Bring over some player documentation from decomp (#3380)
* Document static variables * Document enums and structs * Document some functions * Document more functions * actionParam to itemAction and fix build * Document some local variables and a define * General cleanup * Use PlayerMeleeWeaponAnimation enum when appropiate * Document some function parameters and local variables * Document some of player struct
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@@ -494,8 +494,8 @@ typedef struct {
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#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
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#define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target
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typedef void (*PlayerFunc674)(struct Player*, struct PlayState*);
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typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*);
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typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*);
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typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*);
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typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
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typedef struct Player {
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@@ -512,7 +512,7 @@ typedef struct Player {
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/* 0x0155 */ char unk_155[0x003];
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/* 0x0158 */ u8 modelGroup;
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/* 0x0159 */ u8 nextModelGroup;
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/* 0x015A */ s8 unk_15A;
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/* 0x015A */ s8 itemChangeType;
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/* 0x015B */ u8 modelAnimType;
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/* 0x015C */ u8 leftHandType;
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/* 0x015D */ u8 rightHandType;
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@@ -548,11 +548,11 @@ typedef struct Player {
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/* 0x043C */ s8 mountSide;
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/* 0x043D */ char unk_43D[0x003];
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/* 0x0440 */ Actor* rideActor;
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/* 0x0444 */ u8 csMode;
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/* 0x0445 */ u8 prevCsMode;
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/* 0x0446 */ u8 unk_446;
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/* 0x0444 */ u8 csAction;
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/* 0x0445 */ u8 prevCsAction;
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/* 0x0446 */ u8 cueId;
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/* 0x0447 */ u8 unk_447;
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/* 0x0448 */ Actor* unk_448;
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/* 0x0448 */ Actor* csActor;
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/* 0x044C */ char unk_44C[0x004];
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/* 0x0450 */ Vec3f unk_450;
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/* 0x045C */ Vec3f unk_45C;
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@@ -567,7 +567,7 @@ typedef struct Player {
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/* 0x0668 */ char unk_668[0x004];
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/* 0x066C */ s32 unk_66C;
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/* 0x0670 */ s32 meleeWeaponEffectIndex;
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/* 0x0674 */ PlayerFunc674 func_674;
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/* 0x0674 */ PlayerActionFunc actionFunc;
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/* 0x0678 */ PlayerAgeProperties* ageProperties;
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/* 0x067C */ u32 stateFlags1;
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/* 0x0680 */ u32 stateFlags2;
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@@ -581,7 +581,7 @@ typedef struct Player {
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/* 0x0698 */ f32 targetActorDistance;
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/* 0x069C */ char unk_69C[0x004];
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/* 0x06A0 */ f32 unk_6A0;
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/* 0x06A4 */ f32 unk_6A4;
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/* 0x06A4 */ f32 closestSecretDistSq;
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/* 0x06A8 */ Actor* unk_6A8;
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/* 0x06AC */ s8 unk_6AC;
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/* 0x06AD */ u8 unk_6AD;
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@@ -596,18 +596,18 @@ typedef struct Player {
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/* 0x06C0 */ s16 unk_6C0;
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/* 0x06C2 */ s16 unk_6C2;
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/* 0x06C4 */ f32 unk_6C4;
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/* 0x06C8 */ SkelAnime skelAnime2;
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/* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT];
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/* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT];
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/* 0x082C */ PlayerFunc82C func_82C;
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/* 0x0830 */ f32 unk_830;
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/* 0x06C8 */ SkelAnime upperSkelAnime;
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/* 0x070C */ Vec3s upperJointTable[PLAYER_LIMB_BUF_COUNT];
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/* 0x079C */ Vec3s upperMorphTable[PLAYER_LIMB_BUF_COUNT];
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/* 0x082C */ UpperActionFunc upperActionFunc;
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/* 0x0830 */ f32 upperAnimBlendWeight;
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/* 0x0834 */ s16 unk_834;
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/* 0x0836 */ s8 unk_836;
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/* 0x0837 */ u8 unk_837;
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/* 0x0838 */ f32 linearVelocity;
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/* 0x083C */ s16 currentYaw;
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/* 0x083E */ s16 targetYaw;
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/* 0x0840 */ u16 unk_840;
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/* 0x0840 */ u16 underwaterTimer;
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/* 0x0842 */ s8 meleeWeaponAnimation;
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/* 0x0843 */ s8 meleeWeaponState;
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/* 0x0844 */ s8 unk_844;
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@@ -631,8 +631,8 @@ typedef struct Player {
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/* 0x087C */ s16 unk_87C;
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/* 0x087E */ s16 unk_87E;
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/* 0x0880 */ f32 unk_880;
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/* 0x0884 */ f32 wallHeight; // height used to determine whether link can climb or grab a ledge at the top
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/* 0x0888 */ f32 wallDistance; // distance to the colliding wall plane
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/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
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/* 0x0888 */ f32 distToInteractWall; // distance to the colliding wall plane
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/* 0x088C */ u8 unk_88C;
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/* 0x088D */ u8 unk_88D;
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/* 0x088E */ u8 unk_88E;
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@@ -643,17 +643,17 @@ typedef struct Player {
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/* 0x0893 */ u8 hoverBootsTimer;
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/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
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/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
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/* 0x0898 */ s16 unk_898;
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/* 0x089A */ s16 unk_89A;
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/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
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/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
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/* 0x089C */ s16 unk_89C;
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/* 0x089E */ u16 unk_89E;
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/* 0x089E */ u16 floorSfxOffset;
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/* 0x08A0 */ u8 unk_8A0;
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/* 0x08A1 */ u8 unk_8A1;
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/* 0x08A2 */ s16 unk_8A2;
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/* 0x08A4 */ f32 unk_8A4;
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/* 0x08A8 */ f32 unk_8A8;
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/* 0x08AC */ f32 windSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces // Upstream TODO: pushedSpeed
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/* 0x08B0 */ s16 windDirection; // Yaw direction of player being pushed // Upstream TODO: pushedYaw
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/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
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/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
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/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
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/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
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/* 0x09E0 */ MtxF mf_9E0;
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