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z_player_lib: Part 1 (#688)
* fix some symbols and file splits * PLAYER_STATE macros * Move over a few functions * AP functions and update struct * another small bunch * Add player_lib prototypes * A few more functions * Some fixes and add stuff to actorfixer * format * bss * Elliptic's review * Engineer's review * Some renames and cleanups * bss * A bit of cleaning up * Player_DrawZoraShield * format * actorfixer, bss and format * Forgot to merge master again * Rename some LinkGoron dlists * PlayerMeleeWeaponAnimation enum * format * actorfixer, bss and format * more bss * actorfixer * format * actorfixer and format * bss * Update src/code/z_player_lib.c Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * sEnvironmentTextTriggers * Update include/z64save.h Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Update src/code/z_player_lib.c Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Update src/code/z_player_lib.c Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Update src/code/z_player_lib.c Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * breman mask march comment * fix * fixes * bss * RESPAWN_MODE_RETURN * review Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * format * Engineer's review Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update src/code/z_player_lib.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> * Update include/z64player.h Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * review Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * format * unused mwas * fixes Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: EllipticEllipsis <elliptic.ellipsis@gmail.com>
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+5
-6
@@ -1856,8 +1856,7 @@ s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState) {
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s32 func_800B8500(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, s32 exchangeItemId) {
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Player* player = GET_PLAYER(play);
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if ((player->actor.flags & ACTOR_FLAG_100) ||
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((exchangeItemId > EXCH_ITEM_NONE) && Player_InCsMode(&play->state)) ||
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if ((player->actor.flags & ACTOR_FLAG_100) || ((exchangeItemId > EXCH_ITEM_NONE) && Player_InCsMode(play)) ||
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(!actor->isTargeted &&
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((fabsf(actor->playerHeightRel) > fabsf(yRange)) || ((actor->xzDistToPlayer > player->targetActorDistance)) ||
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(xzRange < actor->xzDistToPlayer)))) {
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@@ -1933,7 +1932,7 @@ s32 func_800B8718(Actor* actor, GameState* gameState) {
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s32 func_800B874C(Actor* actor, PlayState* play, f32 xzRange, f32 yRange) {
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Player* player = GET_PLAYER(play);
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if ((player->actor.flags & ACTOR_FLAG_20000000) || Player_InCsMode(&play->state) ||
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if ((player->actor.flags & ACTOR_FLAG_20000000) || Player_InCsMode(play) ||
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(yRange < fabsf(actor->playerHeightRel)) || ((player->unk_A94 < actor->xzDistToPlayer)) ||
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(xzRange < actor->xzDistToPlayer)) {
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return false;
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@@ -2205,8 +2204,8 @@ void func_800B9098(Actor* actor) {
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actor->audioFlags |= 0x40;
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}
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s32 func_800B90AC(PlayState* play, Actor* actor, CollisionPoly* polygon, s32 index, s32 arg4) {
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if (func_800C99D4(&play->colCtx, polygon, index) == 8) {
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s32 func_800B90AC(PlayState* play, Actor* actor, CollisionPoly* polygon, s32 bgId, s32 arg4) {
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if (func_800C99D4(&play->colCtx, polygon, bgId) == 8) {
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return true;
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}
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@@ -4352,7 +4351,7 @@ s32 func_800BE184(PlayState* play, Actor* actor, f32 xzDist, s16 arg3, s16 arg4,
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s16 phi_v0 = BINANG_SUB(BINANG_ROT180(actor->yawTowardsPlayer), player->actor.shape.rot.y);
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s16 temp_t0 = actor->yawTowardsPlayer - arg5;
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if ((actor->xzDistToPlayer <= xzDist) && (player->swordState != 0)) {
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if ((actor->xzDistToPlayer <= xzDist) && (player->meleeWeaponState != 0)) {
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if ((arg4 >= ABS_ALT(phi_v0)) && (arg3 >= ABS_ALT(temp_t0))) {
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return true;
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}
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