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Player Docs: Player_ActionChange_6, Rolling and Put Away #1949

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Sep 25, 2024
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5 changes: 3 additions & 2 deletions include/z64player.h
Original file line number Diff line number Diff line change
Expand Up @@ -716,7 +716,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE2_17 (1 << 17)
#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
#define PLAYER_STATE2_19 (1 << 19)
#define PLAYER_STATE2_20 (1 << 20)
#define PLAYER_STATE2_NAVI_ACTIVE (1 << 20) // Navi is visible and active. Could be hovering idle near Link or hovering over other actors.
#define PLAYER_STATE2_21 (1 << 21)
#define PLAYER_STATE2_22 (1 << 22)
#define PLAYER_STATE2_23 (1 << 23)
Expand Down Expand Up @@ -850,7 +850,7 @@ typedef struct Player {
/* 0x0830 */ f32 upperAnimInterpWeight;
/* 0x0834 */ s16 unk_834;
/* 0x0836 */ s8 unk_836;
/* 0x0837 */ u8 unk_837;
/* 0x0837 */ u8 putAwayCooldownTimer;
/* 0x0838 */ f32 speedXZ; // Controls horizontal speed, used for `actor.speed`. Current or target value depending on context.
/* 0x083C */ s16 yaw; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 parallelYaw; // yaw in "parallel" mode, Z-Target without an actor lock-on
Expand All @@ -869,6 +869,7 @@ typedef struct Player {

/* 0x0850 */ union {
s16 actionVar2;
s16 bonked; // Player_Action_Roll: set to true after bonking into a wall or an actor
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running

/* 0x0854 */ f32 unk_854;
Expand Down
12 changes: 6 additions & 6 deletions src/overlays/actors/ovl_En_Elf/z_en_elf.c
Original file line number Diff line number Diff line change
Expand Up @@ -1095,7 +1095,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
} else if (naviHoverActor == NULL || naviHoverActor->category == ACTORCAT_NPC) {
if (naviHoverActor != NULL) {
this->unk_2C0 = 100;
player->stateFlags2 |= PLAYER_STATE2_20;
player->stateFlags2 |= PLAYER_STATE2_NAVI_ACTIVE;
temp = 0;
} else {
switch (this->unk_2A8) {
Expand All @@ -1116,7 +1116,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
this->unk_2AE--;
temp = 7;
} else {
player->stateFlags2 |= PLAYER_STATE2_20;
player->stateFlags2 |= PLAYER_STATE2_NAVI_ACTIVE;
temp = 0;
}
} else {
Expand Down Expand Up @@ -1146,15 +1146,15 @@ void func_80A0461C(EnElf* this, PlayState* play) {

switch (temp) {
case 0:
if (!(player->stateFlags2 & PLAYER_STATE2_20)) {
if (!(player->stateFlags2 & PLAYER_STATE2_NAVI_ACTIVE)) {
temp = 7;
if (this->unk_2C7 == 0) {
Actor_PlaySfx(&this->actor, NA_SE_EV_NAVY_VANISH);
}
}
break;
case 8:
if (player->stateFlags2 & PLAYER_STATE2_20) {
if (player->stateFlags2 & PLAYER_STATE2_NAVI_ACTIVE) {
func_80A0299C(this, 0x32);
this->unk_2C0 = 42;
temp = 11;
Expand All @@ -1164,10 +1164,10 @@ void func_80A0461C(EnElf* this, PlayState* play) {
}
break;
case 7:
player->stateFlags2 &= ~PLAYER_STATE2_20;
player->stateFlags2 &= ~PLAYER_STATE2_NAVI_ACTIVE;
break;
default:
player->stateFlags2 |= PLAYER_STATE2_20;
player->stateFlags2 |= PLAYER_STATE2_NAVI_ACTIVE;
break;
}
}
Expand Down
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