mirror of
https://github.com/HarbourMasters/Starship
synced 2026-08-09 03:06:23 -04:00
Player and Vs docs, some improvement to ve1 boss (#259)
* playerstuff * stuff * small fixes * Torch * torch update again
This commit is contained in:
+1
-1
@@ -8,7 +8,7 @@
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extern s32 gSceneId;
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extern s32 gSceneSetup;
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extern s32 D_ctx_80177824;
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extern s32 gClearPlayerInfo;
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extern s32 D_ctx_8017782C;
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extern GameState gGameState;
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extern s32 gNextGameStateTimer;
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+1
-1
@@ -14,7 +14,7 @@ void Aquas_801BE034(Actor*);
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void Area6_8018DA58(Actor*);
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void Zoness_8019E5F0(Actor*);
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void Solar_801A8BE8(Actor*);
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void Aquas_801AB9B0(Player*);
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void Aquas_BlueMarineDown(Player*);
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void Aquas_801BE0F0(Actor*);
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void OvlI3_CallFunction(s32, void*);
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+2
-2
@@ -18,10 +18,10 @@
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#define RAND_FLOAT_CENTERED_SEEDED(width) ((Rand_ZeroOneSeeded()-0.5f)*(width))
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#define SEGMENTED_TO_VIRTUAL(segment) ((void*)OS_PHYSICAL_TO_K0(gSegments[((uintptr_t)(segment)<<4)>>0x1C]+(((uintptr_t)(segment))&0xFFFFFF)))
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#define SEGMENTED_TO_VIRTUAL_JP(segment) ((void*)OS_PHYSICAL_TO_K0(gSegments[((uintptr_t)(segment)&(0xF<<0x18))>>0x18]+(((uintptr_t)(segment))&0xFFFFFF)))
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#define ARRAY_COUNT(arr) (s32)(sizeof(arr) / sizeof(arr[0]))
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#define ARRAY_COUNTU(arr) (u32)(sizeof(arr) / sizeof(arr[0]))
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#define SIGN_OF(x) (((x) > 0) ? 1 : ((x) == 0) ? 0 : -1)
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#define SQ(x) ((x) * (x))
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#define CUBE(x) ((x) * (x) * (x))
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@@ -41,7 +41,7 @@
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#define USEC_TO_CYCLES(n) (((u64)(n)*(osClockRate/15625LL))/(1000000LL/15625LL))
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#define MSEC_TO_CYCLES(n) (USEC_TO_CYCLES((n) * 1000LL))
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#define CYCLES_TO_USEC(c) (((u64)(c)*(1000000LL/15625LL))/(osClockRate/15625LL))
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#define CYCLES_TO_USEC(c) (((u64)(c)*(1000000LL/15625LL))/(osClockRate/15625LL))
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#define CYCLES_TO_MSEC(c) ((s32)CYCLES_TO_USEC(c)/1000)
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#define UNPACK_BYTE(data, bytenum) (((data) & (0xFF << ((bytenum) * 8))) >> ((bytenum) * 8))
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+2
-2
@@ -35,13 +35,13 @@
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/**
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* FPS Counter:
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* Press L to toggle FPS Display
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* Hold Z + R and press L to toggle FPS Display
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*/
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#define MODS_FPS_COUNTER 0
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/**
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* RAM modifier:
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* Press C> while paused to cycle modes
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* Hold Z + R and press C> to cycle modes
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*
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* Cheats:
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* Use D-Pad up and down to select a cheat
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@@ -11,9 +11,9 @@
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// struct Dummy6 {int x;};
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// struct Dummy7 {int x;};
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// struct Dummy8 {int x;};
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struct Dummy9 {int x;};
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struct Dummy10 {int x;};
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struct Dummy11 {int x;};
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// struct Dummy9 {int x;};
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// struct Dummy10 {int x;};
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// struct Dummy11 {int x;};
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struct Dummy12 {int x;};
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struct Dummy13 {int x;};
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struct Dummy14 {int x;};
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+1
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@@ -306,7 +306,7 @@ typedef enum EventAction {
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typedef enum EventActorId {
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/* 0 */ EVID_0,
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/* 1 */ EVID_1,
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/* 2 */ EVID_2,
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/* 2 */ EVID_SLIPPY_METEO,
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/* 3 */ EVID_3,
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/* 4 */ EVID_4,
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/* 5 */ EVID_5,
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@@ -135,6 +135,33 @@ typedef enum VsStage {
