Start Player Item Docs (#1396)

* Copy Fig Docs

* small cleanup

* ItemChangeType comment

* bool

* item change comments

* PR Review

* rm comments
This commit is contained in:
engineer124
2023-09-30 17:28:14 +10:00
committed by GitHub
parent 9b1335aa7b
commit 33aaaea2c4
7 changed files with 387 additions and 293 deletions
+16 -10
View File
@@ -570,12 +570,12 @@ s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) {
return false;
}
ItemId func_8012364C(PlayState* play, Player* player, s32 arg2) {
if (arg2 >= 4) {
ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
if (slot >= EQUIP_SLOT_A) {
return ITEM_NONE;
}
if (arg2 == 0) {
if (slot == EQUIP_SLOT_B) {
ItemId item = Inventory_GetBtnBItem(play);
if (item >= ITEM_FD) {
@@ -597,18 +597,24 @@ ItemId func_8012364C(PlayState* play, Player* player, s32 arg2) {
return item;
}
if (arg2 == 1) {
if (slot == EQUIP_SLOT_C_LEFT) {
return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
}
if (arg2 == 2) {
if (slot == EQUIP_SLOT_C_DOWN) {
return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
}
// EQUIP_SLOT_C_RIGHT
return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
}
u16 sCItemButtons[] = { BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT };
u16 sCItemButtons[] = {
BTN_CLEFT,
BTN_CDOWN,
BTN_CRIGHT,
};
PlayerItemAction func_80123810(PlayState* play) {
Player* player = GET_PLAYER(play);
@@ -630,7 +636,7 @@ PlayerItemAction func_80123810(PlayState* play) {
for (i = 0; i < ARRAY_COUNT(sCItemButtons); i++) {
if (CHECK_BTN_ALL(CONTROLLER1(&play->state)->press.button, sCItemButtons[i])) {
i++;
itemId = func_8012364C(play, player, i);
itemId = Player_GetItemOnButton(play, player, i);
play->interfaceCtx.unk_222 = 0;
play->interfaceCtx.unk_224 = 0;
@@ -2092,7 +2098,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
EnArrow* bubble = NULL;
if (((player->skelAnime.animation == &gPlayerAnim_pn_drinkend)) ||
(player->unk_284.animation == &gPlayerAnim_pn_tamahaki) ||
(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
((player->stateFlags3 & PLAYER_STATE3_40) && ((bubble = (EnArrow*)player->heldActor) != NULL))) {
Matrix_TranslateRotateZYX(pos, rot);
func_80125340();
@@ -2108,7 +2114,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
} else if (player->skelAnime.animation == &gPlayerAnim_pn_drinkend) {
func_80124618(D_801C03E0, player->skelAnime.curFrame, player->unk_AF0);
} else {
func_80124618(D_801C03C0, player->unk_284.curFrame, player->unk_AF0);
func_80124618(D_801C03C0, player->skelAnimeUpper.curFrame, player->unk_AF0);
}
Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
@@ -3784,7 +3790,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &player->actor.focus.pos);
Matrix_MultVec3f(&D_801C0E94, sPlayerCurBodyPartPos);
if ((player->skelAnime.animation == &gPlayerAnim_pn_drinkend) ||
(player->unk_284.animation == &gPlayerAnim_pn_tamahaki) ||
(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
((player->stateFlags3 & PLAYER_STATE3_40) && ((spA8 = player->heldActor) != NULL))) {
if (spA8 != NULL) {
static Vec3f D_801C0EA0 = { 1300.0f, -400.0f, 0.0f };