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
This commit is contained in:
fig02
2024-10-17 21:44:35 -04:00
committed by GitHub
parent df1815cf8f
commit e55e909477
43 changed files with 67 additions and 54 deletions
+4 -2
View File
@@ -191,8 +191,10 @@ typedef struct ActorShape {
//
#define ACTOR_FLAG_24 (1 << 24)
//
#define ACTOR_FLAG_25 (1 << 25)
// Actor can update even if Player is currently using the ocarina.
// Typically an actor will halt while the ocarina is active (depending on category).
// This flag allows a given actor to be an exception.
#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
//
#define ACTOR_FLAG_26 (1 << 26)
+1 -1
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@@ -729,7 +729,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE2_24 (1 << 24)
#define PLAYER_STATE2_25 (1 << 25)
#define PLAYER_STATE2_26 (1 << 26)
#define PLAYER_STATE2_27 (1 << 27)
#define PLAYER_STATE2_USING_OCARINA (1 << 27) // Playing the ocarina or warping out from an ocarina warp song
#define PLAYER_STATE2_IDLE_FIDGET (1 << 28) // Playing a fidget idle animation (under typical circumstances, see `Player_ChooseNextIdleAnim` for more info)
#define PLAYER_STATE2_29 (1 << 29)
#define PLAYER_STATE2_30 (1 << 30)