Document player avatar fields
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+17
-16
@@ -289,14 +289,14 @@ enum {
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PLAYER_AVATAR_STATE_WATERING,
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};
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#define PLAYER_AVATAR_FLAG_ON_FOOT (1 << PLAYER_AVATAR_STATE_NORMAL)
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#define PLAYER_AVATAR_FLAG_MACH_BIKE (1 << PLAYER_AVATAR_STATE_MACH_BIKE)
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#define PLAYER_AVATAR_FLAG_ACRO_BIKE (1 << PLAYER_AVATAR_STATE_ACRO_BIKE)
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#define PLAYER_AVATAR_FLAG_SURFING (1 << PLAYER_AVATAR_STATE_SURFING)
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#define PLAYER_AVATAR_FLAG_4 (1 << PLAYER_AVATAR_STATE_UNDERWATER)
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#define PLAYER_AVATAR_FLAG_FORCED_MVMT_DISABLED (1 << PLAYER_AVATAR_STATE_FIELD_MOVE)
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#define PLAYER_AVATAR_FLAG_MVMT_IS_FORCED (1 << PLAYER_AVATAR_STATE_FISHING)
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#define PLAYER_AVATAR_FLAG_DASH (1 << PLAYER_AVATAR_STATE_WATERING)
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#define PLAYER_AVATAR_FLAG_ON_FOOT (1 << PLAYER_AVATAR_STATE_NORMAL)
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#define PLAYER_AVATAR_FLAG_MACH_BIKE (1 << PLAYER_AVATAR_STATE_MACH_BIKE)
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#define PLAYER_AVATAR_FLAG_ACRO_BIKE (1 << PLAYER_AVATAR_STATE_ACRO_BIKE)
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#define PLAYER_AVATAR_FLAG_SURFING (1 << PLAYER_AVATAR_STATE_SURFING)
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#define PLAYER_AVATAR_FLAG_UNDERWATER (1 << PLAYER_AVATAR_STATE_UNDERWATER)
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#define PLAYER_AVATAR_FLAG_FIELD_MOVE (1 << PLAYER_AVATAR_STATE_FIELD_MOVE)
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#define PLAYER_AVATAR_FLAG_FISHING (1 << PLAYER_AVATAR_STATE_FISHING)
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#define PLAYER_AVATAR_FLAG_WATERING (1 << PLAYER_AVATAR_STATE_WATERING)
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enum
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{
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@@ -346,22 +346,23 @@ enum
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struct PlayerAvatar /* 0x202E858 */
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{
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/*0x00*/ u8 flags;
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/*0x01*/ u8 unk1; // used to be bike, but it's not that in Emerald and probably isn't here either. maybe transition flags?
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/*0x01*/ u8 transitionFlags; // used to be bike, but it's not that in Emerald and probably isn't here either. maybe transition flags?
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/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
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/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
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/*0x04*/ u8 spriteId;
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/*0x05*/ u8 objectEventId;
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/*0x06*/ bool8 preventStep;
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/*0x07*/ u8 gender;
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// These are not used in FRLG
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u8 acroBikeState;
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u8 unk9;
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u8 newDirBackup;
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u8 bikeFrameCounter;
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u8 unkB;
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u32 unkC;
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u32 unk10;
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u8 unk14[8];
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u16 unk1C;
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// TODO: rest of struct
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u8 bikeSpeed;
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u32 directionHistory;
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u32 abStartSelectHistory;
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u8 dirTimerHistory[8];
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// For the Rocket mazes
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u16 lastSpinTile;
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};
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struct Camera
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