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Merge pull request #508 from zladx/entity-physics-2
Add comments about ENTITY_PHYSICS constants
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@ -38,7 +38,7 @@ ENTITY_OPT1_B_MOVE_PIT_WATER equ 0
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; Values for wEntitiesPhysicsFlagsTable
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ENTITY_PHYSICS_HARMLESS equ $80 ; The entity does not damage Link
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ENTITY_PHYSICS_PROJECTILE_NOCLIP equ $40 ; Projectiles pass through the entity
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ENTITY_PHYSICS_GRABBABLE equ $20 ; The entity can be grabbed with the Power Bracelet
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ENTITY_PHYSICS_GRABBABLE equ $20 ; TODO: Implies that the entity can be grabbed with the Power Bracelet, or picked up/collected, depending on entity's private state?
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ENTITY_PHYSICS_SHADOW equ $10 ; The entity casts a shadow
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; Mask for all the physics flags
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ENTITY_PHYSICS_MASK equ $F0
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@ -1,10 +1,10 @@
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; Array indexed by entity type, see ENTITY_* constants
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;
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; bits 0-3: number of allocated sprites in OAM memory,
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; bit 4: display shadow on posZ > 0 if set,
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; bit 5: item is pickable,
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; bit 6: doesn't react to projectiles if set (arrow, hookshot, etc.),
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; bit 7: doesn't hurt Link on collision if set
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; bit 4: display shadow on posZ > 0 if set (ENTITY_PHYSICS_SHADOW),
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; bit 5: item can be picked up (ENTITY_PHYSICS_GRABBABLE),
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; bit 6: doesn't react to projectiles if set (arrow, hookshot, etc.) (ENTITY_PHYSICS_PROJECTILE_NOCLIP),
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; bit 7: doesn't hurt Link on collision if set (ENTITY_PHYSICS_HARMLESS)
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;
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; See wEntitiesPhysicsFlagsTable
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PhysicsFlagsForEntity::
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