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PLAYER_STATE1_DEAD
(#2204)
* PLAYER_STATE1_DEAD * change comment * format
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13 changed files with 36 additions and 35 deletions
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@ -1143,7 +1143,8 @@ void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
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}
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int func_8002DEEC(Player* player) {
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return (player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (player->csAction != PLAYER_CSACTION_NONE);
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return (player->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_29)) ||
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(player->csAction != PLAYER_CSACTION_NONE);
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}
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void func_8002DF18(PlayState* play, Player* player) {
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@ -1808,7 +1809,7 @@ s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_7 | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 | PLAYER_STATE1_14 |
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PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21)) &&
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Player_GetExplosiveHeld(player) < 0) {
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if ((((player->heldActor != NULL) || (actor == player->talkActor)) && (getItemId > GI_NONE) &&
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@ -1882,7 +1883,7 @@ u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide) {
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Player* player = GET_PLAYER(play);
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if (!(player->stateFlags1 &
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(PLAYER_STATE1_7 | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 |
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(PLAYER_STATE1_DEAD | PLAYER_STATE1_ACTOR_CARRY | PLAYER_STATE1_CHARGING_SPIN_ATTACK | PLAYER_STATE1_13 |
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PLAYER_STATE1_14 | PLAYER_STATE1_18 | PLAYER_STATE1_19 | PLAYER_STATE1_20 | PLAYER_STATE1_21))) {
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player->rideActor = horse;
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player->mountSide = mountSide;
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@ -2257,29 +2258,29 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* play
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u32 sCategoryFreezeMasks[ACTORCAT_MAX] = {
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// ACTORCAT_SWITCH
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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// ACTORCAT_BG
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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// ACTORCAT_PLAYER
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0,
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// ACTORCAT_EXPLOSIVE
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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// ACTORCAT_NPC
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PLAYER_STATE1_7,
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PLAYER_STATE1_DEAD,
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// ACTORCAT_ENEMY
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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// ACTORCAT_PROP
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PLAYER_STATE1_7 | PLAYER_STATE1_28,
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PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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// ACTORCAT_ITEMACTION
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0,
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// ACTORCAT_MISC
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28 | PLAYER_STATE1_29,
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// ACTORCAT_BOSS
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_10 | PLAYER_STATE1_28,
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// ACTORCAT_DOOR
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0,
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// ACTORCAT_CHEST
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PLAYER_STATE1_6 | PLAYER_STATE1_7 | PLAYER_STATE1_28,
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PLAYER_STATE1_6 | PLAYER_STATE1_DEAD | PLAYER_STATE1_28,
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};
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void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
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@ -490,7 +490,7 @@ void Player_SetBootData(PlayState* play, Player* this) {
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}
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int Player_InBlockingCsMode(PlayState* play, Player* this) {
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return (this->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_29)) || (this->csAction != PLAYER_CSACTION_NONE) ||
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return (this->stateFlags1 & (PLAYER_STATE1_DEAD | PLAYER_STATE1_29)) || (this->csAction != PLAYER_CSACTION_NONE) ||
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(play->transitionTrigger == TRANS_TRIGGER_START) || (this->stateFlags1 & PLAYER_STATE1_0) ||
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(this->stateFlags3 & PLAYER_STATE3_FLYING_WITH_HOOKSHOT) ||
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((gSaveContext.magicState != MAGIC_STATE_IDLE) && (Player_ActionToMagicSpell(this, this->itemAction) >= 0));
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@ -1048,7 +1048,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
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s16 temp2;
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s32 temp3;
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if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & PLAYER_STATE1_7) &&
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if ((this->actor.scale.y >= 0.0f) && !(this->stateFlags1 & PLAYER_STATE1_DEAD) &&
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(Player_ActionToMagicSpell(this, this->itemAction) < 0)) {
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s32 pad;
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