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Player Docs: Zora Boomerang (#1739)
* zora boomerang * missed some * more docs * cleanup docs * more cleanup * Player_IsUsingZoraBoomerang
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+10
-10
@@ -81,7 +81,7 @@ typedef enum PlayerItemAction {
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/* 0x05 */ PLAYER_IA_SWORD_GILDED,
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/* 0x06 */ PLAYER_IA_SWORD_TWO_HANDED,
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/* 0x07 */ PLAYER_IA_DEKU_STICK,
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/* 0x08 */ PLAYER_IA_ZORA_FINS,
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/* 0x08 */ PLAYER_IA_ZORA_BOOMERANG,
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/* 0x09 */ PLAYER_IA_BOW,
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/* 0x0A */ PLAYER_IA_BOW_FIRE,
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/* 0x0B */ PLAYER_IA_BOW_ICE,
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@@ -185,7 +185,7 @@ typedef enum PlayerMeleeWeapon {
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/* 3 */ PLAYER_MELEEWEAPON_SWORD_GILDED = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_GILDED),
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/* 4 */ PLAYER_MELEEWEAPON_SWORD_TWO_HANDED = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_TWO_HANDED),
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/* 5 */ PLAYER_MELEEWEAPON_DEKU_STICK = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_DEKU_STICK),
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/* 6 */ PLAYER_MELEEWEAPON_ZORA_FINS = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_ZORA_FINS),
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/* 6 */ PLAYER_MELEEWEAPON_ZORA_BOOMERANG = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_ZORA_BOOMERANG),
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/* 7 */ PLAYER_MELEEWEAPON_MAX
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} PlayerMeleeWeapon;
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@@ -444,7 +444,7 @@ typedef enum PlayerModelGroup {
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/* 11 */ PLAYER_MODELGROUP_INSTRUMENT,
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/* 12 */ PLAYER_MODELGROUP_BOTTLE,
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/* 13 */ PLAYER_MODELGROUP_13,
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/* 14 */ PLAYER_MODELGROUP_ZORA_FINS,
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/* 14 */ PLAYER_MODELGROUP_ZORA_BOOMERANG,
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/* 15 */ PLAYER_MODELGROUP_MAX
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} PlayerModelGroup;
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@@ -917,10 +917,10 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE1_400000 (1 << 22)
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//
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#define PLAYER_STATE1_800000 (1 << 23)
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//
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#define PLAYER_STATE1_1000000 (1 << 24)
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//
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#define PLAYER_STATE1_2000000 (1 << 25)
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// Currently using the zora boomerang. This includes all phases (aiming, throwing, and catching).
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#define PLAYER_STATE1_USING_ZORA_BOOMERANG (1 << 24)
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// Zora boomerang has been thrown and is flying in the air
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#define PLAYER_STATE1_ZORA_BOOMERANG_THROWN (1 << 25)
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//
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#define PLAYER_STATE1_4000000 (1 << 26)
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// Swimming?
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@@ -1047,8 +1047,8 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE3_200000 (1 << 21)
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//
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#define PLAYER_STATE3_400000 (1 << 22)
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//
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#define PLAYER_STATE3_800000 (1 << 23)
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// A Zora boomerang has been caught this frame
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#define PLAYER_STATE3_ZORA_BOOMERANG_CAUGHT (1 << 23)
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//
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#define PLAYER_STATE3_1000000 (1 << 24)
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//
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@@ -1215,7 +1215,7 @@ typedef struct Player {
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/* 0xA70 */ u32 stateFlags2;
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/* 0xA74 */ u32 stateFlags3;
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/* 0xA78 */ Actor* autoLockOnActor; // Actor that is locked onto automatically without player input; see `Player_SetAutoLockOnActor`
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/* 0xA7C */ Actor* boomerangActor;
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/* 0xA7C */ Actor* zoraBoomerangActor; // Defaults to the left zora boomerang, but will switch to right if only the left boomerang is caught.
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/* 0xA80 */ Actor* tatlActor;
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/* 0xA84 */ s16 tatlTextId;
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/* 0xA86 */ s8 csId;
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