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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
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96 changed files with 945 additions and 810 deletions
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@ -511,7 +511,7 @@ s32 Camera_GetWaterBoxDataIdx(Camera* camera, f32* waterY) {
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return -1;
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}
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if (!(camera->player->stateFlags1 & 0x8000000)) {
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if (!(camera->player->stateFlags1 & PLAYER_STATE1_27)) {
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// player is not swimming
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*waterY = BGCHECK_Y_MIN;
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return -1;
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@ -1021,7 +1021,7 @@ s32 Camera_CalcAtForParallel(Camera* camera, VecSph* arg1, f32 yOffset, f32* arg
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}
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if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
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camera->player->stateFlags1 & 0x200000) {
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camera->player->stateFlags1 & PLAYER_STATE1_21) {
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*arg3 = Camera_LERPCeilF(playerPosRot->pos.y, *arg3, PCT(OREG(43)), 0.1f);
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phi_f20 = playerPosRot->pos.y - *arg3;
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posOffsetTarget.y -= phi_f20;
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@ -1124,7 +1124,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecSph* eyeAtDir, Vec3f* targetPos, f
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tmpPos0.z = tmpPos0.z + lookFromOffset.z;
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if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
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camera->player->stateFlags1 & 0x200000) {
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camera->player->stateFlags1 & PLAYER_STATE1_21) {
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*yPosOffset = Camera_LERPCeilF(playerPosRot->pos.y, *yPosOffset, PCT(OREG(43)), 0.1f);
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yPosDelta = playerPosRot->pos.y - *yPosOffset;
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tmpPos0.y -= yPosDelta;
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@ -2059,7 +2059,7 @@ s32 Camera_Parallel1(Camera* camera) {
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}
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if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
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camera->player->stateFlags1 & 0x200000) {
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camera->player->stateFlags1 & PLAYER_STATE1_21) {
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anim->yTarget = playerPosRot->pos.y;
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sp6A = 0;
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} else {
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@ -2748,7 +2748,7 @@ s32 Camera_Battle1(Camera* camera) {
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sp78 = batt1->swingPitchFinal;
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fov = batt1->fov;
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if (camera->player->stateFlags1 & 0x1000) {
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if (camera->player->stateFlags1 & PLAYER_STATE1_12) {
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// charging sword.
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anim->unk_10 = Camera_LERPCeilF(PCT(OREG(12)) * 0.5f, anim->unk_10, PCT(OREG(25)), 0.1f);
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camera->xzOffsetUpdateRate = Camera_LERPCeilF(0.2f, camera->xzOffsetUpdateRate, PCT(OREG(25)), 0.1f);
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@ -2819,7 +2819,7 @@ s32 Camera_Battle1(Camera* camera) {
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}
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if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
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camera->player->stateFlags1 & 0x200000) {
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camera->player->stateFlags1 & PLAYER_STATE1_21) {
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isOffGround = false;
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anim->yPosOffset = playerPosRot->pos.y;
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} else {
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@ -3139,7 +3139,7 @@ s32 Camera_KeepOn1(Camera* camera) {
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anim->unk_0C = NULL;
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cont:
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if (camera->playerGroundY == camera->playerPosRot.pos.y || camera->player->actor.gravity > -0.1f ||
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camera->player->stateFlags1 & 0x200000) {
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camera->player->stateFlags1 & PLAYER_STATE1_21) {
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anim->unk_08 = playerPosRot->pos.y;
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sp80 = 0;
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} else {
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@ -3560,7 +3560,7 @@ s32 Camera_KeepOn4(Camera* camera) {
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keep4->unk_04 = playerHeight * 1.6f * yNormal;
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keep4->unk_08 = -2.0f;
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keep4->unk_0C = 120.0f;
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keep4->unk_10 = player->stateFlags1 & 0x8000000 ? 0.0f : 20.0f;
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keep4->unk_10 = player->stateFlags1 & PLAYER_STATE1_27 ? 0.0f : 20.0f;
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keep4->unk_1C = 0x3212;
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keep4->unk_1E = 0x1E;
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keep4->unk_18 = 50.0f;
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@ -4813,7 +4813,7 @@ s32 Camera_Unique0(Camera* camera) {
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camera->animState++;
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}
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if (player->stateFlags1 & 0x20000000) {
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if (player->stateFlags1 & PLAYER_STATE1_29) {
