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Document PLAYER_STATE1_SHIELDING (#2279)
* Document `PLAYER_STATE1_SHIELDING` * Fix format
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@@ -644,7 +644,7 @@ s32 Player_ActionToModelGroup(Player* this, s32 itemAction) {
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}
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void Player_SetModelsForHoldingShield(Player* this) {
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if ((this->stateFlags1 & PLAYER_STATE1_22) &&
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if ((this->stateFlags1 & PLAYER_STATE1_SHIELDING) &&
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((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) {
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if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
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this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD;
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@@ -1460,7 +1460,7 @@ void Player_UpdateShieldCollider(PlayState* play, Player* this, ColliderQuad* co
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COL_MATERIAL_METAL,
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};
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if (this->stateFlags1 & PLAYER_STATE1_22) {
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if (this->stateFlags1 & PLAYER_STATE1_SHIELDING) {
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Vec3f quadDest[4];
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this->shieldQuad.base.colMaterial = shieldColMaterials[this->currentShield];
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@@ -1494,7 +1494,7 @@ void func_800906D4(PlayState* play, Player* this, Vec3f* newTipPos) {
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Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
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if (func_80090480(play, NULL, &this->meleeWeaponInfo[0], &newTipPos[0], &newBasePos[0]) &&
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!(this->stateFlags1 & PLAYER_STATE1_22)) {
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!(this->stateFlags1 & PLAYER_STATE1_SHIELDING)) {
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EffectBlure_AddVertex(Effect_GetByIndex(this->meleeWeaponEffectIndex), &this->meleeWeaponInfo[0].tip,
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&this->meleeWeaponInfo[0].base);
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}
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