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Name PLAYER_STATE1_ACTOR_CARRY (#2173)
* actor carry flag * format and add comments * comment changes
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+5
-5
@@ -649,17 +649,17 @@ typedef struct WeaponInfo {
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#define LEDGE_DIST_MAX 399.96002f
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#define PLAYER_STATE1_0 (1 << 0)
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1) // Bottle is swung; Bottle is active and can catch things
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#define PLAYER_STATE1_2 (1 << 2)
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#define PLAYER_STATE1_3 (1 << 3)
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#define PLAYER_STATE1_4 (1 << 4)
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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_7 (1 << 7)
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#define PLAYER_STATE1_START_CHANGING_HELD_ITEM (1 << 8)
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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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#define PLAYER_STATE1_10 (1 << 10)
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#define PLAYER_STATE1_11 (1 << 11)
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#define PLAYER_STATE1_ACTOR_CARRY (1 << 11) // Currently carrying an actor
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#define PLAYER_STATE1_12 (1 << 12)
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#define PLAYER_STATE1_13 (1 << 13)
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#define PLAYER_STATE1_14 (1 << 14)
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@@ -690,14 +690,14 @@ typedef struct WeaponInfo {
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#define PLAYER_STATE2_6 (1 << 6)
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#define PLAYER_STATE2_7 (1 << 7)
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#define PLAYER_STATE2_8 (1 << 8)
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#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9)
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#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9) // Forces sand footstep sounds regardless of current floor type
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#define PLAYER_STATE2_10 (1 << 10)
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#define PLAYER_STATE2_11 (1 << 11)
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#define PLAYER_STATE2_12 (1 << 12)
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#define PLAYER_STATE2_13 (1 << 13)
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#define PLAYER_STATE2_14 (1 << 14)
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#define PLAYER_STATE2_15 (1 << 15)
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#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
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#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Sets the "Enter On A" DoAction
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#define PLAYER_STATE2_17 (1 << 17)
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#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
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#define PLAYER_STATE2_19 (1 << 19)
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