Player Docs: Player_ActionChange_6, Rolling and Put Away (#1949)

* progress

* changing branches

* start comments

* last few changes

* name the handler after rolling only

* comment tweak

* format
This commit is contained in:
fig02
2024-09-25 15:46:15 -04:00
committed by GitHub
parent 7ccb0a641e
commit 8ff4faa084
3 changed files with 99 additions and 75 deletions
+3 -2
View File
@@ -716,7 +716,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE2_17 (1 << 17)
#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
#define PLAYER_STATE2_19 (1 << 19)
#define PLAYER_STATE2_20 (1 << 20)
#define PLAYER_STATE2_NAVI_ACTIVE (1 << 20) // Navi is visible and active. Could be hovering idle near Link or hovering over other actors.
#define PLAYER_STATE2_21 (1 << 21)
#define PLAYER_STATE2_22 (1 << 22)
#define PLAYER_STATE2_23 (1 << 23)
@@ -850,7 +850,7 @@ typedef struct Player {
/* 0x0830 */ f32 upperAnimInterpWeight;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0837 */ u8 putAwayCooldownTimer;
/* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 parallelYaw; // yaw in "parallel" mode, Z-Target without an actor lock-on
@@ -869,6 +869,7 @@ typedef struct Player {
/* 0x0850 */ union {
s16 actionVar2;
s16 bonked; // Player_Action_Roll: set to true after bonking into a wall or an actor
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854;