mirror of
https://github.com/zeldaret/mm.git
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6069a1585f
* Match Player_GetHeight * Another bunch * Fix merge conflict * rename Gfx_DrawDListXlu * add WEEROR * Actor_Spawn * almost Actor_SpawnTransitionActors and Actor_Delete * A bunch of small actors * More renames * format * Some Player renames * a few more * import data * run formatter * func_800B7170 * whoops * Fix merge issues * Whoops 2 * func_800B83BC and func_800B83F8 * Actor_IsActorFacingPlayerAndWithinRange * add some prototypes * match Actor_UpdateBgCheckInfo * func_800B7678 * mark Actor_SpawnAsChildAndCutscene as non_matching * Actor_Draw * Update is chaotic * 2 new matches * func_800BC8B8 * Another bunch * function renames * run formatter * cleanup * remove unnecesary casts * add missing sfx * Fix renames * fix merge * func_800BF7CC * small bunch * another bunch * func_800BE184 non_matching * two more * split z_cheap_proc * Another bunch * another bunch * a few and a non matching * yeee * a * Actor_DrawAll non_equivalent * Actor_RecordUndrawnActor * i don't know what to put in this commit message * func_800B4B50 non matching * func_800B42F8 non matching * func_800B5040 * func_800B5814 non_equiv * func_800B6584 * func_800B6608 * func_800B6680 * func_800B7E04 * func_800B8118 * func_800b9170 * , * func_800BC4EC * func_800BA6FC * func_800BA798 * func_800BA8B8 * Actor_LoadOverlay * small cleanup * func_800BB2D0 * meh * func_800BBAC0 * func_800BC270 * func_800B5208 non matching * Fix warnings * meh * rename some ActorShadow_ functions * fairy * Flags_ * fix warnings * format * Actor_PickUp and family * func_800B8E58 * match Actor_RemoveFromCategory * another bit of docs * Match func_800B86C8 * And another bit * rename Player_GetRunSpeedLimit * func_800B9E84 * func_800BE63C * func_800BB8EC * match func_800B5814 * match func_800B9334 * cleanup * fix conflicts: first pass * another fix * actorfixer fix * fix conflicts * func_800BE680 non_equivalent * Improve func_800BE680 a bit * func_800BE680 equivalent (?) * func_800BE680 equivalent * Actor_UpdateActor equivalent * format * use some ExchangeItemID enum values * Some more cleaning * more cleanup * More name stealing from OoT * match func_800B82EC * match func_800B9D1C and a bit of cleanup * Add ACTOR_FLAGS placeholders * Renames and match func_800BE184 * last pass of name stealing * format * fix conflicts * more cleanup * more cleanup * cleanup and OVERLAY_RELOCATION_OFFSET macro * Remove prototypes of obviously internal-only functions, update variable names, forward declare where necessary, remove all `param_\d`s * remove newlines * minor rename * Use ACTOR_FLAGS in z_actor * Match func_800BE3D0 * Rename movement functions * Document Actor_CalcOffsetOrientedToDrawRotation * velX -> horizontalSpeed * A bit of documentation for actor movement functions * format * Fix merge issues * format * Format * Fix renames * fix warnings * fix conflicts * review :D * Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Fix * format * Actor_SpawnSetupActors * engineer review * Update src/code/z_actor.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * A bunch of Engineer's reviews * more Engineer's review * a * whoops * run actorfixer * c'mon * 😮💨 * whoops * warning * More engineer's review * run format * I'm dumb * a * match func_800BE680 * Match Actor_DrawZTarget * Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor * Fix merge issue * format * update actor * Steal a bit of @Thar0 documentation from OoT's z_message * Run actorfixer * Fix renames * Match func_800B4B50 thanks to @hensldm * Improve ActorShadow_DrawFeet thanks to @hensldm * whoops * Actor_PlaySfxAtProjectedPos * Actor_UpdateActor matched by @hensldm * Match func_800BA2FC by @hensldm * Match Actor_SpawnTransitionActors by @hensldm * Match func_800BB604 by @hensldm * Match Actor_DrawAll by @hensldm * ActorShadow_DrawFeet by @hensldm * Actor_UpdateAll by @hensldm * Match func_800BCCDC by @engineer124 * Small Actor_PlaySfxAtPos by @engineer124 * ACTOR_FLAGS_ALL and a bit of cleanup * Add invisible comment * Small docs pass * Fix merge * Engineer's review * format lol * Actor_DrawDoorLock docs * Actor_SpawnShieldParticlesMetal * fix merge issues * sActorFaultClient * fix * commit message * Run actorfixer.py && format.sh * Fix warnings * fixes * format * bss * Update include/functions.h Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Address review * Fix merge issues, format and such * fix merge issues * Add ACTORCAT_MAX * actorList -> actorLists * Fix merge issues * format * Enable WERROR on jenkinsfile * Fix merge * Use object symbols * address review * format * review * fix merge issues * fix * VRAM_PTR_SIZE, small cleanup and format * review Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
415 lines
13 KiB
C
415 lines
13 KiB
C
#ifndef Z64PLAYER_H
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#define Z64PLAYER_H
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#include "z64actor.h"
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#include "os.h"
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struct Player;
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typedef enum {
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/* 0x00 */ PLAYER_SHIELD_NONE,
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/* 0x01 */ PLAYER_SHIELD_HEROS_SHIELD,
