mm/include/z64player.h
Derek Hensley 410d412d0a
Talk Exchange System Docs (#1312)
* Fix typo

* PLAYER_IA_HELD

* Actor offer exchange item functions

* SubS_OfferExchangeItemCustom

* SubS_OfferItem + enum

* Actors that use Subs_OfferItem

* SubS_OfferExchangeItemFacing

* Comments

* Format

* Better comment

* EnRg

* function names and comments

* Split enum

* exchangeItemId -> exchangeItemAction

* namefixer

* PR comments

* Missed a comment

* Max -> Mask

* SubS_SetOfferMode

* Some more comments updating

* rg comment

* PLAYER_IA_CONTINUE

* Revert back to PLAYER_IA_MINUS1

* Comment typos/grammar

* Verify functions

* yawRange

* Actor_OfferTalkNearby

* Actor_OfferTalkExchangeEquiCylinder

* format

* Actor_OfferTalkNearColChkInfoCylinder

* OfferTalk comments

* Actor_OfferTalkExchange comment enum

* format
2023-08-01 09:40:12 +10:00

1304 lines
49 KiB
C

#ifndef Z64PLAYER_H
#define Z64PLAYER_H
#include "alignment.h"
#include "os.h"
#include "z64actor.h"
struct Player;
typedef enum PlayerShield {
/* 0 */ PLAYER_SHIELD_NONE,
/* 1 */ PLAYER_SHIELD_HEROS_SHIELD,
/* 2 */ PLAYER_SHIELD_MIRROR_SHIELD,
/* 3 */ PLAYER_SHIELD_MAX
} PlayerShield;
typedef enum PlayerBoots {
/* 0 */ PLAYER_BOOTS_FIERCE_DEITY,
/* 1 */ PLAYER_BOOTS_HYLIAN,
/* 2 */ PLAYER_BOOTS_GIANT,
/* 3 */ PLAYER_BOOTS_DEKU,
/* 4 */ PLAYER_BOOTS_ZORA_LAND,
/* 5 */ PLAYER_BOOTS_ZORA_UNDERWATER,
/* 6 */ PLAYER_BOOTS_GORON,
/* 7 */ PLAYER_BOOTS_7,
/* 8 */ PLAYER_BOOTS_MAX
} PlayerBoots;
typedef enum PlayerStrength {
/* 0 */ PLAYER_STRENGTH_DEKU,
/* 1 */ PLAYER_STRENGTH_HUMAN,
/* 2 */ PLAYER_STRENGTH_ZORA,
/* 3 */ PLAYER_STRENGTH_GORON,
/* 4 */ PLAYER_STRENGTH_MAX
} PlayerStrength;
typedef enum PlayerTransformation {
/* 0 */ PLAYER_FORM_FIERCE_DEITY,
/* 1 */ PLAYER_FORM_GORON,
/* 2 */ PLAYER_FORM_ZORA,
/* 3 */ PLAYER_FORM_DEKU,
/* 4 */ PLAYER_FORM_HUMAN,
/* 5 */ PLAYER_FORM_MAX
} PlayerTransformation;
typedef enum {
/* 0 */ PLAYER_ENV_HAZARD_NONE,
/* 1 */ PLAYER_ENV_HAZARD_HOTROOM,
/* 2 */ PLAYER_ENV_HAZARD_UNDERWATER_FLOOR,
/* 3 */ PLAYER_ENV_HAZARD_SWIMMING,
/* 4 */ PLAYER_ENV_HAZARD_UNDERWATER_FREE
} PlayerEnvHazard;
/*
* Current known usages for PLAYER_IA_MINUS1:
* 1. With TalkExchange requests, used to continue a current conversation after a textbox is closed
* 2. In `func_80123810` as a return value representing the offer is declined or invalid
* 3. Used as an item action to return the previously held item after player is done shielding
*/
typedef enum PlayerItemAction {
/* -1 */ PLAYER_IA_MINUS1 = -1, // TODO: determine usages with more player docs, possibly split into seperate values (see known usages above)
/* 0x00 */ PLAYER_IA_NONE,
/* 0x01 */ PLAYER_IA_LAST_USED,
/* 0x02 */ PLAYER_IA_FISHING_ROD,
/* 0x03 */ PLAYER_IA_SWORD_MIN,
/* 0x03 */ PLAYER_IA_SWORD_KOKIRI = PLAYER_IA_SWORD_MIN,
/* 0x04 */ PLAYER_IA_SWORD_RAZOR,
/* 0x05 */ PLAYER_IA_SWORD_GILDED,
/* 0x06 */ PLAYER_IA_SWORD_TWO_HANDED,
/* 0x07 */ PLAYER_IA_DEKU_STICK,
/* 0x08 */ PLAYER_IA_ZORA_FINS,
/* 0x09 */ PLAYER_IA_BOW,
/* 0x0A */ PLAYER_IA_BOW_FIRE,
/* 0x0B */ PLAYER_IA_BOW_ICE,
/* 0x0C */ PLAYER_IA_BOW_LIGHT,
/* 0x0D */ PLAYER_IA_HOOKSHOT,
/* 0x0E */ PLAYER_IA_EXPLOSIVE_MIN,
/* 0x0E */ PLAYER_IA_BOMB = PLAYER_IA_EXPLOSIVE_MIN,
/* 0x0F */ PLAYER_IA_POWDER_KEG,
/* 0x10 */ PLAYER_IA_BOMBCHU,
/* 0x11 */ PLAYER_IA_11,
/* 0x12 */ PLAYER_IA_DEKU_NUT,
/* 0x13 */ PLAYER_IA_PICTOGRAPH_BOX,
/* 0x14 */ PLAYER_IA_OCARINA,
/* 0x15 */ PLAYER_IA_BOTTLE_MIN,
/* 0x15 */ PLAYER_IA_BOTTLE_EMPTY = PLAYER_IA_BOTTLE_MIN,
/* 0x16 */ PLAYER_IA_BOTTLE_FISH,
/* 0x17 */ PLAYER_IA_BOTTLE_SPRING_WATER,
/* 0x18 */ PLAYER_IA_BOTTLE_HOT_SPRING_WATER,
/* 0x19 */ PLAYER_IA_BOTTLE_ZORA_EGG,
/* 0x1A */ PLAYER_IA_BOTTLE_DEKU_PRINCESS,
/* 0x1B */ PLAYER_IA_BOTTLE_GOLD_DUST,
/* 0x1C */ PLAYER_IA_BOTTLE_1C,
/* 0x1D */ PLAYER_IA_BOTTLE_SEAHORSE,
/* 0x1E */ PLAYER_IA_BOTTLE_MUSHROOM,
/* 0x1F */ PLAYER_IA_BOTTLE_HYLIAN_LOACH,
/* 0x20 */ PLAYER_IA_BOTTLE_BUG,
/* 0x21 */ PLAYER_IA_BOTTLE_POE,
/* 0x22 */ PLAYER_IA_BOTTLE_BIG_POE,
/* 0x23 */ PLAYER_IA_BOTTLE_POTION_RED,
/* 0x24 */ PLAYER_IA_BOTTLE_POTION_BLUE,
/* 0x25 */ PLAYER_IA_BOTTLE_POTION_GREEN,
/* 0x26 */ PLAYER_IA_BOTTLE_MILK,
/* 0x27 */ PLAYER_IA_BOTTLE_MILK_HALF,
/* 0x28 */ PLAYER_IA_BOTTLE_CHATEAU,
/* 0x29 */ PLAYER_IA_BOTTLE_FAIRY,
/* 0x2A */ PLAYER_IA_MOONS_TEAR,
/* 0x2B */ PLAYER_IA_DEED_LAND,
/* 0x2C */ PLAYER_IA_ROOM_KEY,
/* 0x2D */ PLAYER_IA_LETTER_TO_KAFEI,
/* 0x2E */ PLAYER_IA_MAGIC_BEANS,
/* 0x2F */ PLAYER_IA_DEED_SWAMP,
/* 0x30 */ PLAYER_IA_DEED_MOUNTAIN,
/* 0x31 */ PLAYER_IA_DEED_OCEAN,
/* 0x32 */ PLAYER_IA_32,
/* 0x33 */ PLAYER_IA_LETTER_MAMA,
/* 0x34 */ PLAYER_IA_34,
/* 0x35 */ PLAYER_IA_35,
/* 0x36 */ PLAYER_IA_PENDANT_OF_MEMORIES,
/* 0x37 */ PLAYER_IA_37,
/* 0x38 */ PLAYER_IA_38,
/* 0x39 */ PLAYER_IA_39,
/* 0x3A */ PLAYER_IA_MASK_MIN,
/* 0x3A */ PLAYER_IA_MASK_TRUTH = PLAYER_IA_MASK_MIN,
/* 0x3B */ PLAYER_IA_MASK_KAFEIS_MASK,
/* 0x3C */ PLAYER_IA_MASK_ALL_NIGHT,
/* 0x3D */ PLAYER_IA_MASK_BUNNY,
/* 0x3E */ PLAYER_IA_MASK_KEATON,
/* 0x3F */ PLAYER_IA_MASK_GARO,
/* 0x40 */ PLAYER_IA_MASK_ROMANI,
/* 0x41 */ PLAYER_IA_MASK_CIRCUS_LEADER,
/* 0x42 */ PLAYER_IA_MASK_POSTMAN,
/* 0x43 */ PLAYER_IA_MASK_COUPLE,
/* 0x44 */ PLAYER_IA_MASK_GREAT_FAIRY,
/* 0x45 */ PLAYER_IA_MASK_GIBDO,
/* 0x46 */ PLAYER_IA_MASK_DON_GERO,
/* 0x47 */ PLAYER_IA_MASK_KAMARO,
/* 0x48 */ PLAYER_IA_MASK_CAPTAIN,
/* 0x49 */ PLAYER_IA_MASK_STONE,
/* 0x4A */ PLAYER_IA_MASK_BREMEN,
/* 0x4B */ PLAYER_IA_MASK_BLAST,
/* 0x4C */ PLAYER_IA_MASK_SCENTS,
/* 0x4D */ PLAYER_IA_MASK_GIANT,
/* 0x4E */ PLAYER_IA_MASK_TRANSFORMATION_MIN,
/* 0x4E */ PLAYER_IA_MASK_FIERCE_DEITY = PLAYER_IA_MASK_TRANSFORMATION_MIN,
/* 0x4F */ PLAYER_IA_MASK_GORON,
/* 0x50 */ PLAYER_IA_MASK_ZORA,
/* 0x51 */ PLAYER_IA_MASK_DEKU,
/* 0x51 */ PLAYER_IA_MASK_MAX = PLAYER_IA_MASK_DEKU,
/* 0x52 */ PLAYER_IA_LENS_OF_TRUTH,
/* 0x53 */ PLAYER_IA_MAX
