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Merge branch 'master' into tilemap-docs
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+13
-13
@@ -137,40 +137,40 @@ void UpdatePlayerInput(void) {
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gPlayerState.playerInput.heldInput = state;
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gPlayerState.playerInput.newInput = state & prevState;
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// Calculate the direction from the currently held input.
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gPlayerState.direction = gUnk_08109202[(state & PLAYER_INPUT_ANY_DIRECTION) >> 8];
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gPlayerState.direction = gUnk_08109202[(state & INPUT_ANY_DIRECTION) >> 8];
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}
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u32 ConvInputToState(u32 keys) {
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u32 result;
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if (keys & L_BUTTON) {
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result = 0x1000;
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result = INPUT_FUSE;
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} else {
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result = 0;
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}
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if (keys & R_BUTTON) {
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result |= PLAYER_INPUT_20;
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result |= PLAYER_INPUT_8000;
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result |= PLAYER_INPUT_80;
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result |= INPUT_CONTEXT;
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result |= INPUT_LIFT_THROW;
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result |= INPUT_ACTION;
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}
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if (keys & A_BUTTON) {
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result |= PLAYER_INPUT_8;
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result |= PLAYER_INPUT_40 | PLAYER_INPUT_1;
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result |= INPUT_INTERACT;
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result |= INPUT_40 | INPUT_USE_ITEM1;
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}
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if (keys & B_BUTTON) {
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result |= PLAYER_INPUT_10;
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result |= PLAYER_INPUT_2;
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result |= INPUT_CANCEL;
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result |= INPUT_USE_ITEM2;
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}
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if (keys & DPAD_RIGHT) {
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result |= PLAYER_INPUT_RIGHT;
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result |= INPUT_RIGHT;
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}
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if (keys & DPAD_LEFT) {
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result |= PLAYER_INPUT_LEFT;
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result |= INPUT_LEFT;
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}
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if (keys & DPAD_UP) {
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result |= PLAYER_INPUT_UP;
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result |= INPUT_UP;
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}
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if (keys & DPAD_DOWN) {
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result |= PLAYER_INPUT_DOWN;
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result |= INPUT_DOWN;
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}
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return result;
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}
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