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/* 0x02 */ PLAYER_SHIELD_MIRROR_SHIELD,
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/* 0x03 */ PLAYER_SHIELD_MAX
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} PlayerShield;
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typedef enum {
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/* 0x00 */ PLAYER_BOOTS_FIERCE_DEITY,
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/* 0x01 */ PLAYER_BOOTS_HYLIAN,
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/* 0x02 */ PLAYER_BOOTS_GIANT,
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/* 0x03 */ PLAYER_BOOTS_DEKU,
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/* 0x04 */ PLAYER_BOOTS_ZORA_LAND,
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/* 0x05 */ PLAYER_BOOTS_ZORA_UNDERWATER,
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/* 0x06 */ PLAYER_BOOTS_GORON,
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/* 0x07 */ PLAYER_BOOTS_MAX
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} PlayerBoots;
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typedef enum {
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/* 0x00 */ PLAYER_FORM_FIERCE_DEITY,
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/* 0x01 */ PLAYER_FORM_GORON,
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/* 0x02 */ PLAYER_FORM_ZORA,
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/* 0x03 */ PLAYER_FORM_DEKU,
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/* 0x04 */ PLAYER_FORM_HUMAN,
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/* 0x05 */ PLAYER_FORM_MAX
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} PlayerTransformation;
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typedef enum {
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/* 0x00 */ PLAYER_MASK_NONE,
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/* 0x01 */ PLAYER_MASK_TRUTH,
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/* 0x02 */ PLAYER_MASK_KAFEIS_MASK,
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/* 0x03 */ PLAYER_MASK_ALL_NIGHT,
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/* 0x04 */ PLAYER_MASK_BUNNY,
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/* 0x05 */ PLAYER_MASK_KEATON,
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/* 0x06 */ PLAYER_MASK_GARO,
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/* 0x07 */ PLAYER_MASK_ROMANI,
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/* 0x08 */ PLAYER_MASK_CIRCUS_LEADER,
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/* 0x09 */ PLAYER_MASK_POSTMAN,
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/* 0x0A */ PLAYER_MASK_COUPLE,
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/* 0x0B */ PLAYER_MASK_GREAT_FAIRY,
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/* 0x0C */ PLAYER_MASK_GIBDO,
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/* 0x0D */ PLAYER_MASK_DON_GERO,
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/* 0x0E */ PLAYER_MASK_KAMARO,
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/* 0x0F */ PLAYER_MASK_CAPTAIN,
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/* 0x10 */ PLAYER_MASK_STONE,
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/* 0x11 */ PLAYER_MASK_BREMEN,
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/* 0x12 */ PLAYER_MASK_BLAST,
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/* 0x13 */ PLAYER_MASK_SCENTS,
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/* 0x14 */ PLAYER_MASK_GIANT,
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/* 0x15 */ PLAYER_MASK_FIERCE_DEITY,
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/* 0x16 */ PLAYER_MASK_GORON,
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/* 0x17 */ PLAYER_MASK_ZORA,
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/* 0x18 */ PLAYER_MASK_DEKU,
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/* 0x19 */ PLAYER_MASK_MAX
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} PlayerMask;
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typedef enum {
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/* 0x00 */ PLAYER_AP_NONE,
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/* 0x01 */ PLAYER_AP_UNK_1,
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/* 0x02 */ PLAYER_AP_UNK_2,
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/* 0x03 */ PLAYER_AP_SWORD_KOKIRI,
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/* 0x04 */ PLAYER_AP_SWORD_RAZOR,
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/* 0x05 */ PLAYER_AP_SWORD_GILDED,
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/* 0x06 */ PLAYER_AP_SWORD_GREAT_FAIRY,
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/* 0x07 */ PLAYER_AP_STICK,
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/* 0x08 */ PLAYER_AP_UNK_8,
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/* 0x09 */ PLAYER_AP_BOW,
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/* 0x0A */ PLAYER_AP_BOW_FIRE,
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/* 0x0B */ PLAYER_AP_BOW_ICE,
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/* 0x0C */ PLAYER_AP_BOW_LIGHT,
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/* 0x0D */ PLAYER_AP_HOOKSHOT,
