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-rw-r--r--docs/link.md8
-rw-r--r--include/Player/LinkStateCutscene.hpp (renamed from include/Player/LinkStateItemGet.hpp)4
2 files changed, 6 insertions, 6 deletions
diff --git a/docs/link.md b/docs/link.md
index ab20b927..93567ce7 100644
--- a/docs/link.md
+++ b/docs/link.md
@@ -10,12 +10,12 @@ shared outside of the active state handler.
Index | Name | Description
-------|---------------------|-------------
0 | `LinkStateMove` | Handles Link's movement.
-1 | `LinkStateItem` | Handles item usage.
+1 | `LinkStateItem` | Handles item usage, including sword and shield.
2 | `LinkStateInteract` | Handles talking to NPCs and grabbing/pushing/pulling objects.
3 | `LinkStateFollow` | Handles moving toward objects.
-4 | `LinkStateRoll` | Unknown
-5 | `LinkStateDamage` | Handles receiving damage.
-6 | `LinkStateItemGet` | Handles getting items.
+4 | `LinkStateRoll` | Handles rolling and dizziness.
+5 | `LinkStateDamage` | Handles receiving damage and knockback.
+6 | `LinkStateCutscene` | Handles being in a cutscene, transitions into new scenes and getting items.
## State hierarchy
Link's states are organized in a hierarchical structure. Similar to actor IDs, states are labelled by 4-character IDs. In
diff --git a/include/Player/LinkStateItemGet.hpp b/include/Player/LinkStateCutscene.hpp
index 2eb0462d..4b16c4e1 100644
--- a/include/Player/LinkStateItemGet.hpp
+++ b/include/Player/LinkStateCutscene.hpp
@@ -8,7 +8,7 @@
#include "Player/LinkStateBase.hpp"
#include "Item/Item.hpp"
-class LinkStateItemGet : public LinkStateBase {
+class LinkStateCutscene : public LinkStateBase {
public:
/* 00 (base) */
/* 0c */ unk8 mUnk_08[0x24]; // non-documented struct
@@ -47,7 +47,7 @@ public:
/* ac */
/* 00 */ virtual void vfunc_00() override;
- /* 04 */ virtual ~LinkStateItemGet() override;
+ /* 04 */ virtual ~LinkStateCutscene() override;
/* 0c */ virtual LinkStateId GetId() override;
/* 10 */ virtual void CreateDebugHierarchy() override;
/* 14 */ virtual void OnStateEnter() override;