} PlayerItemAction;
// Relies on B swords related item actions to be contiguous
#define GET_B_SWORD_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_SWORD_MIN + 1)
typedef enum PlayerBButtonSword {
/* 0 */ PLAYER_B_SWORD_NONE,
/* 1 */ PLAYER_B_SWORD_KOKIRI = GET_B_SWORD_FROM_IA(PLAYER_IA_SWORD_KOKIRI),
/* 2 */ PLAYER_B_SWORD_RAZOR = GET_B_SWORD_FROM_IA(PLAYER_IA_SWORD_RAZOR),
/* 3 */ PLAYER_B_SWORD_GILDED = GET_B_SWORD_FROM_IA(PLAYER_IA_SWORD_GILDED),
/* 4 */ PLAYER_B_SWORD_MAX
} PlayerBButtonSword;
// Relies on melee weapon related item actions to be contiguous
#define GET_MELEE_WEAPON_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_SWORD_MIN + 1)
typedef enum PlayerMeleeWeapon {
/* 0 */ PLAYER_MELEEWEAPON_NONE,
/* 1 */ PLAYER_MELEEWEAPON_SWORD_KOKIRI = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_KOKIRI),
/* 2 */ PLAYER_MELEEWEAPON_SWORD_RAZOR = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_RAZOR),
/* 3 */ PLAYER_MELEEWEAPON_SWORD_GILDED = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_GILDED),
/* 4 */ PLAYER_MELEEWEAPON_SWORD_TWO_HANDED = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_SWORD_TWO_HANDED),
/* 5 */ PLAYER_MELEEWEAPON_DEKU_STICK = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_DEKU_STICK),
/* 6 */ PLAYER_MELEEWEAPON_ZORA_FINS = GET_MELEE_WEAPON_FROM_IA(PLAYER_IA_ZORA_FINS),
/* 7 */ PLAYER_MELEEWEAPON_MAX
} PlayerMeleeWeapon;
// Relies on mask item actions to be contiguous
#define GET_MASK_FROM_IA(itemAction) ((itemAction) - (PLAYER_IA_MASK_MIN - 1))
#define GET_IA_FROM_MASK(mask) ((mask) + (PLAYER_IA_MASK_MIN - 1))
typedef enum PlayerMask {
/* 0x00 */ PLAYER_MASK_NONE,
/* 0x01 */ PLAYER_MASK_TRUTH = GET_MASK_FROM_IA(PLAYER_IA_MASK_TRUTH),
/* 0x02 */ PLAYER_MASK_KAFEIS_MASK = GET_MASK_FROM_IA(PLAYER_IA_MASK_KAFEIS_MASK),
/* 0x03 */ PLAYER_MASK_ALL_NIGHT = GET_MASK_FROM_IA(PLAYER_IA_MASK_ALL_NIGHT),
/* 0x04 */ PLAYER_MASK_BUNNY = GET_MASK_FROM_IA(PLAYER_IA_MASK_BUNNY),
/* 0x05 */ PLAYER_MASK_KEATON = GET_MASK_FROM_IA(PLAYER_IA_MASK_KEATON),
/* 0x06 */ PLAYER_MASK_GARO = GET_MASK_FROM_IA(PLAYER_IA_MASK_GARO),
/* 0x07 */ PLAYER_MASK_ROMANI = GET_MASK_FROM_IA(PLAYER_IA_MASK_ROMANI),
/* 0x08 */ PLAYER_MASK_CIRCUS_LEADER = GET_MASK_FROM_IA(PLAYER_IA_MASK_CIRCUS_LEADER),
/* 0x09 */ PLAYER_MASK_POSTMAN = GET_MASK_FROM_IA(PLAYER_IA_MASK_POSTMAN),
/* 0x0A */ PLAYER_MASK_COUPLE = GET_MASK_FROM_IA(PLAYER_IA_MASK_COUPLE),
/* 0x0B */ PLAYER_MASK_GREAT_FAIRY = GET_MASK_FROM_IA(PLAYER_IA_MASK_GREAT_FAIRY),
/* 0x0C */ PLAYER_MASK_GIBDO = GET_MASK_FROM_IA(PLAYER_IA_MASK_GIBDO),
/* 0x0D */ PLAYER_MASK_DON_GERO = GET_MASK_FROM_IA(PLAYER_IA_MASK_DON_GERO),
/* 0x0E */ PLAYER_MASK_KAMARO = GET_MASK_FROM_IA(PLAYER_IA_MASK_KAMARO),
/* 0x0F */ PLAYER_MASK_CAPTAIN = GET_MASK_FROM_IA(PLAYER_IA_MASK_CAPTAIN),
/* 0x10 */ PLAYER_MASK_STONE = GET_MASK_FROM_IA(PLAYER_IA_MASK_STONE),
/* 0x11 */ PLAYER_MASK_BREMEN = GET_MASK_FROM_IA(PLAYER_IA_MASK_BREMEN),
/* 0x12 */ PLAYER_MASK_BLAST = GET_MASK_FROM_IA(PLAYER_IA_MASK_BLAST),
/* 0x13 */ PLAYER_MASK_SCENTS = GET_MASK_FROM_IA(PLAYER_IA_MASK_SCENTS),
/* 0x14 */ PLAYER_MASK_GIANT = GET_MASK_FROM_IA(PLAYER_IA_MASK_GIANT),
/* 0x15 */ PLAYER_MASK_FIERCE_DEITY = GET_MASK_FROM_IA(PLAYER_IA_MASK_FIERCE_DEITY),
/* 0x16 */ PLAYER_MASK_GORON = GET_MASK_FROM_IA(PLAYER_IA_MASK_GORON),
/* 0x17 */ PLAYER_MASK_ZORA = GET_MASK_FROM_IA(PLAYER_IA_MASK_ZORA),
/* 0x18 */ PLAYER_MASK_DEKU = GET_MASK_FROM_IA(PLAYER_IA_MASK_DEKU),
/* 0x19 */ PLAYER_MASK_MAX
} PlayerMask;
// Relies on bottle-related item actions to be contiguous
#define GET_BOTTLE_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_BOTTLE_MIN)
typedef enum PlayerBottle {
/* -1 */ PLAYER_BOTTLE_NONE = -1,
/* 0 */ PLAYER_BOTTLE_EMPTY = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_EMPTY),
/* 1 */ PLAYER_BOTTLE_FISH = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_FISH),
/* 2 */ PLAYER_BOTTLE_SPRING_WATER = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_SPRING_WATER),
/* 3 */ PLAYER_BOTTLE_HOT_SPRING_WATER = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_HOT_SPRING_WATER),
/* 4 */ PLAYER_BOTTLE_ZORA_EGG = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_ZORA_EGG),
/* 5 */ PLAYER_BOTTLE_DEKU_PRINCESS = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_DEKU_PRINCESS),
/* 6 */ PLAYER_BOTTLE_GOLD_DUST = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_GOLD_DUST),
/* 7 */ PLAYER_BOTTLE_1C = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_1C),
/* 8 */ PLAYER_BOTTLE_SEAHORSE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_SEAHORSE),
/* 9 */ PLAYER_BOTTLE_MUSHROOM = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_MUSHROOM),
/* 10 */ PLAYER_BOTTLE_HYLIAN_LOACH = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_HYLIAN_LOACH),
/* 11 */ PLAYER_BOTTLE_BUG = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_BUG),
/* 12 */ PLAYER_BOTTLE_POE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POE),
/* 13 */ PLAYER_BOTTLE_BIG_POE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_BIG_POE),
/* 14 */ PLAYER_BOTTLE_POTION_RED = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POTION_RED),
/* 15 */ PLAYER_BOTTLE_POTION_BLUE = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POTION_BLUE),
/* 16 */ PLAYER_BOTTLE_POTION_GREEN = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_POTION_GREEN),
/* 17 */ PLAYER_BOTTLE_MILK = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_MILK),
/* 18 */ PLAYER_BOTTLE_MILK_HALF = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_MILK_HALF),
/* 19 */ PLAYER_BOTTLE_CHATEAU = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_CHATEAU),
/* 20 */ PLAYER_BOTTLE_FAIRY = GET_BOTTLE_FROM_IA(PLAYER_IA_BOTTLE_FAIRY),
/* 21 */ PLAYER_BOTTLE_MAX
} PlayerBottle;
// Relies on explosive-related item actions to be contiguous
