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document player params
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33391c0a5b
commit
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6 changed files with 22 additions and 14 deletions
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@ -7,7 +7,13 @@
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struct Player;
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#define PLAYER_GET_START_MODE(thisx) PARAMS_GET_S(thisx->params, 8, 4)
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#define PLAYER_PARAMS(startMode, startBgCamIndex) (PARAMS_PACK(startMode, 8, 4) | PARAMS_PACK(startBgCamIndex, 0, 8))
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// Determines behavior when spawning. See `PlayerStartMode`.
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#define PLAYER_GET_START_MODE(thisx) PARAMS_GET_S((thisx)->params, 8, 4)
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// Sets inital `bgCamIndex` which determines camera setting used from scene data.
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#define PLAYER_GET_START_BG_CAM_INDEX(thisx) PARAMS_GET_S((thisx)->params, 0, 8)
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typedef enum PlayerStartMode {
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/* 0 */ PLAYER_START_MODE_NOTHING, // Update is empty and draw function is NULL, nothing occurs. Useful in cutscenes, for example.
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@ -2186,7 +2186,7 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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if (D_8015BC18 == 0.0f) {
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gSaveContext.respawn[RESPAWN_MODE_TOP] = gSaveContext.respawn[RESPAWN_MODE_DOWN];
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gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = 0x06FF;
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gSaveContext.respawn[RESPAWN_MODE_TOP].playerParams = PLAYER_PARAMS(PLAYER_START_MODE_FARORES_WIND, -1);
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gSaveContext.respawn[RESPAWN_MODE_TOP].data = 40;
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}
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@ -483,8 +483,9 @@ void Play_Init(GameState* thisx) {
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Camera_InitDataUsingPlayer(&this->mainCamera, player);
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Camera_RequestMode(&this->mainCamera, CAM_MODE_NORMAL);
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playerStartBgCamIndex = PARAMS_GET_U(player->actor.params, 0, 8);
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if (playerStartBgCamIndex != 0xFF) {
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playerStartBgCamIndex = PLAYER_GET_START_BG_CAM_INDEX(&player->actor);
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if (playerStartBgCamIndex != -1) {
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PRINTF("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
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Camera_RequestBgCam(&this->mainCamera, playerStartBgCamIndex);
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}
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@ -1900,7 +1901,7 @@ void Play_LoadToLastEntrance(PlayState* this) {
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}
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void Play_TriggerRespawn(PlayState* this) {
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Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(this, RESPAWN_MODE_DOWN, PLAYER_PARAMS(PLAYER_START_MODE_IDLE, -1));
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Play_LoadToLastEntrance(this);
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}
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@ -131,7 +131,7 @@ void DoorAna_WaitOpen(DoorAna* this, PlayState* play) {
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if ((this->actor.attentionRangeType != 0) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
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(player->stateFlags1 & PLAYER_STATE1_31) && (player->av1.actionVar1 == 0)) {
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destinationIdx = PARAMS_GET_U(this->actor.params, 12, 3) - 1;
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Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN, 0x4FF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_RETURN, PLAYER_PARAMS(PLAYER_START_MODE_GROTTO, -1));
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gSaveContext.respawn[RESPAWN_MODE_RETURN].pos.y = this->actor.world.pos.y;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].yaw = this->actor.home.rot.y;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].data = PARAMS_GET_U(this->actor.params, 0, 16);
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@ -821,7 +821,7 @@ void DoorShutter_SetupClosed(DoorShutter* this, PlayState* play) {
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play->roomCtx.activeBufPage ^= 1;
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}
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Room_FinishRoomChange(play, &play->roomCtx);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0x0EFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, PLAYER_PARAMS(PLAYER_START_MODE_MOVE_FORWARD_SLOW, -1));
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}
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this->isActive = false;
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this->dyna.actor.velocity.y = 0.0f;
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@ -4815,7 +4815,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
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respawnInfo = &fallingSpikeTrapRespawn;
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}
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, PLAYER_PARAMS(PLAYER_START_MODE_IDLE, -1));
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gSaveContext.respawn[RESPAWN_MODE_DOWN].pos = respawnInfo->pos;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = respawnInfo->yaw;
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}
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@ -10186,7 +10186,7 @@ s32 func_80845BA0(PlayState* play, Player* this, f32* arg2, s32 arg3) {
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s32 func_80845C68(PlayState* play, s32 arg1) {
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if (arg1 == 0) {
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, PLAYER_PARAMS(PLAYER_START_MODE_IDLE, -1));
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}
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gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 0;
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return arg1;
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@ -10272,7 +10272,7 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
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Room_FinishRoomChange(play, &play->roomCtx);
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}
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Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, PLAYER_PARAMS(PLAYER_START_MODE_IDLE, -1));
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}
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return;
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}
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@ -10747,7 +10747,8 @@ void Player_Init(Actor* thisx, PlayState* play2) {
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}
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if (func_80845C68(play, (respawnFlag == 2) ? 1 : 0) == 0) {
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gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams = PARAMS_GET_S(thisx->params, 0, 8) | 0xD00;
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gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams =
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PLAYER_PARAMS(PLAYER_START_MODE_IDLE, PLAYER_GET_START_BG_CAM_INDEX(thisx));
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}
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gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 1;
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@ -13780,7 +13781,7 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
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s32 pad;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].entranceIndex = sWarpSongEntrances[play->msgCtx.lastPlayedSong];
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = 0x5FF;
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gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams = PLAYER_PARAMS(PLAYER_START_MODE_WARP_SONG, -1);
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gSaveContext.respawn[RESPAWN_MODE_RETURN].data = play->msgCtx.lastPlayedSong;
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this->csAction = PLAYER_CSACTION_NONE;
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@ -14779,13 +14780,13 @@ void Player_Action_808507F4(Player* this, PlayState* play) {
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if (this->av2.actionVar2 == 0) {
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gSaveContext.respawn[RESPAWN_MODE_TOP].data = 1;
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Play_SetupRespawnPoint(play, RESPAWN_MODE_TOP, 0x6FF);
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Play_SetupRespawnPoint(play, RESPAWN_MODE_TOP, PLAYER_PARAMS(PLAYER_START_MODE_FARORES_WIND, -1));
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gSaveContext.save.info.fw.set = 1;
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gSaveContext.save.info.fw.pos.x = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.x;
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gSaveContext.save.info.fw.pos.y = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.y;
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gSaveContext.save.info.fw.pos.z = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.z;
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gSaveContext.save.info.fw.yaw = gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw;
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gSaveContext.save.info.fw.playerParams = 0x6FF;
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gSaveContext.save.info.fw.playerParams = PLAYER_PARAMS(PLAYER_START_MODE_FARORES_WIND, -1);
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gSaveContext.save.info.fw.entranceIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex;
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gSaveContext.save.info.fw.roomIndex = gSaveContext.respawn[RESPAWN_MODE_DOWN].roomIndex;
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gSaveContext.save.info.fw.tempSwchFlags = gSaveContext.respawn[RESPAWN_MODE_DOWN].tempSwchFlags;
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