More target related state flags (#2184)

* name some more flags

* format

* cdi suggestion
This commit is contained in:
fig02
2024-09-10 22:00:41 -04:00
committed by GitHub
parent 58d8abfe03
commit 2e79b83bb8
3 changed files with 26 additions and 25 deletions
+4 -4
View File
@@ -663,7 +663,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE1_12 (1 << 12)
#define PLAYER_STATE1_13 (1 << 13)
#define PLAYER_STATE1_14 (1 << 14)
#define PLAYER_STATE1_15 (1 << 15)
#define PLAYER_STATE1_Z_TARGETING (1 << 15) // Either lock-on or parallel is active. This flag is never checked for and is practically unused.
#define PLAYER_STATE1_16 (1 << 16)
#define PLAYER_STATE1_PARALLEL (1 << 17) // "Parallel" mode, Z-Target without an actor lock-on
#define PLAYER_STATE1_18 (1 << 18)
@@ -678,7 +678,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE1_27 (1 << 27)
#define PLAYER_STATE1_28 (1 << 28)
#define PLAYER_STATE1_29 (1 << 29)
#define PLAYER_STATE1_30 (1 << 30)
#define PLAYER_STATE1_LOCK_ON_FORCED_TO_RELEASE (1 << 30) // Lock-on was released automatically, for example by leaving the lock-on leash range
#define PLAYER_STATE1_31 (1 << 31)
#define PLAYER_STATE2_0 (1 << 0)
@@ -694,7 +694,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE2_10 (1 << 10)
#define PLAYER_STATE2_11 (1 << 11)
#define PLAYER_STATE2_12 (1 << 12)
#define PLAYER_STATE2_13 (1 << 13)
#define PLAYER_STATE2_LOCK_ON_WITH_SWITCH (1 << 13) // Actor lock-on is active, specifically with Switch Targeting. Hold Targeting checks the state of the Z button instead of this flag.
#define PLAYER_STATE2_14 (1 << 14)
#define PLAYER_STATE2_15 (1 << 15)
#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Sets the "Enter On A" DoAction
@@ -721,7 +721,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE3_4 (1 << 4)
#define PLAYER_STATE3_5 (1 << 5)
#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
#define PLAYER_STATE3_7 (1 << 7)
#define PLAYER_STATE3_FLYING_WITH_HOOKSHOT (1 << 7) // Flying in the air with the hookshot as it pulls Player toward its destination
typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*);
typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*);