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Start Player Item Docs (#1396)
* Copy Fig Docs * small cleanup * ItemChangeType comment * bool * item change comments * PR Review * rm comments
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+16
-10
@@ -570,12 +570,12 @@ s32 func_801235DC(PlayState* play, f32 arg1, s16 arg2) {
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return false;
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}
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ItemId func_8012364C(PlayState* play, Player* player, s32 arg2) {
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if (arg2 >= 4) {
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ItemId Player_GetItemOnButton(PlayState* play, Player* player, EquipSlot slot) {
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if (slot >= EQUIP_SLOT_A) {
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return ITEM_NONE;
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}
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if (arg2 == 0) {
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if (slot == EQUIP_SLOT_B) {
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ItemId item = Inventory_GetBtnBItem(play);
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if (item >= ITEM_FD) {
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@@ -597,18 +597,24 @@ ItemId func_8012364C(PlayState* play, Player* player, s32 arg2) {
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return item;
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}
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if (arg2 == 1) {
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if (slot == EQUIP_SLOT_C_LEFT) {
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return C_BTN_ITEM(EQUIP_SLOT_C_LEFT);
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}
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if (arg2 == 2) {
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if (slot == EQUIP_SLOT_C_DOWN) {
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return C_BTN_ITEM(EQUIP_SLOT_C_DOWN);
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}
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// EQUIP_SLOT_C_RIGHT
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return C_BTN_ITEM(EQUIP_SLOT_C_RIGHT);
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}
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u16 sCItemButtons[] = { BTN_CLEFT, BTN_CDOWN, BTN_CRIGHT };
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u16 sCItemButtons[] = {
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BTN_CLEFT,
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BTN_CDOWN,
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BTN_CRIGHT,
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};
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PlayerItemAction func_80123810(PlayState* play) {
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Player* player = GET_PLAYER(play);
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@@ -630,7 +636,7 @@ PlayerItemAction func_80123810(PlayState* play) {
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for (i = 0; i < ARRAY_COUNT(sCItemButtons); i++) {
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if (CHECK_BTN_ALL(CONTROLLER1(&play->state)->press.button, sCItemButtons[i])) {
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i++;
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itemId = func_8012364C(play, player, i);
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itemId = Player_GetItemOnButton(play, player, i);
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play->interfaceCtx.unk_222 = 0;
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play->interfaceCtx.unk_224 = 0;
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@@ -2092,7 +2098,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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EnArrow* bubble = NULL;
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if (((player->skelAnime.animation == &gPlayerAnim_pn_drinkend)) ||
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(player->unk_284.animation == &gPlayerAnim_pn_tamahaki) ||
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(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
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((player->stateFlags3 & PLAYER_STATE3_40) && ((bubble = (EnArrow*)player->heldActor) != NULL))) {
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Matrix_TranslateRotateZYX(pos, rot);
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func_80125340();
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@@ -2108,7 +2114,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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} else if (player->skelAnime.animation == &gPlayerAnim_pn_drinkend) {
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func_80124618(D_801C03E0, player->skelAnime.curFrame, player->unk_AF0);
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} else {
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func_80124618(D_801C03C0, player->unk_284.curFrame, player->unk_AF0);
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func_80124618(D_801C03C0, player->skelAnimeUpper.curFrame, player->unk_AF0);
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}
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Matrix_Scale(player->unk_AF0[0].x, player->unk_AF0[0].y, player->unk_AF0[0].z, MTXMODE_APPLY);
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@@ -3784,7 +3790,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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Matrix_MultVec3f(&sPlayerFocusHeadLimbModelPos, &player->actor.focus.pos);
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Matrix_MultVec3f(&D_801C0E94, sPlayerCurBodyPartPos);
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if ((player->skelAnime.animation == &gPlayerAnim_pn_drinkend) ||
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(player->unk_284.animation == &gPlayerAnim_pn_tamahaki) ||
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(player->skelAnimeUpper.animation == &gPlayerAnim_pn_tamahaki) ||
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((player->stateFlags3 & PLAYER_STATE3_40) && ((spA8 = player->heldActor) != NULL))) {
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if (spA8 != NULL) {
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static Vec3f D_801C0EA0 = { 1300.0f, -400.0f, 0.0f };
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