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Name talking action related things (#2260)
* name talking related things * Player_Action_TalkExchangeItem -> Player_Action_ExchangeItem * splitting action stuff to new PR * format
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@@ -675,7 +675,7 @@ typedef struct WeaponInfo {
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#define PLAYER_STATE1_3 (1 << 3)
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#define PLAYER_STATE1_HOSTILE_LOCK_ON (1 << 4) // Currently locked onto a hostile actor. Triggers a "battle" variant of many actions.
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#define PLAYER_STATE1_5 (1 << 5)
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#define PLAYER_STATE1_6 (1 << 6)
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#define PLAYER_STATE1_TALKING (1 << 6) // Currently talking to an actor. This includes item exchanges.
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#define PLAYER_STATE1_DEAD (1 << 7) // Player has died. Note that this gets set when the death cutscene has started, after landing from the air.
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#define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8) // Item change process has begun
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#define PLAYER_STATE1_9 (1 << 9)
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@@ -903,7 +903,7 @@ typedef struct Player {
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/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
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/* 0x088C */ u8 ledgeClimbType;
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/* 0x088D */ u8 ledgeClimbDelayTimer;
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/* 0x088E */ u8 unk_88E;
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/* 0x088E */ u8 textboxBtnCooldownTimer; // Prevents usage of A/B/C-up when counting down
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/* 0x088F */ u8 damageFlickerAnimCounter; // Used to flicker Link after taking damage
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/* 0x0890 */ u8 unk_890;
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/* 0x0891 */ u8 bodyShockTimer;
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