z_player documentation 2024-10-11 (#4407)
* Add names to start of typedefs * Idle stuff * 2 functions * Player state flags * Name functions + misc * ActionChange => ActionHandler * Some player unks * More player unks * Header misc * Misc * More misc * Player Actions * Missed comments * Move ship specific stuff * Fix build * CsCmdActorAction to CsCmdActorCue * Fix build
This commit is contained in:
@@ -34,73 +34,73 @@ s16 sBootData[PLAYER_BOOTS_MAX][17] = {
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// Used to map action params to model groups
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u8 sActionModelGroups[] = {
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
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PLAYER_MODELGROUP_15, // PLAYER_IA_LAST_USED
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PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
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PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_MASTER
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PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_KOKIRI
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PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON
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PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK
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PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
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PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT
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PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
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PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
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PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_CS
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PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
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PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_IA_SWORD_MASTER
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PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_IA_SWORD_KOKIRI
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PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON
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PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK
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PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
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PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT
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PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
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PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH
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};
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TextTriggerEntry sTextTriggers[] = {
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@@ -128,7 +128,7 @@ u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
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PLAYER_MODELTYPE_SHEATH_19,
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PLAYER_MODELTYPE_WAIST
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},
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/* PLAYER_MODELGROUP_SWORD */
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/* PLAYER_MODELGROUP_SWORD_AND_SHIELD */
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{
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PLAYER_ANIMTYPE_1,
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PLAYER_MODELTYPE_LH_SWORD,
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@@ -232,7 +232,7 @@ u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
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PLAYER_MODELTYPE_SHEATH_18,
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PLAYER_MODELTYPE_WAIST
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},
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/* PLAYER_MODELGROUP_15 */
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/* PLAYER_MODELGROUP_SWORD */
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{
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PLAYER_ANIMTYPE_0,
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PLAYER_MODELTYPE_LH_SWORD,
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@@ -565,7 +565,7 @@ uint8_t Player_IsCustomLinkModel() {
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s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_IN_CUTSCENE)) || (this->csAction != 0) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
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(this->stateFlags1 & PLAYER_STATE1_LOADING) || (this->stateFlags3 & PLAYER_STATE3_HOOKSHOT_TRAVELLING) ||
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(this->stateFlags1 & PLAYER_STATE1_LOADING) || (this->stateFlags3 & PLAYER_STATE3_FLYING_WITH_HOOKSHOT) ||
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((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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}
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@@ -575,8 +575,15 @@ s32 Player_InCsMode(PlayState* play) {
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return Player_InBlockingCsMode(play, this) || (this->unk_6AD == 4);
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}
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s32 func_8008E9C4(Player* this) {
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return (this->stateFlags1 & PLAYER_STATE1_ENEMY_TARGET);
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/**
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* Checks if Player is currently locked onto a hostile actor.
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* `PLAYER_STATE1_HOSTILE_LOCK_ON` controls Player's "battle" response to hostile actors.
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*
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* Note that within Player, `Player_UpdateHostileLockOn` exists, which updates the flag and also returns the check.
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* Player can use this function instead if the flag should be checked, but not updated.
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*/
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s32 Player_CheckHostileLockOn(Player* this) {
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return (this->stateFlags1 & PLAYER_STATE1_HOSTILE_LOCK_ON);
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}
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s32 Player_IsChildWithHylianShield(Player* this) {
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@@ -586,7 +593,7 @@ s32 Player_IsChildWithHylianShield(Player* this) {
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s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
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s32 modelGroup = sActionModelGroups[actionParam];
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if ((modelGroup == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) {
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if ((modelGroup == PLAYER_MODELGROUP_SWORD_AND_SHIELD) && Player_IsChildWithHylianShield(this)) {
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// child, using kokiri sword with hylian shield equipped
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return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
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} else {
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@@ -735,29 +742,48 @@ void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 action
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this->itemAction = actionParam;
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}
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void func_8008EDF0(Player* this) {
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this->unk_664 = NULL;
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this->stateFlags2 &= ~PLAYER_STATE2_SWITCH_TARGETING;
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void Player_ReleaseLockOn(Player* this) {
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this->focusActor = NULL;
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this->stateFlags2 &= ~PLAYER_STATE2_LOCK_ON_WITH_SWITCH;
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}
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void func_8008EE08(Player* this) {
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/**
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* This function aims to clear Z-Target related state when it isn't in use.
