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Docs: Update Player/Actor Flags (#2765)
* Actor Flags update * player state1 flags; cleanup; prep for state2 and state3 * Player state2 * player state3 * Rename flags in Player tab
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382 changed files with 1767 additions and 1684 deletions
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@ -415,80 +415,80 @@ typedef struct {
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} PendingFlag; // size = 0x06
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// #endregion
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#define PLAYER_STATE1_0 (1 << 0)
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#define PLAYER_STATE1_LOADING (1 << 0) //Transitioning to a new scene
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
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#define PLAYER_STATE1_2 (1 << 2)
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#define PLAYER_STATE1_3 (1 << 3)
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#define PLAYER_STATE1_4 (1 << 4)
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#define PLAYER_STATE1_5 (1 << 5)
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#define PLAYER_STATE1_6 (1 << 6)
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#define PLAYER_STATE1_7 (1 << 7)
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#define PLAYER_STATE1_8 (1 << 8)
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#define PLAYER_STATE1_9 (1 << 9)
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#define PLAYER_STATE1_10 (1 << 10)
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#define PLAYER_STATE1_11 (1 << 11)
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#define PLAYER_STATE1_12 (1 << 12)
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#define PLAYER_STATE1_13 (1 << 13)
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#define PLAYER_STATE1_14 (1 << 14)
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#define PLAYER_STATE1_15 (1 << 15)
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#define PLAYER_STATE1_16 (1 << 16)
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#define PLAYER_STATE1_17 (1 << 17)
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#define PLAYER_STATE1_18 (1 << 18)
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#define PLAYER_STATE1_19 (1 << 19)
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#define PLAYER_STATE1_20 (1 << 20)
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#define PLAYER_STATE1_21 (1 << 21)
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#define PLAYER_STATE1_22 (1 << 22)
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#define PLAYER_STATE1_23 (1 << 23)
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#define PLAYER_STATE1_24 (1 << 24)
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#define PLAYER_STATE1_25 (1 << 25)
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#define PLAYER_STATE1_26 (1 << 26)
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#define PLAYER_STATE1_27 (1 << 27)
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#define PLAYER_STATE1_28 (1 << 28)
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#define PLAYER_STATE1_29 (1 << 29)
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#define PLAYER_STATE1_30 (1 << 30)
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#define PLAYER_STATE1_31 (1 << 31)
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#define PLAYER_STATE1_HOOKSHOT_FALLING (1 << 2)
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#define PLAYER_STATE1_ITEM_IN_HAND (1 << 3)
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#define PLAYER_STATE1_ENEMY_TARGET (1 << 4)
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#define PLAYER_STATE1_INPUT_DISABLED (1 << 5)
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#define PLAYER_STATE1_TEXT_ON_SCREEN (1 << 6)
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#define PLAYER_STATE1_DEAD (1 << 7)
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#define PLAYER_STATE1_START_PUTAWAY (1 << 8)
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#define PLAYER_STATE1_READY_TO_FIRE (1 << 9)
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#define PLAYER_STATE1_GETTING_ITEM (1 << 10)
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#define PLAYER_STATE1_ITEM_OVER_HEAD (1 << 11)
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#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12)
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#define PLAYER_STATE1_HANGING_OFF_LEDGE (1 << 13)
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#define PLAYER_STATE1_CLIMBING_LEDGE (1 << 14)
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#define PLAYER_STATE1_TARGETING (1 << 15)
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#define PLAYER_STATE1_TARGET_LOCKED (1 << 16)
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#define PLAYER_STATE1_TARGET_NOTHING (1 << 17)
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#define PLAYER_STATE1_JUMPING (1 << 18)
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#define PLAYER_STATE1_FREEFALL (1 << 19)
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#define PLAYER_STATE1_FIRST_PERSON (1 << 20)
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#define PLAYER_STATE1_CLIMBING_LADDER (1 << 21)
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#define PLAYER_STATE1_SHIELDING (1 << 22)
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#define PLAYER_STATE1_ON_HORSE (1 << 23)
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#define PLAYER_STATE1_BOOMERANG_IN_HAND (1 << 24)
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#define PLAYER_STATE1_THREW_BOOMERANG (1 << 25)
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#define PLAYER_STATE1_DAMAGED (1 << 26)
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#define PLAYER_STATE1_IN_WATER (1 << 27)
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#define PLAYER_STATE1_IN_ITEM_CS (1 << 28)
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#define PLAYER_STATE1_IN_CUTSCENE (1 << 29)
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#define PLAYER_STATE1_30 (1 << 30) //Unknown, potentially target related?
