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PlayerActionParam
-> PlayerItemAction
(#1394)
* `PLAYER_AP_` -> `PLAYER_IA_` * Change temps, args, comments, members to "item action" * Format
This commit is contained in:
parent
e7558cc305
commit
b6d9a8183b
13 changed files with 400 additions and 407 deletions
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@ -24,75 +24,75 @@ s16 sBootData[PLAYER_BOOTS_MAX][17] = {
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{ 200, 1000, 300, 800, 500, 400, 800, 400, 800, 550, -100, 600, 540, 750, 125, 400, 200 },
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};
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// Used to map action params to model groups
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u8 sActionModelGroups[PLAYER_AP_MAX] = {
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_NONE
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PLAYER_MODELGROUP_15, // PLAYER_AP_LAST_USED
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PLAYER_MODELGROUP_10, // PLAYER_AP_FISHING_POLE
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PLAYER_MODELGROUP_SWORD, // PLAYER_AP_SWORD_MASTER
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PLAYER_MODELGROUP_SWORD, // PLAYER_AP_SWORD_KOKIRI
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PLAYER_MODELGROUP_BGS, // PLAYER_AP_SWORD_BGS
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PLAYER_MODELGROUP_10, // PLAYER_AP_STICK
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PLAYER_MODELGROUP_HAMMER, // PLAYER_AP_HAMMER
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_FIRE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_ICE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_LIGHT
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_0C
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_0D
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_BOW_0E
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_SLINGSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_AP_HOOKSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_AP_LONGSHOT
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_AP_BOMB
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_AP_BOMBCHU
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PLAYER_MODELGROUP_BOOMERANG, // PLAYER_AP_BOOMERANG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MAGIC_SPELL_15
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MAGIC_SPELL_16
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_AP_MAGIC_SPELL_17
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_FARORES_WIND
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_NAYRUS_LOVE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_DINS_FIRE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_NUT
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PLAYER_MODELGROUP_OCARINA, // PLAYER_AP_OCARINA_FAIRY
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PLAYER_MODELGROUP_OOT, // PLAYER_AP_OCARINA_TIME
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_FISH
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_FIRE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_BUG
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_BIG_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_LETTER
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POTION_RED
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POTION_BLUE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_POTION_GREEN
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_MILK
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_MILK_HALF
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_AP_BOTTLE_FAIRY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_LETTER_ZELDA
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_WEIRD_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_CHICKEN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_BEAN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_POCKET_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_POCKET_CUCCO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_COJIRO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_ODD_MUSHROOM
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_ODD_POTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_SAW
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_SWORD_BROKEN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_PRESCRIPTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_FROG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_EYEDROPS
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_CLAIM_CHECK
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_KEATON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_SKULL
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_SPOOKY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_BUNNY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_GORON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_ZORA
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_GERUDO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_MASK_TRUTH
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_AP_LENS
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// Used to map item actions to model groups
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u8 sActionModelGroups[PLAYER_IA_MAX] = {
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
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PLAYER_MODELGROUP_15, // PLAYER_IA_LAST_USED
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PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
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PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_MASTER
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PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_KOKIRI
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PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BGS
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PLAYER_MODELGROUP_10, // PLAYER_IA_STICK
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PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
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PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
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PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
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PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
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PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NUT
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PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
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PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_TIME
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_LETTER
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
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PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LETTER_ZELDA
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BEAN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SAW
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_SWORD_BROKEN
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
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PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS
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};
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TextTriggerEntry sTextTriggers[] = {
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@ -491,8 +491,7 @@ s32 Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csMode != 0) ||
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(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
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(this->stateFlags3 & PLAYER_STATE3_7) ||
