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Some documentation changes for zplayer (#3172)
* Documentation changes for zplayer * Update soh/include/z64player.h Co-authored-by: Adam Bird <Archez@users.noreply.github.com> --------- Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
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@@ -2174,7 +2174,7 @@ void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4)
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func_8002F758(play, actor, arg2, arg3, arg4, 0);
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}
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void func_8002F7DC(Actor* actor, u16 sfxId) {
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void Player_PlaySfx(Actor* actor, u16 sfxId) {
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if (actor->id != ACTOR_PLAYER || sfxId < NA_SE_VO_LI_SWORD_N || sfxId > NA_SE_VO_LI_ELECTRIC_SHOCK_LV_KID) {
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Audio_PlaySoundGeneral(sfxId, &actor->projectedPos, 4, &D_801333E0 , &D_801333E0, &D_801333E8);
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} else {
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@@ -4514,7 +4514,7 @@ s32 func_800354B4(PlayState* play, Actor* actor, f32 range, s16 arg3, s16 arg4,
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var1 = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y;
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var2 = actor->yawTowardsPlayer - arg5;
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if ((actor->xzDistToPlayer <= range) && (player->swordState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) {
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if ((actor->xzDistToPlayer <= range) && (player->meleeWeaponState != 0) && (arg4 >= ABS(var1)) && (arg3 >= ABS(var2))) {
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return true;
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} else {
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return false;
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@@ -4554,7 +4554,7 @@ void func_800355B8(PlayState* play, Vec3f* pos) {
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u8 func_800355E4(PlayState* play, Collider* collider) {
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Player* player = GET_PLAYER(play);
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if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->meleeWeaponAnimation == 0x16)) {
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if ((collider->acFlags & AC_TYPE_PLAYER) && (player->meleeWeaponState != 0) && (player->meleeWeaponAnimation == 0x16)) {
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return true;
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} else {
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return false;
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