mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-08-20 13:23:45 -07:00
[docs] Upstream updates 1 (#1955)
* First round of upstream updates and commenting patternss * Renames from z64player * Renames from z64save * Undo changes to legacy save struct * Add missing reference from entrance rando * Fixes from stat tracker * More tweaks
This commit is contained in:
parent
8064ad9dfe
commit
d7c3522142
69 changed files with 1721 additions and 1040 deletions
|
@ -2,6 +2,7 @@
|
|||
#define Z64PLAYER_H
|
||||
|
||||
#include "z64actor.h"
|
||||
#include "alignment.h"
|
||||
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
|
||||
|
||||
struct Player;
|
||||
|
@ -64,84 +65,85 @@ typedef enum {
|
|||
} PlayerMask;
|
||||
|
||||
typedef enum {
|
||||
/* 0x00 */ PLAYER_AP_NONE,
|
||||
/* 0x01 */ PLAYER_AP_LAST_USED,
|
||||
/* 0x02 */ PLAYER_AP_FISHING_POLE,
|
||||
/* 0x03 */ PLAYER_AP_SWORD_MASTER,
|
||||
/* 0x04 */ PLAYER_AP_SWORD_KOKIRI,
|
||||
/* 0x05 */ PLAYER_AP_SWORD_BGS,
|
||||
/* 0x06 */ PLAYER_AP_STICK,
|
||||
/* 0x07 */ PLAYER_AP_HAMMER,
|
||||
/* 0x08 */ PLAYER_AP_BOW,
|
||||
/* 0x09 */ PLAYER_AP_BOW_FIRE,
|
||||
/* 0x0A */ PLAYER_AP_BOW_ICE,
|
||||
/* 0x0B */ PLAYER_AP_BOW_LIGHT,
|
||||
/* 0x0C */ PLAYER_AP_BOW_0C,
|
||||
/* 0x0D */ PLAYER_AP_BOW_0D,
|
||||
/* 0x0E */ PLAYER_AP_BOW_0E,
|
||||
/* 0x0F */ PLAYER_AP_SLINGSHOT,
|
||||
/* 0x10 */ PLAYER_AP_HOOKSHOT,
|
||||
/* 0x11 */ PLAYER_AP_LONGSHOT,
|
||||
/* 0x12 */ PLAYER_AP_BOMB,
|
||||
/* 0x13 */ PLAYER_AP_BOMBCHU,
|
||||
/* 0x14 */ PLAYER_AP_BOOMERANG,
|
||||
/* 0x15 */ PLAYER_AP_MAGIC_SPELL_15,
|
||||
/* 0x16 */ PLAYER_AP_MAGIC_SPELL_16,
|
||||
/* 0x17 */ PLAYER_AP_MAGIC_SPELL_17,
|
||||
/* 0x18 */ PLAYER_AP_FARORES_WIND,
|
||||
/* 0x19 */ PLAYER_AP_NAYRUS_LOVE,
|
||||
/* 0x1A */ PLAYER_AP_DINS_FIRE,
|
||||
/* 0x1B */ PLAYER_AP_NUT,
|
||||
/* 0x1C */ PLAYER_AP_OCARINA_FAIRY,
|
||||
/* 0x1D */ PLAYER_AP_OCARINA_TIME,
|
||||
/* 0x1E */ PLAYER_AP_BOTTLE,
|
||||
/* 0x1F */ PLAYER_AP_BOTTLE_FISH,
|
||||
/* 0x20 */ PLAYER_AP_BOTTLE_FIRE,
|
||||
/* 0x21 */ PLAYER_AP_BOTTLE_BUG,
|
||||
/* 0x22 */ PLAYER_AP_BOTTLE_POE,
|
||||
/* 0x23 */ PLAYER_AP_BOTTLE_BIG_POE,
|
||||
/* 0x24 */ PLAYER_AP_BOTTLE_LETTER,
|
||||
/* 0x25 */ PLAYER_AP_BOTTLE_POTION_RED,
|
||||
/* 0x26 */ PLAYER_AP_BOTTLE_POTION_BLUE,
|
||||
/* 0x27 */ PLAYER_AP_BOTTLE_POTION_GREEN,
|
||||
/* 0x28 */ PLAYER_AP_BOTTLE_MILK,
|
||||
/* 0x29 */ PLAYER_AP_BOTTLE_MILK_HALF,
|
||||
/* 0x2A */ PLAYER_AP_BOTTLE_FAIRY,
|
||||
/* 0x2B */ PLAYER_AP_LETTER_ZELDA,
|
||||
/* 0x2C */ PLAYER_AP_WEIRD_EGG,
|
||||
/* 0x2D */ PLAYER_AP_CHICKEN,
|
||||
/* 0x2E */ PLAYER_AP_BEAN,
|
||||
/* 0x2F */ PLAYER_AP_POCKET_EGG,
|
||||
/* 0x30 */ PLAYER_AP_POCKET_CUCCO,
|
||||
/* 0x31 */ PLAYER_AP_COJIRO,
|
||||
/* 0x32 */ PLAYER_AP_ODD_MUSHROOM,
|
||||
/* 0x33 */ PLAYER_AP_ODD_POTION,
|
||||
/* 0x34 */ PLAYER_AP_SAW,
|
||||
/* 0x35 */ PLAYER_AP_SWORD_BROKEN,
|
||||
/* 0x36 */ PLAYER_AP_PRESCRIPTION,
|
||||
/* 0x37 */ PLAYER_AP_FROG,
|
||||
/* 0x38 */ PLAYER_AP_EYEDROPS,
|
||||
/* 0x39 */ PLAYER_AP_CLAIM_CHECK,
|
||||
/* 0x3A */ PLAYER_AP_MASK_KEATON,
|
||||
/* 0x3B */ PLAYER_AP_MASK_SKULL,
|
||||
/* 0x3C */ PLAYER_AP_MASK_SPOOKY,
|
||||
/* 0x3D */ PLAYER_AP_MASK_BUNNY,
|
||||
/* 0x3E */ PLAYER_AP_MASK_GORON,
|
||||
/* 0x3F */ PLAYER_AP_MASK_ZORA,
|
||||
/* 0x40 */ PLAYER_AP_MASK_GERUDO,
|
||||
/* 0x41 */ PLAYER_AP_MASK_TRUTH,
|
||||
/* 0x42 */ PLAYER_AP_LENS,
|
||||
/* 0x43 */ PLAYER_AP_SHIELD_DEKU,
|
||||
/* 0x44 */ PLAYER_AP_SHIELD_HYLIAN,
|
||||
/* 0x45 */ PLAYER_AP_SHIELD_MIRROR,
|
||||
/* 0x46 */ PLAYER_AP_TUNIC_KOKIRI,
|
||||
/* 0x47 */ PLAYER_AP_TUNIC_GORON,
|
||||
/* 0x48 */ PLAYER_AP_TUNIC_ZORA,
|
||||
/* 0x49 */ PLAYER_AP_BOOTS_KOKIRI,
|
||||
/* 0x4A */ PLAYER_AP_BOOTS_IRON,
|
||||
/* 0x4B */ PLAYER_AP_BOOTS_HOVER,
|
||||
/* 0x4C */ PLAYER_AP_MAX
|
||||
} PlayerActionParam;
|
||||
/* 0x00 */ PLAYER_IA_NONE,
