mirror of
https://github.com/Xeeynamo/sotn-decomp.git
synced 2024-11-26 22:40:33 +00:00
Rename g_Player.unk0 to g_Player.status (#1721)
As discussed in https://github.com/Xeeynamo/sotn-decomp/pull/1709#issuecomment-2386396310
This commit is contained in:
parent
c1b36a1029
commit
f647b0c26b
@ -38,7 +38,7 @@ g_Player = 0x80072684;
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g_Player_padSim = 0x800729A8;
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g_Player_D_80072EFC = 0x800729B0;
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g_Player_pl_vram_flag = 0x800729D4;
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g_Player_unk0C = 0x800729E0;
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g_Player_status = 0x800729E0;
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g_Player_unk10 = 0x800729E4;
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D_80072F76 = 0x80072A2A;
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D_80072F78 = 0x80072A2C;
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@ -867,7 +867,7 @@ g_Player_timers_15 = 0x80072F1E;
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g_Player_pl_vram_flag = 0x80072F20;
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g_Player_unk04 = 0x80072F24;
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g_Player_unk08 = 0x80072F28;
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g_Player_unk0C = 0x80072F2C;
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g_Player_status = 0x80072F2C;
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g_Player_unk10 = 0x80072F30;
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g_Player_unk14 = 0x80072F34;
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g_Player_unk18 = 0x80072F38;
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@ -896,7 +896,7 @@ g_Player_timers_15 = 0x80072F1E;
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g_Player_pl_vram_flag = 0x80072F20;
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g_Player_unk04 = 0x80072F24;
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g_Player_unk08 = 0x80072F28;
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g_Player_unk0C = 0x80072F2C;
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g_Player_status = 0x80072F2C;
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g_Player_unk10 = 0x80072F30;
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g_Player_unk14 = 0x80072F34;
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g_Player_unk18 = 0x80072F38;
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@ -288,40 +288,43 @@ typedef enum {
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FLAG_DESTROY_IF_OUT_OF_CAMERA = 0x80000000,
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} EntityFlag;
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// document g_Player.unk0C
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#define PLAYER_STATUS_BAT_FORM 0x1
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#define PLAYER_STATUS_MIST_FORM 0x2
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#define PLAYER_STATUS_WOLF_FORM 0x4
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#define PLAYER_STATUS_TRANSFORM \
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(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM | PLAYER_STATUS_WOLF_FORM)
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#define PLAYER_STATUS_UNK8 0x8
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#define PLAYER_STATUS_UNK10 0x10
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#define PLAYER_STATUS_UNK_20 0x20
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#define PLAYER_STATUS_UNK40 0x40
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#define PLAYER_STATUS_STONE 0x80
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#define PLAYER_STATUS_UNK100 0x100
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#define PLAYER_STATUS_UNK200 0x200
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#define PLAYER_STATUS_UNK400 0x400
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#define PLAYER_STATUS_UNK800 0x800
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#define PLAYER_STATUS_UNK1000 0x1000
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#define PLAYER_STATUS_UNK2000 0x2000
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#define PLAYER_STATUS_POISON 0x4000
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#define PLAYER_STATUS_CURSE 0x8000
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#define PLAYER_STATUS_UNK10000 0x10000 // possibly freezing?
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#define PLAYER_STATUS_UNK20000 0x20000
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#define PLAYER_STATUS_UNK40000 0x40000
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#define PLAYER_STATUS_UNK80000 0x80000
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#define PLAYER_STATUS_UNK100000 0x100000
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#define PLAYER_STATUS_UNK200000 0x200000
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#define PLAYER_STATUS_UNK400000 0x400000
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#define PLAYER_STATUS_UNK800000 0x800000
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#define PLAYER_STATUS_AXEARMOR 0x1000000
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#define PLAYER_STATUS_ABSORB_BLOOD 0x2000000
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#define PLAYER_STATUS_UNK4000000 0x4000000
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#define NO_AFTERIMAGE 0x8000000
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#define PLAYER_STATUS_UNK10000000 0x10000000
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#define PLAYER_STATUS_UNK40000000 0x40000000
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#define PLAYER_STATUS_UNK80000000 0x80000000
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// document g_Player.status
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typedef enum {
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PLAYER_STATUS_BAT_FORM = 0x1,
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PLAYER_STATUS_MIST_FORM = 0x2,
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PLAYER_STATUS_WOLF_FORM = 0x4,
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PLAYER_STATUS_TRANSFORM =
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(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM |
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PLAYER_STATUS_WOLF_FORM),
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PLAYER_STATUS_UNK8 = 0x8,
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PLAYER_STATUS_UNK10 = 0x10,
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PLAYER_STATUS_UNK_20 = 0x20,
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PLAYER_STATUS_UNK40 = 0x40,
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PLAYER_STATUS_STONE = 0x80,
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PLAYER_STATUS_UNK100 = 0x100,
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PLAYER_STATUS_UNK200 = 0x200,
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PLAYER_STATUS_UNK400 = 0x400,
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PLAYER_STATUS_UNK800 = 0x800,
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PLAYER_STATUS_UNK1000 = 0x1000,
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PLAYER_STATUS_UNK2000 = 0x2000,
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PLAYER_STATUS_POISON = 0x4000,
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PLAYER_STATUS_CURSE = 0x8000,
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PLAYER_STATUS_UNK10000 = 0x10000, // possibly freezing?
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PLAYER_STATUS_UNK20000 = 0x20000,
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PLAYER_STATUS_UNK40000 = 0x40000,
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PLAYER_STATUS_UNK80000 = 0x80000,
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PLAYER_STATUS_UNK100000 = 0x100000,
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PLAYER_STATUS_UNK200000 = 0x200000,
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PLAYER_STATUS_UNK400000 = 0x400000,
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PLAYER_STATUS_UNK800000 = 0x800000,
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PLAYER_STATUS_AXEARMOR = 0x1000000,
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PLAYER_STATUS_ABSORB_BLOOD = 0x2000000,
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PLAYER_STATUS_UNK4000000 = 0x4000000,
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NO_AFTERIMAGE = 0x8000000,
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PLAYER_STATUS_UNK10000000 = 0x10000000,
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PLAYER_STATUS_UNK40000000 = 0x40000000,
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PLAYER_STATUS_UNK80000000 = 0x80000000,
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} PlayerStateStatus;
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#define ANIMSET_OVL_FLAG 0x8000
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#define ANIMSET_DRA(x) (x)
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@ -1726,7 +1729,7 @@ typedef struct {
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/* 80072F24 */ s32 unk04; // copy of the previous field
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/* 80072F28 */ s32 unk08;
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/* 80072F2C */ u32 unk0C;
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/* 80072F2C */ PlayerStateStatus status;
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/* 80072F30 */ s32 unk10;
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/* 80072F34 */ u32 unk14;
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/* 80072F38 */ s32 unk18;