#define GET_EXPLOSIVE_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_EXPLOSIVE_MIN)
typedef enum PlayerExplosive {
/* -1 */ PLAYER_EXPLOSIVE_NONE = -1,
/* 0 */ PLAYER_EXPLOSIVE_BOMB = GET_EXPLOSIVE_FROM_IA(PLAYER_IA_BOMB),
/* 1 */ PLAYER_EXPLOSIVE_POWDER_KEG = GET_EXPLOSIVE_FROM_IA(PLAYER_IA_POWDER_KEG),
/* 2 */ PLAYER_EXPLOSIVE_BOMBCHU = GET_EXPLOSIVE_FROM_IA(PLAYER_IA_BOMBCHU),
/* 3 */ PLAYER_EXPLOSIVE_MAX
} PlayerExplosive;
// Relies on sword item actions to be contiguous
#define GET_SWORD_FROM_IA(itemAction) ((itemAction) - PLAYER_IA_SWORD_MIN)
typedef enum PlayerSword {
/* -1 */ PLAYER_SWORD_NONE = -1,
/* 0 */ PLAYER_SWORD_KOKIRI = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_KOKIRI),
/* 1 */ PLAYER_SWORD_RAZOR = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_RAZOR),
/* 2 */ PLAYER_SWORD_GILDED = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_GILDED),
/* 3 */ PLAYER_SWORD_TWO_HANDED = GET_SWORD_FROM_IA(PLAYER_IA_SWORD_TWO_HANDED),
/* 4 */ PLAYER_SWORD_MAX
} PlayerSword;
typedef enum PlayerMeleeWeaponAnimation {
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H, // Vertical one-handed slash
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H, // Vertical two-handed slash
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H, // Third vertical one-handed slash
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H, // Third vertical two-handed slash
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H, // Horizontal one-handed slash
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H, // Horizontal two-handed slash
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H, // Third horizontal one-handed slash
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H, // Third horizontal two-handed slash
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H, // Targeted one-handed rightwalk slash
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H, // Targeted two-handed rightwalk slash
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H, // Third targeted one-handed rightwalk slash
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H, // Third targeted two-handed rightwalk slash
/* 12 */ PLAYER_MWA_STAB_1H, // Crouch stab/targeted one-handed stab
/* 13 */ PLAYER_MWA_STAB_2H, // Targeted two-handed stab
/* 14 */ PLAYER_MWA_STAB_COMBO_1H, // Third targeted one-handed stab
/* 15 */ PLAYER_MWA_STAB_COMBO_2H, // Third targeted two-handed stab
// These animations result in double damage
/* 16 */ PLAYER_MWA_FLIPSLASH_START, // unused
/* 17 */ PLAYER_MWA_JUMPSLASH_START, // Start of jumpslash
/* 18 */ PLAYER_MWA_ZORA_JUMPKICK_START, // Start of Zora jump attack
/* 19 */ PLAYER_MWA_FLIPSLASH_FINISH, // unused
/* 20 */ PLAYER_MWA_JUMPSLASH_FINISH, // End of jumpslash
/* 21 */ PLAYER_MWA_ZORA_JUMPKICK_FINISH, // End of Zora jump attack
/* 22 */ PLAYER_MWA_BACKSLASH_RIGHT, // unused
/* 23 */ PLAYER_MWA_BACKSLASH_LEFT, // unused
/* 24 */ PLAYER_MWA_GORON_PUNCH_LEFT, // Goron punch
/* 25 */ PLAYER_MWA_GORON_PUNCH_RIGHT, // Second Goron punch
/* 26 */ PLAYER_MWA_GORON_PUNCH_BUTT, // Goron butt punch
/* 27 */ PLAYER_MWA_ZORA_PUNCH_LEFT, // Zora punch
/* 28 */ PLAYER_MWA_ZORA_PUNCH_COMBO, // Second Zora punch
/* 29 */ PLAYER_MWA_ZORA_PUNCH_KICK, // Zora kick
/* 30 */ PLAYER_MWA_SPIN_ATTACK_1H, // Half-charged one-handed spin
/* 31 */ PLAYER_MWA_SPIN_ATTACK_2H, // Half-charged two-handed spin
/* 32 */ PLAYER_MWA_BIG_SPIN_1H, // Fully-charged one-handed spin
/* 33 */ PLAYER_MWA_BIG_SPIN_2H, // Fully-charged two-handed spin
/* 34 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation;
typedef enum PlayerMeleeWeaponState {
/* -1 */ PLAYER_MELEE_WEAPON_STATE_MINUS_1 = -1,
/* 0 */ PLAYER_MELEE_WEAPON_STATE_0,
/* 1 */ PLAYER_MELEE_WEAPON_STATE_1
} PlayerMeleeWeaponState;
typedef enum PlayerDoorType {
/* -1 */ PLAYER_DOORTYPE_TALKING = -1, // Displays a message instead of opening
/* 0 */ PLAYER_DOORTYPE_NONE,
/* 1 */ PLAYER_DOORTYPE_HANDLE,
/* 2 */ PLAYER_DOORTYPE_SLIDING,
/* 3 */ PLAYER_DOORTYPE_FAKE, // Unused? OoT leftover (?)
/* 4 */ PLAYER_DOORTYPE_STAIRCASE,
/* 5 */ PLAYER_DOORTYPE_PROXIMITY
} PlayerDoorType;
typedef enum PlayerAnimType {
/* 0 */ PLAYER_ANIMTYPE_DEFAULT, // DEFAULT
/* 1 */ PLAYER_ANIMTYPE_1,
/* 2 */ PLAYER_ANIMTYPE_2, // Shield but no sword?
/* 3 */ PLAYER_ANIMTYPE_3, // Two hand weapon
/* 4 */ PLAYER_ANIMTYPE_4,
/* 5 */ PLAYER_ANIMTYPE_5,
/* 6 */ PLAYER_ANIMTYPE_MAX
} PlayerAnimType;
typedef enum PlayerAnimGroup {
/* 0 */ PLAYER_ANIMGROUP_0, // STANDING_IDLE
/* 1 */ PLAYER_ANIMGROUP_1, // WALKING
/* 2 */ PLAYER_ANIMGROUP_2, // RUNNING
/* 3 */ PLAYER_ANIMGROUP_3,
/* 4 */ PLAYER_ANIMGROUP_4,
/* 5 */ PLAYER_ANIMGROUP_5, // Z-Targeting ?
/* 6 */ PLAYER_ANIMGROUP_6, // Start or finishing some animation
/* 7 */ PLAYER_ANIMGROUP_7, // DRAW_MELEE_WEAPON
/* 8 */ PLAYER_ANIMGROUP_8, // OPEN_DOOR_LEFT_FIERCE_DEITY
/* 9 */ PLAYER_ANIMGROUP_9, // OPEN_DOOR_LEFT_HUMAN
/* 10 */ PLAYER_ANIMGROUP_10, // OPEN_DOOR_RIGHT_FIERCE_DEITY
/* 11 */ PLAYER_ANIMGROUP_11, // OPEN_DOOR_RIGHT_HUMAN
/* 12 */ PLAYER_ANIMGROUP_12, // GRABBING
/* 13 */ PLAYER_ANIMGROUP_13, // FALLING/LANDING?
/* 14 */ PLAYER_ANIMGROUP_14, // landing from short distances?
/* 15 */ PLAYER_ANIMGROUP_15, // ROLLING
/* 16 */ PLAYER_ANIMGROUP_16, // BONK/BONKING
/* 17 */ PLAYER_ANIMGROUP_17,
/* 18 */ PLAYER_ANIMGROUP_18,
/* 19 */ PLAYER_ANIMGROUP_19, // START_SHIELDING
/* 20 */ PLAYER_ANIMGROUP_20, // SHIELDING
/* 21 */ PLAYER_ANIMGROUP_21, // STOP_SHIELDING/END_SHIELDING
/* 22 */ PLAYER_ANIMGROUP_22, // SLOW_SIDE_WALK?
/* 23 */ PLAYER_ANIMGROUP_23, // SIDE_WALK
/* 24 */ PLAYER_ANIMGROUP_24, // SIDE_WALK_RIGHT
/* 25 */ PLAYER_ANIMGROUP_25,
/* 26 */ PLAYER_ANIMGROUP_26,
/* 27 */ PLAYER_ANIMGROUP_27,
/* 28 */ PLAYER_ANIMGROUP_28, // THROWING
/* 29 */ PLAYER_ANIMGROUP_29, // PUT_DOWN_OBJECT?
/* 30 */ PLAYER_ANIMGROUP_30, // back walking slow?
