&
al::getTrans(mActor).y + 100.0f < al::getTrans(al::getSensorHost(other)).y) {
_3c = 1.0;
_3c = 1.0f;
al::startHitReaction(mActor, "踏まれ");
return true;
@ -129,10 +130,10 @@ void StackerStatePanic::exeSurprise() {
al::addVelocityToGravity(actor, 3.0f);
al::scaleVelocity(actor, 0.9f);
if (al::isActionEnd(actor)) {
if (!mIsRunAway)
al::setNerve(this, &NrvStackerStatePanic.Wait);
else
if (mIsRunAway)
al::setNerve(this, &NrvStackerStatePanic.RunStart);
else
al::setNerve(this, &NrvStackerStatePanic.Wait);
}
}
@ -150,39 +151,40 @@ void StackerStatePanic::exeWait() {
void StackerStatePanic::exeRunStart() {
al::LiveActor* actor = mActor;
if (isFirstStep(this)) {
if (al::isFirstStep(this)) {
al::setVelocityZero(actor);
al::startAction(actor, "PanicRunStart");
}
if (_30 > 0)
_30--;
const sead::Vector3f& playerPos = rs::getPlayerPos(actor);
sead::Vector3f dirToActorH;
al::calcDirToActorH(&dirToActorH, actor, playerPos);
const sead::Vector3f dirToActorHMin = -dirToActorH;
al::turnToDirection(actor, dirToActorHMin, 0.8f);
al::calcDirToActorH(&dirToActorH, actor, rs::getPlayerPos(actor));
const sead::Vector3f targetDirection = -dirToActorH;
al::turnToDirection(actor, targetDirection, 0.8f);
al::addVelocityToFront(actor, 0.75f);
al::addVelocityToGravity(actor, 3.0f);
al::scaleVelocity(actor, 0.9f);
if (!al::isActionEnd(actor)) {
if (!al::isCollidedWallVelocity(actor))
return;
if (al::isActionEnd(actor)) {
al::setNerve(this, &NrvStackerStatePanic.Run);
return;
}
if (al::isCollidedWallVelocity(actor)) {
_24 = al::getCollidedWallNormal(actor);
al::setNerve(this, &NrvStackerStatePanic.Turn);
} else
al::setNerve(this, &NrvStackerStatePanic.Run);
}
}
void StackerStatePanic::exeRun() {
al::LiveActor* actor = mActor;
if (isFirstStep(this))
if (al::isFirstStep(this))
al::startAction(actor, "PanicRun");
if (_30 > 0)
_30--;
const sead::Vector3f& playerPos = rs::getPlayerPos(actor);
sead::Vector3f dirToActorH;
al::calcDirToActorH(&dirToActorH, actor, playerPos);
const sead::Vector3f dirToActorHMin = -dirToActorH;
sead::Vector3f targetDirection;
al::calcDirToActorH(&targetDirection, actor, rs::getPlayerPos(actor));
const sead::Vector3f dirToActorHMin = -targetDirection;
al::turnToDirection(actor, dirToActorHMin, 0.8f);
al::addVelocityToFront(actor, 0.75f);
al::addVelocityToGravity(actor, 3.0f);
@ -195,7 +197,7 @@ void StackerStatePanic::exeRun() {
void StackerStatePanic::exeTurn() {
al::LiveActor* actor = mActor;
if (isFirstStep(this))
if (al::isFirstStep(this))
al::setVelocityZero(actor);
if (_30 > 0)
_30--;
@ -208,9 +210,9 @@ void StackerStatePanic::exeTurn() {
void StackerStatePanic::exeCapHit() {
al::LiveActor* actor = mActor;
if (isFirstStep(this)) {
if (al::isFirstStep(this)) {
al::setVelocityZero(actor);
al::addVelocityToFront(actor, -0.0);
al::addVelocityToFront(actor, -0.0f);
}
if (_30 > 0)
_30--;