* Introduce and use more enums and defines for equips and data involved in player drawing
* `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_`
* Improve doc on ItemEquips/Inventory's `equipment` field
* Run formatter
* Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes`
* Name `PLAYER_MODELGROUPENTRY_*` from existing documentation
* Partial doc on `PLAYER_MODELTYPE_*`
* Some doc on `PLAYER_MODELGROUP_*`
* Run formatter
* Name and some doc/cleanup on the various player draw functions
* Name symbols used for player position in pause menu
* Name player override/post limb draw callbacks
* `BOOTS_NORMAL` -> `BOOTS_KOKIRI`
* `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE`
* `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum
* Make one constant more explicit
* Document severe bug (not an issue by luck)
* Some doc on `PLAYER_MODELTYPE_RH_FF`
* Actually name most of `PlayerModelType`
* Actually name most of `PlayerModelGroup` and improve comments
* Make equipment in debug save data use equip enums
* Name symbol for computing player's `bodyPartsPos` and fix struct access
* Name right/left `HandType` symbols
* Add `PlayerBodyPart` enum
* Run formatter
* Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing
* Document `playerSegment` related usage
* Run formatter
* Revert player bodypart changes
* Revert equips doc changes
* Revert player model and anim data changes
* Revert drawing-unrelated changes
* Move `sTunicColors` tunic comments to after data
* `0` -> `CHEST_ANIM_SHORT` in `GET_ITEM` z_player macro
* fix typos in z_en_skj
Co-authored-by: Yanis42 <yalink88@gmail.com>
* `unkSkjStruct` -> `EnSkjUnkStruct`
* Use `EFFECT_SS_` enum in all `EffectSs_Spawn` calls
* Decimal for all `EffectSs_Spawn` priorities
* Use `OBJECT_INVALID` more
* `Object_IsLoaded` returns a boolean
* Add `@bug` in `DmaMgr_SendRequestImpl` about passing partially uninitialized struct
* Fix typo `forc_structure_alignment` -> "force"
* Move `CMD_F` to `z64cutscene_commands.h` since it is specifically for cutscene data
* Use `ALIGN16` macro more
* Use `ALIGN256` macro more
* Add `@bug` on two messed up 8-bytes-aligns
* Set `gSaveContext.nightFlag` to 0/1 instead of false/true
* Use `IS_DAY` macro more
* Run formatter
Co-authored-by: Yanis42 <yalink88@gmail.com>