mirror of
https://github.com/zeldaret/mm.git
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+1
-1
@@ -1652,7 +1652,7 @@ s32 Camera_IsDbgCamEnabled(void);
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Vec3f Camera_GetQuakeOffset(Camera* camera);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3);
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s32 Camera_GetNegOne(void);
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s16 func_800E0238(Camera* camera);
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s16 Camera_SetFinishedFlag(Camera* camera);
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void Camera_SetFocalActor(Camera* camera, struct Actor* actor);
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void Camera_SetTargetActor(Camera* camera, struct Actor* actor);
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f32 Camera_GetWaterYPos(Camera* camera);
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+5
-5
@@ -880,8 +880,8 @@ typedef enum PlayerCueId {
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#define PLAYER_STATE1_10 (1 << 4)
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//
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#define PLAYER_STATE1_20 (1 << 5)
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//
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#define PLAYER_STATE1_40 (1 << 6)
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// Currently talking to an actor. This includes item exchanges.
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#define PLAYER_STATE1_TALKING (1 << 6)
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// Player has died. Note that this gets set when the death cutscene has started, after landing from the air.
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// This also gets set when either deku/zora forms touches lava floor, or goron form enters water and the scene resets.
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#define PLAYER_STATE1_DEAD (1 << 7)
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@@ -937,8 +937,8 @@ typedef enum PlayerCueId {
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//
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#define PLAYER_STATE2_1 (1 << 0)
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//
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#define PLAYER_STATE2_2 (1 << 1)
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// Can accept a talk offer. "Speak" or "Check" is shown on the A button.
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#define PLAYER_STATE2_CAN_ACCEPT_TALK_OFFER (1 << 1)
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//
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#define PLAYER_STATE2_4 (1 << 2)
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//
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@@ -1287,7 +1287,7 @@ typedef struct Player {
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/* 0xB58 */ f32 distToInteractWall; // xyz distance to the interact wall
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/* 0xB5C */ u8 ledgeClimbType; // see PlayerLedgeClimbType enum
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/* 0xB5D */ u8 ledgeClimbDelayTimer;
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/* 0xB5E */ u8 unk_B5E;
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/* 0xB5E */ u8 textboxBtnCooldownTimer; // Prevents usage of A/B/C-up when counting down
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/* 0xB5F */ u8 unk_B5F;
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/* 0xB60 */ u16 blastMaskTimer;
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/* 0xB62 */ s16 unk_B62;
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