|
||||
/* 0x01 */ PLAYER_IA_LAST_USED,
|
||||
/* 0x02 */ PLAYER_IA_FISHING_POLE,
|
||||
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
|
||||
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,
|
||||
/* 0x05 */ PLAYER_IA_SWORD_BGS,
|
||||
/* 0x06 */ PLAYER_IA_STICK,
|
||||
/* 0x07 */ PLAYER_IA_HAMMER,
|
||||
/* 0x08 */ PLAYER_IA_BOW,
|
||||
/* 0x09 */ PLAYER_IA_BOW_FIRE,
|
||||
/* 0x0A */ PLAYER_IA_BOW_ICE,
|
||||
/* 0x0B */ PLAYER_IA_BOW_LIGHT,
|
||||
/* 0x0C */ PLAYER_IA_BOW_0C,
|
||||
/* 0x0D */ PLAYER_IA_BOW_0D,
|
||||
/* 0x0E */ PLAYER_IA_BOW_0E,
|
||||
/* 0x0F */ PLAYER_IA_SLINGSHOT,
|
||||
/* 0x10 */ PLAYER_IA_HOOKSHOT,
|
||||
/* 0x11 */ PLAYER_IA_LONGSHOT,
|
||||
/* 0x12 */ PLAYER_IA_BOMB,
|
||||
/* 0x13 */ PLAYER_IA_BOMBCHU,
|
||||
/* 0x14 */ PLAYER_IA_BOOMERANG,
|
||||
/* 0x15 */ PLAYER_IA_MAGIC_SPELL_15,
|
||||
/* 0x16 */ PLAYER_IA_MAGIC_SPELL_16,
|
||||
/* 0x17 */ PLAYER_IA_MAGIC_SPELL_17,
|
||||
/* 0x18 */ PLAYER_IA_FARORES_WIND,
|
||||
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE,
|
||||
/* 0x1A */ PLAYER_IA_DINS_FIRE,
|
||||
/* 0x1B */ PLAYER_IA_NUT,
|
||||
/* 0x1C */ PLAYER_IA_OCARINA_FAIRY,
|
||||
/* 0x1D */ PLAYER_IA_OCARINA_TIME,
|
||||
/* 0x1E */ PLAYER_IA_BOTTLE,
|
||||
/* 0x1F */ PLAYER_IA_BOTTLE_FISH,
|
||||
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE,
|
||||
/* 0x21 */ PLAYER_IA_BOTTLE_BUG,
|
||||
/* 0x22 */ PLAYER_IA_BOTTLE_POE,
|
||||
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE,
|
||||
/* 0x24 */ PLAYER_IA_BOTTLE_LETTER,
|
||||
/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED,
|
||||
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE,
|
||||
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN,
|
||||
/* 0x28 */ PLAYER_IA_BOTTLE_MILK,
|
||||
/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF,
|
||||
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY,
|
||||
/* 0x2B */ PLAYER_IA_LETTER_ZELDA,
|
||||
/* 0x2C */ PLAYER_IA_WEIRD_EGG,
|
||||
/* 0x2D */ PLAYER_IA_CHICKEN,
|
||||
/* 0x2E */ PLAYER_IA_BEAN,
|
||||
/* 0x2F */ PLAYER_IA_POCKET_EGG,
|
||||
/* 0x30 */ PLAYER_IA_POCKET_CUCCO,
|
||||
/* 0x31 */ PLAYER_IA_COJIRO,
|
||||
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM,
|
||||
/* 0x33 */ PLAYER_IA_ODD_POTION,
|
||||
/* 0x34 */ PLAYER_IA_SAW,
|
||||
/* 0x35 */ PLAYER_IA_SWORD_BROKEN,
|
||||
/* 0x36 */ PLAYER_IA_PRESCRIPTION,
|
||||
/* 0x37 */ PLAYER_IA_FROG,
|
||||
/* 0x38 */ PLAYER_IA_EYEDROPS,
|
||||
/* 0x39 */ PLAYER_IA_CLAIM_CHECK,
|
||||
/* 0x3A */ PLAYER_IA_MASK_KEATON,
|
||||
/* 0x3B */ PLAYER_IA_MASK_SKULL,
|
||||
/* 0x3C */ PLAYER_IA_MASK_SPOOKY,
|
||||
/* 0x3D */ PLAYER_IA_MASK_BUNNY,
|
||||
/* 0x3E */ PLAYER_IA_MASK_GORON,
|
||||
/* 0x3F */ PLAYER_IA_MASK_ZORA,
|
||||
/* 0x40 */ PLAYER_IA_MASK_GERUDO,
|
||||
/* 0x41 */ PLAYER_IA_MASK_TRUTH,
|
||||
/* 0x42 */ PLAYER_IA_LENS,
|
||||
// Upstream TODO: Document why these entries were added
|
||||
/* 0x43 */ PLAYER_IA_SHIELD_DEKU,
|
||||
/* 0x44 */ PLAYER_IA_SHIELD_HYLIAN,
|
||||
/* 0x45 */ PLAYER_IA_SHIELD_MIRROR,
|
||||
/* 0x46 */ PLAYER_IA_TUNIC_KOKIRI,
|
||||
/* 0x47 */ PLAYER_IA_TUNIC_GORON,
|
||||
/* 0x48 */ PLAYER_IA_TUNIC_ZORA,
|
||||
/* 0x49 */ PLAYER_IA_BOOTS_KOKIRI,
|
||||
/* 0x4A */ PLAYER_IA_BOOTS_IRON,
|
||||
/* 0x4B */ PLAYER_IA_BOOTS_HOVER,
|
||||
/* 0x4C */ PLAYER_IA_MAX
|
||||
} PlayerItemAction;
|
||||
|
||||
typedef enum {
|
||||
/* 0x00 */ PLAYER_LIMB_NONE,
|
||||
|
@ -170,27 +172,59 @@ typedef enum {
|
|||
} PlayerLimb;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
|
||||
/* 1 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
|
||||
/* 2 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
|
||||
/* 3 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
|
||||
/* 4 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
|
||||
/* 5 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
|
||||
