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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@@ -1426,27 +1426,27 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
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}
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s32 func_8002DEEC(Player* player) {
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return (player->stateFlags1 & 0x20000080) || (player->csMode != 0);
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return (player->stateFlags1 & 0x20000080) || (player->csAction != 0);
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}
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void func_8002DF18(PlayState* play, Player* player) {
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func_8006DC68(play, player);
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}
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode) {
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s32 func_8002DF38(PlayState* play, Actor* actor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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player->csMode = csMode;
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player->unk_448 = actor;
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player->csAction = csAction;
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player->csActor = actor;
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player->doorBgCamIndex = 0;
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return true;
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}
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s32 func_8002DF54(PlayState* play, Actor* actor, u8 csMode) {
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s32 func_8002DF54(PlayState* play, Actor* actor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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func_8002DF38(play, actor, csMode);
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func_8002DF38(play, actor, csAction);
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player->doorBgCamIndex = 1;
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return true;
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@@ -2121,8 +2121,8 @@ void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play) {
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void func_8002F5F0(Actor* actor, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if (actor->xyzDistToPlayerSq < player->unk_6A4) {
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player->unk_6A4 = actor->xyzDistToPlayerSq;
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if (actor->xyzDistToPlayerSq < player->closestSecretDistSq) {
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player->closestSecretDistSq = actor->xyzDistToPlayerSq;
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}
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}
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@@ -4521,7 +4521,7 @@ s32 Camera_Subj4(Camera* camera) {
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if ((anim->unk_28 < temp_f16) && !anim->unk_2E) {
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player = camera->player;
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anim->unk_2E = true;
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func_800F4010(&player->actor.projectedPos, player->unk_89E + 0x8B0, 4.0f);
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func_800F4010(&player->actor.projectedPos, player->floorSfxOffset + 0x8B0, 4.0f);
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} else if (anim->unk_28 > temp_f16) {
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anim->unk_2E = false;
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}
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@@ -7732,7 +7732,7 @@ void Camera_Finish(Camera* camera) {
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player->actor.freezeTimer = 0;
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player->stateFlags1 &= ~0x20000000;
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if (player->csMode != 0) {
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if (player->csAction != 0) {
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func_8002DF54(camera->play, &player->actor, 7);
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osSyncPrintf("camera: player demo end!!\n");
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}
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@@ -573,7 +573,7 @@ uint8_t Player_IsCustomLinkModel() {
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}
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s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
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return (this->stateFlags1 & 0x20000080) || (this->csAction != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
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(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
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((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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}
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@@ -668,7 +668,7 @@ void func_8008EC70(Player* this) {
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}
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void Player_SetEquipmentData(PlayState* play, Player* this) {
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if (this->csMode != 0x56) {
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if (this->csAction != 0x56) {
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this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD));
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this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC));
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this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS));
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@@ -893,8 +893,8 @@ s32 Player_GetEnvironmentalHazard(PlayState* play) {
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if (play->roomCtx.curRoom.behaviorType2 == ROOM_BEHAVIOR_TYPE2_3) { // Room is hot
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var = 0;
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} else if ((this->unk_840 > 80) &&
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((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
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} else if ((this->underwaterTimer > 80) &&
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((this->currentBoots == PLAYER_BOOTS_IRON) || (this->underwaterTimer >= 300))) { // Deep underwater
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var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
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} else if (this->stateFlags1 & 0x8000000) { // Swimming
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var = 2;
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