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anim->initalPos = playerPosRot->pos;
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}
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@ -4821,7 +4821,7 @@ s32 Camera_Unique0(Camera* camera) {
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if (anim->animTimer > 0) {
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anim->animTimer--;
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anim->initalPos = playerPosRot->pos;
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} else if ((!(player->stateFlags1 & 0x20000000)) &&
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} else if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
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((OLib_Vec3fDistXZ(&playerPosRot->pos, &anim->initalPos) >= 10.0f) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
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@ -4849,7 +4849,7 @@ s32 Camera_Unique0(Camera* camera) {
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anim->initalPos = playerPosRot->pos;
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}
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if ((!(player->stateFlags1 & 0x20000000)) &&
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if ((!(player->stateFlags1 & PLAYER_STATE1_29)) &&
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((0.001f < camera->xzSpeed) || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_B) ||
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CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CLEFT) ||
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@ -5066,7 +5066,8 @@ s32 Camera_Unique9(Camera* camera) {
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D_8011D3AC = anim->curKeyFrame->unk_01 & 0xF;
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} else if ((anim->curKeyFrame->unk_01 & 0xF0) == 0xC0) {
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Camera_UpdateInterface(0xF000 | ((anim->curKeyFrame->unk_01 & 0xF) << 8));
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} else if (camera->player->stateFlags1 & 0x8000000 && player->currentBoots != PLAYER_BOOTS_IRON) {
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} else if (camera->player->stateFlags1 & PLAYER_STATE1_27 &&
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player->currentBoots != PLAYER_BOOTS_IRON) {
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func_8002DF38(camera->globalCtx, camera->target, 8);
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osSyncPrintf("camera: demo: player demo set WAIT\n");
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} else {
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@ -5442,7 +5443,7 @@ s32 Camera_Unique9(Camera* camera) {
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// Set the player's position
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camera->player->actor.world.pos.x = anim->playerPos.x;
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camera->player->actor.world.pos.z = anim->playerPos.z;
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if (camera->player->stateFlags1 & 0x8000000 && player->currentBoots != PLAYER_BOOTS_IRON) {
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if (camera->player->stateFlags1 & PLAYER_STATE1_27 && player->currentBoots != PLAYER_BOOTS_IRON) {
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camera->player->actor.world.pos.y = anim->playerPos.y;
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}
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} else {
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@ -6003,16 +6004,16 @@ s32 Camera_Demo5(Camera* camera) {
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sDemo5PrevSfxFrame = camera->globalCtx->state.frames;
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if (camera->player->stateFlags1 & 0x8000000 && (player->currentBoots != PLAYER_BOOTS_IRON)) {
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if (camera->player->stateFlags1 & PLAYER_STATE1_27 && (player->currentBoots != PLAYER_BOOTS_IRON)) {
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// swimming, and not iron boots
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player->stateFlags1 |= 0x20000000;
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player->stateFlags1 |= PLAYER_STATE1_29;
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// env frozen
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player->actor.freezeTimer = camera->timer;
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} else {
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sp4A = playerhead.rot.y - playerTargetGeo.yaw;
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if (camera->target->category == ACTORCAT_PLAYER) {
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pad = camera->globalCtx->state.frames - sDemo5PrevAction12Frame;
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if (player->stateFlags1 & 0x800) {
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if (player->stateFlags1 & PLAYER_STATE1_11) {
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// holding object over head.
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func_8002DF54(camera->globalCtx, camera->target, 8);
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} else if (ABS(pad) > 3000) {
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@ -7072,7 +7073,7 @@ s32 Camera_CheckWater(Camera* camera) {
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}
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if (camera->unk_14C & 0x200) {
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if (player->stateFlags2 & 0x800) {
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if (player->stateFlags2 & PLAYER_STATE2_11) {
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Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_WATER_SURFACE, 6);
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camera->unk_14C |= (s16)0x8000;
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} else if (camera->unk_14C & (s16)0x8000) {
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@ -7556,7 +7557,7 @@ void Camera_Finish(Camera* camera) {
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if ((camera->parentCamIdx == MAIN_CAM) && (camera->csId != 0)) {
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player->actor.freezeTimer = 0;
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player->stateFlags1 &= ~0x20000000;
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player->stateFlags1 &= ~PLAYER_STATE1_29;
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if (player->csMode != 0) {
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func_8002DF54(camera->globalCtx, &player->actor, 7);
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