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Player doc: some rotation logic/data (#1443)
* Docs: some player rotation logic/data * Improve misleading comment * rename temps * unk_6AE_rotFlags * format * disasm metadata
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5 changed files with 169 additions and 140 deletions
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@ -1098,7 +1098,7 @@ int func_8002DD6C(Player* player) {
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}
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int func_8002DD78(Player* player) {
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return func_8002DD6C(player) && player->unk_834;
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return func_8002DD6C(player) && (player->unk_834 != 0);
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}
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int func_8002DDA8(PlayState* play) {
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@ -1295,22 +1295,22 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
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}
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if (limbIndex == PLAYER_LIMB_HEAD) {
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rot->x += this->unk_6BA;
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rot->y -= this->unk_6B8;
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rot->z += this->unk_6B6;
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rot->x += this->headLimbRot.z;
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rot->y -= this->headLimbRot.y;
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rot->z += this->headLimbRot.x;
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} else if (limbIndex == PLAYER_LIMB_UPPER) {
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if (this->unk_6B0 != 0) {
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if (this->upperLimbYawSecondary != 0) {
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Matrix_RotateZ(BINANG_TO_RAD(0x44C), MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD(this->unk_6B0), MTXMODE_APPLY);
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Matrix_RotateY(BINANG_TO_RAD(this->upperLimbYawSecondary), MTXMODE_APPLY);
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}
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if (this->unk_6BE != 0) {
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Matrix_RotateY(BINANG_TO_RAD(this->unk_6BE), MTXMODE_APPLY);
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if (this->upperLimbRot.y != 0) {
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Matrix_RotateY(BINANG_TO_RAD(this->upperLimbRot.y), MTXMODE_APPLY);
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}
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if (this->unk_6BC != 0) {
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Matrix_RotateX(BINANG_TO_RAD(this->unk_6BC), MTXMODE_APPLY);
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if (this->upperLimbRot.x != 0) {
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Matrix_RotateX(BINANG_TO_RAD(this->upperLimbRot.x), MTXMODE_APPLY);
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}
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if (this->unk_6C0 != 0) {
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Matrix_RotateZ(BINANG_TO_RAD(this->unk_6C0), MTXMODE_APPLY);
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if (this->upperLimbRot.z != 0) {
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Matrix_RotateZ(BINANG_TO_RAD(this->upperLimbRot.z), MTXMODE_APPLY);
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}
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} else if (limbIndex == PLAYER_LIMB_L_THIGH) {
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s32 pad;
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@ -1788,7 +1788,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
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Matrix_MtxFToYXZRotS(&sp44, &heldActor->world.rot, 0);
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heldActor->shape.rot = heldActor->world.rot;
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if (func_8002DD78(this) != 0) {
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if (func_8002DD78(this)) {
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Matrix_Translate(500.0f, 300.0f, 0.0f, MTXMODE_APPLY);
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Player_DrawHookshotReticle(play, this,
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(this->heldItemAction == PLAYER_IA_HOOKSHOT) ? 38600.0f : 77600.0f);
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