mirror of
https://github.com/zeldaret/mm.git
synced 2026-06-20 23:51:12 -04:00
Fix ultratypes types (#1454)
* Fix ultratypes types * Add back size_t and NULL * Callocs * Callocs pt 2 * bool * STDC version checks
This commit is contained in:
@@ -93,7 +93,7 @@ Mtx* THGA_AllocMtx(TwoHeadGfxArena* thga) {
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/**
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* Allocates `num` vertices to the tail end of the Two Head Gfx Arena.
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*/
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Vtx* THGA_AllocVtxArray(TwoHeadGfxArena* thga, u32 num) {
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Vtx* THGA_AllocVtxArray(TwoHeadGfxArena* thga, size_t num) {
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return THGA_AllocTail(thga, num * sizeof(Vtx));
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}
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+1
-1
@@ -95,7 +95,7 @@ GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
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uintptr_t Graph_FaultAddrConv(uintptr_t address, void* param) {
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uintptr_t addr = address;
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GameStateOverlay* gameStateOvl = &gGameStateOverlayTable[0];
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size_t ramConv;
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uintptr_t ramConv;
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void* ramStart;
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size_t diff;
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s32 i;
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@@ -213,9 +213,9 @@ void SpeedMeter_DrawAllocEntries(SpeedMeter* meter, GraphicsContext* gfxCtx, Gam
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TwoHeadArena* tha;
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s32 y;
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TwoHeadGfxArena* thga;
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u32 zeldaFreeMax;
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u32 zeldaFree;
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u32 zeldaAlloc;
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size_t zeldaFreeMax;
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size_t zeldaFree;
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size_t zeldaAlloc;
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s32 sysFreeMax;
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s32 sysFree;
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s32 sysAlloc;
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@@ -233,7 +233,7 @@ void SpeedMeter_DrawAllocEntries(SpeedMeter* meter, GraphicsContext* gfxCtx, Gam
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}
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if (R_ENABLE_ARENA_DBG > 1) {
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SystemArena_GetSizes((u32*)&sysFreeMax, (u32*)&sysFree, (u32*)&sysAlloc);
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SystemArena_GetSizes((size_t*)&sysFreeMax, (size_t*)&sysFree, (size_t*)&sysAlloc);
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SpeedMeter_InitAllocEntry(&entry, sysFree + sysAlloc - state->tha.size, sysAlloc - state->tha.size,
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GPACK_RGBA5551(0, 0, 255, 1), GPACK_RGBA5551(255, 128, 128, 1), ulx, lrx, y, y);
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SpeedMeter_DrawAllocEntry(&entry, gfxCtx);
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+6
-6
@@ -1363,15 +1363,15 @@ f32 Player_GetRunSpeedLimit(Player* player) {
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}
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}
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s32 func_800B7118(Player* player) {
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bool func_800B7118(Player* player) {
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return player->stateFlags1 & PLAYER_STATE1_8;
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}
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s32 func_800B7128(Player* player) {
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bool func_800B7128(Player* player) {
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return func_800B7118(player) && (player->unk_ACC != 0);
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}
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s32 func_800B715C(PlayState* play) {
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bool func_800B715C(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return player->stateFlags2 & PLAYER_STATE2_8;
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@@ -1393,7 +1393,7 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
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horse->child = &player->actor;
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}
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s32 func_800B7200(Player* player) {
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bool func_800B7200(Player* player) {
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return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_20000000)) ||
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(player->csAction != PLAYER_CSACTION_NONE);
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}
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@@ -2100,7 +2100,7 @@ void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y) {
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*y = PROJECTED_TO_SCREEN_Y(projectedPos, invW);
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}
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s32 Actor_OnScreen(PlayState* play, Actor* actor) {
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bool Actor_OnScreen(PlayState* play, Actor* actor) {
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Vec3f projectedPos;
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f32 invW;
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s32 pad[2];
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@@ -3492,7 +3492,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
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return newHead;
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}
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s32 Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
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bool Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
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s16 x;
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s16 y;
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@@ -65,7 +65,7 @@ void ActorOverlayTable_FaultClient(void* arg0, void* arg1) {
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uintptr_t ActorOverlayTable_FaultAddrConv(uintptr_t address, void* param) {
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uintptr_t addr = address;
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ActorOverlay* actorOvl = &gActorOverlayTable[0];
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size_t ramConv;
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uintptr_t ramConv;
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void* ramStart;
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size_t diff;
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ActorId actorId;
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@@ -1477,6 +1477,6 @@ s32 func_800A817C(s32 index) {
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return D_801AE214[index];
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}
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s32 Item_CanDropBigFairy(PlayState* play, s32 index, s32 collectibleFlag) {
