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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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@ -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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