/* 31 */ PLAYER_ANIMGROUP_31,
/* 32 */ PLAYER_ANIMGROUP_32,
/* 33 */ PLAYER_ANIMGROUP_33,
/* 34 */ PLAYER_ANIMGROUP_34, // PULLING_START
/* 35 */ PLAYER_ANIMGROUP_35, // PULLING
/* 36 */ PLAYER_ANIMGROUP_36, // PULLING_END
/* 37 */ PLAYER_ANIMGROUP_37, // climbing from a ledge?
/* 38 */ PLAYER_ANIMGROUP_38, // ledge
/* 39 */ PLAYER_ANIMGROUP_39, // ledge
/* 40 */ PLAYER_ANIMGROUP_40, // climbing from a ledge
/* 41 */ PLAYER_ANIMGROUP_41,
/* 42 */ PLAYER_ANIMGROUP_42,
/* 43 */ PLAYER_ANIMGROUP_43,
/* 44 */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;
typedef enum PlayerModelType {
// left hand
/* 0 */ PLAYER_MODELTYPE_LH_OPEN,
/* 1 */ PLAYER_MODELTYPE_LH_CLOSED,
/* 2 */ PLAYER_MODELTYPE_LH_ONE_HAND_SWORD,
/* 3 */ PLAYER_MODELTYPE_LH_TWO_HAND_SWORD,
/* 4 */ PLAYER_MODELTYPE_LH_4,
/* 5 */ PLAYER_MODELTYPE_LH_BOTTLE,
// right hand
/* 6 */ PLAYER_MODELTYPE_RH_OPEN,
/* 7 */ PLAYER_MODELTYPE_RH_CLOSED,
/* 8 */ PLAYER_MODELTYPE_RH_SHIELD,
/* 9 */ PLAYER_MODELTYPE_RH_BOW,
/* 10 */ PLAYER_MODELTYPE_RH_INSTRUMENT,
/* 11 */ PLAYER_MODELTYPE_RH_HOOKSHOT,
// sheath
/* 12 */ PLAYER_MODELTYPE_SHEATH_12,
/* 13 */ PLAYER_MODELTYPE_SHEATH_13,
/* 14 */ PLAYER_MODELTYPE_SHEATH_14,
/* 15 */ PLAYER_MODELTYPE_SHEATH_15,
// waist
/* 16 */ PLAYER_MODELTYPE_WAIST,
/* 17 */ PLAYER_MODELTYPE_17, // NULL?
/* 18 */ PLAYER_MODELTYPE_MAX,
/* 255 */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType;
typedef struct PlayerModelIndices {
/* 0x0 */ u8 modelAnimType; // PlayerAnimType enum
/* 0x1 */ u8 leftHandType; // PlayerModelType enum
/* 0x2 */ u8 rightHandType; // PlayerModelType enum
/* 0x3 */ u8 sheathType; // PlayerModelType enum
/* 0x4 */ u8 waistType; // PlayerModelType enum
} PlayerModelIndices; // size = 0x5
typedef enum PlayerModelGroup {
/* 0 */ PLAYER_MODELGROUP_0,
/* 1 */ PLAYER_MODELGROUP_1,
/* 2 */ PLAYER_MODELGROUP_ONE_HAND_SWORD,
/* 3 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 4 */ PLAYER_MODELGROUP_4,
/* 5 */ PLAYER_MODELGROUP_TWO_HAND_SWORD,
/* 6 */ PLAYER_MODELGROUP_BOW,
/* 7 */ PLAYER_MODELGROUP_EXPLOSIVES,
/* 8 */ PLAYER_MODELGROUP_8,
/* 9 */ PLAYER_MODELGROUP_HOOKSHOT,
/* 10 */ PLAYER_MODELGROUP_DEKU_STICK,
/* 11 */ PLAYER_MODELGROUP_INSTRUMENT,
/* 12 */ PLAYER_MODELGROUP_BOTTLE,
/* 13 */ PLAYER_MODELGROUP_13,
/* 14 */ PLAYER_MODELGROUP_ZORA_FINS,
/* 15 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup;
typedef enum PlayerEyeIndex {
/* 0 */ PLAYER_EYES_OPEN,
/* 1 */ PLAYER_EYES_HALF,
/* 2 */ PLAYER_EYES_CLOSED,
/* 3 */ PLAYER_EYES_ROLL_RIGHT,
/* 4 */ PLAYER_EYES_ROLL_LEFT,
/* 5 */ PLAYER_EYES_ROLL_UP,
/* 6 */ PLAYER_EYES_ROLL_DOWN,
/* 7 */ PLAYER_EYES_7,
/* 8 */ PLAYER_EYES_MAX
} PlayerEyeIndex;
typedef enum PlayerMouthIndex {
/* 0 */ PLAYER_MOUTH_CLOSED,
/* 1 */ PLAYER_MOUTH_TEETH,
/* 2 */ PLAYER_MOUTH_ANGRY,
/* 3 */ PLAYER_MOUTH_HAPPY,
/* 4 */ PLAYER_MOUTH_MAX
} PlayerMouthIndex;
typedef enum PlayerFacialExpression {
/* 0 */ PLAYER_FACE_0,
/* 1 */ PLAYER_FACE_1,
/* 2 */ PLAYER_FACE_2,
/* 3 */ PLAYER_FACE_3,
/* 4 */ PLAYER_FACE_4,
/* 5 */ PLAYER_FACE_5,
/* 6 */ PLAYER_FACE_6,
/* 7 */ PLAYER_FACE_7,
/* 8 */ PLAYER_FACE_8,
/* 9 */ PLAYER_FACE_9,
/* 10 */ PLAYER_FACE_10,
/* 11 */ PLAYER_FACE_11,
/* 12 */ PLAYER_FACE_12,
/* 13 */ PLAYER_FACE_13,
/* 14 */ PLAYER_FACE_14,
/* 15 */ PLAYER_FACE_15
} PlayerFacialExpression;
typedef enum PlayerLimb {
/* 0x00 */ PLAYER_LIMB_NONE,
/* 0x01 */ PLAYER_LIMB_ROOT,
/* 0x02 */ PLAYER_LIMB_WAIST,
/* 0x03 */ PLAYER_LIMB_LOWER_ROOT,
/* 0x04 */ PLAYER_LIMB_RIGHT_THIGH,
/* 0x05 */ PLAYER_LIMB_RIGHT_SHIN,
/* 0x06 */ PLAYER_LIMB_RIGHT_FOOT,
/* 0x07 */ PLAYER_LIMB_LEFT_THIGH,
/* 0x08 */ PLAYER_LIMB_LEFT_SHIN,
/* 0x09 */ PLAYER_LIMB_LEFT_FOOT,
/* 0x0A */ PLAYER_LIMB_UPPER_ROOT,
/* 0x0B */ PLAYER_LIMB_HEAD,
/* 0x0C */ PLAYER_LIMB_HAT,
/* 0x0D */ PLAYER_LIMB_COLLAR,
/* 0x0E */ PLAYER_LIMB_LEFT_SHOULDER,
/* 0x0F */ PLAYER_LIMB_LEFT_FOREARM,
/* 0x10 */ PLAYER_LIMB_LEFT_HAND,
/* 0x11 */ PLAYER_LIMB_RIGHT_SHOULDER,
/* 0x12 */ PLAYER_LIMB_RIGHT_FOREARM,
/* 0x13 */ PLAYER_LIMB_RIGHT_HAND,
/* 0x14 */ PLAYER_LIMB_SHEATH,
/* 0x15 */ PLAYER_LIMB_TORSO,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb;
typedef enum PlayerBodyPart {
/* 0x00 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_RIGHT_THIGH, // PLAYER_LIMB_RIGHT_THIGH
/* 0x02 */ PLAYER_BODYPART_RIGHT_SHIN, // PLAYER_LIMB_RIGHT_SHIN
/* 0x03 */ PLAYER_BODYPART_RIGHT_FOOT, // PLAYER_LIMB_RIGHT_FOOT
/* 0x04 */ PLAYER_BODYPART_LEFT_THIGH, // PLAYER_LIMB_LEFT_THIGH
/* 0x05 */ PLAYER_BODYPART_LEFT_SHIN, // PLAYER_LIMB_LEFT_SHIN
/* 0x06 */ PLAYER_BODYPART_LEFT_FOOT, // PLAYER_LIMB_LEFT_FOOT
/* 0x07 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
/* 0x08 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
/* 0x09 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
/* 0x0A */ PLAYER_BODYPART_LEFT_SHOULDER, // PLAYER_LIMB_LEFT_SHOULDER
/* 0x0B */ PLAYER_BODYPART_LEFT_FOREARM, // PLAYER_LIMB_LEFT_FOREARM
/* 0x0C */ PLAYER_BODYPART_LEFT_HAND, // PLAYER_LIMB_LEFT_HAND
/* 0x0D */ PLAYER_BODYPART_RIGHT_SHOULDER, // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_RIGHT_FOREARM, // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_RIGHT_HAND, // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
} PlayerBodyPart;
typedef struct PlayerAnimationFrame {
/* 0x000 */ Vec3s frameTable[PLAYER_LIMB_MAX];
/* 0x108 */ s16 appearanceInfo; // bitpack containing the face and hands info
} PlayerAnimationFrame; // size = 0x10A
#define PLAYER_LIMB_BUF_SIZE (ALIGN16(sizeof(PlayerAnimationFrame)) + 0xF)
#define GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) (((PlayerAnimationFrame *)(jointTable))->appearanceInfo)
#define GET_EYE_INDEX_FROM_JOINT_TABLE(jointTable) ((GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) & 0xF) - 1)
#define GET_MOUTH_INDEX_FROM_JOINT_TABLE(jointTable) (((GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) >> 4) & 0xF) - 1)
// Note the returned value from this macro needs to be shifted
#define GET_LEFT_HAND_INDEX_FROM_JOINT_TABLE(jointTable) (GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) & 0xF000)
#define GET_RIGHT_HAND_INDEX_FROM_JOINT_TABLE(jointTable) (GET_APPEARANCE_FROM_JOINT_TABLE(jointTable) & 0x0F00)
typedef enum PlayerLedgeClimbType {
/* 0 */ PLAYER_LEDGE_CLIMB_NONE,
/* 1 */ PLAYER_LEDGE_CLIMB_1,
/* 2 */ PLAYER_LEDGE_CLIMB_2,
/* 3 */ PLAYER_LEDGE_CLIMB_3,
/* 4 */ PLAYER_LEDGE_CLIMB_4
} PlayerLedgeClimbType;
#define LEDGE_DIST_MAX 399.96002f
typedef struct PlayerAgeProperties {
/* 0x00 */ f32 ceilingCheckHeight;
/* 0x04 */ f32 shadowScale;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 unk_0C;
/* 0x10 */ f32 unk_10;
/* 0x14 */ f32 unk_14; // compared to yDistToLedge
/* 0x18 */ f32 unk_18; // compared to yDistToLedge
/* 0x1C */ f32 unk_1C; // compared to yDistToLedge
/* 0x20 */ f32 unk_20; // unused?
/* 0x24 */ f32 unk_24; // water stuff // depthInWater
/* 0x28 */ f32 unk_28; // water stuff // depthInWater
/* 0x2C */ f32 unk_2C; // water stuff // depthInWater
/* 0x30 */ f32 unk_30; // water stuff // depthInWater
/* 0x34 */ f32 unk_34; // height?
/* 0x38 */ f32 wallCheckRadius;
/* 0x3C */ f32 unk_3C;
/* 0x40 */ f32 unk_40;
/* 0x44 */ Vec3s unk_44;
/* 0x4A */ Vec3s unk_4A[4];
/* 0x62 */ Vec3s unk_62[4];
/* 0x7A */ Vec3s unk_7A[4];
/* 0x92 */ u16 voiceSfxIdOffset;
/* 0x94 */ u16 surfaceSfxIdOffset;
/* 0x98 */ f32 unk_98;
/* 0x9C */ f32 unk_9C;
/* 0xA0 */ PlayerAnimationHeader* openChestAnim;
/* 0xA4 */ PlayerAnimationHeader* unk_A4; // OoT leftovers to interact with the Master Sword
/* 0xA8 */ PlayerAnimationHeader* unk_A8; // OoT leftovers to interact with the Master Sword
/* 0xAC */ PlayerAnimationHeader* unk_AC;
/* 0xB0 */ PlayerAnimationHeader* unk_B0;
/* 0xB4 */ PlayerAnimationHeader* unk_B4[4];
/* 0xC4 */ PlayerAnimationHeader* unk_C4[2];
/* 0xCC */ PlayerAnimationHeader* unk_CC[2];
/* 0xD4 */ PlayerAnimationHeader* unk_D4[2];
} PlayerAgeProperties; // size = 0xDC
typedef struct {
/* 0x00 */ s32 active;
/* 0x04 */ Vec3f tip;
/* 0x10 */ Vec3f base;
} WeaponInfo; // size = 0x1C
typedef struct {
/* 0x00 */ u8 unk_00;
/* 0x01 */ u8 alpha;
/* 0x04 */ MtxF mf;
} struct_80122D44_arg1_unk_04; // size = 0x44
typedef struct {
/* 0x00 */ u8 unk_00;
/* 0x01 */ s8 unk_01;
/* 0x02 */ char unk_02[2]; // probably alignment padding
/* 0x04 */ struct_80122D44_arg1_unk_04 unk_04[4];
} struct_80122D44_arg1; // size >= 0x114
typedef struct struct_80122744_arg1 {
/* 0x0 */ s8 unk_00;
/* 0x1 */ s8 unk_01;
/* 0x2 */ s8 unk_02;
/* 0x3 */ s8 unk_03;
/* 0x4 */ Vec3s* unk_04;
} struct_80122744_arg1; // size = 0x8
typedef enum PlayerCsMode {
/* 0x00 */ PLAYER_CSMODE_NONE,
/* 0x01 */ PLAYER_CSMODE_1,
/* 0x02 */ PLAYER_CSMODE_2,
/* 0x03 */ PLAYER_CSMODE_3,
/* 0x04 */ PLAYER_CSMODE_4,
/* 0x05 */ PLAYER_CSMODE_5,
/* 0x06 */ PLAYER_CSMODE_END,
/* 0x07 */ PLAYER_CSMODE_WAIT,
/* 0x08 */ PLAYER_CSMODE_8,
/* 0x09 */ PLAYER_CSMODE_9,
/* 0x0A */ PLAYER_CSMODE_10,
/* 0x0B */ PLAYER_CSMODE_11,
/* 0x0C */ PLAYER_CSMODE_12,
/* 0x0D */ PLAYER_CSMODE_13,
/* 0x0E */ PLAYER_CSMODE_14,
/* 0x0F */ PLAYER_CSMODE_15,
/* 0x10 */ PLAYER_CSMODE_16,
/* 0x11 */ PLAYER_CSMODE_17,
/* 0x12 */ PLAYER_CSMODE_18, // Strangled by Wallmaster
/* 0x13 */ PLAYER_CSMODE_19,
/* 0x14 */ PLAYER_CSMODE_20,
/* 0x15 */ PLAYER_CSMODE_21,
/* 0x16 */ PLAYER_CSMODE_22,
/* 0x17 */ PLAYER_CSMODE_23,
/* 0x18 */ PLAYER_CSMODE_24,
/* 0x19 */ PLAYER_CSMODE_25,
/* 0x1A */ PLAYER_CSMODE_26, // Halt!
/* 0x1B */ PLAYER_CSMODE_27,
/* 0x1C */ PLAYER_CSMODE_28,
/* 0x1D */ PLAYER_CSMODE_29,
/* 0x1E */ PLAYER_CSMODE_30,
/* 0x1F */ PLAYER_CSMODE_31,
/* 0x20 */ PLAYER_CSMODE_32,
/* 0x21 */ PLAYER_CSMODE_33,
/* 0x22 */ PLAYER_CSMODE_34,
/* 0x23 */ PLAYER_CSMODE_35,
/* 0x24 */ PLAYER_CSMODE_36,
/* 0x25 */ PLAYER_CSMODE_37,
/* 0x26 */ PLAYER_CSMODE_38,
/* 0x27 */ PLAYER_CSMODE_39,
/* 0x28 */ PLAYER_CSMODE_40,
/* 0x29 */ PLAYER_CSMODE_41,
/* 0x2A */ PLAYER_CSMODE_42,
/* 0x2B */ PLAYER_CSMODE_43,
/* 0x2C */ PLAYER_CSMODE_44,
/* 0x2D */ PLAYER_CSMODE_45,
/* 0x2E */ PLAYER_CSMODE_46,
/* 0x2F */ PLAYER_CSMODE_47,
/* 0x30 */ PLAYER_CSMODE_48,
/* 0x31 */ PLAYER_CSMODE_49,
/* 0x32 */ PLAYER_CSMODE_50,
/* 0x33 */ PLAYER_CSMODE_51,
/* 0x34 */ PLAYER_CSMODE_52,
/* 0x35 */ PLAYER_CSMODE_53,
/* 0x36 */ PLAYER_CSMODE_54,
/* 0x37 */ PLAYER_CSMODE_55,
/* 0x38 */ PLAYER_CSMODE_56,
/* 0x39 */ PLAYER_CSMODE_57,
/* 0x3A */ PLAYER_CSMODE_58,
/* 0x3B */ PLAYER_CSMODE_59,
/* 0x3C */ PLAYER_CSMODE_60,
/* 0x3D */ PLAYER_CSMODE_61,
/* 0x3E */ PLAYER_CSMODE_62,
/* 0x3F */ PLAYER_CSMODE_63,
/* 0x40 */ PLAYER_CSMODE_64,
/* 0x41 */ PLAYER_CSMODE_65,
/* 0x42 */ PLAYER_CSMODE_66, // Look side-to-side with chin down
/* 0x43 */ PLAYER_CSMODE_67,
/* 0x44 */ PLAYER_CSMODE_68,
/* 0x45 */ PLAYER_CSMODE_69,
/* 0x46 */ PLAYER_CSMODE_70,
/* 0x47 */ PLAYER_CSMODE_71,
/* 0x48 */ PLAYER_CSMODE_72,
/* 0x49 */ PLAYER_CSMODE_73,
/* 0x4A */ PLAYER_CSMODE_74, // Give a big nod of approval
/* 0x4B */ PLAYER_CSMODE_75,
/* 0x4C */ PLAYER_CSMODE_76,
/* 0x4D */ PLAYER_CSMODE_77,
/* 0x4E */ PLAYER_CSMODE_78,
/* 0x4F */ PLAYER_CSMODE_79,
/* 0x50 */ PLAYER_CSMODE_80,
/* 0x51 */ PLAYER_CSMODE_81, // Look side-to-side with chin up
/* 0x52 */ PLAYER_CSMODE_82, // Close eyes and sway body in circles
/* 0x53 */ PLAYER_CSMODE_83,
/* 0x54 */ PLAYER_CSMODE_84, // Sucked by the moon
/* 0x55 */ PLAYER_CSMODE_85,
/* 0x56 */ PLAYER_CSMODE_86,
/* 0x57 */ PLAYER_CSMODE_87,
/* 0x58 */ PLAYER_CSMODE_88,
/* 0x59 */ PLAYER_CSMODE_89,
/* 0x5A */ PLAYER_CSMODE_90,
/* 0x5B */ PLAYER_CSMODE_91,
/* 0x5C */ PLAYER_CSMODE_92,
/* 0x5D */ PLAYER_CSMODE_93,
/* 0x5E */ PLAYER_CSMODE_94,
/* 0x5F */ PLAYER_CSMODE_95,
/* 0x60 */ PLAYER_CSMODE_96,
/* 0x61 */ PLAYER_CSMODE_97,
/* 0x62 */ PLAYER_CSMODE_98,
/* 0x63 */ PLAYER_CSMODE_99,
/* 0x64 */ PLAYER_CSMODE_100,
/* 0x65 */ PLAYER_CSMODE_101,
/* 0x66 */ PLAYER_CSMODE_102,
/* 0x67 */ PLAYER_CSMODE_103,
/* 0x68 */ PLAYER_CSMODE_104,
/* 0x69 */ PLAYER_CSMODE_105,
/* 0x6A */ PLAYER_CSMODE_106,
/* 0x6B */ PLAYER_CSMODE_107,
/* 0x6C */ PLAYER_CSMODE_108,
/* 0x6D */ PLAYER_CSMODE_109,
/* 0x6E */ PLAYER_CSMODE_110,
/* 0x6F */ PLAYER_CSMODE_111,
/* 0x70 */ PLAYER_CSMODE_112,
/* 0x71 */ PLAYER_CSMODE_113,
/* 0x72 */ PLAYER_CSMODE_114,
/* 0x73 */ PLAYER_CSMODE_115,
/* 0x74 */ PLAYER_CSMODE_116,
/* 0x75 */ PLAYER_CSMODE_117,
/* 0x76 */ PLAYER_CSMODE_118,
/* 0x77 */ PLAYER_CSMODE_119,
/* 0x78 */ PLAYER_CSMODE_120,
/* 0x79 */ PLAYER_CSMODE_121,
/* 0x7A */ PLAYER_CSMODE_122,
/* 0x7B */ PLAYER_CSMODE_123,
/* 0x7C */ PLAYER_CSMODE_124,
/* 0x7D */ PLAYER_CSMODE_125,
/* 0x7E */ PLAYER_CSMODE_126,
/* 0x7F */ PLAYER_CSMODE_127,
/* 0x80 */ PLAYER_CSMODE_128,
/* 0x81 */ PLAYER_CSMODE_129,
/* 0x82 */ PLAYER_CSMODE_130,
/* 0x83 */ PLAYER_CSMODE_131,
/* 0x84 */ PLAYER_CSMODE_132,
/* 0x85 */ PLAYER_CSMODE_133,
/* 0x86 */ PLAYER_CSMODE_134,
/* 0x87 */ PLAYER_CSMODE_135,
/* 0x88 */ PLAYER_CSMODE_136,
/* 0x89 */ PLAYER_CSMODE_137,
/* 0x8A */ PLAYER_CSMODE_138,
/* 0x8B */ PLAYER_CSMODE_139,
/* 0x8C */ PLAYER_CSMODE_MAX
} PlayerCsMode;
typedef enum PlayerCueId {
/* 0x00 */ PLAYER_CUEID_NONE,
/* 0x01 */ PLAYER_CUEID_1,
/* 0x02 */ PLAYER_CUEID_2,
/* 0x03 */ PLAYER_CUEID_3,
/* 0x04 */ PLAYER_CUEID_4,
/* 0x05 */ PLAYER_CUEID_5,
/* 0x06 */ PLAYER_CUEID_6,
/* 0x07 */ PLAYER_CUEID_7,
/* 0x08 */ PLAYER_CUEID_8,
/* 0x09 */ PLAYER_CUEID_9,
/* 0x0A */ PLAYER_CUEID_10,
/* 0x0B */ PLAYER_CUEID_11,
/* 0x0C */ PLAYER_CUEID_12,
/* 0x0D */ PLAYER_CUEID_13,
/* 0x0E */ PLAYER_CUEID_14,
/* 0x0F */ PLAYER_CUEID_15,
/* 0x10 */ PLAYER_CUEID_16,
/* 0x11 */ PLAYER_CUEID_17,
/* 0x12 */ PLAYER_CUEID_18,
/* 0x13 */ PLAYER_CUEID_19,
/* 0x14 */ PLAYER_CUEID_20,
/* 0x15 */ PLAYER_CUEID_21,
/* 0x16 */ PLAYER_CUEID_22,
/* 0x17 */ PLAYER_CUEID_23,
/* 0x18 */ PLAYER_CUEID_24,
/* 0x19 */ PLAYER_CUEID_25,
/* 0x1A */ PLAYER_CUEID_26,
/* 0x1B */ PLAYER_CUEID_27,
/* 0x1C */ PLAYER_CUEID_28,
/* 0x1D */ PLAYER_CUEID_29,
/* 0x1E */ PLAYER_CUEID_30,
/* 0x1F */ PLAYER_CUEID_31,
/* 0x20 */ PLAYER_CUEID_32,
/* 0x21 */ PLAYER_CUEID_33,
/* 0x22 */ PLAYER_CUEID_34,
/* 0x23 */ PLAYER_CUEID_35,
/* 0x24 */ PLAYER_CUEID_36,
/* 0x25 */ PLAYER_CUEID_37,
/* 0x26 */ PLAYER_CUEID_38,
/* 0x27 */ PLAYER_CUEID_39,
/* 0x28 */ PLAYER_CUEID_40,
/* 0x29 */ PLAYER_CUEID_41,
/* 0x2A */ PLAYER_CUEID_42,
/* 0x2B */ PLAYER_CUEID_43,
/* 0x2C */ PLAYER_CUEID_44,
/* 0x2D */ PLAYER_CUEID_45,
/* 0x2E */ PLAYER_CUEID_46,
/* 0x2F */ PLAYER_CUEID_47,
/* 0x30 */ PLAYER_CUEID_48,
/* 0x31 */ PLAYER_CUEID_49,
/* 0x32 */ PLAYER_CUEID_50,
/* 0x33 */ PLAYER_CUEID_51,
/* 0x34 */ PLAYER_CUEID_52,
/* 0x35 */ PLAYER_CUEID_53,
/* 0x36 */ PLAYER_CUEID_54,
/* 0x37 */ PLAYER_CUEID_55,
/* 0x38 */ PLAYER_CUEID_56,
/* 0x39 */ PLAYER_CUEID_57,
/* 0x3A */ PLAYER_CUEID_58,
/* 0x3B */ PLAYER_CUEID_59,
/* 0x3C */ PLAYER_CUEID_60,
/* 0x3D */ PLAYER_CUEID_61,
/* 0x3E */ PLAYER_CUEID_62,
/* 0x3F */ PLAYER_CUEID_63,
/* 0x40 */ PLAYER_CUEID_64,
/* 0x41 */ PLAYER_CUEID_65,
/* 0x42 */ PLAYER_CUEID_66,
/* 0x43 */ PLAYER_CUEID_67,
/* 0x44 */ PLAYER_CUEID_68,
/* 0x45 */ PLAYER_CUEID_69,
/* 0x46 */ PLAYER_CUEID_70,
/* 0x47 */ PLAYER_CUEID_71,
/* 0x48 */ PLAYER_CUEID_72,
/* 0x49 */ PLAYER_CUEID_73,
/* 0x4A */ PLAYER_CUEID_74,
/* 0x4B */ PLAYER_CUEID_75,
/* 0x4C */ PLAYER_CUEID_76,
/* 0x4D */ PLAYER_CUEID_77,
/* 0x4E */ PLAYER_CUEID_78,
/* 0x4F */ PLAYER_CUEID_79,
/* 0x50 */ PLAYER_CUEID_80,
/* 0x51 */ PLAYER_CUEID_81,
/* 0x52 */ PLAYER_CUEID_82,
/* 0x53 */ PLAYER_CUEID_83,
/* 0x54 */ PLAYER_CUEID_84,
/* 0x55 */ PLAYER_CUEID_85,
/* 0x56 */ PLAYER_CUEID_86,
/* 0x57 */ PLAYER_CUEID_87,
/* 0x58 */ PLAYER_CUEID_88,
/* 0x59 */ PLAYER_CUEID_89,
/* 0x5A */ PLAYER_CUEID_90,
/* 0x5B */ PLAYER_CUEID_91,
/* 0x5C */ PLAYER_CUEID_MAX
} PlayerCueId;
//
#define PLAYER_STATE1_1 (1 << 0)
//
#define PLAYER_STATE1_2 (1 << 1)
// Climbing ledge
#define PLAYER_STATE1_4 (1 << 2)
//
#define PLAYER_STATE1_8 (1 << 3)
// Zora electric shield
#define PLAYER_STATE1_10 (1 << 4)
//
#define PLAYER_STATE1_20 (1 << 5)
//
#define PLAYER_STATE1_40 (1 << 6)
//
#define PLAYER_STATE1_80 (1 << 7)
//
#define PLAYER_STATE1_100 (1 << 8)
//
#define PLAYER_STATE1_200 (1 << 9)
//
#define PLAYER_STATE1_400 (1 << 10)
//
#define PLAYER_STATE1_800 (1 << 11)
// charging spin attack
#define PLAYER_STATE1_1000 (1 << 12)
//
#define PLAYER_STATE1_2000 (1 << 13)
//
#define PLAYER_STATE1_4000 (1 << 14)
//
#define PLAYER_STATE1_8000 (1 << 15)
//
#define PLAYER_STATE1_10000 (1 << 16)
//
#define PLAYER_STATE1_20000 (1 << 17)
//
#define PLAYER_STATE1_40000 (1 << 18)
//
#define PLAYER_STATE1_80000 (1 << 19)
//
#define PLAYER_STATE1_100000 (1 << 20)
//
#define PLAYER_STATE1_200000 (1 << 21)
//
#define PLAYER_STATE1_400000 (1 << 22)
//
#define PLAYER_STATE1_800000 (1 << 23)
//
#define PLAYER_STATE1_1000000 (1 << 24)
//
#define PLAYER_STATE1_2000000 (1 << 25)
//
#define PLAYER_STATE1_4000000 (1 << 26)
// Swimming?
#define PLAYER_STATE1_8000000 (1 << 27)
//
#define PLAYER_STATE1_10000000 (1 << 28)
// Time is stopped but Link & NPC animations continue
#define PLAYER_STATE1_20000000 (1 << 29)
//
#define PLAYER_STATE1_40000000 (1 << 30)
// Related to exit a grotto
#define PLAYER_STATE1_80000000 (1 << 31)
//
#define PLAYER_STATE2_1 (1 << 0)
//
#define PLAYER_STATE2_2 (1 << 1)
//
#define PLAYER_STATE2_4 (1 << 2)
//
#define PLAYER_STATE2_8 (1 << 3)
//
#define PLAYER_STATE2_10 (1 << 4)
//
#define PLAYER_STATE2_20 (1 << 5)
//
#define PLAYER_STATE2_40 (1 << 6)
//
#define PLAYER_STATE2_80 (1 << 7)
//
#define PLAYER_STATE2_100 (1 << 8)
//
#define PLAYER_STATE2_FORCE_SAND_FLOOR_SOUND (1 << 9)
//
#define PLAYER_STATE2_400 (1 << 10)
// Diving
#define PLAYER_STATE2_800 (1 << 11)
//
#define PLAYER_STATE2_1000 (1 << 12)
//
#define PLAYER_STATE2_2000 (1 << 13)
//
#define PLAYER_STATE2_4000 (1 << 14)
//
#define PLAYER_STATE2_8000 (1 << 15)
//
#define PLAYER_STATE2_10000 (1 << 16)
// A non-magic spin attack
#define PLAYER_STATE2_20000 (1 << 17)
//
#define PLAYER_STATE2_40000 (1 << 18)
//
#define PLAYER_STATE2_80000 (1 << 19)
//
#define PLAYER_STATE2_100000 (1 << 20)
//
#define PLAYER_STATE2_200000 (1 << 21)
//
#define PLAYER_STATE2_400000 (1 << 22)
//
#define PLAYER_STATE2_800000 (1 << 23)
//
#define PLAYER_STATE2_1000000 (1 << 24)
//
#define PLAYER_STATE2_2000000 (1 << 25)
//
#define PLAYER_STATE2_4000000 (1 << 26)
//
#define PLAYER_STATE2_8000000 (1 << 27)
//
#define PLAYER_STATE2_10000000 (1 << 28)
// Disable drawing player
#define PLAYER_STATE2_20000000 (1 << 29)
// Lunge: small forward boost at the end of certain attack animations
#define PLAYER_STATE2_40000000 (1 << 30)
// Void-out
#define PLAYER_STATE2_80000000 (1 << 31)
// Ignores collision with floor?
#define PLAYER_STATE3_1 (1 << 0)
//
#define PLAYER_STATE3_2 (1 << 1)
//
#define PLAYER_STATE3_4 (1 << 2)
//
#define PLAYER_STATE3_8 (1 << 3)
//
#define PLAYER_STATE3_10 (1 << 4)
//
#define PLAYER_STATE3_20 (1 << 5)
//
#define PLAYER_STATE3_40 (1 << 6)
//
#define PLAYER_STATE3_80 (1 << 7)
// Deku flower dive
#define PLAYER_STATE3_100 (1 << 8)
//
#define PLAYER_STATE3_200 (1 << 9)
//
#define PLAYER_STATE3_400 (1 << 10)
//
#define PLAYER_STATE3_800 (1 << 11)
// goron curled
#define PLAYER_STATE3_1000 (1 << 12)
//
#define PLAYER_STATE3_2000 (1 << 13)
//
#define PLAYER_STATE3_4000 (1 << 14)
// Swimming Zora
#define PLAYER_STATE3_8000 (1 << 15)
//
#define PLAYER_STATE3_10000 (1 << 16)
//
#define PLAYER_STATE3_20000 (1 << 17)
// Related to form Deku
#define PLAYER_STATE3_40000 (1 << 18)
//
#define PLAYER_STATE3_80000 (1 << 19)
//
#define PLAYER_STATE3_100000 (1 << 20)
// Deku hopping?
#define PLAYER_STATE3_200000 (1 << 21)
//
#define PLAYER_STATE3_400000 (1 << 22)
//
#define PLAYER_STATE3_800000 (1 << 23)
//
#define PLAYER_STATE3_1000000 (1 << 24)
//
#define PLAYER_STATE3_2000000 (1 << 25)
//
#define PLAYER_STATE3_4000000 (1 << 26)
//
#define PLAYER_STATE3_8000000 (1 << 27)
//
#define PLAYER_STATE3_10000000 (1 << 28)
// breman mask march?
#define PLAYER_STATE3_20000000 (1 << 29)
//
#define PLAYER_STATE3_40000000 (1 << 30)
// TARGETING_HOSTILE?
#define PLAYER_STATE3_80000000 (1 << 31)
#define PLAYER_GET_BG_CAM_INDEX(thisx) ((thisx)->params & 0xFF)
#define PLAYER_GET_INITMODE(thisx) (((thisx)->params & 0xF00) >> 8)
typedef enum PlayerInitMode {
/* 0x0 */ PLAYER_INITMODE_0,
/* 0x1 */ PLAYER_INITMODE_1, // Spawning after pulling/putting-back Master sword // OoT leftover
/* 0x2 */ PLAYER_INITMODE_2,
/* 0x3 */ PLAYER_INITMODE_3,
/* 0x4 */ PLAYER_INITMODE_4,
/* 0x5 */ PLAYER_INITMODE_5,
/* 0x6 */ PLAYER_INITMODE_6,
/* 0x7 */ PLAYER_INITMODE_7,
/* 0x8 */ PLAYER_INITMODE_8,
/* 0x9 */ PLAYER_INITMODE_9,
/* 0xA */ PLAYER_INITMODE_A,
/* 0xB */ PLAYER_INITMODE_B,
/* 0xC */ PLAYER_INITMODE_TELESCOPE,
/* 0xD */ PLAYER_INITMODE_D,
/* 0xE */ PLAYER_INITMODE_E,
/* 0xF */ PLAYER_INITMODE_F
} PlayerInitMode;
#define PLAYER_PARAMS(startBgCamIndex, initMode) ((startBgCamIndex & 0xFF) | ((initMode & 0xF) << 8))
typedef enum PlayerUnkAA5 {
/* 0 */ PLAYER_UNKAA5_0,
/* 1 */ PLAYER_UNKAA5_1,
/* 2 */ PLAYER_UNKAA5_2,
/* 3 */ PLAYER_UNKAA5_3,
/* 4 */ PLAYER_UNKAA5_4,
/* 5 */ PLAYER_UNKAA5_5
} PlayerUnkAA5;
typedef void (*PlayerActionFunc)(struct Player* this, struct PlayState* play);
typedef s32 (*PlayerUpperActionFunc)(struct Player* this, struct PlayState* play);
typedef void (*PlayerFuncD58)(struct PlayState* play, struct Player* this);
typedef struct Player {
/* 0x000 */ Actor actor;
/* 0x144 */ s8 currentShield;
/* 0x145 */ s8 currentBoots;
/* 0x146 */ s8 heldItemButton;
/* 0x147 */ s8 heldItemAction; // PlayerItemAction enum
/* 0x148 */ u8 heldItemId; // ItemId enum
/* 0x149 */ s8 prevBoots;
/* 0x14A */ s8 itemAction; // PlayerItemAction enum
/* 0x14B */ u8 transformation; // PlayerTransformation enum
/* 0x14C */ u8 modelGroup; // PlayerModelGroup enum
/* 0x14D */ u8 nextModelGroup;
/* 0x14E */ s8 unk_14E;
/* 0x14F */ u8 modelAnimType; // PlayerAnimType enum
/* 0x150 */ u8 leftHandType;
/* 0x151 */ u8 rightHandType;
/* 0x152 */ u8 sheathType;
/* 0x153 */ u8 currentMask; // PlayerMask enum
/* 0x154 */ s8 unk_154; // EquipSlot enum // Last pressed equip slot?
/* 0x155 */ u8 prevMask;
/* 0x158 */ Gfx** rightHandDLists;
/* 0x15C */ Gfx** leftHandDLists;
/* 0x160 */ Gfx** sheathDLists;
/* 0x164 */ Gfx** waistDLists;
/* 0x168 */ UNK_TYPE1 unk_168[0x4C];
/* 0x1B4 */ s16 unk_1B4;
/* 0x1B6 */ char unk_1B6[2];
/* 0x1B8 */ u8 giObjectLoading;
/* 0x1BC */ DmaRequest giObjectDmaRequest;
/* 0x1DC */ OSMesgQueue giObjectLoadQueue;
/* 0x1F4 */ OSMesg giObjectLoadMsg;
/* 0x1F8 */ void* giObjectSegment;
/* 0x1FC */ u8 maskObjectLoadState;
/* 0x1FD */ s8 maskId;
/* 0x200 */ DmaRequest maskDmaRequest;
/* 0x220 */ OSMesgQueue maskObjectLoadQueue;
/* 0x238 */ OSMesg maskObjectLoadMsg;
/* 0x23C */ void* maskObjectSegment;
/* 0x240 */ SkelAnime skelAnime;
/* 0x284 */ SkelAnime unk_284;
/* 0x2C8 */ SkelAnime unk_2C8;
/* 0x30C */ Vec3s jointTable[5];
/* 0x32A */ Vec3s morphTable[5];
/* 0x348 */ BlinkInfo blinkInfo;
/* 0x34C */ Actor* heldActor;
/* 0x350 */ PosRot leftHandWorld;
/* 0x364 */ Actor* rightHandActor;
/* 0x368 */ PosRot rightHandWorld;
/* 0x37C */ s8 doorType; // PlayerDoorType enum
/* 0x37D */ s8 doorDirection;
/* 0x37E */ s8 doorTimer;
/* 0x37F */ s8 doorNext; // used with spiral staircase
/* 0x380 */ Actor* doorActor;
/* 0x384 */ s16 getItemId; // GetItemId enum
/* 0x386 */ u16 getItemDirection;
/* 0x388 */ Actor* interactRangeActor;
/* 0x38C */ s8 mountSide;
/* 0x390 */ Actor* rideActor;
/* 0x394 */ u8 csMode; // PlayerCsMode enum
/* 0x395 */ u8 prevCsMode; // PlayerCsMode enum
/* 0x396 */ u8 cueId; // PlayerCueId enum
/* 0x397 */ u8 unk_397; // PlayerDoorType enum
/* 0x398 */ Actor* csActor;
/* 0x39C */ UNK_TYPE1 unk_39C[0x4];
/* 0x3A0 */ Vec3f unk_3A0;
/* 0x3AC */ Vec3f unk_3AC;
/* 0x3B8 */ u16 unk_3B8;
/* 0x3BA */ union {
s16 doorBgCamIndex;
s16 unk_3BA; // When in a cutscene, boolean to determine if `PLAYER_STATE1_20000000` is set
};
/* 0x3BC */ s16 subCamId;
/* 0x3BE */ char unk_3BE[2];
/* 0x3C0 */ Vec3f unk_3C0;
/* 0x3CC */ s16 unk_3CC;
/* 0x3CE */ s8 unk_3CE;
/* 0x3CF */ u8 unk_3CF;
/* 0x3D0 */ struct_80122D44_arg1 unk_3D0;
/* 0x4E4 */ UNK_TYPE1 unk_4E4[0x20];
/* 0x504 */ LightNode* lightNode;
/* 0x508 */ LightInfo lightInfo;
/* 0x518 */ ColliderCylinder cylinder;
/* 0x564 */ ColliderQuad meleeWeaponQuads[2];
/* 0x664 */ ColliderQuad shieldQuad;
/* 0x6E4 */ ColliderCylinder shieldCylinder;
/* 0x730 */ Actor* targetedActor; // Z/L-Targeted actor
/* 0x734 */ char unk_734[4];
/* 0x738 */ s32 unk_738;
/* 0x73C */ s32 meleeWeaponEffectIndex[3];
/* 0x748 */ PlayerActionFunc actionFunc;
/* 0x74C */ u8 jointTableBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x7EB */ u8 morphTableBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x88A */ u8 blendTableBuffer[PLAYER_LIMB_BUF_SIZE];
/* 0x929 */ u8 unk_929[PLAYER_LIMB_BUF_SIZE];
/* 0x9C8 */ u8 unk_9C8[PLAYER_LIMB_BUF_SIZE];
/* 0xA68 */ PlayerAgeProperties* ageProperties; // repurposed as "transformation properties"?
/* 0xA6C */ u32 stateFlags1;
/* 0xA70 */ u32 stateFlags2;
/* 0xA74 */ u32 stateFlags3;
/* 0xA78 */ Actor* unk_A78;
/* 0xA7C */ Actor* boomerangActor;
/* 0xA80 */ Actor* tatlActor;
/* 0xA84 */ s16 tatlTextId;
/* 0xA86 */ s8 csId;
/* 0xA87 */ s8 exchangeItemAction; // PlayerItemAction enum
/* 0xA88 */ Actor* talkActor;
/* 0xA8C */ f32 talkActorDistance;
/* 0xA90 */ Actor* unk_A90;
/* 0xA94 */ f32 unk_A94;
/* 0xA98 */ Actor* unk_A98;
/* 0xA9C */ f32 secretRumbleCharge; // builds per frame until discharges with a rumble request
/* 0xAA0 */ f32 closestSecretDistSq; // Used to augment `secretRumbleCharge`. Cleared every frame
/* 0xAA4 */ s8 unk_AA4;
/* 0xAA5 */ u8 unk_AA5; // PlayerUnkAA5 enum
/* 0xAA6 */ u16 unk_AA6; // flags of some kind
/* 0xAA8 */ s16 unk_AA8;
/* 0xAAA */ s16 unk_AAA;
/* 0xAAC */ Vec3s headLimbRot;
/* 0xAB2 */ Vec3s upperLimbRot;
/* 0xAB8 */ f32 unk_AB8;
/* 0xABC */ f32 unk_ABC;
/* 0xAC0 */ f32 unk_AC0;
/* 0xAC4 */ PlayerUpperActionFunc upperActionFunc; // Upper body/item action functions
/* 0xAC8 */ f32 unk_AC8;
/* 0xACC */ s16 unk_ACC;
/* 0xACE */ s8 unk_ACE;
/* 0xACF */ u8 putAwayCountdown; // Frames to wait before showing "Put Away" on A
/* 0xAD0 */ f32 linearVelocity;
/* 0xAD4 */ s16 currentYaw;
/* 0xAD6 */ s16 targetYaw;
/* 0xAD8 */ u16 underwaterTimer;
/* 0xADA */ s8 meleeWeaponAnimation;
/* 0xADB */ s8 meleeWeaponState;
/* 0xADC */ s8 unk_ADC;
/* 0xADD */ s8 unk_ADD; // Some sort of combo counter
/* 0xADE */ u8 unk_ADE;
/* 0xADF */ s8 unk_ADF[4]; // Circular buffer used for testing for triggering a quickspin
/* 0xAE3 */ s8 unk_AE3[4]; // Circular buffer used for ?
/* 0xAE7 */ s8 unk_AE7; // a timer, used as an index for multiple kinds of animations too, room index?, etc
/* 0xAE8 */ s16 unk_AE8; // multipurpose timer
/* 0xAEC */ f32 unk_AEC;
/* 0xAF0 */ union {
Vec3f unk_AF0[2];
f32 arr_AF0[6];
};
/* 0xB08 */ f32 unk_B08;
/* 0xB0C */ f32 unk_B0C;
/* 0xB10 */ f32 unk_B10[6];
/* 0xB28 */ s16 unk_B28; // Burning stick timer?
/* 0xB2A */ s8 getItemDrawIdPlusOne;
/* 0xB2B */ s8 unk_B2B;
/* 0xB2C */ f32 windSpeed;
/* 0xB30 */ s16 windAngleX;
/* 0xB32 */ s16 windAngleY;
/* 0xB34 */ f32 unk_B34;
/* 0xB38 */ f32 unk_B38;
/* 0xB3C */ f32 unk_B3C;
/* 0xB40 */ f32 unk_B40;
/* 0xB44 */ f32 unk_B44;
/* 0xB48 */ f32 unk_B48;
/* 0xB4C */ s16 unk_B4C;
/* 0xB4E */ s16 unk_B4E;
/* 0xB50 */ f32 unk_B50;
/* 0xB54 */ f32 yDistToLedge; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground if found
/* 0xB58 */ f32 distToInteractWall; // xyz distance to the interact wall
/* 0xB5C */ u8 ledgeClimbType; // see PlayerLedgeClimbType enum
/* 0xB5D */ u8 ledgeClimbDelayTimer;
/* 0xB5E */ u8 unk_B5E;
/* 0xB5F */ u8 unk_B5F;
/* 0xB60 */ u16 blastMaskTimer;
/* 0xB62 */ s16 unk_B62;
/* 0xB64 */ u8 unk_B64;
/* 0xB65 */ u8 shockTimer;
/* 0xB66 */ u8 unk_B66;
/* 0xB67 */ u8 remainingHopsCounter; // Deku hopping on water
/* 0xB68 */ s16 fallStartHeight; // last truncated Y position before falling
/* 0xB6A */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
/* 0xB6C */ s16 floorPitch; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0xB6E */ s16 floorPitchAlt; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0xB70 */ s16 unk_B70;
/* 0xB72 */ u16 floorSfxOffset;
/* 0xB74 */ u8 unk_B74;
/* 0xB75 */ u8 unk_B75;
/* 0xB76 */ s16 unk_B76;
/* 0xB78 */ f32 unk_B78;
/* 0xB7C */ f32 unk_B7C;
/* 0xB80 */ f32 pushedSpeed; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0xB84 */ s16 pushedYaw; // Yaw of direction in which player is being pushed
/* 0xB86 */ s16 unk_B86[2]; // unknown length
/* 0xB8A */ s16 unk_B8A;
/* 0xB8C */ s16 unk_B8C;
/* 0xB8E */ s16 unk_B8E;
/* 0xB90 */ s16 unk_B90;
/* 0xB92 */ s16 unk_B92;
/* 0xB94 */ s16 unk_B94;
/* 0xB96 */ s16 unk_B96;
/* 0xB98 */ WeaponInfo meleeWeaponInfo[3];
/* 0xBEC */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0xCC4 */ MtxF leftHandMf;
/* 0xD04 */ MtxF shieldMf;
/* 0xD44 */ u8 isBurning;
/* 0xD45 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0xD57 */ u8 unk_D57;
/* 0xD58 */ PlayerFuncD58 unk_D58;
/* 0xD5C */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
/* 0xD5D */ u8 floorTypeTimer; // Unused remnant of OoT
/* 0xD5E */ u8 floorProperty; // FloorProperty enum
/* 0xD5F */ u8 prevFloorType; // Unused remnant of OoT
/* 0xD60 */ f32 unk_D60;
/* 0xD64 */ s16 unk_D64;
/* 0xD66 */ u16 prevFloorSfxOffset;
/* 0xD68 */ s16 unk_D68;
/* 0xD6A */ s8 unk_D6A;
/* 0xD6B */ u8 unk_D6B;
/* 0xD6C */ Vec3f unk_D6C; // previous body part 0 position
} Player; // size = 0xD78
#endif