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Document Player_Action_Idle (#2266)
* document Player_Action_Idle * Player_DecelerateToZero * cleanup R_RUN_SPEED_LIMIT usages * format * typo * reorder reg * shake timer is used for fall damage * comment on shake timer only being processed in one place * format and edit comment * shakeTimer -> fallDamageStunTimer
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@@ -48,6 +48,7 @@
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#define R_ENV_Z_FAR REG(13)
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#define R_ENV_FOG_NEAR REG(14)
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#define R_ENV_TIME_SPEED_OLD REG(15) // Most likely used during development. Unused in the final game.
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#define R_DECELERATE_RATE REG(43)
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#define R_RUN_SPEED_LIMIT REG(45)
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#define R_ENABLE_ARENA_DBG SREG(0)
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#define R_AUDIOMGR_DEBUG_LEVEL SREG(20)
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@@ -881,6 +881,7 @@ typedef struct Player {
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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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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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