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/* 0x0E */ PLAYER_AP_BOMB,
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/* 0x0F */ PLAYER_AP_POWDER_KEG,
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/* 0x10 */ PLAYER_AP_BOMBCHU,
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/* 0x12 */ PLAYER_AP_NUT = 0x12,
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/* 0x13 */ PLAYER_AP_PICTO_BOX,
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/* 0x14 */ PLAYER_AP_OCARINA,
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/* 0x15 */ PLAYER_AP_BOTTLE,
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/* 0x16 */ PLAYER_AP_BOTTLE_FISH,
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/* 0x17 */ PLAYER_AP_BOTTLE_SPRING_WATER,
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/* 0x18 */ PLAYER_AP_BOTTLE_HOT_SPRING_WATER,
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/* 0x19 */ PLAYER_AP_BOTTLE_ZORA_EGG,
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/* 0x1A */ PLAYER_AP_BOTTLE_DEKU_PRINCESS,
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/* 0x1B */ PLAYER_AP_BOTTLE_GOLD_DUST,
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/* 0x1D */ PLAYER_AP_BOTTLE_SEA_HORSE = 0x1D,
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/* 0x1E */ PLAYER_AP_BOTTLE_MUSHROOM,
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/* 0x1F */ PLAYER_AP_BOTTLE_HYLIAN_LOACH,
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/* 0x20 */ PLAYER_AP_BOTTLE_BUG,
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/* 0x21 */ PLAYER_AP_BOTTLE_POE,
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/* 0x22 */ PLAYER_AP_BOTTLE_BIG_POE,
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/* 0x23 */ PLAYER_AP_BOTTLE_POTION_RED,
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/* 0x24 */ PLAYER_AP_BOTTLE_POTION_BLUE,
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/* 0x25 */ PLAYER_AP_BOTTLE_POTION_GREEN,
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/* 0x26 */ PLAYER_AP_BOTTLE_MILK,
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/* 0x27 */ PLAYER_AP_BOTTLE_MILK_HALF,
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/* 0x28 */ PLAYER_AP_BOTTLE_CHATEAU,
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/* 0x29 */ PLAYER_AP_BOTTLE_FAIRY,
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/* 0x2A */ PLAYER_AP_MOON_TEAR,
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/* 0x2B */ PLAYER_AP_DEED_LAND,
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/* 0x2C */ PLAYER_AP_ROOM_KEY,
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/* 0x2D */ PLAYER_AP_LETTER_TO_KAFEI,
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/* 0x2E */ PLAYER_AP_MAGIC_BEANS,
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/* 0x2F */ PLAYER_AP_DEED_SWAMP,
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/* 0x30 */ PLAYER_AP_DEED_MOUNTAIN,
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/* 0x31 */ PLAYER_AP_DEED_OCEAN,
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/* 0x33 */ PLAYER_AP_LETTER_MAMA = 0x33,
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/* 0x36 */ PLAYER_AP_PENDANT_MEMORIES = 0x36,
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/* 0x3A */ PLAYER_AP_MASK_TRUTH = 0x3A,
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/* 0x3B */ PLAYER_AP_MASK_KAFEIS_MASK,
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/* 0x3C */ PLAYER_AP_MASK_ALL_NIGHT,
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/* 0x3D */ PLAYER_AP_MASK_BUNNY,
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/* 0x3E */ PLAYER_AP_MASK_KEATON,
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/* 0x3F */ PLAYER_AP_MASK_GARO,
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/* 0x40 */ PLAYER_AP_MASK_ROMANI,
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/* 0x41 */ PLAYER_AP_MASK_CIRCUS_LEADER,
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/* 0x42 */ PLAYER_AP_MASK_POSTMAN,
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/* 0x43 */ PLAYER_AP_MASK_COUPLE,
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/* 0x44 */ PLAYER_AP_MASK_GREAT_FAIRY,
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/* 0x45 */ PLAYER_AP_MASK_GIBDO,
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/* 0x46 */ PLAYER_AP_MASK_DON_GERO,
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/* 0x47 */ PLAYER_AP_MASK_KAMARO,
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/* 0x48 */ PLAYER_AP_MASK_CAPTAIN,
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/* 0x49 */ PLAYER_AP_MASK_STONE,
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/* 0x4A */ PLAYER_AP_MASK_BREMEN,
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/* 0x4B */ PLAYER_AP_MASK_BLAST,
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/* 0x4C */ PLAYER_AP_MASK_SCENTS,
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/* 0x4D */ PLAYER_AP_MASK_GIANT,
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/* 0x4E */ PLAYER_AP_MASK_FIERCE_DEITY,
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/* 0x4F */ PLAYER_AP_MASK_GORON,
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/* 0x50 */ PLAYER_AP_MASK_ZORA,
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/* 0x51 */ PLAYER_AP_MASK_DEKU,
