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player unions (#1453)
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+2
-2
@@ -1412,7 +1412,7 @@ s32 func_800B724C(PlayState* play, Actor* actor, u8 csAction) {
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player->csAction = csAction;
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player->csActor = actor;
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player->unk_3BA = false;
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player->cv.haltActorsDuringCsAction = false;
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return true;
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}
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@@ -1420,7 +1420,7 @@ s32 func_800B7298(PlayState* play, Actor* actor, u8 csAction) {
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Player* player = GET_PLAYER(play);
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if (func_800B724C(play, actor, csAction)) {
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player->unk_3BA = true;
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player->cv.haltActorsDuringCsAction = true;
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return true;
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}
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return false;
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@@ -369,13 +369,14 @@ void func_80122F28(Player* player) {
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s32 func_80122F9C(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->actionVar1 == 2);
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return (player->stateFlags2 & PLAYER_STATE2_80000) && (player->av1.actionVar1 == 2);
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}
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s32 func_80122FCC(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags2 & PLAYER_STATE2_80000) && ((player->actionVar1 == 1) || (player->actionVar1 == 3));
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return (player->stateFlags2 & PLAYER_STATE2_80000) &&
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((player->av1.actionVar1 == 1) || (player->av1.actionVar1 == 3));
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}
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void func_8012300C(PlayState* play, s32 arg1) {
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@@ -389,15 +390,15 @@ void func_8012301C(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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Player* this = (Player*)thisx;
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this->actionVar1++;
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this->av1.actionVar1++;
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if (this->actionVar1 == 2) {
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if (this->av1.actionVar1 == 2) {
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s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM];
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gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId;
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func_8012F73C(&play->objectCtx, this->actor.objectSlot, objectId);
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this->actor.objectSlot = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP);
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} else if (this->actionVar1 >= 3) {
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} else if (this->av1.actionVar1 >= 3) {
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s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId);
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if (Object_IsLoaded(&play->objectCtx, objectSlot)) {
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@@ -3750,7 +3751,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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}
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}
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if ((player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_100)) && (player->actionVar2 != 0)) {
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if ((player->stateFlags1 & (PLAYER_STATE1_2 | PLAYER_STATE1_100)) && (player->av2.actionVar2 != 0)) {
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static Vec3f D_801C0E40[PLAYER_FORM_MAX] = {
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{ 0.0f, 0.0f, 0.0f }, // PLAYER_FORM_FIERCE_DEITY
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{ -578.3f, -1100.9f, 0.0f }, // PLAYER_FORM_GORON
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@@ -3770,7 +3771,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList1, G
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}
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, (u8)player->actionVar2);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 255, (u8)player->av2.actionVar2);
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gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_054C90);
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Matrix_Pop();
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