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Defines for player state flags (#1081)

* script-assisted player state flags

* Run formatter

* manually convert state flags in `D_80116068`

* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`

* Run formatter
This commit is contained in:
Dragorn421 2022-01-18 01:04:07 +01:00 committed by GitHub
parent 2a4fb604fb
commit 6479913daa
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GPG key ID: 4AEE18F83AFDEB23
96 changed files with 945 additions and 810 deletions

View file

@ -351,7 +351,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
func_8002BE64(targetCtx, targetCtx->unk_4C, spBC.x, spBC.y, spBC.z);
if ((!(player->stateFlags1 & 0x40)) || (actor != player->unk_664)) {
if ((!(player->stateFlags1 & PLAYER_STATE1_6)) || (actor != player->unk_664)) {
OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
@ -948,7 +948,7 @@ f32 Actor_HeightDiff(Actor* actorA, Actor* actorB) {
}
f32 Player_GetHeight(Player* player) {
f32 offset = (player->stateFlags1 & 0x800000) ? 32.0f : 0.0f;
f32 offset = (player->stateFlags1 & PLAYER_STATE1_23) ? 32.0f : 0.0f;
if (LINK_IS_ADULT) {
return offset + 68.0f;
@ -958,9 +958,9 @@ f32 Player_GetHeight(Player* player) {
}
f32 func_8002DCE4(Player* player) {
if (player->stateFlags1 & 0x800000) {
if (player->stateFlags1 & PLAYER_STATE1_23) {
return 8.0f;
} else if (player->stateFlags1 & 0x8000000) {
} else if (player->stateFlags1 & PLAYER_STATE1_27) {
return (R_RUN_SPEED_LIMIT / 100.0f) * 0.6f;
} else {
return R_RUN_SPEED_LIMIT / 100.0f;
@ -968,7 +968,7 @@ f32 func_8002DCE4(Player* player) {
}
s32 func_8002DD6C(Player* player) {
return player->stateFlags1 & 0x8;
return player->stateFlags1 & PLAYER_STATE1_3;
}
s32 func_8002DD78(Player* player) {
@ -978,19 +978,19 @@ s32 func_8002DD78(Player* player) {
s32 func_8002DDA8(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return (player->stateFlags1 & 0x800) || func_8002DD78(player);
return (player->stateFlags1 & PLAYER_STATE1_11) || func_8002DD78(player);
}
s32 func_8002DDE4(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return player->stateFlags2 & 0x8;
return player->stateFlags2 & PLAYER_STATE2_3;
}
s32 func_8002DDF4(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
return player->stateFlags2 & 0x1000;
return player->stateFlags2 & PLAYER_STATE2_12;
}
void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
@ -1012,12 +1012,12 @@ void func_8002DE74(GlobalContext* globalCtx, Player* player) {
void Actor_MountHorse(GlobalContext* globalCtx, Player* player, Actor* horse) {
player->rideActor = horse;
player->stateFlags1 |= 0x800000;
player->stateFlags1 |= PLAYER_STATE1_23;
horse->child = &player->actor;
}
s32 func_8002DEEC(Player* player) {
return (player->stateFlags1 & 0x20000080) || (player->csMode != 0);
return (player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (player->csMode != 0);
}
void func_8002DF18(GlobalContext* globalCtx, Player* player) {
