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Player doc: some rotation logic/data (#1443)
* Docs: some player rotation logic/data * Improve misleading comment * rename temps * unk_6AE_rotFlags * format * disasm metadata
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+14
-8
@@ -748,6 +748,16 @@ typedef void (*PlayerActionFunc)(struct Player*, struct PlayState*);
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typedef s32 (*UpperActionFunc)(struct Player*, struct PlayState*);
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typedef void (*AfterPutAwayFunc)(struct PlayState*, struct Player*);
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#define UNK6AE_ROT_FOCUS_X (1 << 0)
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#define UNK6AE_ROT_FOCUS_Y (1 << 1)
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#define UNK6AE_ROT_FOCUS_Z (1 << 2)
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#define UNK6AE_ROT_HEAD_X (1 << 3)
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#define UNK6AE_ROT_HEAD_Y (1 << 4)
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#define UNK6AE_ROT_HEAD_Z (1 << 5)
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#define UNK6AE_ROT_UPPER_X (1 << 6)
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#define UNK6AE_ROT_UPPER_Y (1 << 7)
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#define UNK6AE_ROT_UPPER_Z (1 << 8)
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typedef struct Player {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
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@@ -838,15 +848,11 @@ typedef struct Player {
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/* 0x06A8 */ Actor* unk_6A8;
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/* 0x06AC */ s8 idleType;
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/* 0x06AD */ u8 unk_6AD;
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/* 0x06AE */ u16 unk_6AE;
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/* 0x06B0 */ s16 unk_6B0;
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/* 0x06AE */ u16 unk_6AE_rotFlags; // See `UNK6AE_ROT_` macros. If its flag isn't set, a rot steps to 0.
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/* 0x06B0 */ s16 upperLimbYawSecondary;
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/* 0x06B2 */ char unk_6B4[0x004];
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/* 0x06B6 */ s16 unk_6B6;
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/* 0x06B8 */ s16 unk_6B8;
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/* 0x06BA */ s16 unk_6BA;
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/* 0x06BC */ s16 unk_6BC;
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/* 0x06BE */ s16 unk_6BE;
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/* 0x06C0 */ s16 unk_6C0;
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/* 0x06B6 */ Vec3s headLimbRot;
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/* 0x06BC */ Vec3s upperLimbRot;
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/* 0x06C2 */ s16 unk_6C2;
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/* 0x06C4 */ f32 unk_6C4;
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/* 0x06C8 */ SkelAnime upperSkelAnime;
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