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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
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65 changed files with 3603 additions and 2562 deletions
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@ -415,7 +415,7 @@ f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint);
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void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2);
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f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
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f32 Player_GetHeight(Player* player);
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s32 Player_ActionChange_2(Player* player, PlayState* play);
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s32 Player_ActionHandler_2(Player* player, PlayState* play);
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f32 func_8002DCE4(Player* player);
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s32 func_8002DD6C(Player* player);
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s32 func_8002DD78(Player* player);
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@ -1107,7 +1107,7 @@ void Player_SetBootData(PlayState* play, Player* player);
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s32 Player_InBlockingCsMode(PlayState* play, Player* player);
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s32 Player_TryCsAction(PlayState* play, Actor* actor, s32 csAction);
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s32 Player_InCsMode(PlayState* play);
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s32 func_8008E9C4(Player* player);
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s32 Player_CheckHostileLockOn(Player* player);
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s32 Player_IsChildWithHylianShield(Player* player);
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s32 Player_ActionToModelGroup(Player* player, s32 actionParam);
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void Player_SetModelsForHoldingShield(Player* player);
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@ -1117,9 +1117,9 @@ void func_8008EC70(Player* player);
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void Player_SetEquipmentData(PlayState* play, Player* player);
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void Player_UpdateBottleHeld(PlayState* play, Player* player, s32 item, s32 actionParam);
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void func_80837C0C(PlayState* play, Player* this, s32 arg2, f32 arg3, f32 arg4, s16 arg5, s32 arg6);
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void func_8008EDF0(Player* player);
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void func_8008EE08(Player* player);
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void func_8008EEAC(PlayState* play, Actor* actor);
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void Player_ReleaseLockOn(Player* player);
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void Player_ClearZTargeting(Player* player);
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void Player_SetAutoLockOnActor(PlayState* play, Actor* actor);
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s32 func_8008EF44(PlayState* play, s32 ammo);
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s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 radius, f32 arg3);
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s32 Player_GetStrength(void);
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