@ -1568,10 +1568,12 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
s32 func_8002F434(Actor* actor, GlobalContext* globalCtx, s32 getItemId, f32 xzRange, f32 yRange) {
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
if (!(player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_12 | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21)) &&
Player_GetExplosiveHeld(player) < 0) {
if ((((player->heldActor != NULL) || (actor == player->targetActor)) && (getItemId > GI_NONE) &&
(getItemId < GI_MAX)) ||
(!(player->stateFlags1 & 0x20000800))) {
(!(player->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_29)))) {
if ((actor->xzDistToPlayer < xzRange) && (fabsf(actor->yDistToPlayer) < yRange)) {
s16 yawDiff = actor->yawTowardsPlayer - player->actor.shape.rot.y;
s32 absYawDiff = ABS(yawDiff);
@ -1639,7 +1641,9 @@ s32 Actor_IsMounted(GlobalContext* globalCtx, Actor* horse) {
u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 mountSide) {
Player* player = GET_PLAYER(globalCtx);
if (!(player->stateFlags1 & 0x003C7880)) {
if (!(player->stateFlags1 &
(PLAYER_STATE1_7 | PLAYER_STATE1_11 | PLAYER_STATE1_12 | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21))) {
player->rideActor = horse;
player->mountSide = mountSide;
return true;
@ -1983,8 +1987,18 @@ void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry*
}
u32 D_80116068[ACTORCAT_MAX] = {
0x100000C0, 0x100000C0, 0x00000000, 0x100004C0, 0x00000080, 0x300000C0,
0x10000080, 0x00000000, 0x300000C0, 0x100004C0, 0x00000000, 0x100000C0,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
0,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28,
PLAYER_STATE1_7,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29,
PLAYER_STATE1_7 | PLAYER_STATE1_28,
0,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28,
0,
PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
};
void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
@ -2029,11 +2043,11 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
sp80 = &D_80116068[0];
if (player->stateFlags2 & 0x8000000) {
if (player->stateFlags2 & PLAYER_STATE2_27) {
unkFlag = ACTOR_FLAG_25;
}
if ((player->stateFlags1 & 0x40) && ((player->actor.textId & 0xFF00) != 0x600)) {
if ((player->stateFlags1 & PLAYER_STATE1_6) && ((player->actor.textId & 0xFF00) != 0x600)) {
sp74 = player->targetActor;
}
@ -3389,7 +3403,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 dista
s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor) {
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags1 & 0x10) && actor->isTargeted) {
if ((player->stateFlags1 & PLAYER_STATE1_4) && actor->isTargeted) {
return true;
} else {
return false;
@ -3402,7 +3416,7 @@ s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor) {
s32 Actor_OtherIsTargeted(GlobalContext* globalCtx, Actor* actor) {
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags1 & 0x10) && !actor->isTargeted) {
if ((player->stateFlags1 & PLAYER_STATE1_4) && !actor->isTargeted) {
return true;
} else {
return false;