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/* 0x52 */ PLAYER_AP_LENS,
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/* 0xFD */ PLAYER_AP_MAX = 0xFD
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} PlayerActionParam;
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typedef struct {
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/* 0x00 */ f32 unk_00;
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 unk_0C;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ f32 unk_14;
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/* 0x18 */ f32 unk_18;
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/* 0x1C */ f32 unk_1C;
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/* 0x20 */ f32 unk_20;
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/* 0x24 */ f32 unk_24;
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/* 0x28 */ f32 unk_28;
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/* 0x2C */ f32 unk_2C;
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/* 0x30 */ f32 unk_30;
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/* 0x34 */ f32 unk_34;
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/* 0x38 */ f32 unk_38;
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/* 0x3C */ f32 unk_3C;
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/* 0x40 */ f32 unk_40;
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/* 0x44 */ Vec3s unk_44;
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/* 0x4A */ Vec3s unk_4A[4];
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/* 0x62 */ Vec3s unk_62[4];
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/* 0x7A */ Vec3s unk_7A[4];
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/* 0x92 */ u16 unk_92;
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/* 0x94 */ u16 unk_94;
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/* 0x98 */ f32 unk_98;
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/* 0x9C */ f32 unk_9C;
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/* 0xA0 */ LinkAnimationHeader* unk_A0;
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/* 0xA4 */ LinkAnimationHeader* unk_A4;
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/* 0xA8 */ LinkAnimationHeader* unk_A8;
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/* 0xAC */ LinkAnimationHeader* unk_AC;
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/* 0xB0 */ LinkAnimationHeader* unk_B0;
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/* 0xB4 */ LinkAnimationHeader* unk_B4[4];
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/* 0xC4 */ LinkAnimationHeader* unk_C4[2];
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/* 0xCC */ LinkAnimationHeader* unk_CC[2];
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/* 0xD4 */ LinkAnimationHeader* unk_D4[2];
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} PlayerAgeProperties; // size = 0xDC
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typedef struct {
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/* 0x00 */ s32 active;
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/* 0x04 */ Vec3f tip;
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/* 0x10 */ Vec3f base;
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} WeaponInfo; // size = 0x1C
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typedef void (*PlayerFuncD58)(struct GlobalContext*, struct Player*);
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typedef struct Player {
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/* 0x000 */ Actor actor;
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/* 0x144 */ s8 currentShield;
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/* 0x145 */ s8 currentBoots;
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/* 0x146 */ s8 heldItemButton;
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/* 0x147 */ s8 itemActionParam;
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/* 0x148 */ u8 heldItemId;
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/* 0x149 */ s8 prevBoots;
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/* 0x14A */ s8 heldItemActionParam;
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/* 0x14B */ u8 transformation;
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/* 0x14C */ u8 modelGroup;
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/* 0x14D */ u8 nextModelGroup;
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/* 0x14E */ s8 unk_14E;
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/* 0x14F */ u8 modelAnimType;
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/* 0x150 */ u8 leftHandType;
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/* 0x151 */ u8 rightHandType;
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/* 0x152 */ u8 sheathType;
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/* 0x153 */ u8 currentMask;
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/* 0x154 */ s8 unk_154;
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/* 0x155 */ u8 prevMask;
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/* 0x158 */ Gfx** rightHandDLists;
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/* 0x15C */ Gfx** leftHandDLists;
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/* 0x160 */ Gfx** sheathDLists;
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/* 0x164 */ Gfx** waistDLists;
