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Doc (partially) player model and anim code data (#1143)
* Doc (partially) player model and anim data * `Player_OverrideLimbDrawPause` -> `func_80091880` * Enum comments: use hex * Change `D_80853914` to 1D array, change accesses to use new macro `PLAYER_ANIM_BY_GROUP_AND_TYPE` * `PLAYER_ANIM_BY_GROUP_AND_TYPE` -> `GET_PLAYER_ANIM`
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7 changed files with 849 additions and 417 deletions
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@ -305,7 +305,7 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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f32 sp5C;
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f32 sp58;
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if ((player->actor.draw != NULL) && (player->rightHandType == 15)) {
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if ((player->actor.draw != NULL) && (player->rightHandType == PLAYER_MODELTYPE_RH_HOOKSHOT)) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_arms_hook.c", 850);
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if ((ArmsHook_Shoot != this->actionFunc) || (this->timer <= 0)) {
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@ -97,7 +97,7 @@ void EnTorch2_Init(Actor* thisx, GlobalContext* globalCtx2) {
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sInput.cur.stick_x = sInput.cur.stick_y = 0;
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this->currentShield = PLAYER_SHIELD_HYLIAN;
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this->heldItemActionParam = this->heldItemId = PLAYER_AP_SWORD_MASTER;
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Player_SetModelGroup(this, 2);
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Player_SetModelGroup(this, PLAYER_MODELGROUP_SWORD);
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globalCtx->playerInit(this, globalCtx, &gDarkLinkSkel);
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this->actor.naviEnemyId = 0x26;
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this->cylinder.base.acFlags = AC_ON | AC_TYPE_PLAYER;
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@ -545,7 +545,7 @@ void EnZl2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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{
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Player* player = GET_PLAYER(globalCtx);
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Matrix_Push();
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if (player->rightHandType == 0xFF) {
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if (player->rightHandType == PLAYER_MODELTYPE_RH_FF) {
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Matrix_Put(&player->shieldMf);
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Matrix_Translate(180.0f, 979.0f, -375.0f, MTXMODE_APPLY);
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Matrix_RotateZYX(-0x5DE7, -0x53E9, 0x3333, MTXMODE_APPLY);
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