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LinkStateItemGet -> LinkStateCutscene
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+4
-4
@@ -10,12 +10,12 @@ shared outside of the active state handler.
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Index | Name | Description
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-------|---------------------|-------------
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0 | `LinkStateMove` | Handles Link's movement.
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1 | `LinkStateItem` | Handles item usage.
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1 | `LinkStateItem` | Handles item usage, including sword and shield.
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2 | `LinkStateInteract` | Handles talking to NPCs and grabbing/pushing/pulling objects.
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3 | `LinkStateFollow` | Handles moving toward objects.
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4 | `LinkStateRoll` | Unknown
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5 | `LinkStateDamage` | Handles receiving damage.
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6 | `LinkStateItemGet` | Handles getting items.
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4 | `LinkStateRoll` | Handles rolling and dizziness.
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5 | `LinkStateDamage` | Handles receiving damage and knockback.
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6 | `LinkStateCutscene` | Handles being in a cutscene, transitions into new scenes and getting items.
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## State hierarchy
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Link's states are organized in a hierarchical structure. Similar to actor IDs, states are labelled by 4-character IDs. In
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@@ -8,7 +8,7 @@
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#include "Player/LinkStateBase.hpp"
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#include "Item/Item.hpp"
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class LinkStateItemGet : public LinkStateBase {
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class LinkStateCutscene : public LinkStateBase {
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public:
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/* 00 (base) */
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/* 0c */ unk8 mUnk_08[0x24]; // non-documented struct
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@@ -47,7 +47,7 @@ public:
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/* ac */
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/* 00 */ virtual void vfunc_00() override;
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/* 04 */ virtual ~LinkStateItemGet() override;
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/* 04 */ virtual ~LinkStateCutscene() override;
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/* 0c */ virtual LinkStateId GetId() override;
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/* 10 */ virtual void CreateDebugHierarchy() override;
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/* 14 */ virtual void OnStateEnter() override;
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