View file

@ -511,7 +511,7 @@ s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) {
return -1;
}
if (!(camera->player->stateFlags1 & 0x8000000)) {
if (!(camera->player->stateFlags1 & PLAYER_STATE1_27)) {
// player is not swimming
*waterY = BGCHECK_Y_MIN;
return -1;
@ -1021,7 +1021,7 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 yOffset, f32* arg
}
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
camera->player->stateFlags1 & PLAYER_STATE1_21) {
*arg3 = Camera_LERPCeilF(playerPosRot->pos.y, *arg3, PCT(OREG(43)), 0.1f);
phi_f20 = playerPosRot->pos.y - *arg3;
posOffsetTarget.y -= phi_f20;
@ -1124,7 +1124,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f
tmpPos0.z = tmpPos0.z + lookFromOffset.z;
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
camera->player->stateFlags1 & PLAYER_STATE1_21) {
*yPosOffset = Camera_LERPCeilF(playerPosRot->pos.y, *yPosOffset, PCT(OREG(43)), 0.1f);
yPosDelta = playerPosRot->pos.y - *yPosOffset;
tmpPos0.y -= yPosDelta;
@ -2059,7 +2059,7 @@ s32 Camera_Parallel1(Camera* camera) {
}
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
camera->player->stateFlags1 & PLAYER_STATE1_21) {
anim->yTarget = playerPosRot->pos.y;
sp6A = 0;
} else {
@ -2748,7 +2748,7 @@ s32 Camera_Battle1(Camera* camera) {
sp78 = batt1->swingPitchFinal;
fov = batt1->fov;
if (camera->player->stateFlags1 & 0x1000) {
if (camera->player->stateFlags1 & PLAYER_STATE1_12) {
// charging sword.
anim->unk_10 = Camera_LERPCeilF(PCT(OREG(12)) * 0.5f, anim->unk_10, PCT(OREG(25)), 0.1f);
camera->xzOffsetUpdateRate = Camera_LERPCeilF(0.2f, camera->xzOffsetUpdateRate, PCT(OREG(25)), 0.1f);
@ -2819,7 +2819,7 @@ s32 Camera_Battle1(Camera* camera) {
}
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
camera->player->stateFlags1 & PLAYER_STATE1_21) {
isOffGround = false;
anim->yPosOffset = playerPosRot->pos.y;
} else {
@ -3139,7 +3139,7 @@ s32 Camera_KeepOn1(Camera* camera) {
anim->unk_0C = NULL;
cont:
if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
camera->player->stateFlags1 & 0x200000) {
camera->player->stateFlags1 & PLAYER_STATE1_21) {
anim->unk_08 = playerPosRot->pos.y;
sp80 = 0;
} else {
@ -3560,7 +3560,7 @@ s32 Camera_KeepOn4(Camera* camera) {
keep4->unk_04 = playerHeight * 1.6f * yNormal;
keep4->unk_08 = -2.0f;
keep4->unk_0C = 120.0f;
keep4->unk_10 = player->stateFlags1 & 0x8000000 ? 0.0f : 20.0f;
keep4->unk_10 = player->stateFlags1 & PLAYER_STATE1_27 ? 0.0f : 20.0f;
keep4->unk_1C = 0x3212;
keep4->unk_1E = 0x1E;
keep4->unk_18 = 50.0f;
@ -4813,7 +4813,7 @@ s32 Camera_Unique0(Camera* camera) {
camera->animState++;
}
if (player->stateFlags1 & 0x20000000) {
if (player->stateFlags1 & PLAYER_STATE1_29) {
anim->initalPos = playerPosRot->pos;
}
@ -4821,7 +4821,7 @@ s32 Camera_Unique0(Camera* camera) {
if (anim->animTimer > 0) {
anim->animTimer--;
anim->initalPos = playerPosRot->pos;
} else if ((!(player->stateFlags1 & 0x20000000)) &&
