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Player Docs: Document Some Start Mode Actions (#2305)
* document blue warp arrive * document warp song, door, and time travel * document grotto and farores wind * move animsfx * review * unname appear
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+11
-5
@@ -673,8 +673,8 @@ typedef struct PlayerAgeProperties {
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/* 0x92 */ u16 unk_92;
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/* 0x94 */ u16 unk_94;
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/* 0x98 */ LinkAnimationHeader* unk_98;
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/* 0x9C */ LinkAnimationHeader* unk_9C;
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/* 0xA0 */ LinkAnimationHeader* unk_A0;
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/* 0x9C */ LinkAnimationHeader* timeTravelStartAnim;
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/* 0xA0 */ LinkAnimationHeader* timeTravelEndAnim;
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/* 0xA4 */ LinkAnimationHeader* unk_A4;
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/* 0xA8 */ LinkAnimationHeader* unk_A8;
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/* 0xAC */ LinkAnimationHeader* unk_AC[4];
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@@ -899,16 +899,22 @@ typedef struct Player {
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/* 0x084F */ union {
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s8 actionVar1;
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s8 facingUpSlope; // Player_Action_SlideOnSlope: facing uphill when sliding on a slope
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s8 startedAnim; // Player_Action_EndTimeTravel: Started playing the animation that was previously frozen
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s8 facingUpSlope; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope
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s8 isLakeHyliaCs; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene.
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s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0850 */ union {
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s16 actionVar2;
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s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun
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s16 bonked; // Player_Action_Roll: set to true after bonking into a wall or an actor
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s16 bonked; // Player_Action_Roll: Set to true after bonking into a wall or an actor
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s16 animDelayTimer; // Player_Action_EndTimeTravel: Delays playing animation until finished counting down
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s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started
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s16 inWater; // Player_Action_SwingBottle: true if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
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s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene
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s16 playedLandingSfx; // Player_Action_BlueWarpArrive: Played sfx when landing on the ground
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s16 appearTimer; // Player_Action_FaroresWindArrive: Counts up, appear at 20 frames (1 second)
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0854 */ f32 unk_854;
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