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bool Item_CanDropBigFairy(PlayState* play, s32 index, s32 collectibleFlag) {
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return (func_800A8150(index) == ITEM00_BIG_FAIRY) && (!Flags_GetCollectible(play, collectibleFlag));
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}
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@@ -20,7 +20,7 @@ FaultAddrConvClient sKaleidoMgrFaultAddrConvClient;
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uintptr_t KaleidoManager_FaultAddrConv(uintptr_t address, void* param) {
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uintptr_t addr = address;
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KaleidoMgrOverlay* kaleidoMgrOvl = gKaleidoMgrCurOvl;
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size_t ramConv;
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uintptr_t ramConv;
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void* ramStart;
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size_t diff;
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+7
-7
@@ -24,16 +24,16 @@ void ZeldaArena_Free(void* ptr) {
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__osFree(&sZeldaArena, ptr);
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}
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void* ZeldaArena_Calloc(u32 num, size_t size) {
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void* ret;
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u32 n = num * size;
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void* ZeldaArena_Calloc(size_t num, size_t size) {
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void* ptr;
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size_t totalSize = num * size;
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ret = __osMalloc(&sZeldaArena, n);
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if (ret != NULL) {
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bzero(ret, n);
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ptr = __osMalloc(&sZeldaArena, totalSize);
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if (ptr != NULL) {
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bzero(ptr, totalSize);
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}
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return ret;
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return ptr;
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}
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void ZeldaArena_GetSizes(size_t* outMaxFree, size_t* outFree, size_t* outAlloc) {
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@@ -131,7 +131,7 @@ void Message_ResetOcarinaButtonState(PlayState* play) {
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sOcarinaButtonCEnvB = 10;
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}
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s32 Message_ShouldAdvance(PlayState* play) {
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bool Message_ShouldAdvance(PlayState* play) {
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MessageContext* msgCtx = &play->msgCtx;
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Input* controller = CONTROLLER1(&play->state);
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@@ -150,7 +150,7 @@ s32 Message_ShouldAdvance(PlayState* play) {
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}
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}
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s32 Message_ShouldAdvanceSilent(PlayState* play) {
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bool Message_ShouldAdvanceSilent(PlayState* play) {
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MessageContext* msgCtx = &play->msgCtx;
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Input* controller = CONTROLLER1(&play->state);
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+1
-1
@@ -1512,7 +1512,7 @@ void Play_Main(GameState* thisx) {
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CutsceneManager_ClearWaiting();
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}
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s32 Play_InCsMode(PlayState* this) {
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bool Play_InCsMode(PlayState* this) {
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return (this->csCtx.state != CS_STATE_IDLE) || Player_InCsMode(this);
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}
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+17
-17
@@ -366,13 +366,13 @@ void func_80122F28(Player* player) {
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}
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}
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s32 func_80122F9C(PlayState* play) {
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bool func_80122F9C(PlayState* play) {
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Player* player = GET_PLAYER(play);
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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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bool func_80122FCC(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags2 & PLAYER_STATE2_80000) &&
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@@ -494,29 +494,29 @@ void func_80123140(PlayState* play, Player* player) {
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Actor_SetScale(&player->actor, scale);
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}
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s32 Player_InBlockingCsMode(PlayState* play, Player* player) {
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bool Player_InBlockingCsMode(PlayState* play, Player* player) {
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return (player->stateFlags1 & (PLAYER_STATE1_80 | PLAYER_STATE1_200 | PLAYER_STATE1_20000000)) ||
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(player->csAction != PLAYER_CSACTION_NONE) || (play->transitionTrigger == TRANS_TRIGGER_START) ||
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(play->transitionMode != TRANS_MODE_OFF) || (player->stateFlags1 & PLAYER_STATE1_1) ||
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(player->stateFlags3 & PLAYER_STATE3_80) || (play->actorCtx.unk268 != 0);
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}
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s32 Player_InCsMode(PlayState* play) {
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bool Player_InCsMode(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return Player_InBlockingCsMode(play, player) || (player->unk_AA5 == PLAYER_UNKAA5_5);
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}
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s32 func_80123420(Player* player) {
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bool func_80123420(Player* player) {
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return player->stateFlags3 & PLAYER_STATE3_80000000;
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}
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s32 func_80123434(Player* player) {
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bool func_80123434(Player* player) {
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return player->stateFlags1 & (PLAYER_STATE1_10000 | PLAYER_STATE1_20000 | PLAYER_STATE1_40000000);
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}
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// Unused
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s32 func_80123448(PlayState* play) {
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bool func_80123448(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags1 & PLAYER_STATE1_400000) &&
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@@ -525,11 +525,11 @@ s32 func_80123448(PlayState* play) {
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// TODO: Player_IsGoronOrDeku is a temporary name until we have more info on this function.
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// Hypothesis: this function checks if the current form would crouch when he tries to use the shield
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s32 Player_IsGoronOrDeku(Player* player) {
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bool Player_IsGoronOrDeku(Player* player) {
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return player->transformation == PLAYER_FORM_GORON || player->transformation == PLAYER_FORM_DEKU;
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}
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s32 func_801234D4(PlayState* play) {
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bool func_801234D4(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->stateFlags2 & PLAYER_STATE2_8) || (player->actor.speed != 0.0f) ||
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@@ -539,7 +539,7 @@ s32 func_801234D4(PlayState* play) {
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(player->currentBoots < PLAYER_BOOTS_ZORA_UNDERWATER)));
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}
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s32 func_80123590(PlayState* play, Actor* actor) {
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bool func_80123590(PlayState* play, Actor* actor) {
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags1 & PLAYER_STATE1_800) && (player->heldActor == actor)) {
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@@ -1356,7 +1356,7 @@ void func_80123E90(PlayState* play, Actor* actor) {
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Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
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}
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s32 func_80123F14(PlayState* play) {
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bool func_80123F14(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return player->stateFlags1 & PLAYER_STATE1_800000;
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@@ -1368,7 +1368,7 @@ s32 func_80123F2C(PlayState* play, s32 ammo) {
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return 1;
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}
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s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
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bool Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 yRange) {
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Player* player = GET_PLAYER(play);
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Vec3f diff;
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s32 pad;
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@@ -1398,24 +1398,24 @@ void Player_RemoveMask(PlayState* play) {
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player->currentMask = PLAYER_MASK_NONE;
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}
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s32 Player_HasMirrorShieldEquipped(PlayState* play) {
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bool Player_HasMirrorShieldEquipped(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->transformation == PLAYER_FORM_HUMAN) && (player->currentShield == PLAYER_SHIELD_MIRROR_SHIELD);
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}
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s32 Player_IsHoldingMirrorShield(PlayState* play) {
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bool Player_IsHoldingMirrorShield(PlayState* play) {
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Player* player = GET_PLAYER(play);
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return (player->transformation == PLAYER_FORM_HUMAN) && (player->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) &&
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(player->currentShield == PLAYER_SHIELD_MIRROR_SHIELD);
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}
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s32 Player_IsHoldingHookshot(Player* player) {
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bool Player_IsHoldingHookshot(Player* player) {
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return player->heldItemAction == PLAYER_IA_HOOKSHOT;
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}
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s32 func_801240DC(Player* player) {
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bool func_801240DC(Player* player) {
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return Player_IsHoldingHookshot(player) && (player->heldActor == NULL);
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}
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@@ -1500,7 +1500,7 @@ PlayerSword Player_SwordFromIA(Player* player, PlayerItemAction itemAction) {
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return PLAYER_SWORD_NONE;
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}
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s32 func_801242B4(Player* player) {
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bool func_801242B4(Player* player) {
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return (player->stateFlags1 & PLAYER_STATE1_8000000) && (player->currentBoots < PLAYER_BOOTS_ZORA_UNDERWATER);
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}
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