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((gSaveContext.magicState != MAGIC_STATE_IDLE) &&
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(Player_ActionToMagicSpell(this, this->itemActionParam) >= 0));
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((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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}
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s32 Player_InCsMode(PlayState* play) {
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@ -509,8 +508,8 @@ s32 Player_IsChildWithHylianShield(Player* this) {
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return gSaveContext.linkAge != LINK_AGE_ADULT && (this->currentShield == PLAYER_SHIELD_HYLIAN);
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}
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s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
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s32 modelGroup = sActionModelGroups[actionParam];
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s32 Player_ActionToModelGroup(Player* this, s32 itemAction) {
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s32 modelGroup = sActionModelGroups[itemAction];
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if ((modelGroup == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) {
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// child, using kokiri sword with hylian shield equipped
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@ -522,7 +521,7 @@ s32 Player_ActionToModelGroup(Player* this, s32 actionParam) {
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void Player_SetModelsForHoldingShield(Player* this) {
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if ((this->stateFlags1 & PLAYER_STATE1_22) &&
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((this->itemActionParam < 0) || (this->itemActionParam == this->heldItemActionParam))) {
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((this->itemAction < 0) || (this->itemAction == this->heldItemAction))) {
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if (!Player_HoldsTwoHandedWeapon(this) && !Player_IsChildWithHylianShield(this)) {
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this->rightHandType = PLAYER_MODELTYPE_RH_SHIELD;
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this->rightHandDLists = sPlayerDListGroups[PLAYER_MODELTYPE_RH_SHIELD] + ((void)0, gSaveContext.linkAge);
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@ -533,7 +532,7 @@ void Player_SetModelsForHoldingShield(Player* this) {
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}
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this->sheathDLists = sPlayerDListGroups[this->sheathType] + ((void)0, gSaveContext.linkAge);
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this->modelAnimType = PLAYER_ANIMTYPE_2;
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this->itemActionParam = -1;
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this->itemAction = -1;
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}
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}
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}
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@ -572,8 +571,8 @@ void Player_SetModelGroup(Player* this, s32 modelGroup) {
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}
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void func_8008EC70(Player* this) {
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this->itemActionParam = this->heldItemActionParam;
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Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
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this->itemAction = this->heldItemAction;
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Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
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this->unk_6AD = 0;
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}
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@ -583,20 +582,20 @@ void Player_SetEquipmentData(PlayState* play, Player* this) {
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this->currentTunic = TUNIC_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_TUNIC));
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this->currentBoots = BOOTS_EQUIP_TO_PLAYER(CUR_EQUIP_VALUE(EQUIP_TYPE_BOOTS));
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this->currentSwordItemId = B_BTN_ITEM;
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Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemActionParam));
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Player_SetModelGroup(this, Player_ActionToModelGroup(this, this->heldItemAction));
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Player_SetBootData(play, this);
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}
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}
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void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam) {
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void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction) {
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Inventory_UpdateBottleItem(play, item, this->heldItemButton);
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if (item != ITEM_BOTTLE) {
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this->heldItemId = item;
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this->heldItemActionParam = actionParam;
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this->heldItemAction = itemAction;
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}
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this->itemActionParam = actionParam;
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this->itemAction = itemAction;
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}
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void func_8008EDF0(Player* this) {
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@ -645,7 +644,7 @@ s32 Player_IsBurningStickInRange(PlayState* play, Vec3f* pos, f32 xzRange, f32 y
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Vec3f diff;
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s32 pad;
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if ((this->heldItemActionParam == PLAYER_AP_STICK) && (this->unk_860 != 0)) {
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if ((this->heldItemAction == PLAYER_IA_STICK) && (this->unk_860 != 0)) {
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Math_Vec3f_Diff(&this->meleeWeaponInfo[0].tip, pos, &diff);
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return ((SQ(diff.x) + SQ(diff.z)) <= SQ(xzRange)) && (0.0f <= diff.y) && (diff.y <= yRange);
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} else {
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@ -691,8 +690,8 @@ s32 Player_HasMirrorShieldSetToDraw(PlayState* play) {
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return (this->rightHandType == PLAYER_MODELTYPE_RH_SHIELD) && (this->currentShield == PLAYER_SHIELD_MIRROR);
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}
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s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
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s32 magicSpell = actionParam - PLAYER_AP_MAGIC_SPELL_15;
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s32 Player_ActionToMagicSpell(Player* this, s32 itemAction) {
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s32 magicSpell = itemAction - PLAYER_IA_MAGIC_SPELL_15;
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if ((magicSpell >= 0) && (magicSpell < 6)) {
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return magicSpell;
