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Document ACTOR_FLAG_UPDATE_DURING_OCARINA and PLAYER_STATE2_USING_OCARINA (#2277)
* Document ACTOR_FLAG_UPDATE_DURING_OCARINA * document PLAYER_STATE2_USING_OCARINA * format * comment tweak * treat var as flag
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@@ -191,8 +191,10 @@ typedef struct ActorShape {
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//
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#define ACTOR_FLAG_24 (1 << 24)
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//
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#define ACTOR_FLAG_25 (1 << 25)
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// Actor can update even if Player is currently using the ocarina.
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// Typically an actor will halt while the ocarina is active (depending on category).
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// This flag allows a given actor to be an exception.
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#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
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//
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#define ACTOR_FLAG_26 (1 << 26)
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@@ -729,7 +729,7 @@ typedef struct WeaponInfo {
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#define PLAYER_STATE2_24 (1 << 24)
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#define PLAYER_STATE2_25 (1 << 25)
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#define PLAYER_STATE2_26 (1 << 26)
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#define PLAYER_STATE2_27 (1 << 27)
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#define PLAYER_STATE2_USING_OCARINA (1 << 27) // Playing the ocarina or warping out from an ocarina warp song
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#define PLAYER_STATE2_IDLE_FIDGET (1 << 28) // Playing a fidget idle animation (under typical circumstances, see `Player_ChooseNextIdleAnim` for more info)
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#define PLAYER_STATE2_29 (1 << 29)
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#define PLAYER_STATE2_30 (1 << 30)
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