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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@@ -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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