/* 6 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
|
||||
/* 7 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
|
||||
/* 8 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
|
||||
/* 9 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
|
||||
/* 10 */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
|
||||
/* 11 */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
|
||||
/* 12 */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
|
||||
/* 13 */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
|
||||
/* 14 */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
|
||||
/* 15 */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
|
||||
/* 16 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
|
||||
/* 17 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
|
||||
/* 18 */ PLAYER_BODYPART_MAX
|
||||
/* 0x00 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
|
||||
/* 0x01 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
|
||||
/* 0x02 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
|
||||
/* 0x03 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
|
||||
/* 0x04 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
|
||||
/* 0x05 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
|
||||
/* 0x06 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
|
||||
/* 0x07 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
|
||||
/* 0x08 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
|
||||
/* 0x09 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
|
||||
/* 0x0A */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
|
||||
/* 0x0B */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
|
||||
/* 0x0C */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
|
||||
/* 0x0D */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
|
||||
/* 0x0E */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
|
||||
/* 0x0F */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
|
||||
/* 0x10 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
|
||||
/* 0x11 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
|
||||
/* 0x12 */ PLAYER_BODYPART_MAX
|
||||
} PlayerBodyPart;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H,
|
||||
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H,
|
||||
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H,
|
||||
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H,
|
||||
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H,
|
||||
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H,
|
||||
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H,
|
||||
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H,
|
||||
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H,
|
||||
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H,
|
||||
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H,
|
||||
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H,
|
||||
/* 12 */ PLAYER_MWA_STAB_1H,
|
||||
/* 13 */ PLAYER_MWA_STAB_2H,
|
||||
/* 14 */ PLAYER_MWA_STAB_COMBO_1H,
|
||||
/* 15 */ PLAYER_MWA_STAB_COMBO_2H,
|
||||
/* 16 */ PLAYER_MWA_FLIPSLASH_START,
|
||||
/* 17 */ PLAYER_MWA_JUMPSLASH_START,
|
||||
/* 18 */ PLAYER_MWA_FLIPSLASH_FINISH,
|
||||
/* 19 */ PLAYER_MWA_JUMPSLASH_FINISH,
|
||||
/* 20 */ PLAYER_MWA_BACKSLASH_RIGHT,
|
||||
/* 21 */ PLAYER_MWA_BACKSLASH_LEFT,
|
||||
/* 22 */ PLAYER_MWA_HAMMER_FORWARD,
|
||||
/* 23 */ PLAYER_MWA_HAMMER_SIDE,
|
||||
/* 24 */ PLAYER_MWA_SPIN_ATTACK_1H,
|
||||
/* 25 */ PLAYER_MWA_SPIN_ATTACK_2H,
|
||||
/* 26 */ PLAYER_MWA_BIG_SPIN_1H,
|
||||
/* 27 */ PLAYER_MWA_BIG_SPIN_2H,
|
||||
/* 28 */ PLAYER_MWA_MAX
|
||||
} PlayerMeleeWeaponAnimation;
|
||||
|
||||
typedef enum {
|
||||
/* -1 */ PLAYER_DOORTYPE_AJAR = -1,
|
||||
/* 0 */ PLAYER_DOORTYPE_NONE,
|
||||
|
@ -200,124 +234,125 @@ typedef enum {
|
|||
} PlayerDoorType;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
|