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/* 2 */ VS_STAGE_SECTOR_Z,
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} VsStage;
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typedef enum VsMatchType {
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/* 0 */ VS_MATCH_POINTS,
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/* 1 */ VS_MATCH_BATTLE,
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/* 2 */ VS_MATCH_TIME,
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} VsMatchType;
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#define VS_TIME_UP(countdown) (((countdown)[0] == 0) && ((countdown)[1] == 0) && ((countdown)[2] == 0))
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typedef enum VsState {
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/* 0 */ VS_STATE_0,
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/* 1 */ VS_STATE_1,
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/* 2 */ VS_STATE_2,
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/* 3 */ VS_STATE_3,
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/* 4 */ VS_STATE_4,
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/* 5 */ VS_STATE_5,
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/* 6 */ VS_STATE_6,
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/* 7 */ VS_STATE_7,
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/* 8 */ VS_STATE_8,
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/* 9 */ VS_STATE_9,
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/* 10 */ VS_STATE_10,
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/* 11 */ VS_STATE_11,
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/* 12 */ VS_STATE_12,
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/* 13 */ VS_STATE_13,
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/* 14 */ VS_STATE_14,
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/* 20 */ VS_STATE_20 = 20,
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} VsState;
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typedef enum GroundSurface {
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/* 0 */ SURFACE_GRASS,
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/* 1 */ SURFACE_ROCK,
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+27
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@@ -204,9 +204,9 @@ typedef struct Player {
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/* 0x0F0 */ f32 rockAngle;
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/* 0x0F4 */ f32 rockPhase;
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/* 0x0F8 */ f32 bankAngle;
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/* 0x0FC */ f32 xRot_0FC;
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/* 0x100 */ f32 zRot_0FC;
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/* 0x104 */ Vec3f rot_104;
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/* 0x0FC */ f32 xRot_0FC; // on-foot cam x tilt from floor
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/* 0x100 */ f32 zRot_0FC; // on-foot cam z tilt from floor
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/* 0x104 */ Vec3f rot_104; // rotation modifiers from ground movement
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/* 0x110 */ f32 boostSpeed;
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/* 0x114 */ f32 yRot_114;
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/* 0x118 */ f32 pathChangeYaw;
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@@ -221,8 +221,8 @@ typedef struct Player {
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/* 0x13C */ char pad13C[4];
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/* 0x140 */ f32 zPathVel;
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/* 0x144 */ f32 zPath;
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/* 0x148 */ f32 unk_148;
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/* 0x14C */ f32 unk_14C;
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/* 0x148 */ f32 unk_148; // affects how cam eye follows the player
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/* 0x14C */ f32 unk_14C; // affects how cam at follows the player
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/* 0x150 */ f32 unk_150;
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/* 0x154 */ f32 unk_154;
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/* 0x158 */ f32 unk_158;
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@@ -242,9 +242,9 @@ typedef struct Player {
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/* 0x190 */ f32 unk_190;
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/* 0x194 */ f32 unk_194;
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/* 0x198 */ s32 savedAlternateView;
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/* 0x19C */ s32 unk_19C;
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/* 0x1A0 */ s32 unk_1A0;
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/* 0x1A4 */ s32 unk_1A4;
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/* 0x19C */ s32 unk_19C; // used to indicate whether a U-turn is forced, whether to draw ground in TI intro, and to stop the landmaster
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/* 0x1A0 */ s32 unk_1A0; // tank muzzle flash timer
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/* 0x1A4 */ s32 dmgType;
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/* 0x1A8 */ char pad1A8[8];
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/* 0x1B0 */ s32 turretState;
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/* 0x1B4 */ s32 turretActor;
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@@ -257,35 +257,35 @@ typedef struct Player {
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/* 0x1D0 */ s32 csState;
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/* 0x1D4 */ bool grounded;
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/* 0x1D8 */ s32 meTargetIndex;
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/* 0x1DC */ s32 barrelRoll;
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/* 0x1E0 */ s32 barrelInputTimerL;
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/* 0x1E4 */ s32 barrelInputTimerR;
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/* 0x1E8 */ s32 timer_1E8;
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/* 0x1DC */ s32 rollState;
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/* 0x1E0 */ s32 rollInputTimerL;
