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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