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* It also handles setting a specific free fall related state that is interntwined with Z-Targeting.
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* TODO: Learn more about this and give a name to PLAYER_STATE1_19
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*/
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void Player_ClearZTargeting(Player* this) {
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if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & (PLAYER_STATE1_CLIMBING_LADDER | PLAYER_STATE1_ON_HORSE | PLAYER_STATE1_IN_WATER)) ||
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(!(this->stateFlags1 & (PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL)) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
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this->stateFlags1 &= ~(PLAYER_STATE1_TARGETING | PLAYER_STATE1_TARGET_LOCKED | PLAYER_STATE1_TARGET_NOTHING | PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_30);
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this->stateFlags1 &= ~(PLAYER_STATE1_Z_TARGETING | PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS | PLAYER_STATE1_PARALLEL | PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE);
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} else if (!(this->stateFlags1 & (PLAYER_STATE1_JUMPING | PLAYER_STATE1_FREEFALL | PLAYER_STATE1_CLIMBING_LADDER))) {
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this->stateFlags1 |= PLAYER_STATE1_FREEFALL;
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}
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func_8008EDF0(this);
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Player_ReleaseLockOn(this);
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}
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void func_8008EEAC(PlayState* play, Actor* actor) {
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/**
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* Sets the "auto lock-on actor" to lock onto an actor without Player's input.
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* This function will first release any existing lock-on or (try to) release parallel.
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*
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* When using Switch Targeting, it is not possible to carry an auto lock-on actor into a normal
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* lock-on when the auto lock-on is finished.
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* This is because the `PLAYER_STATE2_LOCK_ON_WITH_SWITCH` flag is never set with an auto lock-on.
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* With Hold Targeting it is possible to keep the auto lock-on going by keeping the Z button held down.
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*
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* The auto lock-on is considered "friendly" even if the actor is actually hostile. If the auto lock-on is hostile,
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* Player's battle response will not occur (if he is actionable) and the camera behaves differently.
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* When transitioning from auto lock-on to normal lock-on (with Hold Targeting) there will be a noticeable change
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* when it switches from "friendly" mode to "hostile" mode.
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*/
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void Player_SetAutoLockOnActor(PlayState* play, Actor* actor) {
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Player* this = GET_PLAYER(play);
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func_8008EE08(this);
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this->unk_664 = actor;
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this->unk_684 = actor;
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this->stateFlags1 |= PLAYER_STATE1_TARGET_LOCKED;
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Player_ClearZTargeting(this);
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this->focusActor = actor;
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this->autoLockOnActor = actor;
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this->stateFlags1 |= PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS;
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Camera_SetParam(Play_GetCamera(play, 0), 8, actor);
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Camera_ChangeMode(Play_GetCamera(play, 0), 2);
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}
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@@ -919,7 +945,7 @@ s32 Player_GetExplosiveHeld(Player* this) {
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s32 func_8008F2BC(Player* this, s32 actionParam) {
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s32 sword = 0;
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if (actionParam != PLAYER_IA_LAST_USED) {
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if (actionParam != PLAYER_IA_SWORD_CS) {
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sword = actionParam - PLAYER_IA_SWORD_MASTER;
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if ((sword < 0) || (sword >= 3)) {
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goto return_neg;