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/* 0x168 */ f32 unk_168;
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/* 0x16C */ f32 unk_16C;
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/* 0x170 */ f32 unk_170;
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/* 0x174 */ f32 unk_174;
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/* 0x178 */ f32 unk_178;
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/* 0x17C */ f32 unk_17C;
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/* 0x180 */ f32 unk_180;
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/* 0x184 */ f32 unk_184;
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/* 0x188 */ f32 unk_188;
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/* 0x18C */ f32 unk_18C;
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/* 0x190 */ f32 unk_190;
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/* 0x194 */ f32 unk_194;
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/* 0x198 */ f32 unk_198;
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/* 0x19C */ f32 unk_19C;
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/* 0x1A0 */ f32 unk_1A0;
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/* 0x1A4 */ f32 unk_1A4;
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/* 0x1A8 */ f32 unk_1A8;
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/* 0x1AC */ f32 unk_1AC;
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/* 0x1B0 */ f32 unk_1B0;
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/* 0x1B4 */ s16 unk_1B4;
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/* 0x1B6 */ char unk_1B6[2];
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/* 0x1B8 */ u8 giObjectLoading;
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/* 0x1BC */ DmaRequest giObjectDmaRequest;
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/* 0x1DC */ OSMesgQueue giObjectLoadQueue;
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/* 0x1F4 */ OSMesg giObjectLoadMsg;
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/* 0x1F8 */ void* giObjectSegment;
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/* 0x1FC */ u8 maskObjectLoading;
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/* 0x1FD */ s8 maskId;
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/* 0x200 */ DmaRequest maskDmaRequest;
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/* 0x220 */ OSMesgQueue maskObjectLoadQueue;
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/* 0x238 */ OSMesg maskObjectLoadMsg;
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/* 0x23C */ void* maskObjectSegment;
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/* 0x240 */ SkelAnime skelAnime;
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/* 0x284 */ SkelAnime unk_284;
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/* 0x2C8 */ SkelAnime unk_2C8;
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/* 0x30C */ Vec3s jointTable[5];
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/* 0x32A */ Vec3s morphTable[5];
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/* 0x348 */ s16 eyeTexId;
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/* 0x34A */ s16 eyeAnimTimer;
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/* 0x34C */ Actor* heldActor;
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/* 0x350 */ PosRot leftHandWorld;
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/* 0x364 */ Actor* rightHandActor;
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/* 0x368 */ PosRot rightHandWorld;
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/* 0x37C */ s8 doorType;
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/* 0x37D */ s8 doorDirection;
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/* 0x37E */ s8 doorTimer;
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/* 0x37F */ s8 doorNext; // used with spiral staircase
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/* 0x380 */ Actor* doorActor;
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/* 0x384 */ s16 getItemId;
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/* 0x386 */ u16 getItemDirection;
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/* 0x388 */ Actor* interactRangeActor;
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/* 0x38C */ s8 mountSide;
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/* 0x390 */ Actor* rideActor;
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/* 0x394 */ u8 csMode;
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/* 0x395 */ u8 unk_395;
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/* 0x396 */ u8 unk_396;
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/* 0x397 */ u8 unk_397;
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/* 0x398 */ Actor* unk_398;
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/* 0x39C */ s16 unk_39C;
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/* 0x39E */ s16 unk_39E;
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/* 0x3A0 */ Vec3f unk_3A0;
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/* 0x3AC */ Vec3f unk_3AC;
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/* 0x3B8 */ u16 unk_3B8;
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/* 0x3BA */ s16 unk_3BA;
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/* 0x3BC */ s16 unk_3BC;
