Update XMLs from upstream (#1448)
* litle less than half way * done? * revert ganon for now * anime1 * anime 2-3 * object_ganon * rest of gaBon * missed some changes * player
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@@ -1494,7 +1494,7 @@ u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime) {
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gSegments[4] = VIRTUAL_TO_PHYSICAL(segment + 0x3800);
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gSegments[6] = VIRTUAL_TO_PHYSICAL(segment + 0x8800);
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SkelAnime_InitLink(globalCtx, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_003238, 9,
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SkelAnime_InitLink(globalCtx, skelAnime, gPlayerSkelHeaders[gSaveContext.linkAge], &gPlayerAnim_link_normal_wait, 9,
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ptr, ptr, PLAYER_LIMB_MAX);
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return size + 0x8800 + 0x90;
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@@ -1676,20 +1676,20 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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uintptr_t* PauseMenuAnimSet[15][4] = {
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{ 0, 0, 0, 0 }, // 0 = none
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// IDLE // Two Handed // No shield // Kid Hylian Shield
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{ gPlayerAnim_003238, gPlayerAnim_002BE0, gPlayerAnim_003240, gPlayerAnim_003240 }, // Idle
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{ gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200, gPlayerAnim_003200 }, // Idle look around
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{ gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0, gPlayerAnim_0033E0 }, // Idle Belt
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{ gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418, gPlayerAnim_003418 }, // Idle shield adjust
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{ gPlayerAnim_003420, gPlayerAnim_003428, gPlayerAnim_003420, gPlayerAnim_003420 }, // Idle test sword
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{ gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0, gPlayerAnim_0033F0 }, // Idle yawn
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{ gPlayerAnim_0025D0, gPlayerAnim_002BD0, gPlayerAnim_0025D0, gPlayerAnim_0025D0 }, // Battle Stance
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{ gPlayerAnim_003290, gPlayerAnim_002BF8, gPlayerAnim_003290, gPlayerAnim_003290 }, // Walking (No shield)
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{ gPlayerAnim_003268, gPlayerAnim_002BF8, gPlayerAnim_003268, gPlayerAnim_003268 }, // Walking (Holding shield)
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{ gPlayerAnim_003138, gPlayerAnim_002B40, gPlayerAnim_003138, gPlayerAnim_003138 }, // Running (No shield)
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{ gPlayerAnim_003140, gPlayerAnim_002B40, gPlayerAnim_003140, gPlayerAnim_003140 }, // Running (Holding shield)
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{ gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8, gPlayerAnim_0031A8 }, // Hand on hip
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{ gPlayerAnim_002AF0, gPlayerAnim_002928, gPlayerAnim_002AF0, gPlayerAnim_002AF0 }, // Spin Charge
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{ gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820, gPlayerAnim_002820 }, // Look at hand
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{ gPlayerAnim_link_normal_wait, gPlayerAnim_link_fighter_wait_long, gPlayerAnim_link_normal_wait_free, gPlayerAnim_link_normal_wait_free }, // Idle
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{ gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f, gPlayerAnim_link_normal_waitF_typeA_20f }, // Idle look around
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{ gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f, gPlayerAnim_link_waitF_itemA_20f }, // Idle Belt
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{ gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f, gPlayerAnim_link_wait_itemC_20f }, // Idle shield adjust
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{ gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD2_20f, gPlayerAnim_link_wait_itemD1_20f, gPlayerAnim_link_wait_itemD1_20f }, // Idle test sword
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{ gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f, gPlayerAnim_link_waitF_typeD_20f }, // Idle yawn
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{ gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_fighter_waitR_long, gPlayerAnim_link_anchor_waitR, gPlayerAnim_link_anchor_waitR }, // Battle Stance
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{ gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk_free, gPlayerAnim_link_normal_walk_free }, // Walking (No shield)
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{ gPlayerAnim_link_normal_walk, gPlayerAnim_link_fighter_walk_long, gPlayerAnim_link_normal_walk, gPlayerAnim_link_normal_walk }, // Walking (Holding shield)
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{ gPlayerAnim_link_normal_run, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run, gPlayerAnim_link_normal_run }, // Running (No shield)
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{ gPlayerAnim_link_normal_run_free, gPlayerAnim_link_fighter_run_long, gPlayerAnim_link_normal_run_free, gPlayerAnim_link_normal_run_free }, // Running (Holding shield)
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{ gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait, gPlayerAnim_link_normal_talk_free_wait }, // Hand on hip
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{ gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_Lpower_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait, gPlayerAnim_link_fighter_power_kiru_wait }, // Spin Charge
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{ gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait, gPlayerAnim_link_demo_look_hand_wait }, // Look at hand
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};
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s16 AnimArraySize = ARRAY_COUNT(PauseMenuAnimSet);
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@@ -1848,10 +1848,10 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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anim = PauseMenuAnimSet[SelectedAnim][EquipedStance];
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//anim = gPlayerAnim_003428; // Use for biggoron sword?
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//anim = gPlayerAnim_link_wait_itemD2_20f; // Use for biggoron sword?
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if (CVar_GetS32("gPauseTriforce", 0)) {
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anim = gPlayerAnim_002D00;
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anim = gPlayerAnim_link_magic_kaze2;
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sword = 0;
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shield = 0;
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}
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@@ -1871,17 +1871,17 @@ void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime,
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if (!LINK_IS_ADULT) {
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if (shield == PLAYER_SHIELD_DEKU) {
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srcTable = D_040020D0;
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srcTable = gLinkPauseChildDekuShieldJointTable;
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} else {
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srcTable = D_04002040;
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srcTable = gLinkPauseChildJointTable;
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}
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} else {
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if (sword == 3) {
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srcTable = D_04002160;
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srcTable = gLinkPauseAdultBgsJointTable;
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} else if (shield != PLAYER_SHIELD_NONE) {
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srcTable = D_04002280;
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srcTable = gLinkPauseAdultShieldJointTable;
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} else {
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srcTable = D_040021F0;
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srcTable = gLinkPauseAdultJointTable;
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}
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}
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