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/* 0x1E4 */ s32 rollInputTimerR;
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/* 0x1E8 */ s32 rollTimer;
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/* 0x1EC */ s32 rollRate;
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/* 0x1F0 */ s32 baseRollRate;
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/* 0x1F4 */ s32 hitTimer;
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/* 0x1F8 */ s32 csTimer;
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/* 0x1FC */ s32 csEventTimer;
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/* 0x200 */ s32 unk_200;
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/* 0x204 */ s32 unk_204;
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/* 0x208 */ s32 unk_208;
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/* 0x200 */ s32 dmgEffect; // 1 colors the arwing red. 2 gives it a static-y texture
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/* 0x204 */ s32 wingPosition;
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/* 0x208 */ s32 unk_208; // timer for great fox splash effects in aquas intro
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/* 0x20C */ s32 unk_20C;
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/* 0x210 */ s32 pathChangeTimer;
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/* 0x214 */ s32 timer_214;
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/* 0x218 */ s32 timer_218;
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/* 0x21C */ s32 unk_21C;
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/* 0x214 */ s32 timer_214; // unused. may have been another double input timer like barrel roll
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/* 0x218 */ s32 timer_218; // unused. may have been another double input timer like barrel roll
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/* 0x21C */ s32 hitDirection;
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/* 0x220 */ s32 radioDamageTimer;
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/* 0x224 */ s32 timer_224;
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/* 0x224 */ s32 dmgEffectTimer;
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/* 0x228 */ s32 flags_228;
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/* 0x22C */ s32 whooshTimer;
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/* 0x230 */ s32 unk_230;
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/* 0x234 */ s32 unk_234;
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/* 0x230 */ s32 unk_230; // turns off some Blue Marine controls. perhaps was a lockout timer?
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/* 0x234 */ s32 draw;
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/* 0x238 */ s32 alternateView;
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/* 0x23C */ s32 shadowing;
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/* 0x240 */ s32 unk_240;
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/* 0x240 */ s32 hideShadow;
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/* 0x244 */ s32 shotTimer;
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/* 0x248 */ f32 unk_248;
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/* 0x24C */ f32 unk_24C;
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/* 0x248 */ f32 shadowRotX; // forms YPR triple with groundRotY
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/* 0x24C */ f32 shadowRotZ;
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/* 0x250 */ f32 unk_250; // checked for by event actors, but unused?
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/* 0x250 */ char pad254[4];
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/* 0x258 */ f32 meteoWarpSpinSpeed;
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@@ -305,8 +305,8 @@ typedef struct Player {
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/* 0x2B4 */ bool boostCooldown;
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/* 0x2B8 */ bool boostActive;
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/* 0x2BC */ f32 boostMeter;
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/* 0x2C0 */ f32 unk_2C0; // has to do with starting right tank jet
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/* 0x2C4 */ s32 unk_2C4; // counts up during some effects. never used
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/* 0x2C0 */ f32 unk_2C0; // has to do with starting right tank jet. counterpart of D_800C9F20
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/* 0x2C4 */ s32 deflectCount; // counts shots deflected by barrel rolls. never used
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/* 0x2C8 */ Vec3f hit2;
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/* 0x2D4 */ Vec3f hit1;
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/* 0x2E0 */ Vec3f hit3;
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@@ -315,7 +315,7 @@ typedef struct Player {
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/* 0x460 */ f32 sfxSource[3];
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/* 0x46C */ f32 sfxVel[3];
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/* 0x478 */ PlayerSfx sfx;
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/* 0x498 */ s32 timer_498;
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/* 0x498 */ s32 mercyTimer;
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/* 0x49C */ WingInfo wings;
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/* 0x4D8 */ f32 aerobaticPitch;
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/* 0x4DC */ s32 somersault;
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+1
-1
@@ -190,7 +190,7 @@ extern s32 gVsMatchState;
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extern s32 D_versus_80178758;
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extern s32 sUnlockLandmaster; // sUnlockLandmaster
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extern s32 sUnlockOnFoot; // sUnlockOnFoot
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extern s32 D_versus_80178768[];
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extern s32 gVsCountdown[];
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// gfx_data
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extern u16 D_Tex_800DACB8[][32];
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