diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2024-12-01 23:55:50 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-01 07:55:50 -0500 |
| commit | 6199634ffb42872d053abb1502eb80474de4ae56 (patch) | |
| tree | 7c3dc31b0e32bba45547fe49a435006a54ec1ca6 /include | |
| parent | e0bd123312977aebd661dad0bf68924169f0c550 (diff) | |
Minor Cleanup (#2308)
* cleanup
* more
* fix floats
Diffstat (limited to 'include')
| -rw-r--r-- | include/z64player.h | 10 |
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 |