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@ -702,15 +701,15 @@ s32 Player_ActionToMagicSpell(Player* this, s32 actionParam) {
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}
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s32 Player_HoldsHookshot(Player* this) {
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return (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) || (this->heldItemActionParam == PLAYER_AP_LONGSHOT);
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return (this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT);
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}
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s32 func_8008F128(Player* this) {
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return Player_HoldsHookshot(this) && (this->heldActor == NULL);
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}
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s32 Player_ActionToMeleeWeapon(s32 actionParam) {
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s32 meleeWeapon = actionParam - PLAYER_AP_FISHING_POLE;
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s32 Player_ActionToMeleeWeapon(s32 itemAction) {
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s32 meleeWeapon = itemAction - PLAYER_IA_FISHING_POLE;
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if ((meleeWeapon > 0) && (meleeWeapon < 6)) {
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return meleeWeapon;
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@ -720,11 +719,11 @@ s32 Player_ActionToMeleeWeapon(s32 actionParam) {
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}
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s32 Player_GetMeleeWeaponHeld(Player* this) {
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return Player_ActionToMeleeWeapon(this->heldItemActionParam);
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return Player_ActionToMeleeWeapon(this->heldItemAction);
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}
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s32 Player_HoldsTwoHandedWeapon(Player* this) {
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if ((this->heldItemActionParam >= PLAYER_AP_SWORD_BGS) && (this->heldItemActionParam <= PLAYER_AP_HAMMER)) {
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if ((this->heldItemAction >= PLAYER_IA_SWORD_BGS) && (this->heldItemAction <= PLAYER_IA_HAMMER)) {
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return 1;
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} else {
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return 0;
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@ -732,11 +731,11 @@ s32 Player_HoldsTwoHandedWeapon(Player* this) {
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}
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s32 Player_HoldsBrokenKnife(Player* this) {
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return (this->heldItemActionParam == PLAYER_AP_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
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return (this->heldItemAction == PLAYER_IA_SWORD_BGS) && (gSaveContext.swordHealth <= 0.0f);
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}
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s32 Player_ActionToBottle(Player* this, s32 actionParam) {
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s32 bottle = actionParam - PLAYER_AP_BOTTLE;
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s32 Player_ActionToBottle(Player* this, s32 itemAction) {
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s32 bottle = itemAction - PLAYER_IA_BOTTLE;
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if ((bottle >= 0) && (bottle < 13)) {
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return bottle;
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@ -746,11 +745,11 @@ s32 Player_ActionToBottle(Player* this, s32 actionParam) {
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}
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s32 Player_GetBottleHeld(Player* this) {
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return Player_ActionToBottle(this, this->heldItemActionParam);
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return Player_ActionToBottle(this, this->heldItemAction);
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}
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s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
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s32 explosive = actionParam - PLAYER_AP_BOMB;
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s32 Player_ActionToExplosive(Player* this, s32 itemAction) {
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s32 explosive = itemAction - PLAYER_IA_BOMB;
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if ((explosive >= 0) && (explosive < 2)) {
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return explosive;
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@ -760,14 +759,14 @@ s32 Player_ActionToExplosive(Player* this, s32 actionParam) {
|
|||
}
|
||||
|
||||
s32 Player_GetExplosiveHeld(Player* this) {
|
||||
return Player_ActionToExplosive(this, this->heldItemActionParam);
|
||||
return Player_ActionToExplosive(this, this->heldItemAction);
|
||||
}
|
||||
|
||||
s32 func_8008F2BC(Player* this, s32 actionParam) {
|
||||
s32 func_8008F2BC(Player* this, s32 itemAction) {
|
||||
s32 sword = 0;
|
||||
|
||||
if (actionParam != PLAYER_AP_LAST_USED) {
|
||||
sword = actionParam - PLAYER_AP_SWORD_MASTER;
|
||||
if (itemAction != PLAYER_IA_LAST_USED) {
|
||||
sword = itemAction - PLAYER_IA_SWORD_MASTER;
|
||||
if ((sword < 0) || (sword >= 3)) {
|
||||
goto return_neg;
|
||||
}
|
||||
|
@ -979,7 +978,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
|
|||
s32 temp3;
|
||||
|
||||
if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & PLAYER_STATE1_7) &&
|
||||
(Player_ActionToMagicSpell(this, this->itemActionParam) < 0)) {
|
||||
(Player_ActionToMagicSpell(this, this->itemAction) < 0)) {
|
||||
s32 pad;
|
||||
|
||||
sp7C = D_80126058[(void)0, gSaveContext.linkAge];
|
||||
|
@ -1454,7 +1453,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
|
|||
|
||||
Math_Vec3f_Copy(&this->leftHandPos, sCurBodyPartPos);
|
||||
|
||||
if (this->itemActionParam == PLAYER_AP_STICK) {
|
||||
if (this->itemAction == PLAYER_IA_STICK) {
|
||||
Vec3f sp124[3];
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2633);
|
||||
|
@ -1490,7 +1489,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
|
|||
func_80090A28(this, spE4);
|
||||
func_800906D4(play, this, spE4);
|
||||
} else if ((*dList != NULL) && (this->leftHandType == PLAYER_MODELTYPE_LH_BOTTLE)) {
|
||||
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemActionParam)];
|
||||
Color_RGB8* bottleColor = &sBottleColors[Player_ActionToBottle(this, this->itemAction)];
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2710);
|
||||
|
||||
|
@ -1580,8 +1579,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
|
|||
}
|
||||
|
||||
if (this->actor.scale.y >= 0.0f) {
|
||||
if ((this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ||
|
||||
(this->heldItemActionParam == PLAYER_AP_LONGSHOT)) {
|
||||
if ((this->heldItemAction == PLAYER_IA_HOOKSHOT) || (this->heldItemAction == PLAYER_IA_LONGSHOT)) {
|
||||
Matrix_MultVec3f(&D_80126184, &this->unk_3C8);
|
||||
|
||||
if (heldActor != NULL) {
|
||||
|
@ -1596,8 +1594,8 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
|
|||
|
||||
if (func_8002DD78(this) != 0) {
|
||||
Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
|
||||
Player_DrawHookshotReticle(
|
||||
play, this, (this->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 38600.0f : 77600.0f);
|
||||
Player_DrawHookshotReticle(play, this,
|
||||
(this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue