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Player Docs: Z Targeting (#1736)
* z target docs * Player_UpdateZTargeting * func docs * more cleanup
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+8
-8
@@ -899,12 +899,12 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE1_2000 (1 << 13)
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//
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#define PLAYER_STATE1_4000 (1 << 14)
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//
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#define PLAYER_STATE1_8000 (1 << 15)
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// Either lock-on or parallel is active. This flag is never checked for and is practically unused.
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#define PLAYER_STATE1_Z_TARGETING (1 << 15)
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// Currently focusing on a friendly actor. Includes friendly lock-on, talking, and more. Usually does not include hostile actor lock-on, see `PLAYER_STATE3_HOSTILE_LOCK_ON`.
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#define PLAYER_STATE1_FRIENDLY_ACTOR_FOCUS (1 << 16)
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//
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#define PLAYER_STATE1_20000 (1 << 17)
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// "Parallel" mode, Z-Target without an actor lock-on
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#define PLAYER_STATE1_PARALLEL (1 << 17)
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//
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#define PLAYER_STATE1_40000 (1 << 18)
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//
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@@ -929,8 +929,8 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE1_10000000 (1 << 28)
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// Time is stopped but Link & NPC animations continue
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#define PLAYER_STATE1_20000000 (1 << 29)
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//
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#define PLAYER_STATE1_40000000 (1 << 30)
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// Lock-on was released automatically, for example by leaving the lock-on leash range
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#define PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE (1 << 30)
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// Related to exit a grotto
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#define PLAYER_STATE1_80000000 (1 << 31)
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@@ -1202,7 +1202,7 @@ typedef struct Player {
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/* 0x6E4 */ ColliderCylinder shieldCylinder;
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/* 0x730 */ Actor* focusActor; // Actor that Player and the camera are looking at; Used for lock-on, talking, and more
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/* 0x734 */ char unk_734[4];
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/* 0x738 */ s32 unk_738;
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/* 0x738 */ s32 zTargetActiveTimer; // Non-zero values indicate Z-Targeting should update; Values under 5 indicate lock-on is releasing
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/* 0x73C */ s32 meleeWeaponEffectIndex[3];
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/* 0x748 */ PlayerActionFunc actionFunc;
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/* 0x74C */ u8 jointTableBuffer[PLAYER_LIMB_BUF_SIZE];
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@@ -1390,7 +1390,7 @@ void func_80123140(struct PlayState* play, Player* player);
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bool Player_InBlockingCsMode(struct PlayState* play, Player* player);
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bool Player_InCsMode(struct PlayState* play);
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bool Player_CheckHostileLockOn(Player* player);
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bool func_80123434(Player* player);
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bool Player_FriendlyLockOnOrParallel(Player* player);
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bool func_80123448(struct PlayState* play);
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bool Player_IsGoronOrDeku(Player* player);
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bool func_801234D4(struct PlayState* play);
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