} else if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
((OLib_Vec3fDistXZ(&playerPosRot->pos, &anim->initalPos) >= 10.0f) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
@ -4849,7 +4849,7 @@ s32 Camera_Unique0(Camera* camera) {
anim->initalPos = playerPosRot->pos;
}
if ((!(player->stateFlags1 & 0x20000000)) &&
if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
((0.001f < camera->xzSpeed) || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
@ -5066,7 +5066,8 @@ s32 Camera_Unique9(Camera* camera) {
D_8011D3AC = anim->curKeyFrame->unk_01 & 0xF;
} else if ((anim->curKeyFrame->unk_01 & 0xF0) == 0xC0) {
Camera_UpdateInterface(0xF000 | ((anim->curKeyFrame->unk_01 & 0xF) << 8));
} else if (camera->player->stateFlags1 & 0x8000000 && player->currentBoots != PLAYER_BOOTS_IRON) {
} else if (camera->player->stateFlags1 & PLAYER_STATE1_27 &&
player->currentBoots != PLAYER_BOOTS_IRON) {
func_8002DF38(camera->globalCtx, camera->target, 8);
osSyncPrintf("camera: demo: player demo set WAIT\n");
} else {
@ -5442,7 +5443,7 @@ s32 Camera_Unique9(Camera* camera) {
// Set the player's position
camera->player->actor.world.pos.x = anim->playerPos.x;
camera->player->actor.world.pos.z = anim->playerPos.z;
if (camera->player->stateFlags1 & 0x8000000 && player->currentBoots != PLAYER_BOOTS_IRON) {
if (camera->player->stateFlags1 & PLAYER_STATE1_27 && player->currentBoots != PLAYER_BOOTS_IRON) {
camera->player->actor.world.pos.y = anim->playerPos.y;
}
} else {
@ -6003,16 +6004,16 @@ s32 Camera_Demo5(Camera* camera) {
sDemo5PrevSfxFrame = camera->globalCtx->state.frames;
if (camera->player->stateFlags1 & 0x8000000 && (player->currentBoots != PLAYER_BOOTS_IRON)) {
if (camera->player->stateFlags1 & PLAYER_STATE1_27 && (player->currentBoots != PLAYER_BOOTS_IRON)) {
// swimming, and not iron boots
player->stateFlags1 |= 0x20000000;
player->stateFlags1 |= PLAYER_STATE1_29;
// env frozen
player->actor.freezeTimer = camera->timer;
} else {
sp4A = playerhead.rot.y - playerTargetGeo.yaw;
if (camera->target->category == ACTORCAT_PLAYER) {
pad = camera->globalCtx->state.frames - sDemo5PrevAction12Frame;
if (player->stateFlags1 & 0x800) {
if (player->stateFlags1 & PLAYER_STATE1_11) {
// holding object over head.
func_8002DF54(camera->globalCtx, camera->target, 8);
} else if (ABS(pad) > 3000) {
@ -7072,7 +7073,7 @@ s32 Camera_CheckWater(Camera* camera) {
}
if (camera->unk_14C & 0x200) {
if (player->stateFlags2 & 0x800) {
if (player->stateFlags2 & PLAYER_STATE2_11) {
Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_WATER_SURFACE, 6);
camera->unk_14C |= (s16)0x8000;
} else if (camera->unk_14C & (s16)0x8000) {
@ -7556,7 +7557,7 @@ void Camera_Finish(Camera* camera) {
if ((camera->parentCamIdx == MAIN_CAM) && (camera->csId != 0)) {
player->actor.freezeTimer = 0;
player->stateFlags1 &= ~0x20000000;
player->stateFlags1 &= ~PLAYER_STATE1_29;
if (player->csMode != 0) {
func_8002DF54(camera->globalCtx, &player->actor, 7);