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@ -317,7 +317,7 @@ s32 SetNextRoomToLoad(u32 x, u32 y) {
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RoomHeader* room;
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u32 stack[4];
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if (g_Player.unk0C & PLAYER_STATUS_UNK40000) {
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if (g_Player.status & PLAYER_STATUS_UNK40000) {
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return 0;
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}
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res = func_800F087C(x, y);
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@ -409,7 +409,7 @@ s32 func_800F0CD8(s32 arg0) {
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}
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var_s0 = 48;
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if (!(g_Player.pl_vram_flag & 1) &&
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!(g_Player.unk0C &
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!(g_Player.status &
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(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM))) {
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var_s0 = 24;
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}
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@ -1485,7 +1485,7 @@ void RunMainEngine(void) {
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if (D_80137598 != 0) {
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func_80105428();
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}
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if (g_Player.unk0C & PLAYER_STATUS_UNK80000) {
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if (g_Player.status & PLAYER_STATUS_UNK80000) {
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g_GameEngineStep = Engine_10;
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g_MenuStep = MENU_STEP_INIT;
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}
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@ -1513,7 +1513,7 @@ void RunMainEngine(void) {
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D_8006BB00 = 0;
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}
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}
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if (!(g_Player.unk0C & PLAYER_STATUS_UNK40000)) {
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if (!(g_Player.status & PLAYER_STATUS_UNK40000)) {
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if ((g_pads[0].tapped & PAD_START) && (D_8003C8B8 != 0)) {
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func_801027A4();
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if ((g_StageId == STAGE_ST0) ||
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@ -571,7 +571,7 @@ void GetEquipProperties(s32 handId, Equipment* res, s32 equipId) {
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itemCategory = g_EquipDefs[equipId].itemCategory;
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if (itemCategory != ITEM_FOOD && itemCategory != ITEM_MEDICINE) {
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res->attack = CalcAttack(equipId, g_Status.equipment[1 - handId]);
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if (g_Player.unk0C & PLAYER_STATUS_POISON) {
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if (g_Player.status & PLAYER_STATUS_POISON) {
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res->attack >>= 1;
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}
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}
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@ -671,7 +671,7 @@ s32 HandleDamage(DamageParam* damage, s32 arg1, s32 amount, s32 arg3) {
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amount -= amount / 3;
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}
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}
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if (g_Player.unk0C & PLAYER_STATUS_STONE) {
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if (g_Player.status & PLAYER_STATUS_STONE) {
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damage->damageTaken = g_Status.hpMax / 8;
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ret = 8;
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} else if (damage->effects & 0x200) {
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@ -693,7 +693,7 @@ s32 HandleDamage(DamageParam* damage, s32 arg1, s32 amount, s32 arg3) {
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} else {
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damage->damageTaken = g_Status.hpMax / 8;
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}
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if (g_Player.unk0C & PLAYER_STATUS_POISON) {
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if (g_Player.status & PLAYER_STATUS_POISON) {
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damage->damageTaken *= 2;
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}
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// Check for player wearing a Talisman (chance to dodge attack)
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@ -716,7 +716,7 @@ s32 HandleDamage(DamageParam* damage, s32 arg1, s32 amount, s32 arg3) {
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ret = 3;
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} else {
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if (g_Status.defenseEquip > 99 && !(damage->effects & 0x180) &&
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!(g_Player.unk0C & PLAYER_STATUS_STONE)) {
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!(g_Player.status & PLAYER_STATUS_STONE)) {
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damage->damageKind = 0;
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ret = 1;
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} else {
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@ -1813,7 +1813,7 @@ void DrawRichterHudSubweapon(void) {
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prim->u3 = ((g_Status.hearts / 10) * 8) + 8;
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prim->v3 = 0x68;
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// Perhaps flashes the heart numbers when you have enough for a crash
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if ((g_Player.unk0C & PLAYER_STATUS_UNK200000) && !(g_Timer & 2)) {
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if ((g_Player.status & PLAYER_STATUS_UNK200000) && !(g_Timer & 2)) {
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prim->clut = 0x100;
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} else {
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prim->clut = 0x103;
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@ -2049,8 +2049,8 @@ void DrawHudSubweapon() {
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}
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if ((CheckEquipmentItemCount(ITEM_HEALING_MAIL, EQUIP_ARMOR)) &&
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((g_Player.unk0C & (PLAYER_STATUS_TRANSFORM |
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PLAYER_STATUS_UNK4000000)) == 0x04000000)) {
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((g_Player.status & (PLAYER_STATUS_TRANSFORM |
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PLAYER_STATUS_UNK4000000)) == 0x04000000)) {
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g_HealingMailTimer[0]++;
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if (g_HealingMailTimer[0] >= 128) {
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g_Player.unk56 = 2;
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@ -145,7 +145,7 @@ void func_801093C4(void) {
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}
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drawEnv = g_CurrentBuffer->draw;
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drawEnv.isbg = false;
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if (g_Player.unk0C & PLAYER_STATUS_UNK4000000) {
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if (g_Player.status & PLAYER_STATUS_UNK4000000) {
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drawEnv.isbg = true;
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}
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drawEnv.r0 = drawEnv.g0 = drawEnv.b0 = 0;
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@ -271,7 +271,7 @@ void func_80109594() {
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weapon = D_8017A000.EntityWeaponAttack;
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weapon();
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g_Player.unk0C |= PLAYER_STATUS_AXEARMOR;
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g_Player.status |= PLAYER_STATUS_AXEARMOR;
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func_8010DFF0(1, 10);
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func_80109328();
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}
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@ -279,7 +279,7 @@ void func_80109594() {
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void func_80109990(void) {
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if (D_80137FB4 == 0) {
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if (g_Status.mp == g_Status.mpMax &&
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!(g_Player.unk0C & PLAYER_STATUS_UNK100000)) {
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!(g_Player.status & PLAYER_STATUS_UNK100000)) {
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CreateEntFactoryFromEntity(g_CurrentEntity, 40, 0);
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PlaySfx(SFX_UI_MP_FULL);
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D_80137FB4++;
