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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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@ -402,7 +402,7 @@ void EnTest_ChooseAction(EnTest* this, GlobalContext* globalCtx) {
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} else {
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if (this->actor.xzDistToPlayer < 110.0f) {
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if (Rand_ZeroOne() > 0.2f) {
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if (player->stateFlags1 & 0x10) {
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if (player->stateFlags1 & PLAYER_STATE1_4) {
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if (this->actor.isTargeted) {
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EnTest_SetupSlashDown(this);
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} else {
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@ -688,7 +688,7 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
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if (this->actor.xzDistToPlayer < 110.0f) {
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if (Rand_ZeroOne() > 0.2f) {
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if (player->stateFlags1 & 0x10) {
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if (player->stateFlags1 & PLAYER_STATE1_4) {
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if (this->actor.isTargeted) {
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EnTest_SetupSlashDown(this);
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} else {
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@ -973,7 +973,7 @@ void EnTest_SlashDownEnd(EnTest* this, GlobalContext* globalCtx) {
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if ((ABS(yawDiff) > 0x3E80) && (this->actor.params != STALFOS_TYPE_CEILING)) {
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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EnTest_SetupJumpBack(this);
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} else if (player->stateFlags1 & 0x10) {
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} else if (player->stateFlags1 & PLAYER_STATE1_4) {
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if (this->actor.isTargeted) {
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EnTest_SetupSlashDown(this);
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} else if ((globalCtx->gameplayFrames % 2) != 0) {
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