View file

@ -769,7 +769,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 camIdx, s16 csId, Act
func_8002DF54(globalCtx, NULL, 8);
func_800C0808(globalCtx, camIdx, player, CAM_SET_CS_C);
player->stateFlags1 |= 0x20000000;
player->stateFlags1 |= PLAYER_STATE1_29;
player->actor.freezeTimer = 90;
i = Quake_Add(csCam, 1);
@ -966,7 +966,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 camIdx, s16 csId, Act
if (func_800C0CB8(globalCtx)) {
D_801231B4[0].eyeTargetInit.z = D_801231B4[1].eyeTargetInit.z = !LINK_IS_ADULT ? 100.0f : 120.0f;
if (player->stateFlags1 & 0x08000000) {
if (player->stateFlags1 & PLAYER_STATE1_27) {
D_801231B4[2].atTargetInit.z = 0.0f;
}
Actor_GetWorldPosShapeRot(&spA0, &player->actor);

View file

@ -612,7 +612,7 @@ void func_80083108(GlobalContext* globalCtx) {
((globalCtx->sceneNum == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
gSaveContext.unk_13E7 = 0;
if ((player->stateFlags1 & 0x00800000) || (globalCtx->shootingGalleryStatus > 1) ||
if ((player->stateFlags1 & PLAYER_STATE1_23) || (globalCtx->shootingGalleryStatus > 1) ||
((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
gSaveContext.unk_13E7 = 1;
@ -661,11 +661,11 @@ void func_80083108(GlobalContext* globalCtx) {
Interface_ChangeAlpha(8);
} else if ((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38)) {
Interface_ChangeAlpha(8);
} else if (player->stateFlags1 & 0x00800000) {
} else if (player->stateFlags1 & PLAYER_STATE1_23) {
Interface_ChangeAlpha(12);
}
} else {
if (player->stateFlags1 & 0x00800000) {
if (player->stateFlags1 & PLAYER_STATE1_23) {
Interface_ChangeAlpha(12);
}
}
@ -743,7 +743,7 @@ void func_80083108(GlobalContext* globalCtx) {
}
Interface_ChangeAlpha(50);
} else if ((player->stateFlags1 & 0x00200000) || (player->stateFlags2 & 0x00040000)) {
} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (player->stateFlags2 & PLAYER_STATE2_18)) {
if (gSaveContext.buttonStatus[0] != BTN_DISABLED) {
gSaveContext.buttonStatus[0] = BTN_DISABLED;
gSaveContext.buttonStatus[1] = BTN_DISABLED;
@ -753,7 +753,7 @@ void func_80083108(GlobalContext* globalCtx) {
Interface_ChangeAlpha(50);
}
} else if ((gSaveContext.eventInf[0] & 0xF) == 1) {
if (player->stateFlags1 & 0x00800000) {
if (player->stateFlags1 & PLAYER_STATE1_23) {
if ((gSaveContext.equips.buttonItems[0] != ITEM_NONE) &&
(gSaveContext.equips.buttonItems[0] != ITEM_BOW)) {
if (gSaveContext.inventory.items[SLOT_BOW] == ITEM_NONE) {
@ -2730,8 +2730,8 @@ void Interface_DrawItemButtons(GlobalContext* globalCtx) {
if ((gSaveContext.unk_13EA == 1) || (gSaveContext.unk_13EA == 2) || (gSaveContext.unk_13EA == 5)) {
temp = 0;
} else if ((player->stateFlags1 & 0x00200000) || (func_8008F2F8(globalCtx) == 4) ||
(player->stateFlags2 & 0x00040000)) {
} else if ((player->stateFlags1 & PLAYER_STATE1_21) || (func_8008F2F8(globalCtx) == 4) ||
(player->stateFlags2 & PLAYER_STATE2_18)) {
temp = 70;
} else {
temp = interfaceCtx->healthAlpha;
@ -3157,7 +3157,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
Interface_DrawItemIconTexture(globalCtx, interfaceCtx->iconItemSegment, 0);
if ((player->stateFlags1 & 0x00800000) || (globalCtx->shootingGalleryStatus > 1) ||
if ((player->stateFlags1 & PLAYER_STATE1_23) || (globalCtx->shootingGalleryStatus > 1) ||
((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
@ -3403,7 +3403,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
!(player->stateFlags2 & PLAYER_STATE2_24) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx) && (gSaveContext.minigameState != 1) &&
(globalCtx->shootingGalleryStatus <= 1) &&
!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
@ -3962,8 +3962,8 @@ void Interface_Update(GlobalContext* globalCtx) {
HealthMeter_Update(globalCtx);
if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & 0x01000000) && (globalCtx->sceneLoadFlag == 0) &&
(globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {}
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
(globalCtx->sceneLoadFlag == 0) && (globalCtx->transitionMode == 0) && !Gameplay_InCsMode(globalCtx)) {}
if (gSaveContext.rupeeAccumulator != 0) {
if (gSaveContext.rupeeAccumulator > 0) {