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@ -303,7 +303,7 @@ void func_80109A44(s32 isTransformed) {
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s16 x, y;
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mist = 0;
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if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM ||
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if (g_Player.status & PLAYER_STATUS_MIST_FORM ||
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g_Entities[0x10].entityId == 0x22) {
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mist = mist + 1;
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}
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@ -311,7 +311,7 @@ void func_80109A44(s32 isTransformed) {
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pl_04 = &g_Player.unk04;
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*pl_04 = *pl_vram;
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*pl_vram = 0;
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status = g_Player.unk0C;
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status = g_Player.status;
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if (isTransformed) {
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for (i = 0; i < 4; i++) {
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if (status & (PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM)) {
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@ -453,7 +453,7 @@ void func_8010A234(s32 arg0) {
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// Wearing Axe Lord Armor! This is probably when you initially put it on.
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if ((weapon() == 0x2D) &&
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CheckEquipmentItemCount(ITEM_AXE_LORD_ARMOR, EQUIP_ARMOR)) {
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if (!(g_Player.unk0C & PLAYER_STATUS_AXEARMOR)) {
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if (!(g_Player.status & PLAYER_STATUS_AXEARMOR)) {
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// Alucard says "WHAT?!" when first putting on Axe Lord Armor
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PlaySfx(NA_SE_VO_AL_WHAT);
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g_Player.padSim = 0;
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@ -461,14 +461,14 @@ void func_8010A234(s32 arg0) {
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func_8010FAF4();
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weapon = D_8017A000.EntityWeaponAttack;
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weapon();
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g_Player.unk0C |= PLAYER_STATUS_AXEARMOR;
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g_Player.status |= PLAYER_STATUS_AXEARMOR;
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func_8010DFF0(1, 0xA);
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func_80109328();
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if (arg0 != 0) {
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PlayAnimation(D_800B0130, D_800B01B8);
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}
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}
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} else if (g_Player.unk0C & PLAYER_STATUS_AXEARMOR) {
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} else if (g_Player.status & PLAYER_STATUS_AXEARMOR) {
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PLAYER.palette = 0x8100;
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PLAYER.animSet = 1;
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PLAYER.unk5A = 0;
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@ -484,7 +484,7 @@ void func_8010A234(s32 arg0) {
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} else {
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func_8010E7AC();
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}
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g_Player.unk0C &= ~PLAYER_STATUS_AXEARMOR;
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g_Player.status &= ~PLAYER_STATUS_AXEARMOR;
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func_80111CC0();
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if (arg0 != 0) {
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PlayAnimation(D_800B0130, D_800B01B8);
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@ -566,7 +566,7 @@ void EntityAlucard(void) {
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D_80137FB8 = g_unkGraphicsStruct.D_800973FC;
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var_s7 = 0;
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g_Player.unk72 = func_80110394();
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if (!(g_Player.unk0C & PLAYER_STATUS_UNK40000)) {
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if (!(g_Player.status & PLAYER_STATUS_UNK40000)) {
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var_s0 = GetTeleportToOtherCastle();
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if (var_s0 != 0) {
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func_8010E42C(var_s0);
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@ -581,7 +581,7 @@ void EntityAlucard(void) {
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func_80118C84(g_Player.unk58, 1);
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if (g_Player.unk56 == 1) {
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PlaySfx(SFX_HEALTH_PICKUP);
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if (!(g_Player.unk0C & PLAYER_STATUS_STONE)) {
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if (!(g_Player.status & PLAYER_STATUS_STONE)) {
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CreateEntFactoryFromEntity(
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g_CurrentEntity, FACTORY(0x2C, 0x48), 0);
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CreateEntFactoryFromEntity(
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@ -589,7 +589,7 @@ void EntityAlucard(void) {
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}
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}
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if ((g_Player.unk56 == 2) &&
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!(g_Player.unk0C & PLAYER_STATUS_STONE)) {
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!(g_Player.status & PLAYER_STATUS_STONE)) {
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CreateEntFactoryFromEntity(
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g_CurrentEntity, FACTORY(0x2C, 0x48), 0);
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}
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@ -641,16 +641,16 @@ void EntityAlucard(void) {
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if (!--g_Player.timers[var_s0]) {
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switch (var_s0) {
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case 0:
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if (!(g_Player.unk0C & (PLAYER_STATUS_STONE |
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PLAYER_STATUS_CURSE))) {
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if (!(g_Player.status & (PLAYER_STATUS_STONE |
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PLAYER_STATUS_CURSE))) {
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g_Player.timers[4] = 0xC;
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g_Player.timers[15] = 0xC;
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func_8010E168(1, 0xC);
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}
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continue;
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case 1:
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if (!(g_Player.unk0C & (PLAYER_STATUS_STONE |
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PLAYER_STATUS_CURSE))) {
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if (!(g_Player.status & (PLAYER_STATUS_STONE |
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PLAYER_STATUS_CURSE))) {
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g_Player.timers[4] = 0xC;
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g_Player.timers[15] = 0xC;
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func_8010E168(1, 0xC);
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@ -661,7 +661,7 @@ void EntityAlucard(void) {
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continue;
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case 3:
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PLAYER.palette = 0x8100;
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if (!(g_Player.unk0C &
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if (!(g_Player.status &
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(PLAYER_STATUS_STONE | PLAYER_STATUS_POISON |
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PLAYER_STATUS_CURSE))) {
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g_Player.timers[4] = 0xC;
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@ -714,7 +714,7 @@ void EntityAlucard(void) {
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break;
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case 2: /* switch 6 */
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func_8010E168(1, 4);
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if (g_Player.unk0C & PLAYER_STATUS_AXEARMOR) {
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if (g_Player.status & PLAYER_STATUS_AXEARMOR) {
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SetPlayerStep(Player_Unk50);
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} else {
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SetPlayerStep(Player_Unk49);
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@ -739,7 +739,7 @@ void EntityAlucard(void) {
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}
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g_Player.padTapped =
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(g_Player.padHeld ^ g_Player.padPressed) & g_Player.padPressed;
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if (g_Player.unk0C & PLAYER_STATUS_UNK8) {
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if (g_Player.status & PLAYER_STATUS_UNK8) {
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g_Player.padTapped &= ~(PAD_SQUARE | PAD_CIRCLE);
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g_Player.padPressed &= ~(PAD_SQUARE | PAD_CIRCLE);
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}
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@ -779,7 +779,7 @@ void EntityAlucard(void) {
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var_s7 = PLAYER.step_s;
|
||||
var_s0 = HandleDamage(
|
||||
&damage, PLAYER.hitParams, PLAYER.hitPoints, 0);
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_AXEARMOR) &&
|
||||
if ((g_Player.status & PLAYER_STATUS_AXEARMOR) &&
|
||||
((var_s0 == 1) || (var_s0 == 7) ||
|
||||
(var_s0 == 8))) {
|
||||
var_s0 = 3;
|
||||
@ -1036,8 +1036,8 @@ block_160:
|
||||
}
|
||||
var_s0 = 0;
|
||||
g_unkGraphicsStruct.unk1C &= ~2;
|
||||
g_Player.unk0C &= ~PLAYER_STATUS_UNK8;
|
||||
g_Player.unk08 = g_Player.unk0C;
|
||||
g_Player.status &= ~PLAYER_STATUS_UNK8;
|
||||
g_Player.unk08 = g_Player.status;
|
||||
g_Status.D_80097BF8 &= ~1;
|
||||
switch (PLAYER.step) { /* switch 5 */
|
||||
case 2: /* switch 5 */
|
||||
@ -1187,7 +1187,7 @@ block_160:
|
||||
if (g_Player.timers[11]) {
|
||||
var_s0 |= 0x02000000;
|
||||
}
|
||||
g_Player.unk0C = var_s0;
|
||||
g_Player.status = var_s0;
|
||||
if ((var_s0 & 0x08000000) || (g_unkGraphicsStruct.D_800973FC != 0)) {
|
||||
func_8010DFF0(1, 1);
|
||||
}
|
||||
@ -1199,19 +1199,20 @@ block_160:
|
||||
g_Status.D_80097BF8 |= 1;
|
||||
}
|
||||
if (g_Player.timers[13] | g_Player.timers[14]) {
|
||||
g_Player.unk0C |= PLAYER_STATUS_UNK100;
|
||||
g_Player.status |= PLAYER_STATUS_UNK100;
|
||||
}
|
||||
if ((g_Player.unk08 & 0x10000) &&
|
||||
!(g_Player.unk0C & (PLAYER_STATUS_UNK10000 | PLAYER_STATUS_UNK40000))) {
|
||||
!(g_Player.status &
|
||||
(PLAYER_STATUS_UNK10000 | PLAYER_STATUS_UNK40000))) {
|
||||
func_8010E168(1, 0xC);
|
||||
if (!(g_Player.unk0C & (PLAYER_STATUS_POISON | PLAYER_STATUS_CURSE))) {
|
||||
if (!(g_Player.status & (PLAYER_STATUS_POISON | PLAYER_STATUS_CURSE))) {
|
||||
g_Player.timers[4] = 0xC;
|
||||
g_Player.timers[15] = 4;
|
||||
PLAYER.palette = 0x8100;
|
||||
}
|
||||
}
|
||||
PlayAnimation(D_800B0130, D_800B01B8);
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK40000) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK40000) {
|
||||
if (PLAYER.animFrameDuration < 0) {
|
||||
PLAYER.animCurFrame |= ANIM_FRAME_LOAD;
|
||||
}
|
||||
@ -1225,9 +1226,9 @@ block_160:
|
||||
g_Player.unk14 = 0;
|
||||
g_Player.unk7A = 0;
|
||||
func_801093C4();
|
||||
if (!(g_Player.unk0C & (PLAYER_STATUS_UNK10 | PLAYER_STATUS_UNK40))) {
|
||||
if (!(g_Player.status & (PLAYER_STATUS_UNK10 | PLAYER_STATUS_UNK40))) {
|
||||
if ((CheckEquipmentItemCount(0x58U, 4U) != 0) &&
|
||||
!(g_Player.unk0C &
|
||||
!(g_Player.status &
|
||||
(PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10 |
|
||||
PLAYER_STATUS_UNK10000 | PLAYER_STATUS_UNK40000 |
|
||||
PLAYER_STATUS_AXEARMOR)) &&
|
||||
@ -1238,14 +1239,14 @@ block_160:
|
||||
}
|
||||
func_8010D59C();
|
||||
if ((*D_80097448 >= 0x29 ||
|
||||
((g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) &&
|
||||
((g_Player.status & PLAYER_STATUS_WOLF_FORM) &&
|
||||
*D_80097448 >= 0xD)) &&
|
||||
(g_CurrentEntity->nFramesInvincibility == 0)) {
|
||||
PLAYER.velocityY = PLAYER.velocityY * 3 / 4;
|
||||
PLAYER.velocityX = PLAYER.velocityX * 3 / 4;
|
||||
}
|
||||
temp_s1 = g_Player.pl_vram_flag;
|
||||
if (!(g_Player.unk0C &
|
||||
if (!(g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_WOLF_FORM |
|
||||
PLAYER_STATUS_UNK400000 | PLAYER_STATUS_UNK40000000))) {
|
||||
if ((abs(PLAYER.velocityX) >= FIX(2)) || (PLAYER.step == 8)) {
|
||||
@ -1258,7 +1259,7 @@ block_160:
|
||||
PLAYER.velocityX = PLAYER.velocityX >> 3;
|
||||
PLAYER.velocityY = PLAYER.velocityY >> 3;
|
||||
if (PLAYER.posY.i.hi >= 0) {
|
||||
if (g_Player.unk0C &
|
||||
if (g_Player.status &
|
||||
(PLAYER_STATUS_UNK400000 | PLAYER_STATUS_UNK40000000)) {
|
||||
func_80109A44(0);
|
||||
} else {
|
||||
@ -1277,7 +1278,7 @@ block_160:
|
||||
PLAYER.velocityY *= 8;
|
||||
goto post_oddblock;
|
||||
oddblock:
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK800000) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK800000) {
|
||||
func_80109A44(0);
|
||||
} else {
|
||||
func_80109A44(1);
|
||||
@ -1286,7 +1287,7 @@ block_160:
|
||||
post_oddblock:
|
||||
g_Player.unk04 = temp_s1;
|
||||
if (((*D_80097448 >= 0x29) ||
|
||||
((g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) &&
|
||||
((g_Player.status & PLAYER_STATUS_WOLF_FORM) &&
|
||||
(*D_80097448 >= 0xD))) &&
|
||||
(g_CurrentEntity->nFramesInvincibility == 0)) {
|
||||
PLAYER.velocityY = PLAYER.velocityY * 4 / 3;
|
||||
@ -1307,9 +1308,9 @@ block_160:
|
||||
|
||||
void func_8010BF64(Unkstruct_8010BF64* arg0) {
|
||||
if (g_PlayableCharacter == PLAYER_ALUCARD) {
|
||||
u32 unk0C_var = (g_Player.unk0C / 2) & 2;
|
||||
arg0->unk14 = D_800ACEE0[0].x - unk0C_var;
|
||||
arg0->unk1C = D_800ACEE0[0].y + unk0C_var;
|
||||
u32 status = (g_Player.status / 2) & 2;
|
||||
arg0->unk14 = D_800ACEE0[0].x - status;
|
||||
arg0->unk1C = D_800ACEE0[0].y + status;
|
||||
arg0->unk18 = D_800ACED0[1].y - 1;
|
||||
arg0->unk20 = D_800ACEC0[1].y + 1;
|
||||
} else {
|
||||
@ -1326,11 +1327,11 @@ void func_8010BFFC(void) {
|
||||
|
||||
if ((g_Player.pl_vram_flag & 1) || (D_801396EA != 0) ||
|
||||
#if defined(VERSION_US)
|
||||
(g_Player.unk0C &
|
||||
(g_Player.status &
|
||||
(PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK40000000)) ||
|
||||
((g_PlayableCharacter != 0) && (PLAYER.step == 0x18)) ||
|
||||
#elif defined(VERSION_HD)
|
||||
(g_Player.unk0C & PLAYER_STATUS_TRANSFORM) ||
|
||||
(g_Player.status & PLAYER_STATUS_TRANSFORM) ||
|
||||
#endif
|
||||
(g_Player.unk78 == 1)) {
|
||||
return;
|
||||
@ -1425,7 +1426,7 @@ void func_8010C36C(void) {
|
||||
return;
|
||||
}
|
||||
if ((PLAYER.velocityY == 0) && (g_Player.unk04 & 1) &&
|
||||
!(g_Player.unk0C &
|
||||
!(g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM))) {
|
||||
var_s5 = 4;
|
||||
} else {
|
||||
@ -1437,14 +1438,14 @@ void func_8010C36C(void) {
|
||||
}
|
||||
if (!((g_Player.colliders[i].effects & EFFECT_UNK_0002) ||
|
||||
(PLAYER.velocityY >= 0) ||
|
||||
(g_Player.unk0C & PLAYER_STATUS_TRANSFORM) ||
|
||||
(g_Player.status & PLAYER_STATUS_TRANSFORM) ||
|
||||
(abs(PLAYER.velocityX) >= FIX(2)))) {
|
||||
continue;
|
||||
}
|
||||
var_s2 = g_Player.colliders[i].effects &
|
||||
(EFFECT_UNK_8000 | EFFECT_UNK_0800 | EFFECT_SOLID);
|
||||
if ((var_s2 == EFFECT_SOLID) || (var_s2 & EFFECT_UNK_0800)) {
|
||||
if ((g_Player.unk0C &
|
||||
if ((g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM)) &&
|
||||
!(var_s2 & 1)) {
|
||||
continue;
|
||||
@ -1453,7 +1454,7 @@ void func_8010C36C(void) {
|
||||
argY = *yPosPtr + D_800ACED0[i].y;
|
||||
argY += (g_Player.colliders[i].unk18 - 1);
|
||||
CheckCollision(argX, argY, &sp10, 0);
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_MIST_FORM) &&
|
||||
if ((g_Player.status & PLAYER_STATUS_MIST_FORM) &&
|
||||
(sp10.effects & 0x10)) {
|
||||
sp10.effects &= ~3;
|
||||
}
|
||||
@ -1607,14 +1608,14 @@ void func_8010C9F4(void) {
|
||||
if (g_Player.colliders2[i].effects & EFFECT_SOLID_FROM_ABOVE) {
|
||||
continue;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_MIST_FORM) &&
|
||||
if ((g_Player.status & PLAYER_STATUS_MIST_FORM) &&
|
||||
(collider.effects & EFFECT_MIST_ONLY)) {
|
||||
collider.effects &= ~(EFFECT_UNK_0002 | EFFECT_SOLID);
|
||||
}
|
||||
temp_s0 = g_Player.colliders2[i].effects &
|
||||
(EFFECT_UNK_8000 | EFFECT_UNK_0800 | EFFECT_SOLID);
|
||||
if ((temp_s0 == EFFECT_SOLID) || (temp_s0 & EFFECT_UNK_8000)) {
|
||||
if ((g_Player.unk0C &
|
||||
if ((g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM)) &&
|
||||
!(temp_s0 & EFFECT_SOLID)) {
|
||||
continue;
|
||||
@ -1626,7 +1627,7 @@ void func_8010C9F4(void) {
|
||||
CheckCollision(argX, argY, &collider, 0);
|
||||
// If in mist form, and collider is mist, then disable collision on
|
||||
// that collider!
|
||||
if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM &&
|
||||
if (g_Player.status & PLAYER_STATUS_MIST_FORM &&
|
||||
collider.effects & EFFECT_MIST_ONLY) {
|
||||
collider.effects &= ~(EFFECT_UNK_0002 | EFFECT_SOLID);
|
||||
}
|
||||
|
@ -670,7 +670,7 @@ void AlucardHandleDamage(DamageParam* damage, s16 arg1, s16 arg2) {
|
||||
PLAYER.entityRoomIndex = 0;
|
||||
}
|
||||
}
|
||||
if (g_Player.unk0C & PLAYER_STATUS_AXEARMOR) {
|
||||
if (g_Player.status & PLAYER_STATUS_AXEARMOR) {
|
||||
PLAYER.velocityY = FIX(-3);
|
||||
func_8010E3B8(FIX(-1.25));
|
||||
PLAYER.step = Player_AxearmorHit;
|
||||
|
@ -673,7 +673,7 @@ void func_80119F70(Entity* entity) {
|
||||
break;
|
||||
|
||||
case 1:
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_UNK10000)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_UNK10000)) {
|
||||
DestroyEntity(entity);
|
||||
return;
|
||||
}
|
||||
|
@ -153,7 +153,7 @@ void UpdatePlayerEntities(void) {
|
||||
}
|
||||
}
|
||||
// Appears to be a temporary debugging block that was left in.
|
||||
if ((g_Player.unk0C & (PLAYER_STATUS_UNK40000 | PLAYER_STATUS_UNK80000)) ||
|
||||
if ((g_Player.status & (PLAYER_STATUS_UNK40000 | PLAYER_STATUS_UNK80000)) ||
|
||||
(PLAYER.step == Player_Teleport && PLAYER.step_s == 0)) {
|
||||
#if defined(VERSION_US)
|
||||
// Japanese for "without hit".
|
||||
@ -550,7 +550,7 @@ void func_8011B5A4(Entity* self) {
|
||||
switch (self->step) {
|
||||
case 0:
|
||||
// Note that paramsHi is uninitialized here - possible bug?
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK20000) && (paramsHi != 9)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK20000) && (paramsHi != 9)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -766,8 +766,8 @@ void EntityPlayerBlinkWhite(Entity* self) {
|
||||
sp48 = 1;
|
||||
}
|
||||
if ((((sp70 & 0x3F) != 0x1D) &&
|
||||
(g_Player.unk0C & PLAYER_STATUS_MIST_FORM)) ||
|
||||
(g_Player.unk0C & PLAYER_STATUS_AXEARMOR)) {
|
||||
(g_Player.status & PLAYER_STATUS_MIST_FORM)) ||
|
||||
(g_Player.status & PLAYER_STATUS_AXEARMOR)) {
|
||||
goto block_229;
|
||||
}
|
||||
if ((g_Player.unk6C) && sp70 != 0x20 && sp70 != 0x21 &&
|
||||
@ -997,7 +997,7 @@ block_748:
|
||||
}
|
||||
break;
|
||||
case 0x7008:
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK400000) == 0) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK400000) == 0) {
|
||||
self->step += 1;
|
||||
}
|
||||
break;
|
||||
@ -1008,7 +1008,7 @@ block_748:
|
||||
}
|
||||
/* fallthrough */
|
||||
case 0x700B:
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK40000000) == 0) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK40000000) == 0) {
|
||||
self->step += 1;
|
||||
}
|
||||
break;
|
||||
@ -1393,8 +1393,8 @@ void EntityPlayerOutline(Entity* self) {
|
||||
s16 selfX;
|
||||
s16 selfY;
|
||||
|
||||
if ((g_Player.unk0C & (PLAYER_STATUS_AXEARMOR | PLAYER_STATUS_UNK40000 |
|
||||
PLAYER_STATUS_STONE | PLAYER_STATUS_TRANSFORM)) ||
|
||||
if ((g_Player.status & (PLAYER_STATUS_AXEARMOR | PLAYER_STATUS_UNK40000 |
|
||||
PLAYER_STATUS_STONE | PLAYER_STATUS_TRANSFORM)) ||
|
||||
!(PLAYER.animCurFrame & 0x7FFF) || (!PLAYER.animSet) ||
|
||||
((PLAYER.step == Player_SpellHellfire) && (PLAYER.palette == 0x810D))) {
|
||||
DestroyEntity(self);
|
||||
@ -1671,7 +1671,7 @@ void EntityGravityBootBeam(Entity* self) {
|
||||
self->step = 2;
|
||||
}
|
||||
// If transformed, timer drains faster
|
||||
if (g_Player.unk0C & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_TRANSFORM) {
|
||||
self->step = 3;
|
||||
}
|
||||
break;
|
||||
|
@ -783,7 +783,7 @@ void EntityHitByIce(Entity* self) {
|
||||
|
||||
self->posX.i.hi = PLAYER.posX.i.hi;
|
||||
self->posY.i.hi = PLAYER.posY.i.hi;
|
||||
sp18 = (g_Player.unk0C & PLAYER_STATUS_UNK10000) == sp18;
|
||||
sp18 = (g_Player.status & PLAYER_STATUS_UNK10000) == sp18;
|
||||
switch (self->step) {
|
||||
case 0:
|
||||
self->primIndex = AllocPrimitives(PRIM_GT3, 24);
|
||||
@ -2167,7 +2167,7 @@ void UnknownEntId48(Entity* self) {
|
||||
s32 params;
|
||||
|
||||
params = (u8)self->params;
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_MIST_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_MIST_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -2198,7 +2198,7 @@ void UnknownEntId48(Entity* self) {
|
||||
void UnknownEntId49(Entity* self) {
|
||||
s32 x_offset;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_AXEARMOR) || (PLAYER.step != 0x2B)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_AXEARMOR) || (PLAYER.step != 0x2B)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -2230,7 +2230,7 @@ void UnknownEntId49(Entity* self) {
|
||||
void func_80123A60(Entity* entity) {
|
||||
Entity* player = &PLAYER;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_AXEARMOR)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_AXEARMOR)) {
|
||||
DestroyEntity(entity);
|
||||
return;
|
||||
}
|
||||
|
@ -298,7 +298,7 @@ void EntitySubwpnThrownDagger(Entity* self) {
|
||||
self->hitboxHeight = 2;
|
||||
self->hitboxOffX = 4;
|
||||
self->hitboxOffY = 0;
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_UNK_20)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_UNK_20)) {
|
||||
self->posY.i.hi -= 9;
|
||||
}
|
||||
prim = &g_PrimBuf[self->primIndex];
|
||||
@ -512,7 +512,7 @@ void EntitySubwpnThrownAxe(Entity* self) {
|
||||
self->velocityY = FIX(-6);
|
||||
tempLeft = self->facingLeft;
|
||||
self->ext.axeCrash.unk7C = tempLeft ? 0x400 : 0xC00;
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_UNK_20)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_UNK_20)) {
|
||||
self->posY.i.hi = (u16)self->posY.i.hi - 0xC;
|
||||
}
|
||||
sp10 = 0;
|
||||
@ -2158,7 +2158,7 @@ void EntitySubwpnAgunea(Entity* self) {
|
||||
u16 tempX;
|
||||
u32 heartBroachesWorn;
|
||||
|
||||
if (g_Player.unk0C & (PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10000)) {
|
||||
if (g_Player.status & (PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10000)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
|
@ -1001,7 +1001,7 @@ void func_8012F894(Entity* self) {
|
||||
|
||||
s32 vram_flag_F000;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -1285,7 +1285,7 @@ static s16 D_800B0A7C[] = {0, 0, 1, 1, 2, 2, 3, 3};
|
||||
void func_80130264(Entity* self) {
|
||||
s32 var_v1;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -1395,7 +1395,7 @@ static s16 D_800B0AAC[] = {0, 0, 0, 1, 1, 1, 2, 2};
|
||||
void func_80130618(Entity* self) {
|
||||
s32 var_v1;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -1517,7 +1517,7 @@ void func_801309B4(Entity* self) {
|
||||
s32 var_v0;
|
||||
s32 var_v0_2;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -1672,7 +1672,7 @@ void func_80130E94(Entity* self) {
|
||||
s32 var_s6;
|
||||
s32 var_s7;
|
||||
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
@ -1805,7 +1805,7 @@ void func_80130E94(Entity* self) {
|
||||
// Entity #60. This is created manually at g_Entities[30].
|
||||
// Creation is in func_8012E7A4.
|
||||
void func_8013136C(Entity* self) {
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
|
@ -1379,13 +1379,13 @@ void MenuDrawStats(s32 menuDialogue) {
|
||||
MenuDrawInt(g_Status.level, 304, 40, ctx);
|
||||
MenuDrawStr(g_MenuStr[15], 248, 56, ctx);
|
||||
i = 37;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_CURSE) {
|
||||
if (g_Player.status & PLAYER_STATUS_CURSE) {
|
||||
i = 40;
|
||||
}
|
||||
if (g_Player.unk0C & PLAYER_STATUS_POISON) {
|
||||
if (g_Player.status & PLAYER_STATUS_POISON) {
|
||||
i = 38;
|
||||
}
|
||||
if (g_Player.unk0C & PLAYER_STATUS_STONE) {
|
||||
if (g_Player.status & PLAYER_STATUS_STONE) {
|
||||
i = 39;
|
||||
}
|
||||
if (IsAlucart()) {
|
||||
@ -3124,7 +3124,7 @@ s32 func_800FB23C(MenuNavigation* nav, u8* order, u8* count, u32* selected) {
|
||||
var_s6 = 0;
|
||||
func_800F53A4();
|
||||
|
||||
if ((g_Player.unk0C & (PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10)) |
|
||||
if ((g_Player.status & (PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10)) |
|
||||
(PLAYER.step == Player_UnmorphWolf) | (PLAYER.step == Player_BossGrab) |
|
||||
(g_Player.unk60)) {
|
||||
if (itemId == ITEM_AXE_LORD_ARMOR) {
|
||||
|
@ -180,18 +180,18 @@ static void func_801572A8(bool arg0) {
|
||||
s32 xVel;
|
||||
s32 i;
|
||||
s32 j;
|
||||
s32 unk0C;
|
||||
s32 status;
|
||||
|
||||
s32* vram_ptr = &g_Player.pl_vram_flag;
|
||||
s32* unk04_ptr = &g_Player.unk04;
|
||||
|
||||
g_Player.unk04 = *vram_ptr;
|
||||
*vram_ptr = 0;
|
||||
unk0C = g_Player.unk0C;
|
||||
status = g_Player.status;
|
||||
|
||||
if (arg0) {
|
||||
for (i = 0; i < LEN(D_801545E4); i++) {
|
||||
if (unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (status & PLAYER_STATUS_UNK_20) {
|
||||
D_801545F4[i].y = D_80154644[i];
|
||||
D_801545E4[i].y = D_8015465C[i];
|
||||
} else {
|
||||
@ -200,7 +200,7 @@ static void func_801572A8(bool arg0) {
|
||||
}
|
||||
}
|
||||
for (i = 0; i < 7; i++) {
|
||||
if (unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (status & PLAYER_STATUS_UNK_20) {
|
||||
D_80154604[i].y = D_80154664[i];
|
||||
D_80154604[i + 7].y = D_80154664[i];
|
||||
} else {
|
||||
@ -596,7 +596,7 @@ void RicMain(void) {
|
||||
func_8015BCD0();
|
||||
break;
|
||||
}
|
||||
g_Player.unk08 = g_Player.unk0C;
|
||||
g_Player.unk08 = g_Player.status;
|
||||
#ifdef VERSION_PC
|
||||
var_s4 = 0;
|
||||
#endif
|
||||
@ -671,7 +671,7 @@ void RicMain(void) {
|
||||
var_s4 |= PLAYER_STATUS_UNK20000;
|
||||
}
|
||||
var_s4 |= PLAYER_STATUS_UNK10000000;
|
||||
g_Player.unk0C = var_s4;
|
||||
g_Player.status = var_s4;
|
||||
if (g_Player.unk08 & PLAYER_STATUS_UNK10000) {
|
||||
if (!(var_s4 & PLAYER_STATUS_UNK10000)) {
|
||||
if (g_Player.unk5C != 0) {
|
||||
@ -691,7 +691,7 @@ void RicMain(void) {
|
||||
}
|
||||
if (g_Player.timers[PL_T_INVINCIBLE_SCENE] |
|
||||
g_Player.timers[PL_T_INVINCIBLE]) {
|
||||
g_Player.unk0C |= PLAYER_STATUS_UNK100;
|
||||
g_Player.status |= PLAYER_STATUS_UNK100;
|
||||
}
|
||||
g_api.UpdateAnim(D_80155964, D_8015538C);
|
||||
PLAYER.hitboxState = 1;
|
||||
@ -714,7 +714,7 @@ void RicMain(void) {
|
||||
return;
|
||||
#endif
|
||||
}
|
||||
if (g_Player.unk0C & (PLAYER_STATUS_UNK10 | PLAYER_STATUS_UNK40)) {
|
||||
if (g_Player.status & (PLAYER_STATUS_UNK10 | PLAYER_STATUS_UNK40)) {
|
||||
return;
|
||||
}
|
||||
func_8015C4AC();
|
||||
|
@ -1302,7 +1302,7 @@ void RicEntityHitByHoly(Entity* entity) {
|
||||
entity->step++;
|
||||
break;
|
||||
case 1:
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_UNK10000)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_UNK10000)) {
|
||||
DestroyEntity(entity);
|
||||
return;
|
||||
}
|
||||
@ -1595,9 +1595,9 @@ void RicUpdatePlayerEntities(void) {
|
||||
// This IF will fire if we have enough hearts to use a subweapon crash.