||||
/* 1 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
|
||||
/* 2 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
|
||||
/* 3 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
|
||||
/* 4 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
|
||||
/* 5 */ PLAYER_MODELGROUP_BGS, // biggoron sword
|
||||
/* 6 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
|
||||
/* 7 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
|
||||
/* 8 */ PLAYER_MODELGROUP_BOOMERANG,
|
||||
/* 9 */ PLAYER_MODELGROUP_HOOKSHOT,
|
||||
/* 10 */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
|
||||
/* 11 */ PLAYER_MODELGROUP_HAMMER,
|
||||
/* 12 */ PLAYER_MODELGROUP_OCARINA, // ocarina
|
||||
/* 13 */ PLAYER_MODELGROUP_OOT, // ocarina of time
|
||||
/* 14 */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
|
||||
/* 15 */ PLAYER_MODELGROUP_15, // "last used"
|
||||
/* 16 */ PLAYER_MODELGROUP_MAX
|
||||
/* 0x00 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
|
||||
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
|
||||
/* 0x02 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
|
||||
/* 0x03 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
|
||||
/* 0x04 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
|
||||
/* 0x05 */ PLAYER_MODELGROUP_BGS, // biggoron sword
|
||||
/* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
|
||||
/* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
|
||||
/* 0x08 */ PLAYER_MODELGROUP_BOOMERANG,
|
||||
/* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT,
|
||||
/* 0x0A */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
|
||||
/* 0x0B */ PLAYER_MODELGROUP_HAMMER,
|
||||
/* 0x0C */ PLAYER_MODELGROUP_OCARINA, // ocarina
|
||||
/* 0x0D */ PLAYER_MODELGROUP_OOT, // ocarina of time
|
||||
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
|
||||
/* 0x0F */ PLAYER_MODELGROUP_15, // "last used"
|
||||
/* 0x10 */ PLAYER_MODELGROUP_MAX
|
||||
} PlayerModelGroup;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ PLAYER_MODELGROUPENTRY_ANIM,
|
||||
/* 1 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
|
||||
/* 2 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
|
||||
/* 3 */ PLAYER_MODELGROUPENTRY_SHEATH,
|
||||
/* 4 */ PLAYER_MODELGROUPENTRY_WAIST,
|
||||
/* 5 */ PLAYER_MODELGROUPENTRY_MAX
|
||||
/* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM,
|
||||
/* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
|
||||
/* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
|
||||
/* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH,
|
||||
/* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST,
|
||||
/* 0x05 */ PLAYER_MODELGROUPENTRY_MAX
|
||||
} PlayerModelGroupEntry;
|
||||
|
||||
typedef enum {
|
||||
// left hand
|
||||
/* 0 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
|
||||
/* 1 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
|
||||
/* 2 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
|
||||
/* 3 */ PLAYER_MODELTYPE_3, // unused, same as PLAYER_MODELTYPE_LH_SWORD
|
||||
/* 4 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
|
||||
/* 5 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
|
||||
/* 6 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
|
||||
/* 7 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
|
||||
/* 0x00 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
|
||||
/* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
|
||||
/* 0x02 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
|
||||
/* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2, // unused, same as PLAYER_MODELTYPE_LH_SWORD
|
||||
/* 0x04 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
|
||||
/* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
|
||||
/* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
|
||||
/* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
