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https://github.com/zeldaret/ph
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small documentation
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@@ -4,19 +4,27 @@
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#include "Player/EquipItem.hpp"
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class LinkStateItem;
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// how long players should wait until the hammer is charged (aka bigger and more powerful)
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#define HAMMER_CHARGE_TIMER 40
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//! TODO: change "state" to "flags"? see `vfunc_2c`
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typedef enum EquipHammerState {
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/* 0x00000 */ EQUIP_HAMMER_STATE_IDLE = (0 << 16),
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/* 0x10000 */ EQUIP_HAMMER_STATE_CHARGING = (1 << 16),
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/* 0x20000 */ EQUIP_HAMMER_STATE_CHARGED = (2 << 16),
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} EquipHammerState;
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class EquipHammer : public EquipItem {
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private:
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/* 00 (base) */
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/* 09 */ unk8 mUnk_09[3];
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/* 0c */ Vec3p mUnk_0c;
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/* 18 */ s32 mUnk_18;
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/* 1c */ u8 mUnk_1c;
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/* 1d */ u8 mUnk_1d;
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/* 1e */ unk8 mUnk_1e[2];
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/* 20 */ unk32 mUnk_20;
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/* 24 */ unk32 mUnk_24;
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/* 0c */ Vec3p mUnk_0c; // hammer's position when it hits a surface? not updated if the hammer can't touch a surface
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/* 18 */ EquipHammerState mState;
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/* 1c */ bool mIsHeld; // holding the input from the touchscreen
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/* 1d */ bool mIsReleased; // released the input from the touchscreen
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/* 1e */ unk8 mUnk_1e[2]; // unused?
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/* 20 */ s32 mChargeTimer; // charging timer to make it bigger, set to 40 frames by default
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/* 24 */ unk32 mUnk_24; // timer that prevents the charge?
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/* 28 */ unk32 mUnk_28;
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/* 2c */
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@@ -41,16 +49,18 @@ public:
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bool func_ov059_02198ed4();
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void func_ov059_02198f10(Vec3p *vec, unk32 param2, s32 param3);
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void func_ov059_02198fa8(unk32 param1);
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bool func_ov059_02198fe0();
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bool IsHammerCharged();
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inline s32 GetUnk_18(void) {
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return mUnk_18;
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inline s32 GetState(void) {
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return mState;
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}
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inline unk32 GetUnk_20(void) {
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return mUnk_20;
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inline unk32 GetChargeTimer(void) {
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return mChargeTimer;
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}
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};
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class LinkStateItem;
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extern LinkStateItem *GetLinkStateItem();
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extern EquipHammer *GetEquipHammer();
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