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Change player struct variable spacing (#1537)

* change spacing

* missed something

* missed another

* and another lol
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fig02 2023-09-16 22:25:56 -04:00 committed by GitHub
parent 9b207c356a
commit ba07f21e9d
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@ -591,180 +591,180 @@ typedef s32 (*PlayerFunc82C)(struct Player*, struct PlayState*);
typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
typedef struct Player {
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 unk_15A;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0000 */ Actor actor;
/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId;
/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155[0x003];
/* 0x0158 */ u8 modelGroup;
/* 0x0159 */ u8 nextModelGroup;
/* 0x015A */ s8 unk_15A;
/* 0x015B */ u8 modelAnimType;
/* 0x015C */ u8 leftHandType;
/* 0x015D */ u8 rightHandType;
/* 0x015E */ u8 sheathType;
/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx** rightHandDLists;
/* 0x0164 */ Gfx** leftHandDLists;
/* 0x0168 */ Gfx** sheathDLists;
/* 0x016C */ Gfx** waistDLists;
/* 0x0170 */ u8 giObjectLoading;
/* 0x0174 */ DmaRequest giObjectDmaRequest;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s8 getItemId;
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csMode;
/* 0x0445 */ u8 prevCsMode;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x01AC */ OSMesg giObjectLoadMsg;
/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime;
/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
/* 0x03A8 */ s16 unk_3A8[2];
/* 0x03AC */ Actor* heldActor;
/* 0x03B0 */ Vec3f leftHandPos;
/* 0x03BC */ Vec3s unk_3BC;
/* 0x03C4 */ Actor* unk_3C4;
/* 0x03C8 */ Vec3f unk_3C8;
/* 0x03D4 */ char unk_3D4[0x058];
/* 0x042C */ s8 doorType;
/* 0x042D */ s8 doorDirection;
/* 0x042E */ s16 doorTimer;
/* 0x0430 */ Actor* doorActor;
/* 0x0434 */ s8 getItemId;
/* 0x0436 */ u16 getItemDirection;
/* 0x0438 */ Actor* interactRangeActor;
/* 0x043C */ s8 mountSide;
/* 0x043D */ char unk_43D[0x003];
/* 0x0440 */ Actor* rideActor;
/* 0x0444 */ u8 csMode;
/* 0x0445 */ u8 prevCsMode;
/* 0x0446 */ u8 cueId;
/* 0x0447 */ u8 unk_447;
/* 0x0448 */ Actor* unk_448;
/* 0x044C */ char unk_44C[0x004];
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ s16 doorBgCamIndex;
/* 0x046C */ s16 subCamId;
/* 0x046E */ char unk_46E[0x02A];
/* 0x0498 */ ColliderCylinder cylinder;
/* 0x04E4 */ ColliderQuad meleeWeaponQuads[2];
/* 0x05E4 */ ColliderQuad shieldQuad;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0664 */ Actor* unk_664;
/* 0x0668 */ char unk_668[0x004];
/* 0x066C */ s32 unk_66C;
/* 0x0670 */ s32 meleeWeaponEffectIndex;
/* 0x0674 */ PlayerActionFunc actionFunc;
/* 0x0678 */ PlayerAgeProperties* ageProperties;
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime skelAnime2;
/* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x067C */ u32 stateFlags1;
/* 0x0680 */ u32 stateFlags2;
/* 0x0684 */ Actor* unk_684;
/* 0x0688 */ Actor* boomerangActor;
/* 0x068C */ Actor* naviActor;
/* 0x0690 */ s16 naviTextId;
/* 0x0692 */ u8 stateFlags3;
/* 0x0693 */ s8 exchangeItemId;
/* 0x0694 */ Actor* targetActor;
/* 0x0698 */ f32 targetActorDistance;
/* 0x069C */ char unk_69C[0x004];
/* 0x06A0 */ f32 unk_6A0;
/* 0x06A4 */ f32 closestSecretDistSq;
/* 0x06A8 */ Actor* unk_6A8;
/* 0x06AC */ s8 unk_6AC;
/* 0x06AD */ u8 unk_6AD;
/* 0x06AE */ u16 unk_6AE;
/* 0x06B0 */ s16 unk_6B0;
/* 0x06B2 */ char unk_6B4[0x004];
/* 0x06B6 */ s16 unk_6B6;
/* 0x06B8 */ s16 unk_6B8;
/* 0x06BA */ s16 unk_6BA;
/* 0x06BC */ s16 unk_6BC;
/* 0x06BE */ s16 unk_6BE;
/* 0x06C0 */ s16 unk_6C0;
/* 0x06C2 */ s16 unk_6C2;
/* 0x06C4 */ f32 unk_6C4;
/* 0x06C8 */ SkelAnime skelAnime2;
/* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT];
/* 0x082C */ PlayerFunc82C func_82C;
/* 0x0830 */ f32 unk_830;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ s8 unk_84F;
/* 0x0850 */ s16 unk_850; // multipurpose timer
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s8 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType;
/* 0x088D */ u8 ledgeClimbDelayTimer;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 shockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x0830 */ f32 unk_830;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;
/* 0x0847 */ s8 unk_847[4];
/* 0x084B */ s8 unk_84B[4];
/* 0x084F */ s8 unk_84F;
/* 0x0850 */ s16 unk_850; // multipurpose timer
/* 0x0854 */ f32 unk_854;
/* 0x0858 */ f32 unk_858;
/* 0x085C */ f32 unk_85C; // stick length among other things
/* 0x0860 */ s16 unk_860; // stick flame timer among other things
/* 0x0862 */ s8 unk_862; // get item draw ID + 1
/* 0x0864 */ f32 unk_864;
/* 0x0868 */ f32 unk_868;
/* 0x086C */ f32 unk_86C;
/* 0x0870 */ f32 unk_870;
/* 0x0874 */ f32 unk_874;
/* 0x0878 */ f32 unk_878;
/* 0x087C */ s16 unk_87C;
/* 0x087E */ s16 unk_87E;
/* 0x0880 */ f32 unk_880;
/* 0x0884 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType;
/* 0x088D */ u8 ledgeClimbDelayTimer;
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
/* 0x0891 */ u8 shockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C;
/* 0x089E */ u16 floorSfxOffset;
/* 0x08A0 */ u8 unk_8A0;
/* 0x08A1 */ u8 unk_8A1;
/* 0x08A2 */ s16 unk_8A2;
/* 0x08A4 */ f32 unk_8A4;
/* 0x08A8 */ f32 unk_8A8;
/* 0x08AC */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw; // Yaw direction of player being pushed
/* 0x08B4 */ WeaponInfo meleeWeaponInfo[3];
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
/* 0x0A60 */ u8 isBurning;
/* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty;
/* 0x0A7B */ u8 prevFloorType;
/* 0x0A7C */ f32 unk_A7C;
/* 0x0A80 */ s16 unk_A80;
/* 0x0A82 */ u16 prevFloorSfxOffset;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0x0A79 */ u8 floorTypeTimer; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty;
/* 0x0A7B */ u8 prevFloorType;
/* 0x0A7C */ f32 unk_A7C;
/* 0x0A80 */ s16 unk_A80;
/* 0x0A82 */ u16 prevFloorSfxOffset;
/* 0x0A84 */ s16 unk_A84;
/* 0x0A86 */ s8 unk_A86;
/* 0x0A87 */ u8 unk_A87;
/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
} Player; // size = 0xA94
#endif