|
||||
// right hand
|
||||
/* 8 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
|
||||
/* 9 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
|
||||
/* 10 */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
|
||||
/* 11 */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
|
||||
/* 12 */ PLAYER_MODELTYPE_12, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
|
||||
/* 13 */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
|
||||
/* 14 */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
|
||||
/* 15 */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
|
||||
/* 0x08 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
|
||||
/* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
|
||||
/* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
|
||||
/* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
|
||||
/* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
|
||||
/* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
|
||||
/* 0x0E */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
|
||||
/* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
|
||||
// sheath
|
||||
/* 16 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
|
||||
/* 17 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
|
||||
/* 18 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
|
||||
/* 19 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
|
||||
/* 0x10 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
|
||||
/* 0x11 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
|
||||
/* 0x12 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
|
||||
/* 0x13 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
|
||||
// waist
|
||||
/* 20 */ PLAYER_MODELTYPE_WAIST,
|
||||
/* 21 */ PLAYER_MODELTYPE_MAX,
|
||||
/* 0x14 */ PLAYER_MODELTYPE_WAIST,
|
||||
/* 0x15 */ PLAYER_MODELTYPE_MAX,
|
||||
/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
|
||||
} PlayerModelType;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ PLAYER_ANIMTYPE_0,
|
||||
/* 1 */ PLAYER_ANIMTYPE_1,
|
||||
/* 2 */ PLAYER_ANIMTYPE_2,
|
||||
/* 3 */ PLAYER_ANIMTYPE_3,
|
||||
/* 4 */ PLAYER_ANIMTYPE_4,
|
||||
/* 5 */ PLAYER_ANIMTYPE_5,
|
||||
/* 6 */ PLAYER_ANIMTYPE_MAX
|
||||
/* 0x00 */ PLAYER_ANIMTYPE_0,
|
||||
/* 0x01 */ PLAYER_ANIMTYPE_1,
|
||||
/* 0x02 */ PLAYER_ANIMTYPE_2,
|
||||
/* 0x03 */ PLAYER_ANIMTYPE_3,
|
||||
/* 0x04 */ PLAYER_ANIMTYPE_4,
|
||||
/* 0x05 */ PLAYER_ANIMTYPE_5,
|
||||
/* 0x06 */ PLAYER_ANIMTYPE_MAX
|
||||
} PlayerAnimType;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ PLAYER_ANIMGROUP_0,
|
||||
/* 1 */ PLAYER_ANIMGROUP_1,
|
||||
/* 2 */ PLAYER_ANIMGROUP_2,
|
||||
/* 3 */ PLAYER_ANIMGROUP_3,
|
||||
/* 4 */ PLAYER_ANIMGROUP_4,
|
||||
/* 5 */ PLAYER_ANIMGROUP_5,
|
||||
/* 6 */ PLAYER_ANIMGROUP_6,
|
||||
/* 7 */ PLAYER_ANIMGROUP_7,
|
||||
/* 8 */ PLAYER_ANIMGROUP_8,
|
||||
/* 9 */ PLAYER_ANIMGROUP_9,
|
||||
/* 10 */ PLAYER_ANIMGROUP_10,
|
||||
/* 11 */ PLAYER_ANIMGROUP_11,
|
||||
/* 12 */ PLAYER_ANIMGROUP_12,
|
||||
/* 13 */ PLAYER_ANIMGROUP_13,
|
||||
/* 14 */ PLAYER_ANIMGROUP_14,
|
||||
/* 15 */ PLAYER_ANIMGROUP_15,
|
||||
/* 16 */ PLAYER_ANIMGROUP_16,
|
||||
/* 17 */ PLAYER_ANIMGROUP_17,
|
||||
/* 18 */ PLAYER_ANIMGROUP_18,
|
||||
/* 19 */ PLAYER_ANIMGROUP_19,
|
||||
/* 20 */ PLAYER_ANIMGROUP_20,
|
||||
/* 21 */ PLAYER_ANIMGROUP_21,
|
||||
/* 22 */ PLAYER_ANIMGROUP_22,
|
||||
/* 23 */ PLAYER_ANIMGROUP_23,
|
||||
/* 24 */ PLAYER_ANIMGROUP_24,
|
||||
/* 25 */ PLAYER_ANIMGROUP_25,
|
||||
/* 26 */ PLAYER_ANIMGROUP_26,
|
||||
/* 27 */ PLAYER_ANIMGROUP_27,
|
||||
/* 28 */ PLAYER_ANIMGROUP_28,
|
||||
/* 29 */ PLAYER_ANIMGROUP_29,
|
||||
/* 30 */ PLAYER_ANIMGROUP_30,
|
||||
/* 31 */ PLAYER_ANIMGROUP_31,
|
||||
/* 32 */ PLAYER_ANIMGROUP_32,
|
||||
/* 33 */ PLAYER_ANIMGROUP_33,
|
||||
/* 34 */ PLAYER_ANIMGROUP_34,
|
||||
/* 35 */ PLAYER_ANIMGROUP_35,
|
||||
/* 36 */ PLAYER_ANIMGROUP_36,
|
||||
/* 37 */ PLAYER_ANIMGROUP_37,
|
||||
/* 38 */ PLAYER_ANIMGROUP_38,
|
||||
/* 39 */ PLAYER_ANIMGROUP_39,
|
||||
/* 40 */ PLAYER_ANIMGROUP_40,
|
||||
/* 41 */ PLAYER_ANIMGROUP_41,
|
||||
/* 42 */ PLAYER_ANIMGROUP_42,
|
||||
/* 43 */ PLAYER_ANIMGROUP_43,
|
||||
/* 44 */ PLAYER_ANIMGROUP_44,
|
||||
/* 45 */ PLAYER_ANIMGROUP_MAX
|
||||
/* 0x00 */ PLAYER_ANIMGROUP_0,
|
||||
/* 0x01 */ PLAYER_ANIMGROUP_1,
|
||||
/* 0x02 */ PLAYER_ANIMGROUP_2,
|
||||
/* 0x03 */ PLAYER_ANIMGROUP_3,
|
||||
/* 0x04 */ PLAYER_ANIMGROUP_4,
|
||||
/* 0x05 */ PLAYER_ANIMGROUP_5,
|
||||
/* 0x06 */ PLAYER_ANIMGROUP_6,
|
||||
/* 0x07 */ PLAYER_ANIMGROUP_7,
|
||||
/* 0x08 */ PLAYER_ANIMGROUP_8,
|
||||
/* 0x09 */ PLAYER_ANIMGROUP_9,
|
||||
/* 0x0A */ PLAYER_ANIMGROUP_10,
|
||||
/* 0x0B */ PLAYER_ANIMGROUP_11,
|
||||
/* 0x0C */ PLAYER_ANIMGROUP_12,
|
||||
/* 0x0D */ PLAYER_ANIMGROUP_13,
|
||||
/* 0x0E */ PLAYER_ANIMGROUP_14,
|
||||
/* 0x0F */ PLAYER_ANIMGROUP_15,
|
||||
/* 0x10 */ PLAYER_ANIMGROUP_16,
|
||||
/* 0x11 */ PLAYER_ANIMGROUP_17,
|
||||
/* 0x12 */ PLAYER_ANIMGROUP_18,
|
||||
/* 0x13 */ PLAYER_ANIMGROUP_19,
|
||||
/* 0x14 */ PLAYER_ANIMGROUP_20,
|
||||
/* 0x15 */ PLAYER_ANIMGROUP_21,
|
||||
/* 0x16 */ PLAYER_ANIMGROUP_22,
|
||||
/* 0x17 */ PLAYER_ANIMGROUP_23,
|
||||
/* 0x18 */ PLAYER_ANIMGROUP_24,
|
||||
/* 0x19 */ PLAYER_ANIMGROUP_25,
|
||||
/* 0x1A */ PLAYER_ANIMGROUP_26,
|
||||
/* 0x1B */ PLAYER_ANIMGROUP_27,
|
||||
/* 0x1C */ PLAYER_ANIMGROUP_28,
|
||||
/* 0x1D */ PLAYER_ANIMGROUP_29,
|
||||
/* 0x1E */ PLAYER_ANIMGROUP_30,
|
||||
/* 0x1F */ PLAYER_ANIMGROUP_31,
|
||||
/* 0x20 */ PLAYER_ANIMGROUP_32,
|
||||
/* 0x21 */ PLAYER_ANIMGROUP_33,
|
||||
/* 0x22 */ PLAYER_ANIMGROUP_34,
|
||||
/* 0x23 */ PLAYER_ANIMGROUP_35,
|
||||
/* 0x24 */ PLAYER_ANIMGROUP_36,
|
||||
/* 0x25 */ PLAYER_ANIMGROUP_37,
|
||||
/* 0x26 */ PLAYER_ANIMGROUP_38,
|
||||
/* 0x27 */ PLAYER_ANIMGROUP_39,
|
||||
/* 0x28 */ PLAYER_ANIMGROUP_40,
|
||||
/* 0x29 */ PLAYER_ANIMGROUP_41,
|
||||
/* 0x2A */ PLAYER_ANIMGROUP_42,
|
||||
/* 0x2B */ PLAYER_ANIMGROUP_43,
|
||||
/* 0x2C */ PLAYER_ANIMGROUP_44,
|
||||
/* 0x2D */ PLAYER_ANIMGROUP_MAX
|
||||
} PlayerAnimGroup;
|
||||
|
||||
#define PLAYER_LIMB_BUF_COUNT PLAYER_LIMB_MAX + 2 // 2 extra entries in limb buffers?
|
||||
#define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s))
|
||||
#define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ f32 unk_00;
|
||||
|
@ -361,6 +396,9 @@ typedef struct {
|
|||
/* 0x10 */ Vec3f base;
|
||||
} WeaponInfo; // size = 0x1C
|
||||
|
||||
// #region SOH [General]
|
||||
// Supporting pendingFlag
|
||||
// Upstream TODO: Rename these to be more obviously SoH specific
|
||||
typedef enum {
|
||||
FLAG_NONE,
|
||||
FLAG_SCENE_SWITCH,
|
||||
|
@ -375,9 +413,10 @@ typedef struct {
|
|||
/* 0x00 */ s32 flagID; // which flag to set when Player_SetPendingFlag is called
|
||||
/* 0x04 */ FlagType flagType; // type of flag to set when Player_SetPendingFlag is called
|
||||
} PendingFlag; // size = 0x06
|
||||
// #endregion
|
||||
|
||||
#define PLAYER_STATE1_0 (1 << 0)
|
||||
#define PLAYER_STATE1_1 (1 << 1)
|
||||
#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
|
||||
#define PLAYER_STATE1_2 (1 << 2)
|
||||
#define PLAYER_STATE1_3 (1 << 3)
|
||||
#define PLAYER_STATE1_4 (1 << 4)
|
||||
|
@ -425,9 +464,9 @@ typedef struct {
|
|||
#define PLAYER_STATE2_13 (1 << 13)
|
||||
#define PLAYER_STATE2_14 (1 << 14)
|
||||
#define PLAYER_STATE2_15 (1 << 15)
|
||||
#define PLAYER_STATE2_16 (1 << 16)
|
||||
#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
|
||||
#define PLAYER_STATE2_17 (1 << 17)
|
||||
#define PLAYER_STATE2_18 (1 << 18)
|
||||
#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
|
||||
#define PLAYER_STATE2_19 (1 << 19)
|
||||
#define PLAYER_STATE2_20 (1 << 20)
|
||||
#define PLAYER_STATE2_21 (1 << 21)
|
||||
|
@ -448,24 +487,24 @@ typedef struct {
|
|||
#define PLAYER_STATE3_3 (1 << 3)
|
||||
#define PLAYER_STATE3_4 (1 << 4)
|
||||
#define PLAYER_STATE3_5 (1 << 5)
|
||||
#define PLAYER_STATE3_6 (1 << 6)
|
||||
#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`)
|
||||
#define PLAYER_STATE3_7 (1 << 7)
|
||||
|
||||
typedef void (*PlayerFunc674)(struct Player*, struct PlayState*);
|
||||
typedef s32(*PlayerFunc82C)(struct Player*, struct PlayState*);
|
||||
typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*);
|
||||
typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
|
||||
|
||||
typedef struct Player {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
|
||||
/* 0x014D */ s8 currentSwordItem; // current sword Item ID
|
||||
/* 0x014D */ s8 currentSwordItemId;
|
||||
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
|
||||
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
|
||||
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
|
||||
/* 0x0151 */ s8 heldItemActionParam; // Action param for the item currently used
|
||||
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
|
||||
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
|
||||
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
|
||||
/* 0x0154 */ s8 itemActionParam; // the difference between this and heldItemActionParam is unclear
|
||||
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
|
||||
/* 0x0155 */ char unk_155[0x003];
|
||||
/* 0x0158 */ u8 modelGroup;
|
||||
/* 0x0159 */ u8 nextModelGroup;
|
||||
|
@ -475,71 +514,71 @@ typedef struct Player {
|
|||
/* 0x015D */ u8 rightHandType;
|
||||
/* 0x015E */ u8 sheathType;
|
||||
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
|
||||
/* 0x0160 */ Gfx** rightHandDLists;
|
||||
/* 0x0164 */ Gfx** leftHandDLists;
|
||||
/* 0x0168 */ Gfx** sheathDLists;
|
||||
/* 0x016C */ Gfx** waistDLists;
|
||||
/* 0x0160 */ Gfx** rightHandDLists;
|
||||
/* 0x0164 */ Gfx** leftHandDLists;
|
||||
/* 0x0168 */ Gfx** sheathDLists;
|
||||
/* 0x016C */ Gfx** waistDLists;
|
||||
/* 0x0170 */ u8 giObjectLoading;
|
||||
/* 0x0174 */ DmaRequest giObjectDmaRequest;
|
||||
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
|
||||
/* 0x01AC */ OSMesg giObjectLoadMsg;
|
||||
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
|
||||
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
|
||||
/* 0x01B4 */ SkelAnime skelAnime;
|
||||
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
|
||||
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
|
||||
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
|
||||
/* 0x03A8 */ s16 unk_3A8[2];
|
||||
/* 0x03AC */ Actor* heldActor;
|
||||
/* 0x03AC */ Actor* heldActor;
|
||||
/* 0x03B0 */ Vec3f leftHandPos;
|
||||
/* 0x03BC */ Vec3s unk_3BC;
|
||||
/* 0x03C4 */ Actor* unk_3C4;
|
||||
/* 0x03C4 */ Actor* unk_3C4;
|
||||
/* 0x03C8 */ Vec3f unk_3C8;
|
||||
/* 0x03D4 */ char unk_3D4[0x058];
|
||||
/* 0x042C */ s8 doorType;
|
||||
/* 0x042D */ s8 doorDirection;
|
||||
/* 0x042E */ s16 doorTimer;
|
||||
/* 0x0430 */ Actor* doorActor;
|
||||
/* 0x0434 */ s16 getItemId;
|
||||
/* 0x0430 */ Actor* doorActor;
|
||||
/* 0x0434 */ s16 getItemId; // Upstream TODO: Document why this is s16 while it's s8 upstream
|
||||
/* 0x0436 */ u16 getItemDirection;
|
||||
/* 0x0438 */ Actor* interactRangeActor;
|
||||
/* 0x0438 */ Actor* interactRangeActor;
|
||||
/* 0x043C */ s8 mountSide;
|
||||
/* 0x043D */ char unk_43D[0x003];
|
||||
/* 0x0440 */ Actor* rideActor;
|
||||
/* 0x0440 */ Actor* rideActor;
|
||||
/* 0x0444 */ u8 csMode;
|
||||
/* 0x0445 */ u8 prevCsMode;
|
||||
/* 0x0446 */ u8 unk_446;
|
||||
/* 0x0447 */ u8 unk_447;
|
||||
/* 0x0448 */ Actor* unk_448;
|
||||
/* 0x0448 */ Actor* unk_448;
|
||||
/* 0x044C */ char unk_44C[0x004];
|
||||
/* 0x0450 */ Vec3f unk_450;
|
||||
/* 0x045C */ Vec3f unk_45C;
|
||||
/* 0x0468 */ char unk_468[0x002];
|
||||