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@@ -1319,9 +1345,9 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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Matrix_Translate((LINK_IS_ADULT ? 3600.0f : 2900.0f) * ABS(scale - 1.0f), 0.0f, 0.0f, MTXMODE_APPLY);
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}
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}
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rot->x += this->unk_6BA;
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rot->y -= this->unk_6B8;
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rot->z += this->unk_6B6;
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rot->x += this->headLimbRot.z;
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rot->y -= this->headLimbRot.y;
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rot->z += this->headLimbRot.x;
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} else if (limbIndex == PLAYER_LIMB_L_HAND) {
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if (CVarGetInteger(CVAR_COSMETIC("Link.SwordScale.Changed"), 0)) {
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f32 scale = CVarGetFloat(CVAR_COSMETIC("Link.SwordScale.Value"), 1.0f);
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@@ -1329,18 +1355,18 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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Matrix_Translate(-((LINK_IS_ADULT ? 320.0f : 200.0f) * scale), 0.0f, 0.0f, MTXMODE_APPLY);
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}
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} else if (limbIndex == PLAYER_LIMB_UPPER) {
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if (this->unk_6B0 != 0) {
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if (this->upperLimbYawSecondary != 0) {
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Matrix_RotateZ(0x44C * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateY(this->unk_6B0 * (M_PI / 0x8000), MTXMODE_APPLY);
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Matrix_RotateY(this->upperLimbYawSecondary * (M_PI / 0x8000), MTXMODE_APPLY);
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}
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if (this->unk_6BE != 0) {
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Matrix_RotateY(this->unk_6BE * (M_PI / 0x8000), MTXMODE_APPLY);
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if (this->upperLimbRot.y != 0) {
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Matrix_RotateY(this->upperLimbRot.y * (M_PI / 0x8000), MTXMODE_APPLY);
|
||||
}
|
||||
if (this->unk_6BC != 0) {
|
||||
Matrix_RotateX(this->unk_6BC * (M_PI / 0x8000), MTXMODE_APPLY);
|
||||
if (this->upperLimbRot.x != 0) {
|
||||
Matrix_RotateX(this->upperLimbRot.x * (M_PI / 0x8000), MTXMODE_APPLY);
|
||||
}
|
||||
if (this->unk_6C0 != 0) {
|
||||
Matrix_RotateZ(this->unk_6C0 * (M_PI / 0x8000), MTXMODE_APPLY);
|
||||
if (this->upperLimbRot.z != 0) {
|
||||
Matrix_RotateZ(this->upperLimbRot.z * (M_PI / 0x8000), MTXMODE_APPLY);
|
||||
}
|
||||
} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
|
||||
func_8008F87C(play, this, &this->skelAnime, pos, rot, PLAYER_LIMB_L_THIGH, PLAYER_LIMB_L_SHIN,
|
||||
@@ -1367,7 +1393,7 @@ s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx**
|
||||
|
||||
if ((sLeftHandType == PLAYER_MODELTYPE_LH_BGS) && (gSaveContext.swordHealth <= 0.0f)) {
|
||||
dLists += 4;
|
||||
} else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & PLAYER_STATE1_THREW_BOOMERANG)) {
|
||||
} else if ((sLeftHandType == PLAYER_MODELTYPE_LH_BOOMERANG) && (this->stateFlags1 & PLAYER_STATE1_BOOMERANG_THROWN)) {
|
||||
dLists = &gPlayerLeftHandOpenDLs[gSaveContext.linkAge];
|
||||
sLeftHandType = PLAYER_MODELTYPE_LH_OPEN;
|
||||
} else if ((this->leftHandType == PLAYER_MODELTYPE_LH_OPEN) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & PLAYER_STATE1_IN_WATER)) {
|
||||
@@ -1828,7 +1854,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
|
||||
Matrix_Get(&sp14C);
|
||||
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
|
||||
hookedActor->shape.rot = hookedActor->world.rot;
|
||||
} else if (this->stateFlags1 & PLAYER_STATE1_ITEM_OVER_HEAD) {
|
||||
} else if (this->stateFlags1 & PLAYER_STATE1_CARRYING_ACTOR) {
|
||||
Vec3s spB8;
|
||||
|
||||
Matrix_Get(&sp14C);
|
||||
@@ -2000,9 +2026,9 @@ u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime) {
|
||||
}
|
||||
|
||||
u8 sPauseModelGroupBySword[] = {
|
||||
PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_KOKIRI
|
||||
PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_MASTER
|
||||
PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON
|
||||
PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_SWORD_KOKIRI
|
||||
PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_SWORD_MASTER
|
||||
PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON
|
||||
};
|
||||
|
||||
s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
|
||||
@@ -2015,7 +2041,7 @@ s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Ve
|
||||
Gfx** dLists;
|
||||
size_t ptrSize = sizeof(uint32_t);
|
||||
|
||||
if ((modelGroup == PLAYER_MODELGROUP_SWORD) && !LINK_IS_ADULT && (playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) {
|
||||
if ((modelGroup == PLAYER_MODELGROUP_SWORD_AND_SHIELD) && !LINK_IS_ADULT && (playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) {
|
||||
modelGroup = PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user