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https://github.com/zeldaret/tmc
synced 2026-09-06 11:05:07 -04:00
Use new entity struct for player
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+10
-10
@@ -52,19 +52,19 @@ void LinkAnimation_ItemGet(LinkAnimationEntity* this) {
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u8* ptr;
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// hide player entity
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gPlayerEntity.flags &= ~ENT_COLLIDE;
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gPlayerEntity.spriteSettings.draw = 0;
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gPlayerEntity.base.flags &= ~ENT_COLLIDE;
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gPlayerEntity.base.spriteSettings.draw = 0;
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super->palette.b.b0 = gPlayerEntity.palette.b.b0;
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super->palette.b.b0 = gPlayerEntity.base.palette.b.b0;
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switch (super->subAction) {
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case ITEMGET_INIT:
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one = 1;
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super->subAction = one;
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super->spriteSettings.draw = one;
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super->collisionLayer = gPlayerEntity.collisionLayer;
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super->spritePriority.b0 = gPlayerEntity.spritePriority.b0;
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super->spriteRendering.b3 = gPlayerEntity.spriteRendering.b3;
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super->spriteOrientation.flipY = gPlayerEntity.spriteOrientation.flipY;
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super->collisionLayer = gPlayerEntity.base.collisionLayer;
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super->spritePriority.b0 = gPlayerEntity.base.spritePriority.b0;
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super->spriteRendering.b3 = gPlayerEntity.base.spriteRendering.b3;
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super->spriteOrientation.flipY = gPlayerEntity.base.spriteOrientation.flipY;
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super->spriteSettings.flipX = 0;
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super->animationState = 4;
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SetEntityPriority(super, PRIO_PLAYER_EVENT);
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@@ -98,9 +98,9 @@ void LinkAnimation_ItemGet(LinkAnimationEntity* this) {
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if (super->frame & ANIM_DONE) {
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super->action = PLAYER_NORMAL;
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// restore player state
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gPlayerEntity.flags = this->storeFlags;
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gPlayerEntity.spriteSettings.draw = this->storeDrawFlags;
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gPlayerEntity.iframes = this->storeIFrames;
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gPlayerEntity.base.flags = this->storeFlags;
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gPlayerEntity.base.spriteSettings.draw = this->storeDrawFlags;
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gPlayerEntity.base.iframes = this->storeIFrames;
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gPlayerState.field_0x7 = this->storeField7;
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gPlayerState.keepFacing = this->storeKeepFacing;
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gPlayerState.field_0xa = this->storeFieldA;
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