Player State Docs (#3280)

* state flags 1

* state flags 2

* state flags 3

* fill array
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inspectredc 2024-02-16 01:17:28 +00:00 committed by GitHub
parent 460ec1bb03
commit 46aea3aa7c
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GPG key ID: B5690EEEBB952194
88 changed files with 375 additions and 347 deletions

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@ -3837,7 +3837,7 @@ void Interface_DrawEnemyHealthBar(TargetContext* targetCtx, PlayState* play) {
Interface_CreateQuadVertexGroup(&sEnemyHealthVtx[12], -floorf(halfBarWidth) + endTexWidth, (-texHeight / 2) + 3,
healthBarFill, 7, 0);
if (((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
if (((!(player->stateFlags1 & PLAYER_STATE1_TEXT_ON_SCREEN)) || (actor != player->unk_664)) && targetCtx->unk_44 < 500.0f) {
f32 slideInOffsetY = 0;
// Slide in the health bar from edge of the screen (mimic the Z-Target triangles fly in)
@ -4316,7 +4316,7 @@ void Interface_DrawItemButtons(PlayState* play) {
if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
temp = 0;
} else if ((player->stateFlags1 & 0x00200000) || (Player_GetEnvironmentalHazard(play) == 4) ||
} else if ((player->stateFlags1 & PLAYER_STATE1_CLIMBING_LADDER) || (Player_GetEnvironmentalHazard(play) == 4) ||
(player->stateFlags2 & PLAYER_STATE2_CRAWLING)) {
temp = 70;
} else {
@ -5389,7 +5389,7 @@ void Interface_Draw(PlayState* play) {
Interface_DrawItemIconTexture(play, gItemIcons[gSaveContext.equips.buttonItems[0]], 0);
}
if ((player->stateFlags1 & 0x00800000) || (play->shootingGalleryStatus > 1) ||
if ((player->stateFlags1 & PLAYER_STATE1_ON_HORSE) || (play->shootingGalleryStatus > 1) ||
((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
if (!fullUi) {
@ -5854,7 +5854,7 @@ void Interface_Draw(PlayState* play) {
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
!(player->stateFlags2 & PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
(play->shootingGalleryStatus <= 1) &&
!((play->sceneNum == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
@ -6546,7 +6546,7 @@ void Interface_Update(PlayState* play) {
HealthMeter_Update(play);
if ((gSaveContext.timer1State >= 3) && (play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play)) {}
if (gSaveContext.rupeeAccumulator != 0) {