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Document Player_Action_SwingBottle (#2263)
* Document Player_Action_8084ECA4 * Name func_8083721C * Add note * Move BottleCatchAnimationData declaration * Apply format * Revert "Name func_8083721C" This reverts commitaeb7ea83ab. * Revert "Merge branch 'main' of github.com:zeldaret/oot into bottle-info" This reverts commit 10f1a4500368a66097c80cdb08f86ff2456ba9fb, reversing changes made to 547280abf2a041a8f6884d43b2eada7802c7feec. * Reapply "Merge branch 'main' of github.com:zeldaret/oot into bottle-info" This reverts commite9bf122be5. * Some more bottle docs (#1) * more docs * struct comments * format.py * Revert "Merge branch 'main' of github.com:zeldaret/oot into bottle-info" This reverts commit 10f1a4500368a66097c80cdb08f86ff2456ba9fb, reversing changes made to 547280abf2a041a8f6884d43b2eada7802c7feec. * add clarifying comment * review, fix bss --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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@@ -877,12 +877,15 @@ typedef struct Player {
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/* 0x084F */ union {
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s8 actionVar1;
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s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0850 */ union {
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s16 actionVar2;
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s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun
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s16 bonked; // Player_Action_Roll: set to true after bonking into a wall or an actor
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s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started
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s16 inWater; // Player_Action_SwingBottle: true if a bottle is swung in water. Used to determine which bottle swing animation to use.
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0854 */ f32 unk_854;
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