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Fix issues related to OW sprite shadows
Squashed commit of the following: commit e9dfe2b378416a41f4ba894bae5612bdc278e6c6 Author: Pseurae <[email protected]> Date: Mon Jul 3 00:24:38 2023 +0530 Set REG_BLDALPHA using Weather_SetBlendCoeff commit a94cbc7d218c960a7ba9c61ec53381773d9ddbcc Author: Pseurae <[email protected]> Date: Sun Jul 2 15:19:54 2023 +0530 Fix shadow duplication issue commit 2baf044da96b62332ba331152cc836c0386885e8 Author: Pseurae <[email protected]> Date: Sat Jul 1 12:22:41 2023 +0530 Implement FindShadowFieldEffectSprite
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Original file line number | Diff line number | Diff line change |
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#pragma once | ||
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u8 CreateFlyBirdSprite(void); | ||
void StartFlyBirdSwoopDown(u8); | ||
void SetFlyBirdPlayerSpriteId(u8, u8); |
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Original file line number | Diff line number | Diff line change |
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#pragma once | ||
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extern const u16 gShadowVerticalOffsets[]; | ||
extern const u16 gShadowVerticalOffsets[4]; | ||
extern const void *const gFieldEffectObjectTemplatePointers[]; | ||
extern const u8 gShadowEffectTemplateIds[]; | ||
extern s32 gFieldEffectArguments[8]; | ||
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void FieldEffectStop(struct Sprite *sprite, u8 id); | ||
u32 FldEff_Shadow_(void); | ||
void UpdateShadowFieldEffect(struct Sprite *sprite); |
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#pragma once | ||
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enum { | ||
PLAYER_AVATAR_STATE_NORMAL, | ||
PLAYER_AVATAR_STATE_MACH_BIKE, | ||
PLAYER_AVATAR_STATE_ACRO_BIKE, | ||
PLAYER_AVATAR_STATE_SURFING, | ||
PLAYER_AVATAR_STATE_UNDERWATER, | ||
PLAYER_AVATAR_STATE_FIELD_MOVE, | ||
PLAYER_AVATAR_STATE_FISHING, | ||
PLAYER_AVATAR_STATE_WATERING, | ||
}; | ||
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struct PlayerAvatar /* 0x202E858 */ | ||
{ | ||
/*0x00*/ u8 flags; | ||
/*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags | ||
/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving. | ||
/*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. | ||
/*0x04*/ u8 spriteId; | ||
/*0x05*/ u8 objectEventId; | ||
/*0x06*/ bool8 preventStep; | ||
/*0x07*/ u8 gender; | ||
/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie | ||
/*0x09*/ u8 newDirBackup; // during bike movement, the new direction as opposed to player's direction is backed up here. | ||
/*0x0A*/ u8 bikeFrameCounter; // on the mach bike, when this value is 1, the bike is moving but not accelerating yet for 1 tile. on the acro bike, this acts as a timer for acro bike. | ||
/*0x0B*/ u8 bikeSpeed; | ||
// acro bike only | ||
/*0x0C*/ u32 directionHistory; // up/down/left/right history is stored in each nybble, but using the field directions and not the io inputs. | ||
/*0x10*/ u32 abStartSelectHistory; // same as above but for A + B + start + select only | ||
// these two are timer history arrays which [0] is the active timer for acro bike. every element is backed up to the next element upon update. | ||
/*0x14*/ u8 dirTimerHistory[8]; | ||
/*0x1C*/ u8 abStartSelectTimerHistory[8]; | ||
}; | ||
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extern struct PlayerAvatar gPlayerAvatar; | ||
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void SetPlayerAvatarStateMask(u8 a); |
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