View file

@ -293,7 +293,7 @@ void Player_SetBootData(GlobalContext* globalCtx, Player* this) {
currentBoots = PLAYER_BOOTS_NORMAL_CHILD;
}
} else if (currentBoots == PLAYER_BOOTS_IRON) {
if (this->stateFlags1 & 0x8000000) {
if (this->stateFlags1 & PLAYER_STATE1_27) {
currentBoots = PLAYER_BOOTS_IRON_UNDERWATER;
}
REG(27) = 500;
@ -325,8 +325,9 @@ void Player_SetBootData(GlobalContext* globalCtx, Player* this) {
}
s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* this) {
return (this->stateFlags1 & 0x20000080) || (this->csMode != 0) || (globalCtx->sceneLoadFlag == 0x14) ||
(this->stateFlags1 & 1) || (this->stateFlags3 & 0x80) ||
return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csMode != 0) ||
(globalCtx->sceneLoadFlag == 0x14) || (this->stateFlags1 & PLAYER_STATE1_0) ||
(this->stateFlags3 & PLAYER_STATE3_7) ||
((gSaveContext.unk_13F0 != 0) && (Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
}
@ -337,7 +338,7 @@ s32 Player_InCsMode(GlobalContext* globalCtx) {
}
s32 func_8008E9C4(Player* this) {
return (this->stateFlags1 & 0x10);
return (this->stateFlags1 & PLAYER_STATE1_4);
}
s32 Player_IsChildWithHylianShield(Player* this) {
@ -355,7 +356,7 @@ s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
}
void Player_SetModelsForHoldingShield(Player* this) {
if ((this->stateFlags1 & 0x400000) &&
if ((this->stateFlags1 & PLAYER_STATE1_22) &&
((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
this->rightHandType = 10;
@ -431,15 +432,18 @@ void Player_UpdateBottleHeld(GlobalContext* globalCtx, Player* this, s32 item, s
void func_8008EDF0(Player* this) {
this->unk_664 = NULL;
this->stateFlags2 &= ~0x2000;
this->stateFlags2 &= ~PLAYER_STATE2_13;
}
void func_8008EE08(Player* this) {
if ((this->actor.bgCheckFlags & 1) || (this->stateFlags1 & 0x8A00000) ||
(!(this->stateFlags1 & 0xC0000) && ((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~0x400F8000;
} else if (!(this->stateFlags1 & 0x2C0000)) {
this->stateFlags1 |= 0x80000;
if ((this->actor.bgCheckFlags & 1) ||
(this->stateFlags1 & (PLAYER_STATE1_21 | PLAYER_STATE1_23 | PLAYER_STATE1_27)) ||
(!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19)) &&
((this->actor.world.pos.y - this->actor.floorHeight) < 100.0f))) {
this->stateFlags1 &= ~(PLAYER_STATE1_15 | PLAYER_STATE1_16 | PLAYER_STATE1_17 | PLAYER_STATE1_18 |
PLAYER_STATE1_19 | PLAYER_STATE1_30);
} else if (!(this->stateFlags1 & (PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_21))) {
this->stateFlags1 |= PLAYER_STATE1_19;
}
func_8008EDF0(this);
@ -451,7 +455,7 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
func_8008EE08(this);
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= 0x10000;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetParam(Gameplay_GetCamera(globalCtx, 0), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, 0), 2);
}
@ -459,7 +463,7 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
s32 func_8008EF30(GlobalContext* globalCtx) {
Player* this = GET_PLAYER(globalCtx);
return (this->stateFlags1 & 0x800000);
return (this->stateFlags1 & PLAYER_STATE1_23);
}
s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) {
@ -616,7 +620,7 @@ s32 func_8008F2F8(GlobalContext* globalCtx) {
} else if ((this->unk_840 > 80) &&
((this->currentBoots == PLAYER_BOOTS_IRON) || (this->unk_840 >= 300))) { // Deep underwater
var = ((this->currentBoots == PLAYER_BOOTS_IRON) && (this->actor.bgCheckFlags & 1)) ? 1 : 3;
} else if (this->stateFlags1 & 0x8000000) { // Swimming
} else if (this->stateFlags1 & PLAYER_STATE1_27) { // Swimming
var = 2;
} else {
return 0;
@ -779,7 +783,7 @@ void func_8008F87C(GlobalContext* globalCtx, Player* this, SkelAnime* skelAnime,
s16 temp2;
s32 temp3;
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & 0x80) &&
