Player State Docs (#3280)
* state flags 1 * state flags 2 * state flags 3 * fill array
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@@ -788,7 +788,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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func_8002DF54(play, NULL, 8);
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func_800C0808(play, camIdx, player, CAM_SET_CS_C);
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player->stateFlags1 |= 0x20000000;
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player->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
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player->actor.freezeTimer = 90;
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i = Quake_Add(csCam, 1);
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@@ -990,7 +990,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 camIdx, s16 csId, Actor* actor
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if (func_800C0CB8(play)) {
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D_801231B4[0].eyeTargetInit.z = D_801231B4[1].eyeTargetInit.z = !LINK_IS_ADULT ? 100.0f : 120.0f;
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if (player->stateFlags1 & 0x08000000) {
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if (player->stateFlags1 & PLAYER_STATE1_IN_WATER) {
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D_801231B4[2].atTargetInit.z = 0.0f;
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}
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Actor_GetWorldPosShapeRot(&spA0, &player->actor);
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