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player unions (#1453)
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+9
-5
@@ -1151,9 +1151,9 @@ typedef struct Player {
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/* 0x3AC */ Vec3f unk_3AC;
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/* 0x3B8 */ u16 unk_3B8;
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/* 0x3BA */ union {
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s16 doorBgCamIndex;
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s16 unk_3BA; // When in a cutscene, boolean to determine if `PLAYER_STATE1_20000000` is set
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};
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s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction`
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s16 doorBgCamIndex; // `BgCamIndex` used during a sliding door and spiral staircase cutscenes
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} cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
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/* 0x3BC */ s16 subCamId;
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/* 0x3BE */ char unk_3BE[2];
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/* 0x3C0 */ Vec3f unk_3C0;
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@@ -1221,8 +1221,12 @@ typedef struct Player {
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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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/* 0xAE7 */ s8 actionVar1; // context dependent variable that has different meanings depending on what action is currently running
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/* 0xAE8 */ s16 actionVar2; // context dependent variable that has different meanings depending on what action is currently running
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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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/* 0xAE8 */ union {
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s16 actionVar2;
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0xAEC */ f32 unk_AEC;
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/* 0xAF0 */ union {
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Vec3f unk_AF0[2];
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