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Player Docs: Spin Attack (#1741)
* spin attack * cleanup * fix bss * PR review * sync func name * add todo
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+13
-5
@@ -560,6 +560,14 @@ typedef enum PlayerLedgeClimbType {
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#define LEDGE_DIST_MAX 399.96002f
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typedef enum PlayerStickDirection {
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/* -1 */ PLAYER_STICK_DIR_NONE = -1,
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/* 0 */ PLAYER_STICK_DIR_FORWARD,
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/* 1 */ PLAYER_STICK_DIR_LEFT,
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/* 2 */ PLAYER_STICK_DIR_BACKWARD,
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/* 3 */ PLAYER_STICK_DIR_RIGHT
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} PlayerStickDirection;
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// TODO: less dumb name
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#define SFX_VOICE_BANK_SIZE 0x20
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@@ -893,8 +901,8 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE1_400 (1 << 10)
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// Currently carrying an actor
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#define PLAYER_STATE1_CARRYING_ACTOR (1 << 11)
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// charging spin attack
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#define PLAYER_STATE1_1000 (1 << 12)
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// Currently charging a spin attack (by holding down the B button)
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#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12)
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//
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#define PLAYER_STATE1_2000 (1 << 13)
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//
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@@ -1250,9 +1258,9 @@ typedef struct Player {
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/* 0xADB */ s8 meleeWeaponState;
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/* 0xADC */ s8 unk_ADC;
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/* 0xADD */ s8 unk_ADD; // Some sort of combo counter
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/* 0xADE */ u8 unk_ADE;
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/* 0xADF */ s8 unk_ADF[4]; // Circular buffer used for testing for triggering a quickspin
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/* 0xAE3 */ s8 unk_AE3[4]; // Circular buffer used for ?
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/* 0xADE */ u8 controlStickDataIndex; // cycles between 0 - 3. Used to index `controlStickSpinAngles` and `controlStickDirections`
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/* 0xADF */ s8 controlStickSpinAngles[4]; // Stores a modified version of the control stick angle for the last 4 frames. Used for checking spins.
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/* 0xAE3 */ s8 controlStickDirections[4]; // Stores the control stick direction (relative to shape yaw) for the last 4 frames. See `PlayerStickDirection`.
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/* 0xAE7 */ union {
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s8 actionVar1;
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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