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#define PLAYER_STATE1_FLOOR_DISABLED (1 << 31) //Used for grottos
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#define PLAYER_STATE2_0 (1 << 0)
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#define PLAYER_STATE2_1 (1 << 1)
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#define PLAYER_STATE2_2 (1 << 2)
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#define PLAYER_STATE2_3 (1 << 3)
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#define PLAYER_STATE2_4 (1 << 4)
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#define PLAYER_STATE2_5 (1 << 5)
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#define PLAYER_STATE2_6 (1 << 6)
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#define PLAYER_STATE2_7 (1 << 7)
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#define PLAYER_STATE2_8 (1 << 8)
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#define PLAYER_STATE2_9 (1 << 9)
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#define PLAYER_STATE2_10 (1 << 10)
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#define PLAYER_STATE2_11 (1 << 11)
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#define PLAYER_STATE2_12 (1 << 12)
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#define PLAYER_STATE2_13 (1 << 13)
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#define PLAYER_STATE2_14 (1 << 14)
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#define PLAYER_STATE2_15 (1 << 15)
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#define PLAYER_STATE2_DO_ACTION_GRAB (1 << 0)
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#define PLAYER_STATE2_SPEAK_OR_CHECK (1 << 1)
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#define PLAYER_STATE2_DO_ACTION_CLIMB (1 << 2)
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#define PLAYER_STATE2_FOOTSTEP (1 << 3)
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#define PLAYER_STATE2_MOVING_DYNAPOLY (1 << 4)
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#define PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET (1 << 5)
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#define PLAYER_STATE2_DISABLE_ROTATION_ALWAYS (1 << 6)
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#define PLAYER_STATE2_GRABBED_BY_ENEMY (1 << 7)
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#define PLAYER_STATE2_GRABBING_DYNAPOLY (1 << 8)
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#define PLAYER_STATE2_SPAWN_DUST (1 << 9)
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#define PLAYER_STATE2_UNDERWATER (1 << 10)
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#define PLAYER_STATE2_DIVING (1 << 11)
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#define PLAYER_STATE2_STATIONARY_LADDER (1 << 12)
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#define PLAYER_STATE2_SWITCH_TARGETING (1 << 13)
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#define PLAYER_STATE2_FROZEN (1 << 14)
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#define PLAYER_STATE2_PAUSE_MOST_UPDATING (1 << 15)
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#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
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#define PLAYER_STATE2_17 (1 << 17)
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#define PLAYER_STATE2_SPIN_ATTACKING (1 << 17) //w/o magic
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#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
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#define PLAYER_STATE2_19 (1 << 19)
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#define PLAYER_STATE2_20 (1 << 20)
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#define PLAYER_STATE2_21 (1 << 21)
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#define PLAYER_STATE2_22 (1 << 22)
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#define PLAYER_STATE2_23 (1 << 23)
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#define PLAYER_STATE2_24 (1 << 24)
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#define PLAYER_STATE2_25 (1 << 25)
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#define PLAYER_STATE2_26 (1 << 26)
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#define PLAYER_STATE2_27 (1 << 27)
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#define PLAYER_STATE2_28 (1 << 28)
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#define PLAYER_STATE2_29 (1 << 29)
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#define PLAYER_STATE2_30 (1 << 30)
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#define PLAYER_STATE2_31 (1 << 31)
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#define PLAYER_STATE2_HOPPING (1 << 19) //Sidehop/backflip
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#define PLAYER_STATE2_NAVI_OUT (1 << 20)
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#define PLAYER_STATE2_NAVI_ALERT (1 << 21)
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#define PLAYER_STATE2_DO_ACTION_DOWN (1 << 22)
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#define PLAYER_STATE2_NEAR_OCARINA_ACTOR (1 << 23)
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#define PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR (1 << 24)
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#define PLAYER_STATE2_PLAY_FOR_ACTOR (1 << 25)
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#define PLAYER_STATE2_REFLECTION (1 << 26) //Handles Dark Link's Reflection
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#define PLAYER_STATE2_OCARINA_PLAYING (1 << 27)
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#define PLAYER_STATE2_IDLING (1 << 28)
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#define PLAYER_STATE2_DISABLE_DRAW (1 << 29)
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#define PLAYER_STATE2_SWORD_LUNGE (1 << 30)
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#define PLAYER_STATE2_FORCED_VOID_OUT (1 << 31)
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#define PLAYER_STATE3_0 (1 << 0)
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#define PLAYER_STATE3_1 (1 << 1)
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#define PLAYER_STATE3_2 (1 << 2)
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#define PLAYER_STATE3_3 (1 << 3)
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#define PLAYER_STATE3_4 (1 << 4)
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#define PLAYER_STATE3_5 (1 << 5)
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#define PLAYER_STATE3_IGNORE_CEILING_FLOOR_WATER (1 << 0)
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#define PLAYER_STATE3_MIDAIR (1 << 1)
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#define PLAYER_STATE3_PAUSE_ACTION_FUNC (1 << 2)
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#define PLAYER_STATE3_FINISHED_ATTACKING (1 << 3)
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#define PLAYER_STATE3_CHECK_FLOOR_WATER_COLLISION (1 << 4)
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#define PLAYER_STATE3_FORCE_PULL_OCARINA (1 << 5)
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#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
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#define PLAYER_STATE3_7 (1 << 7)
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#define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target
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typedef void (*PlayerFunc674)(struct Player*, struct PlayState*);
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typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*);
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