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/* 0x3BE */ char unk_3BE[2];
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/* 0x3C0 */ Vec3f unk_3C0;
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/* 0x3CC */ s16 unk_3CC;
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/* 0x3CE */ s8 unk_3CE;
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/* 0x3CF */ u8 unk_3CF;
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/* 0x3D0 */ char unk_3D0[0x148];
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/* 0x518 */ ColliderCylinder cylinder;
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/* 0x564 */ ColliderQuad swordQuads[2];
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/* 0x664 */ ColliderQuad shieldQuad;
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/* 0x6E4 */ ColliderCylinder shieldCylinder;
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/* 0x730 */ Actor* unk_730;
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/* 0x734 */ char unk_734[4];
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/* 0x738 */ s32 unk_738;
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/* 0x73C */ s32 blureEffectIndex[3];
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/* 0x748 */ char unk_748[0x320];
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/* 0xA68 */ PlayerAgeProperties* ageProperties; // repurposed as "transformation properties"?
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/* 0xA6C */ u32 stateFlags1;
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/* 0xA70 */ u32 stateFlags2;
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/* 0xA74 */ u32 stateFlags3;
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/* 0xA78 */ Actor* unk_A78;
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/* 0xA7C */ Actor* boomerangActor;
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/* 0xA80 */ Actor* tatlActor;
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/* 0xA84 */ s16 tatlTextId;
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/* 0xA86 */ s8 unk_A86;
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/* 0xA87 */ s8 exchangeItemId;
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/* 0xA88 */ Actor* targetActor;
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/* 0xA8C */ f32 targetActorDistance;
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/* 0xA90 */ Actor* unk_A90;
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/* 0xA94 */ f32 unk_A94;
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/* 0xA98 */ Actor* unk_A98;
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/* 0xA9C */ f32 unk_A9C;
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/* 0xAA0 */ f32 unk_AA0;
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/* 0xAA4 */ s8 unk_AA4;
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/* 0xAA5 */ u8 unk_AA5;
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/* 0xAA6 */ u16 unk_AA6;
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/* 0xAA8 */ s16 unk_AA8;
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/* 0xAAA */ s16 unk_AAA;
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/* 0xAAC */ Vec3s unk_AAC;
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/* 0xAB2 */ Vec3s unk_AB2;
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/* 0xAB8 */ f32 unk_AB8;
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/* 0xABC */ f32 unk_ABC;
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/* 0xAC0 */ f32 unk_AC0;
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/* 0xAC4 */ void* unk_AC4;
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/* 0xAC8 */ f32 unk_AC8;
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/* 0xACC */ s16 unk_ACC;
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/* 0xACE */ s8 unk_ACE;
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/* 0xACF */ u8 unk_ACF;
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/* 0xAD0 */ f32 linearVelocity;
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/* 0xAD4 */ s16 currentYaw;
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/* 0xAD6 */ s16 targetYaw;
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/* 0xAD8 */ u16 unk_AD8;
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/* 0xADA */ s8 swordAnimation;
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/* 0xADB */ s8 swordState;
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/* 0xADC */ s8 unk_ADC;
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/* 0xADD */ s8 unk_ADD;
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/* 0xADE */ u8 unk_ADE;
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/* 0xADF */ s8 unk_ADF[4];
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/* 0xAE3 */ s8 unk_AE3[4];
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/* 0xAE7 */ s8 unk_AE7; // a timer
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/* 0xAE8 */ s16 unk_AE8; // multipurpose timer
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/* 0xAEC */ f32 unk_AEC;
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/* 0xAF0 */ Vec3f unk_AF0[2];
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/* 0xB08 */ f32 unk_B08[8];
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/* 0xB28 */ s16 unk_B28; //Burning stick timer?
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/* 0xB2A */ s8 unk_B2A;
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/* 0xB2B */ s8 unk_B2B;
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/* 0xB2C */ f32 windSpeed;
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/* 0xB30 */ s16 windAngleX;
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/* 0xB32 */ s16 windAngleY;
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/* 0xB34 */ f32 unk_B34;
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/* 0xB38 */ f32 unk_B38;
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/* 0xB3C */ f32 unk_B3C;
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/* 0xB40 */ f32 unk_B40;
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/* 0xB44 */ f32 unk_B44;
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/* 0xB48 */ f32 unk_B48;
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/* 0xB4C */ s16 unk_B4C;
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/* 0xB4E */ s16 unk_B4E;
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/* 0xB50 */ f32 unk_B50;
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/* 0xB54 */ f32 unk_B54;
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/* 0xB58 */ f32 unk_B58;
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/* 0xB5C */ u8 unk_B5C;
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/* 0xB5D */ u8 unk_B5D;
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/* 0xB5E */ u8 unk_B5E;
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/* 0xB5F */ u8 unk_B5F;
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/* 0xB60 */ u16 unk_B60; // blast mask timer?
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/* 0xB62 */ s16 unk_B62;
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/* 0xB64 */ u8 unk_B64;
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/* 0xB65 */ u8 unk_B65;
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/* 0xB66 */ u8 unk_B66;
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/* 0xB67 */ u8 unk_B67; // deku hop timer?
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/* 0xB68 */ s16 unk_B68;
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/* 0xB6A */ s16 unk_B6A;
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/* 0xB6C */ s16 unk_B6C;
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/* 0xB6E */ s16 unk_B6E;
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/* 0xB70 */ s16 unk_B70;
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/* 0xB72 */ u16 unk_B72; // floor type?
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/* 0xB74 */ u8 unk_B74;
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/* 0xB75 */ u8 unk_B75;
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/* 0xB76 */ s16 unk_B76;
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/* 0xB78 */ f32 unk_B78;
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/* 0xB7C */ f32 unk_B7C;
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/* 0xB80 */ f32 unk_B80;
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/* 0xB84 */ s16 unk_B84;
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/* 0xB86 */ s16 unk_B86;
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/* 0xB88 */ s16 unk_B88;
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/* 0xB8A */ s16 unk_B8A;
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|
/* 0xB8C */ s16 unk_B8C;
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|
/* 0xB8E */ s16 unk_B8E;
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|
/* 0xB90 */ s16 unk_B90;
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|
/* 0xB92 */ s16 unk_B92;
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|
/* 0xB94 */ s16 unk_B94;
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|
/* 0xB96 */ s16 unk_B96;
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/* 0xB98 */ WeaponInfo swordInfo[3];
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/* 0xBEC */ Vec3f bodyPartsPos[18];
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/* 0xCC4 */ MtxF mf_CC4;
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/* 0xD04 */ MtxF shieldMf;
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/* 0xD44 */ u8 isBurning;
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/* 0xD45 */ u8 flameTimers[18]; // one flame per body part
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|
/* 0xD57 */ u8 unk_D57;
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/* 0xD58 */ PlayerFuncD58 unk_D58;
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/* 0xD5C */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
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/* 0xD5D */ u8 unk_D5D;
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|
/* 0xD5E */ u8 unk_D5E;
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|
/* 0xD5F */ u8 unk_D5F;
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|
/* 0xD60 */ f32 unk_D60;
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|
/* 0xD64 */ s16 unk_D64;
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|
/* 0xD66 */ u16 unk_D66;
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|
/* 0xD68 */ s16 unk_D68;
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|
/* 0xD6A */ s8 unk_D6A;
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|
/* 0xD6B */ u8 unk_D6B;
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|
/* 0xD6C */ Vec3f unk_D6C; // previous body part 0 position
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|
} Player; // size = 0xD78
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#endif
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