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & PLAYER_STATE1_7) &&
(Player_ActionToMagicSpell(this, this->itemActionParam) < 0)) {
s32 pad;
@ -923,10 +927,11 @@ s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
if ((D_80160014 == 4) && (gSaveContext.swordHealth <= 0.0f)) {
dLists += 4;
} else if ((D_80160014 == 6) && (this->stateFlags1 & 0x2000000)) {
} else if ((D_80160014 == 6) && (this->stateFlags1 & PLAYER_STATE1_25)) {
dLists = &D_80125E08[gSaveContext.linkAge];
D_80160014 = 0;
} else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
} else if ((this->leftHandType == 0) && (this->actor.speedXZ > 2.0f) &&
!(this->stateFlags1 & PLAYER_STATE1_27)) {
dLists = &D_80125E18[gSaveContext.linkAge];
D_80160014 = 1;
}
@ -937,7 +942,8 @@ s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* p
if (D_80160018 == 10) {
dLists += this->currentShield * 4;
} else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) && !(this->stateFlags1 & 0x8000000)) {
} else if ((this->rightHandType == 8) && (this->actor.speedXZ > 2.0f) &&
!(this->stateFlags1 & PLAYER_STATE1_27)) {
dLists = &D_80125E58[gSaveContext.linkAge];
D_80160018 = 9;
}
@ -1036,7 +1042,7 @@ void func_80090604(GlobalContext* globalCtx, Player* this, ColliderQuad* collide
COLTYPE_METAL,
};
if (this->stateFlags1 & 0x400000) {
if (this->stateFlags1 & PLAYER_STATE1_22) {
Vec3f quadDest[4];
this->shieldQuad.base.colType = shieldColTypes[this->currentShield];
@ -1070,12 +1076,12 @@ void func_800906D4(GlobalContext* globalCtx, Player* this, Vec3f* newTipPos) {
Matrix_MultVec3f(&D_801260A4[2], &newBasePos[2]);
if (func_80090480(globalCtx, NULL, &this->swordInfo[0], &newTipPos[0], &newBasePos[0]) &&
!(this->stateFlags1 & 0x400000)) {
!(this->stateFlags1 & PLAYER_STATE1_22)) {
EffectBlure_AddVertex(Effect_GetByIndex(this->swordEffectIndex), &this->swordInfo[0].tip,
&this->swordInfo[0].base);
}
if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & 0x20000))) {
if ((this->swordState > 0) && ((this->swordAnimation < 0x18) || (this->stateFlags2 & PLAYER_STATE2_17))) {
func_80090480(globalCtx, &this->swordQuads[0], &this->swordInfo[1], &newTipPos[1], &newBasePos[1]);
func_80090480(globalCtx, &this->swordQuads[1], &this->swordInfo[2], &newTipPos[2], &newBasePos[2]);
}
@ -1272,13 +1278,13 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
if (this->actor.scale.y >= 0.0f) {
if (!Player_HoldsHookshot(this) && ((hookedActor = this->heldActor) != NULL)) {
if (this->stateFlags1 & 0x200) {
if (this->stateFlags1 & PLAYER_STATE1_9) {
Matrix_MultVec3f(&D_80126128, &hookedActor->world.pos);
Matrix_RotateZYX(0x69E8, -0x5708, 0x458E, MTXMODE_APPLY);
Matrix_Get(&sp14C);
Matrix_MtxFToYXZRotS(&sp14C, &hookedActor->world.rot, 0);
hookedActor->shape.rot = hookedActor->world.rot;
} else if (this->stateFlags1 & 0x800) {
} else if (this->stateFlags1 & PLAYER_STATE1_11) {
Vec3s spB8;
Matrix_Get(&sp14C);
@ -1308,7 +1314,7 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_Push();
Matrix_Translate(stringData->pos.x, stringData->pos.y, stringData->pos.z, MTXMODE_APPLY);
if ((this->stateFlags1 & 0x200) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
if ((this->stateFlags1 & PLAYER_STATE1_9) && (this->unk_860 >= 0) && (this->unk_834 <= 10)) {
Vec3f sp90;
f32 distXYZ;
@ -1370,7 +1376,8 @@ void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s*
}
if ((this->unk_862 != 0) || ((func_8002DD6C(this) == 0) && (heldActor != NULL))) {
if (!(this->stateFlags1 & 0x400) && (this->unk_862 != 0) && (this->exchangeItemId != EXCH_ITEM_NONE)) {
if (!(this->stateFlags1 & PLAYER_STATE1_10) && (this->unk_862 != 0) &&
(this->exchangeItemId != EXCH_ITEM_NONE)) {
Math_Vec3f_Copy(&sGetItemRefPos, &this->leftHandPos);
} else {
sGetItemRefPos.x = (this->bodyPartsPos[15].x + this->leftHandPos.x) * 0.5f;