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authorengineer124 <47598039+engineer124@users.noreply.github.com>2024-12-01 23:55:50 +1100
committerGitHub <noreply@github.com>2024-12-01 07:55:50 -0500
commit6199634ffb42872d053abb1502eb80474de4ae56 (patch)
tree7c3dc31b0e32bba45547fe49a435006a54ec1ca6 /include
parente0bd123312977aebd661dad0bf68924169f0c550 (diff)
Minor Cleanup (#2308)
* cleanup * more * fix floats
Diffstat (limited to 'include')
-rw-r--r--include/z64player.h10
1 files changed, 5 insertions, 5 deletions
diff --git a/include/z64player.h b/include/z64player.h
index 412ced0e6..09a1d34f5 100644
--- a/include/z64player.h
+++ b/include/z64player.h
@@ -632,14 +632,14 @@ typedef enum PlayerStickDirection {
/* 3 */ PLAYER_STICK_DIR_RIGHT
} PlayerStickDirection;
-typedef enum {
+typedef enum PlayerKnockbackType {
/* 0 */ PLAYER_KNOCKBACK_NONE, // No knockback
/* 1 */ PLAYER_KNOCKBACK_SMALL, // A small hop, remains standing up
/* 2 */ PLAYER_KNOCKBACK_LARGE, // Sent flying in the air and lands laying down on the floor
/* 3 */ PLAYER_KNOCKBACK_LARGE_SHOCK // Same as`PLAYER_KNOCKBACK_LARGE` with a shock effect
} PlayerKnockbackType;
-typedef enum {
+typedef enum PlayerDamageResponseType {
/* 0 */ PLAYER_HIT_RESPONSE_NONE,
/* 1 */ PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE,
/* 2 */ PLAYER_HIT_RESPONSE_KNOCKBACK_SMALL,
@@ -703,7 +703,7 @@ typedef struct WeaponInfo {
#define PLAYER_STATE1_9 (1 << 9)
#define PLAYER_STATE1_10 (1 << 10)
#define PLAYER_STATE1_CARRYING_ACTOR (1 << 11) // Currently carrying an actor
-#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charing a spin attack (by holding down the B button)
+#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12) // Currently charging a spin attack (by holding down the B button)
#define PLAYER_STATE1_13 (1 << 13)
#define PLAYER_STATE1_14 (1 << 14)
#define PLAYER_STATE1_Z_TARGETING (1 << 15) // Either lock-on or parallel is active. This flag is never checked for and is practically unused.
@@ -899,7 +899,7 @@ typedef struct Player {
/* 0x084F */ union {
s8 actionVar1;
- s8 startedAnim; // Player_Action_EndTimeTravel: Started playing the animation that was previously frozen
+ s8 startedAnim; // Player_Action_TimeTravelEnd: Started playing the animation that was previously frozen
s8 facingUpSlope; // Player_Action_SlideOnSlope: Facing uphill when sliding on a slope
s8 isLakeHyliaCs; // Player_Action_BlueWarpArrive: In Lake Hylia CS after Water Temple. Floating down is delayed until a specific point in the cutscene.
s8 bottleCatchType; // Player_Action_SwingBottle: entry type for `sBottleCatchInfo`, corresponds to actor caught in a bottle
@@ -909,7 +909,7 @@ typedef struct Player {
s16 actionVar2;
s16 fallDamageStunTimer; // Player_Action_Idle: Prevents any movement and shakes model up and down quickly to indicate fall damage stun
s16 bonked; // Player_Action_Roll: Set to true after bonking into a wall or an actor
- s16 animDelayTimer; // Player_Action_EndTimeTravel: Delays playing animation until finished counting down
+ s16 animDelayTimer; // Player_Action_TimeTravelEnd: Delays playing animation until finished counting down
s16 startedTextbox; // Player_Action_SwingBottle: set to true when the textbox is started
s16 inWater; // Player_Action_SwingBottle: True if a bottle is swung in water. Used to determine which bottle swing animation to use.
s16 csDelayTimer; // Player_Action_WaitForCutscene: Number of frames to wait before responding to a cutscene