|
||||
// No idea what it's doing here.
|
||||
if (func_8015FB84(&subwpn, true, false) >= 0) {
|
||||
g_Player.unk0C |= PLAYER_STATUS_UNK200000;
|
||||
g_Player.status |= PLAYER_STATUS_UNK200000;
|
||||
}
|
||||
if (g_Player.unk0C & (PLAYER_STATUS_UNK40000 | PLAYER_STATUS_UNK80000)) {
|
||||
if (g_Player.status & (PLAYER_STATUS_UNK40000 | PLAYER_STATUS_UNK80000)) {
|
||||
FntPrint("dead player\n");
|
||||
entity = &g_Entities[17]; // Weird code here. Set entity to #17 but...
|
||||
entity -= 13; // then change to #4 before the for-loop starting with 4?
|
||||
|
@ -312,7 +312,7 @@ void RicEntitySmokePuff(Entity* self) {
|
||||
s16 paramsLo = self->params & 0xFF;
|
||||
s16 paramsHi = self->params >> 8;
|
||||
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK20000) && (paramsHi != 9)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK20000) && (paramsHi != 9)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
|
@ -697,7 +697,7 @@ void RicEntityHitByIce(Entity* self) {
|
||||
self->posX.i.hi = PLAYER.posX.i.hi;
|
||||
self->posY.i.hi = PLAYER.posY.i.hi;
|
||||
// This is badly written but it checks if 0x10000 is unset.
|
||||
sp18 = ((g_Player.unk0C & PLAYER_STATUS_UNK10000) == sp18);
|
||||
sp18 = ((g_Player.status & PLAYER_STATUS_UNK10000) == sp18);
|
||||
switch (self->step) {
|
||||
case 0:
|
||||
self->primIndex = g_api.AllocPrimitives(PRIM_GT3, PrimCount);
|
||||
|
@ -1989,7 +1989,7 @@ void RicEntitySubwpnAgunea(Entity* self) {
|
||||
u16 tempX;
|
||||
u32 heartBroachesWorn;
|
||||
|
||||
if (g_Player.unk0C & (PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10000)) {
|
||||
if (g_Player.status & (PLAYER_STATUS_TRANSFORM | PLAYER_STATUS_UNK10000)) {
|
||||
DestroyEntity(self);
|
||||
return;
|
||||
}
|
||||
|
@ -306,7 +306,7 @@ void GetEquipProperties(s32 handId, Equipment* res, s32 equipId) {
|
||||
itemCategory = g_EquipDefs[equipId].itemCategory;
|
||||
if (itemCategory != ITEM_FOOD && itemCategory != ITEM_MEDICINE) {
|
||||
res->attack = func_800F4D38(equipId, g_Status.equipment[1 - handId]);
|
||||
if (g_Player.unk0C & PLAYER_STATUS_POISON) {
|
||||
if (g_Player.status & PLAYER_STATUS_POISON) {
|
||||
res->attack >>= 1;
|
||||
}
|
||||
}
|
||||
|
@ -10,7 +10,7 @@
|
||||
extern EnemyDef g_EnemyDefs[];
|
||||
extern s32 g_RoomCount;
|
||||
|
||||
// document g_Player.unk0C
|
||||
// document g_Player.status
|
||||
#define PLAYER_STATUS_POISON 0x00004000
|
||||
|
||||
#endif
|
||||
|
@ -302,7 +302,7 @@ typedef struct Unkstruct_800A7734 {
|
||||
|
||||
typedef struct {
|
||||
char pad[0x3F8];
|
||||
u32 unk0C;
|
||||
u32 status;
|
||||
} PlayerState;
|
||||
|
||||
typedef enum {
|
||||
|
@ -565,7 +565,7 @@ void func_80172120(Entity* self) {
|
||||
func_801719E0(self);
|
||||
break;
|
||||
case 1:
|
||||
if (g_Player.unk0C & PLAYER_STATUS_BAT_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_BAT_FORM) {
|
||||
self->ext.bat.unk8C = 0;
|
||||
self->step = 5;
|
||||
break;
|
||||
@ -803,14 +803,14 @@ void func_80172C30(Entity* self) {
|
||||
}
|
||||
self->facingLeft = PLAYER.facingLeft ? false : true;
|
||||
if (!self->ext.bat.unkA8) {
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK800) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK800) {
|
||||
// This causes the bat familiar to shoot a fireball when the
|
||||
// player does so in bat form.
|
||||
g_api.CreateEntFactoryFromEntity(self, FACTORY(81, 1), 0);
|
||||
self->ext.bat.unkA8 = 1;
|
||||
}
|
||||
} else if (self->ext.bat.unkA8) {
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_UNK800)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_UNK800)) {
|
||||
self->ext.bat.unkA8 = 0;
|
||||
}
|
||||
}
|
||||
@ -832,7 +832,7 @@ void func_80172C30(Entity* self) {
|
||||
D_80174C3C[self->ext.bat.unk82][D_80174B30].y =
|
||||
self->ext.bat.follow->posY.i.hi + self->ext.bat.cameraY;
|
||||
}
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_BAT_FORM)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_BAT_FORM)) {
|
||||
self->ext.bat.unk8C = 0;
|
||||
self->step++;
|
||||
}
|
||||
|
@ -394,7 +394,7 @@ void func_us_80171864(Entity* self) {
|
||||
self->step++;
|
||||
break;
|
||||
case 1:
|
||||
if (g_Player.unk0C &
|
||||
if (g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_AXEARMOR)) {
|
||||
self->step = 4;
|
||||
self->ext.ghost.unk8C = 0;
|
||||
@ -454,7 +454,7 @@ void func_us_80171864(Entity* self) {
|
||||
break;
|
||||
case 2:
|
||||
case 3:
|
||||
if (g_Player.unk0C &
|
||||
if (g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_AXEARMOR)) {
|
||||
self->step = 4;
|
||||
self->ext.ghost.unk8C = 0;
|
||||
@ -508,7 +508,7 @@ void func_us_80171864(Entity* self) {
|
||||
self->posY.val += self->velocityY;
|
||||
break;
|
||||
case 4:
|
||||
if (!(g_Player.unk0C &
|
||||
if (!(g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_AXEARMOR))) {
|
||||
if (self->ext.ghost.unk96->entityId == 0xDB) {
|
||||
self->ext.ghost.unk96->params = 1;
|
||||
@ -562,7 +562,7 @@ void func_us_80171864(Entity* self) {
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (!(g_Player.unk0C &
|
||||
if (!(g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_AXEARMOR))) {
|
||||
self->step = 1;
|
||||
|
||||
@ -580,7 +580,7 @@ void func_us_80171864(Entity* self) {
|
||||
}
|
||||
break;
|
||||
case 6:
|
||||
if (!(g_Player.unk0C &
|
||||
if (!(g_Player.status &
|
||||
(PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_AXEARMOR))) {
|
||||
self->step = 1;
|
||||
} else {
|
||||
|
@ -114,11 +114,11 @@ void EntityPlatform(Entity* self) {
|
||||
((self->posY.i.hi - player->posY.i.hi) < 80)) {
|
||||
D_8003C8B8 = 0;
|
||||
g_unkGraphicsStruct.pauseEnemies = 1;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_BAT_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_BAT_FORM) {
|
||||
g_Player.padSim = PAD_R1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_MIST_FORM) {
|
||||
g_Player.padSim = PAD_L1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
g_Player.padSim = PAD_R2;
|
||||
} else if (temp_s1 > 384) {
|
||||
g_Player.padSim = PAD_LEFT;
|
||||
@ -135,13 +135,13 @@ void EntityPlatform(Entity* self) {
|
||||
|
||||
case 2:
|
||||
g_Player.padSim = 0;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Timer & 1) {
|
||||
if (g_Player.unk0C & PLAYER_STATUS_BAT_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_BAT_FORM) {
|
||||
g_Player.padSim = PAD_R1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_MIST_FORM) {
|
||||
g_Player.padSim = PAD_L1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
g_Player.padSim = PAD_R2;
|
||||
}
|
||||
}
|
||||
|
@ -42,13 +42,13 @@ void EntityCSMoveAlucard(Entity* self) {
|
||||
if (self->ext.generic.unk7C.u != 0) {
|
||||
self->ext.generic.unk7C.u--;
|
||||
}
|
||||
if (g_Player.unk0C & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Timer & 1) {
|
||||
if (g_Player.unk0C & PLAYER_STATUS_BAT_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_BAT_FORM) {
|
||||
g_Player.padSim = 8;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_MIST_FORM) {
|
||||
g_Player.padSim = 4;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
g_Player.padSim = 2;
|
||||
}
|
||||
}
|
||||
@ -152,11 +152,11 @@ void EntityUnkId23(Entity* self) {
|
||||
D_8003C8B8 = 0;
|
||||
g_unkGraphicsStruct.pauseEnemies = 1;
|
||||
g_Player.padSim = 0;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_BAT_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_BAT_FORM) {
|
||||
g_Player.padSim = PAD_R1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_MIST_FORM) {
|
||||
g_Player.padSim = PAD_L1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
g_Player.padSim = PAD_R2;
|
||||
}
|
||||
g_Player.D_80072EFC = PAD_L2;
|
||||
@ -164,13 +164,13 @@ void EntityUnkId23(Entity* self) {
|
||||
|
||||
case 1:
|
||||
g_Player.padSim = 0;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_TRANSFORM) {
|
||||
if (g_Timer & 1) {
|
||||
if (g_Player.unk0C & PLAYER_STATUS_BAT_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_BAT_FORM) {
|
||||
g_Player.padSim = PAD_R1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_MIST_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_MIST_FORM) {
|
||||
g_Player.padSim = PAD_L1;
|
||||
} else if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
} else if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
g_Player.padSim = PAD_R2;
|
||||
}
|
||||
}
|
||||
|
@ -490,7 +490,7 @@ void EntitySuccubus(Entity* self) {
|
||||
switch (self->step_s) {
|
||||
case SUCCUBUS_PETAL_ATTACK_SETUP:
|
||||
self->facingLeft = (GetSideToPlayer() & 1) ^ 1;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_CURSE) {
|
||||
if (g_Player.status & PLAYER_STATUS_CURSE) {
|
||||
self->ext.succubus.unk87 = false;
|
||||
} else {
|
||||
self->ext.succubus.unk87 = true;
|
||||
@ -522,7 +522,7 @@ void EntitySuccubus(Entity* self) {
|
||||
SetStep(SUCCUBUS_FLY);
|
||||
}
|
||||
if (self->ext.succubus.unk87) {
|
||||
if (g_Player.unk0C & PLAYER_STATUS_CURSE) {
|
||||
if (g_Player.status & PLAYER_STATUS_CURSE) {
|
||||
SetStep(SUCCUBUS_CHARGE);
|
||||
}
|
||||
} else if (D_80180668 != 0) {
|
||||
@ -580,7 +580,7 @@ void EntitySuccubus(Entity* self) {
|
||||
posY = -posY;
|
||||
}
|
||||
|
||||
if (!(g_Player.unk0C & 0x010401A2)) {
|
||||
if (!(g_Player.status & 0x010401A2)) {
|
||||
if ((posY < 12) && (posX < 24)) {
|
||||
g_Player.unk60 = 1;
|
||||
g_Player.unk64 = 0;
|
||||
|
@ -76,7 +76,7 @@ void EntityEnemyBlood(Entity* self) {
|
||||
}
|
||||
|
||||
if (self->hitboxState) {
|
||||
if (!(g_Player.unk0C & PLAYER_STATUS_ABSORB_BLOOD)) {
|
||||
if (!(g_Player.status & PLAYER_STATUS_ABSORB_BLOOD)) {
|
||||
self->hitboxState = 0;
|
||||
} else {
|
||||
self->velocityX += self->ext.bloodDroplets.speed;
|
||||
|
@ -10,7 +10,7 @@ s32 GetPlayerCollisionWith(Entity* self, u16 w, u16 h, u16 flags) {
|
||||
u16 checks;
|
||||
|
||||
#if STAGE != STAGE_ST0
|
||||
s32 plStatus = g_Player.unk0C;
|
||||
s32 plStatus = g_Player.status;
|
||||
Collider col;
|
||||
|
||||
x = self->posX.i.hi;
|
||||
|
@ -1269,7 +1269,7 @@ void EntityMermanRockLeftSide(Entity* self) {
|
||||
|
||||
case 2:
|
||||
if ((self->hitFlags != 0) &&
|
||||
(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
g_CastleFlags[JEWEL_SWORD_ROOM] |= wolfFlag;
|
||||
}
|
||||
break;
|
||||
@ -1363,7 +1363,7 @@ void EntityMermanRockRightSide(Entity* self) {
|
||||
|
||||
case 2:
|
||||
if ((self->hitFlags != 0) &&
|
||||
(g_Player.unk0C & PLAYER_STATUS_BAT_FORM)) {
|
||||
(g_Player.status & PLAYER_STATUS_BAT_FORM)) {
|
||||
g_CastleFlags[JEWEL_SWORD_ROOM] |= batFlag;
|
||||
}
|
||||
break;
|
||||
|
@ -51,7 +51,7 @@ void EntityAlucardWaterEffect(Entity* arg0) {
|
||||
Entity* player = &PLAYER;
|
||||
|
||||
sp18 = player->posX.i.hi + tilemap->scrollX.i.hi;
|
||||
status = g_Player.unk0C;
|
||||
status = g_Player.status;
|
||||
if (status & (PLAYER_STATUS_UNK_20 | PLAYER_STATUS_TRANSFORM)) {
|
||||
if (status & PLAYER_STATUS_UNK_20) {
|
||||
sp4A = 0x14;
|
||||
|
@ -1190,7 +1190,7 @@ void EntityMermanRockLeftSide(Entity* self) {
|
||||
|
||||
case 2:
|
||||
if ((self->hitFlags != 0) &&
|
||||
(g_Player.unk0C & PLAYER_STATUS_WOLF_FORM)) {
|
||||
(g_Player.status & PLAYER_STATUS_WOLF_FORM)) {
|
||||
g_CastleFlags[JEWEL_SWORD_ROOM] |= wolfFlag;
|
||||
}
|
||||
break;
|
||||
@ -1285,7 +1285,7 @@ void EntityMermanRockRightSide(Entity* self) {
|
||||
|
||||
case 2:
|
||||
if ((self->hitFlags != 0) &&
|
||||
(g_Player.unk0C & PLAYER_STATUS_BAT_FORM)) {
|
||||
(g_Player.status & PLAYER_STATUS_BAT_FORM)) {
|
||||
g_CastleFlags[JEWEL_SWORD_ROOM] |= batFlag;
|
||||
}
|
||||
break;
|
||||
|
@ -51,7 +51,7 @@ void EntityAlucardWaterEffect(Entity* arg0) {
|
||||
Entity* player = &PLAYER;
|
||||
|
||||
sp18 = player->posX.i.hi + tilemap->scrollX.i.hi;
|
||||
status = g_Player.unk0C;
|
||||
status = g_Player.status;
|
||||
if (status & (PLAYER_STATUS_UNK_20 | PLAYER_STATUS_TRANSFORM)) {
|
||||
if (status & PLAYER_STATUS_UNK_20) {
|
||||
sp4A = 0x14;
|
||||
|
@ -17,7 +17,7 @@ void EntityElevator(Entity* self) {
|
||||
|
||||
FntPrint("elevator:%x\n", g_ElevatorTarget);
|
||||
|
||||
if (g_Player.unk0C & (PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM)) {
|
||||
if (g_Player.status & (PLAYER_STATUS_BAT_FORM | PLAYER_STATUS_MIST_FORM)) {
|
||||
temp = 0;
|
||||
} else {
|
||||
temp = GetPlayerCollisionWith(self, 16, 5, 4);
|
||||
|
@ -9,7 +9,7 @@ void func_801B8E0C(Entity* self) {
|
||||
D_8003C8B8 = 0;
|
||||
g_unkGraphicsStruct.pauseEnemies = 1;
|
||||
g_Player.padSim = PAD_LEFT;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
g_Player.padSim = PAD_R2;
|
||||
}
|
||||
g_Player.D_80072EFC = 1;
|
||||
@ -21,7 +21,7 @@ void func_801B8E0C(Entity* self) {
|
||||
self->step++;
|
||||
} else {
|
||||
g_Player.padSim = 0;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_WOLF_FORM) {
|
||||
if (g_Player.status & PLAYER_STATUS_WOLF_FORM) {
|
||||
if (g_Timer & 1) {
|
||||
g_Player.padSim = PAD_R2;
|
||||
}
|
||||
|
@ -45,7 +45,7 @@ s32 WarpBackgroundBrightness;
|
||||
//
|
||||
// n.b.! this value is also used in src/st/wrp/warp.c
|
||||
// clang-format off
|
||||
#define PLAYER_UNK0C_READY_MASK \
|
||||
#define PLAYER_STATUS_READY_MASK \
|
||||
( \
|
||||
/* 0xC0000000 */ PLAYER_STATUS_UNK80000000 | PLAYER_STATUS_UNK40000000 | \
|
||||
/* 0x05000000 */ PLAYER_STATUS_UNK4000000 | PLAYER_STATUS_AXEARMOR | \
|
||||
@ -169,7 +169,7 @@ void EntityRWarpRoom(Entity* self) {
|
||||
// Wait for player to press the UP button
|
||||
if (collision & 0x4 && g_pads[0].pressed & PAD_UP &&
|
||||
ImplicitGetDistanceToPlayerX() < 8 &&
|
||||
!(g_Player.unk0C & PLAYER_UNK0C_READY_MASK)) {
|
||||
!(g_Player.status & PLAYER_STATUS_READY_MASK)) {
|
||||
g_Player.padSim = 0;
|
||||
g_Player.D_80072EFC = 0x80;
|
||||
PLAYER.velocityY = PLAYER.velocityX = D_8003C8B8 = 0;
|
||||
@ -303,7 +303,7 @@ void EntityRWarpRoom(Entity* self) {
|
||||
|
||||
if (g_pads[0].pressed & PAD_UP &&
|
||||
ImplicitGetDistanceToPlayerX() < 8 &&
|
||||
!(g_Player.unk0C & PLAYER_UNK0C_READY_MASK)) {
|
||||
!(g_Player.status & PLAYER_STATUS_READY_MASK)) {
|
||||
g_Player.padSim = 0;
|
||||
g_Player.D_80072EFC = 0x80;
|
||||
D_8003C8B8 = 0;
|
||||
|
@ -58,7 +58,7 @@ static s32 WarpBackgroundBrightness;
|
||||
//
|
||||
// n.b.! this value is also used in src/st/rwrp/warp.c
|
||||
// clang-format off
|
||||
#define PLAYER_UNK0C_READY_MASK \
|
||||
#define PLAYER_STATUS_READY_MASK \
|
||||
( \
|
||||
/* 0xC0000000 */ PLAYER_STATUS_UNK80000000 | PLAYER_STATUS_UNK40000000 | \
|
||||
/* 0x05000000 */ PLAYER_STATUS_UNK4000000 | PLAYER_STATUS_AXEARMOR | \
|
||||
@ -178,7 +178,7 @@ void EntityWarpRoom(Entity* self) {
|
||||
case 1:
|
||||
// Wait for player to press the UP button
|
||||
if (self->hitFlags && g_pads->pressed & PAD_UP &&
|
||||
!(g_Player.unk0C & PLAYER_UNK0C_READY_MASK)) {
|
||||
!(g_Player.status & PLAYER_STATUS_READY_MASK)) {
|
||||
g_Player.padSim = 0;
|
||||
g_Player.D_80072EFC = 0x80;
|
||||
D_8003C8B8 = 0;
|
||||
|
@ -39,7 +39,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -38,7 +38,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -62,7 +62,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -41,7 +41,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -44,7 +44,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -39,7 +39,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -47,7 +47,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -43,7 +43,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -59,7 +59,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -36,7 +36,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -56,7 +56,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -248,7 +248,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->ext.weapon.unk82 = -20;
|
||||
}
|
||||
self->ext.weapon.unk80 = -5;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon.unk80 = 11;
|
||||
}
|
||||
self->posX.i.hi = self->posX.i.hi + self->ext.weapon.unk82;
|
||||
@ -371,7 +371,7 @@ static s32 func_ptr_80170004(Entity* self) {
|
||||
}
|
||||
SetWeaponProperties(self, 0);
|
||||
DestroyEntityWeapon(true);
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon_046.unk7C = -0x200;
|
||||
self->ext.weapon_046.unk94 = -0x200;
|
||||
self->ext.weapon_046.unk90 = 0x280;
|
||||
|
@ -196,7 +196,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
@ -119,7 +119,7 @@ s32 func_ptr_80170004(Entity* self) {
|
||||
self->ext.weapon.unk82 = -20;
|
||||
}
|
||||
self->ext.weapon.unk80 = -5;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon.unk80 = 11;
|
||||
}
|
||||
self->posX.i.hi += self->ext.weapon.unk82;
|
||||
@ -212,7 +212,7 @@ s32 func_ptr_80170004(Entity* self) {
|
||||
self->ext.weapon.unk82 = -0x26;
|
||||
}
|
||||
self->ext.weapon.unk80 = -5;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon.unk80 = 0xB;
|
||||
}
|
||||
self->posX.i.hi = self->ext.weapon.unk82 + PLAYER.posX.i.hi;
|
||||
@ -350,7 +350,7 @@ void func_ptr_8017000C(Entity* self) {
|
||||
if (self->step == 0) {
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
self->ext.weapon.unk80 = -5;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon.unk80 = 0xB;
|
||||
}
|
||||
self->posY.i.hi = self->posY.i.hi + self->ext.weapon.unk80;
|
||||
|
@ -212,7 +212,7 @@ s32 func_ptr_80170004(Entity* self) {
|
||||
self->ext.weapon.unk82 = -20;
|
||||
}
|
||||
self->ext.weapon.unk80 = -5;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon.unk80 = 11;
|
||||
}
|
||||
self->posX.i.hi += self->ext.weapon.unk82;
|
||||
@ -305,7 +305,7 @@ s32 func_ptr_80170004(Entity* self) {
|
||||
self->ext.weapon.unk82 = -0x26;
|
||||
}
|
||||
self->ext.weapon.unk80 = -5;
|
||||
if (g_Player.unk0C & PLAYER_STATUS_UNK_20) {
|
||||
if (g_Player.status & PLAYER_STATUS_UNK_20) {
|
||||
self->ext.weapon.unk80 = 0xB;
|
||||
}
|
||||
self->posX.i.hi = self->ext.weapon.unk82 + PLAYER.posX.i.hi;
|
||||
|
@ -38,7 +38,7 @@ static void EntityWeaponAttack(Entity* self) {
|
||||
self->posY.val = PLAYER.posY.val;
|
||||
self->facingLeft = PLAYER.facingLeft;
|
||||
}
|
||||
if ((g_Player.unk0C & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
if ((g_Player.status & PLAYER_STATUS_UNK10000) && (self->step != 4)) {
|
||||
self->zPriority = PLAYER.zPriority + 2;
|
||||
self->step = 4;
|
||||
if (g_Player.pl_vram_flag & 1) {
|
||||
|
Loading…
Reference in New Issue
Block a user