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synced 2026-06-29 11:30:56 -04:00
Introduce Player csMode enum (#1462)
* player csmode enum * cleanup * missed one, player2 * spell out enum name * use CSMODE_MAX for data
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@@ -488,7 +488,7 @@ void Player_SetBootData(PlayState* play, Player* this) {
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}
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s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csMode != 0) ||
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return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csMode != PLAYER_CSMODE_NONE) ||
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(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
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(this->stateFlags3 & PLAYER_STATE3_7) ||
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((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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@@ -577,7 +577,7 @@ void func_8008EC70(Player* this) {
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}
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void Player_SetEquipmentData(PlayState* play, Player* this) {
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if (this->csMode != 0x56) {
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if (this->csMode != PLAYER_CSMODE_86) {
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this->currentShield = SHIELD_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD));
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this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC));
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this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS));
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