/* 0x046A */ s16 unk_46A;
|
||||
/* 0x046C */ s16 unk_46C;
|
||||
/* 0x046A */ s16 doorBgCamIndex;
|
||||
/* 0x046C */ s16 subCamId;
|
||||
/* 0x046E */ char unk_46E[0x02A];
|
||||
/* 0x0498 */ ColliderCylinder cylinder;
|
||||
/* 0x04E4 */ ColliderQuad swordQuads[2];
|
||||
/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
|
||||
/* 0x05E4 */ ColliderQuad shieldQuad;
|
||||
/* 0x0664 */ Actor* unk_664;
|
||||
/* 0x0664 */ Actor* unk_664;
|
||||
/* 0x0668 */ char unk_668[0x004];
|
||||
/* 0x066C */ s32 unk_66C;
|
||||
/* 0x0670 */ s32 swordEffectIndex;
|
||||
/* 0x0670 */ s32 meleeWeaponEffectIndex;
|
||||
/* 0x0674 */ PlayerFunc674 func_674;
|
||||
/* 0x0678 */ PlayerAgeProperties* ageProperties;
|
||||
/* 0x067C */ u32 stateFlags1;
|
||||
/* 0x0680 */ u32 stateFlags2;
|
||||
/* 0x0684 */ Actor* unk_684;
|
||||
/* 0x0688 */ Actor* boomerangActor;
|
||||
/* 0x068C */ Actor* naviActor;
|
||||
/* 0x0684 */ Actor* unk_684;
|
||||
/* 0x0688 */ Actor* boomerangActor;
|
||||
/* 0x068C */ Actor* naviActor;
|
||||
/* 0x0690 */ s16 naviTextId;
|
||||
/* 0x0692 */ u8 stateFlags3;
|
||||
/* 0x0693 */ s8 exchangeItemId;
|
||||
/* 0x0694 */ Actor* targetActor;
|
||||
/* 0x0694 */ Actor* targetActor;
|
||||
/* 0x0698 */ f32 targetActorDistance;
|
||||
/* 0x069C */ char unk_69C[0x004];
|
||||
/* 0x06A0 */ f32 unk_6A0;
|
||||
/* 0x06A4 */ f32 unk_6A4;
|
||||
/* 0x06A8 */ Actor* unk_6A8;
|
||||
/* 0x06A8 */ Actor* unk_6A8;
|
||||
/* 0x06AC */ s8 unk_6AC;
|
||||
/* 0x06AD */ u8 unk_6AD;
|
||||
/* 0x06AE */ u16 unk_6AE;
|
||||
|
@ -565,8 +604,8 @@ typedef struct Player {
|
|||
/* 0x083C */ s16 currentYaw;
|
||||
/* 0x083E */ s16 targetYaw;
|
||||
/* 0x0840 */ u16 unk_840;
|
||||
/* 0x0842 */ s8 swordAnimation;
|
||||
/* 0x0843 */ s8 swordState;
|
||||
/* 0x0842 */ s8 meleeWeaponAnimation;
|
||||
/* 0x0843 */ s8 swordState; // Upstream TODO: meleeWeaponState
|
||||
/* 0x0844 */ s8 unk_844;
|
||||
/* 0x0845 */ u8 unk_845;
|
||||
/* 0x0846 */ u8 unk_846;
|
||||
|
@ -609,14 +648,14 @@ typedef struct Player {
|
|||
/* 0x08A2 */ s16 unk_8A2;
|
||||
/* 0x08A4 */ f32 unk_8A4;
|
||||
/* 0x08A8 */ f32 unk_8A8;
|
||||
/* 0x08AC */ f32 windSpeed;
|
||||
/* 0x08B0 */ s16 windDirection;
|
||||
/* 0x08B4 */ WeaponInfo swordInfo[3];
|
||||
/* 0x0908 */ Vec3f bodyPartsPos[18];
|
||||
/* 0x08AC */ f32 windSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces // Upstream TODO: pushedSpeed
|
||||
/* 0x08B0 */ s16 windDirection; // Yaw direction of player being pushed // Upstream TODO: pushedYaw
|
||||
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
|
||||
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
|
||||
/* 0x09E0 */ MtxF mf_9E0;
|
||||
/* 0x0A20 */ MtxF shieldMf;
|
||||
/* 0x0A60 */ u8 isBurning;
|
||||
/* 0x0A61 */ u8 flameTimers[18]; // one flame per body part
|
||||
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
|
||||
/* 0x0A73 */ u8 unk_A73;
|
||||
/* 0x0A74 */ PlayerFuncA74 func_A74;
|
||||
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
|
||||
|
@ -630,9 +669,15 @@ typedef struct Player {
|
|||
/* 0x0A86 */ s8 unk_A86;
|
||||
/* 0x0A87 */ u8 unk_A87;
|
||||
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
|
||||
/* 0x0A95 */ PendingFlag pendingFlag;
|
||||
/* 0x0AA1 */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
|
||||
/* 0x0AA2 */ GetItemEntry getItemEntry;
|
||||
} Player; // size = 0xAAA
|
||||
// #region SOH [General]
|
||||
// Upstream TODO: Rename these to be more obviously SoH specific
|
||||
/* */ PendingFlag pendingFlag;
|
||||
/* */ GetItemEntry getItemEntry;
|
||||
// #endregion
|
||||
// #region SOH [Enhancements]
|
||||
// Upstream TODO: Rename this to make it more obvious it is apart of an enhancement
|
||||
/* */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
|
||||
// #endregion
|
||||
} Player; // size = 0xA94
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue