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WeaponInfo docs (#1596)
* WeaponInfo docs * format * disasm metadata * merge fixup * Add MELEE_WEAPON_INFO_TIP and _BASE * format * Offset
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@@ -694,10 +694,13 @@ typedef struct PlayerAgeProperties {
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/* 0xCC */ LinkAnimationHeader* unk_CC[2];
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} PlayerAgeProperties; // size = 0xD4
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#define MELEE_WEAPON_INFO_TIP(weaponInfo) (&(weaponInfo)->posA)
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#define MELEE_WEAPON_INFO_BASE(weaponInfo) (&(weaponInfo)->posB)
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typedef struct WeaponInfo {
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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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/* 0x04 */ Vec3f posA; // For melee weapons, this is the tip (furthest from the player hand)
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/* 0x10 */ Vec3f posB; // For melee weapons, this is the base (near the player hand)
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} WeaponInfo; // size = 0x1C
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#define LEDGE_DIST_MAX 399.96002f
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@@ -1033,7 +1036,7 @@ s32 Player_OverrideLimbDrawGameplayFirstPerson(struct PlayState* play, s32 limbI
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Vec3s* rot, void* thisx);
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s32 Player_OverrideLimbDrawGameplayCrawling(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
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void* thisx);
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u8 func_80090480(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newTip, Vec3f* newBase);
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u8 Player_UpdateWeaponInfo(struct PlayState* play, ColliderQuad* collider, WeaponInfo* weaponInfo, Vec3f* newPosA, Vec3f* newPosB);
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void Player_DrawGetItem(struct PlayState* play, Player* this);
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void Player_PostLimbDrawGameplay(struct PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx);
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u32 Player_InitPauseDrawData(struct PlayState* play, u8* segment, SkelAnime* skelAnime);
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