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https://github.com/leoetlino/project-restoration
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Merge pull request #173 from PhlexPlexico/master
Update field definitions in player.h and actor.h
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@@ -154,27 +154,30 @@ struct Actor {
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u16 field_22;
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PosRot pos;
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u8 gap_38[4];
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PosRot target_pos;
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PosRot ztarget_pos;
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sound::EffectId sound_effect;
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u8 gap_54[4];
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Vec3 model_scale;
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Vec3 vel;
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float vel_xz;
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float field_74;
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// Modifying this value causes link to moonjump/levitate.
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float vel_y;
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u8 gap_78[8];
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u32 field_80;
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u8 gap_84;
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u8 field_85;
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u8 gap86[3];
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u8 gap_89[3];
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float field_8C;
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// Distance to water/submerged? After -30.99 it goes to -32000.00
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float dist_to_water_maybe;
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u8 gap_90[4];
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rst::Flags<Flag94> flags_94;
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float field_98;
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float distance_to_link;
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float height_diff_to_link;
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DamageTable* damage_table;
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Vec3 field_A8;
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// Changing x and z causes link to slide across plane in direction.
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Vec3 target_pos_maybe;
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u32 field_B4;
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u16 field_B8;
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u8 field_BA;
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@@ -195,7 +198,7 @@ struct Actor {
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Vec3 field_F0;
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u32 field_FC;
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Vec3 field_100;
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Vec3 field_10C;
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Vec3 actor_coords;
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u8 field_118;
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u8 gap119;
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u16 text_id_maybe;
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@@ -25,7 +25,8 @@ struct FormParam {
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u16 run_accel;
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u16 run_decel;
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u16 field_4;
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u16 field_6;
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// Can increase the animation speed of a sidehop shuffle.
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u16 sidehop_walk_anim_speed;
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u16 field_8;
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u16 field_A;
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u16 field_C;
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@@ -172,6 +173,7 @@ struct Player : public Actor {
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char field_201;
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char field_202;
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u8 gap_203[4];
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// 1=sword, 2= shield, 3=stick/GFS, 4=first person view with item out, 5=chu/bomb but remains 5 until next set.
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u8 field_207;
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u8 gap208[3];
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MaskId active_mask_id;
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@@ -186,7 +188,8 @@ struct Player : public Actor {
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u32 field_370;
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float field_374;
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u8 gap_378[4];
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float field_37C;
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// Float for time stood still? Moving resets to 0.00.
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float time_stood_still_maybe;
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float field_380;
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u8 gap_384[4];
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float field_388;
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@@ -142,7 +142,7 @@ RST_HOOK void OdolwaHandleRegularCollision(game::act::BossOdolwa* boss) {
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return;
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case act::DamageType::Type4:
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boss->field_1C35 = 0x14;
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gctx->SpawnActor(act::Id::ClearTag, 0, 0, 0, 4, boss->target_pos.pos);
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gctx->SpawnActor(act::Id::ClearTag, 0, 0, 0, 4, boss->ztarget_pos.pos);
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break;
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case act::DamageType::TypeB:
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boss->field_1C35 = 0x28;
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@@ -150,7 +150,7 @@ RST_HOOK void OdolwaHandleRegularCollision(game::act::BossOdolwa* boss) {
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return;
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case act::DamageType::TypeC:
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boss->field_1C35 = 0x1E;
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gctx->SpawnActor(act::Id::ClearTag, 0, 0, 3, 4, boss->target_pos.pos);
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gctx->SpawnActor(act::Id::ClearTag, 0, 0, 3, 4, boss->ztarget_pos.pos);
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break;
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default:
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break;
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