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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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+8
-6
@@ -648,7 +648,8 @@ void Attention_Update(Attention* attention, Player* player, Actor* playerFocusAc
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actor = NULL;
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if ((player->focusActor != NULL) && (player->unk_AE3[player->unk_ADE] == 2)) {
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if ((player->focusActor != NULL) &&
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(player->controlStickDirections[player->controlStickDataIndex] == PLAYER_STICK_DIR_BACKWARD)) {
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// Holding backward on the control stick prevents an arrow appearing over the next lock-on actor.
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// This helps escape a lock-on loop when using Switch Targeting, but note that this still works for
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// Hold Targeting as well.
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@@ -2206,8 +2207,8 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, GetItemId getItemId, f32 x
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_1000 | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 |
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PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_2000 | PLAYER_STATE1_4000 |
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PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 | PLAYER_STATE1_200000)) &&
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(Player_GetExplosiveHeld(player) <= PLAYER_EXPLOSIVE_NONE)) {
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if ((actor->xzDistToPlayer <= xzRange) && (fabsf(actor->playerHeightRel) <= fabsf(yRange))) {
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if (((getItemId == GI_MASK_CIRCUS_LEADER) || (getItemId == GI_PENDANT_OF_MEMORIES) ||
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@@ -2294,9 +2295,10 @@ s32 Actor_HasRider(PlayState* play, Actor* horse) {
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s32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_1000 |
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PLAYER_STATE1_2000 | PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 |
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PLAYER_STATE1_100000 | PLAYER_STATE1_200000))) {
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_CARRYING_ACTOR | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_2000 |
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PLAYER_STATE1_4000 | PLAYER_STATE1_40000 | PLAYER_STATE1_80000 | PLAYER_STATE1_100000 |
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PLAYER_STATE1_200000))) {
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player->rideActor = horse;
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player->mountSide = mountSide;
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CutsceneManager_Queue(CS_ID_GLOBAL_TALK);
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