mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-23 08:38:52 -05:00
99260acaf1
* Use PlayState instead of GlobalContext - GlobalContext -> PlayState - globalCtx -> play - GlobalCtx -> PlayState - globalContext -> playState * Find and replace Gameplay_ with Play_ * Correct some misnamed argument cases
639 lines
24 KiB
C
639 lines
24 KiB
C
#ifndef Z64PLAYER_H
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#define Z64PLAYER_H
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#include "z64actor.h"
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#include "soh/Enhancements/item-tables/ItemTableTypes.h"
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struct Player;
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extern GetItemEntry sGetItemTable[195];
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typedef enum {
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/* 0 */ PLAYER_SWORD_NONE,
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/* 1 */ PLAYER_SWORD_KOKIRI,
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/* 2 */ PLAYER_SWORD_MASTER,
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/* 3 */ PLAYER_SWORD_BGS,
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/* 4 */ PLAYER_SWORD_MAX
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} PlayerSword;
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typedef enum {
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/* 0x00 */ PLAYER_SHIELD_NONE,
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/* 0x01 */ PLAYER_SHIELD_DEKU,
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/* 0x02 */ PLAYER_SHIELD_HYLIAN,
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/* 0x03 */ PLAYER_SHIELD_MIRROR,
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/* 0x04 */ PLAYER_SHIELD_MAX
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} PlayerShield;
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typedef enum {
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/* 0x00 */ PLAYER_TUNIC_KOKIRI,
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/* 0x01 */ PLAYER_TUNIC_GORON,
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/* 0x02 */ PLAYER_TUNIC_ZORA,
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/* 0x03 */ PLAYER_TUNIC_MAX
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} PlayerTunic;
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typedef enum {
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/* 0x00 */ PLAYER_BOOTS_KOKIRI,
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/* 0x01 */ PLAYER_BOOTS_IRON,
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/* 0x02 */ PLAYER_BOOTS_HOVER,
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/* Values below are only relevant when setting regs in Player_SetBootData */
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/* 0x03 */ PLAYER_BOOTS_INDOOR,
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/* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER,
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/* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD,
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/* 0x06 */ PLAYER_BOOTS_MAX
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} PlayerBoots;
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typedef enum {
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/* 0x00 */ PLAYER_STR_NONE,
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/* 0x01 */ PLAYER_STR_BRACELET,
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/* 0x02 */ PLAYER_STR_SILVER_G,
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/* 0x03 */ PLAYER_STR_GOLD_G,
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/* 0x04 */ PLAYER_STR_MAX
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} PlayerStrength;
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typedef enum {
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/* 0x00 */ PLAYER_MASK_NONE,
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/* 0x01 */ PLAYER_MASK_KEATON,
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/* 0x02 */ PLAYER_MASK_SKULL,
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/* 0x03 */ PLAYER_MASK_SPOOKY,
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/* 0x04 */ PLAYER_MASK_BUNNY,
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/* 0x05 */ PLAYER_MASK_GORON,
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/* 0x06 */ PLAYER_MASK_ZORA,
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/* 0x07 */ PLAYER_MASK_GERUDO,
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/* 0x08 */ PLAYER_MASK_TRUTH,
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/* 0x09 */ PLAYER_MASK_MAX
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} PlayerMask;
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typedef enum {
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/* 0x00 */ PLAYER_AP_NONE,
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/* 0x01 */ PLAYER_AP_LAST_USED,
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/* 0x02 */ PLAYER_AP_FISHING_POLE,
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/* 0x03 */ PLAYER_AP_SWORD_MASTER,
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/* 0x04 */ PLAYER_AP_SWORD_KOKIRI,
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/* 0x05 */ PLAYER_AP_SWORD_BGS,
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/* 0x06 */ PLAYER_AP_STICK,
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/* 0x07 */ PLAYER_AP_HAMMER,
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/* 0x08 */ PLAYER_AP_BOW,
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/* 0x09 */ PLAYER_AP_BOW_FIRE,
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/* 0x0A */ PLAYER_AP_BOW_ICE,
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/* 0x0B */ PLAYER_AP_BOW_LIGHT,
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/* 0x0C */ PLAYER_AP_BOW_0C,
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/* 0x0D */ PLAYER_AP_BOW_0D,
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/* 0x0E */ PLAYER_AP_BOW_0E,
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/* 0x0F */ PLAYER_AP_SLINGSHOT,
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/* 0x10 */ PLAYER_AP_HOOKSHOT,
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/* 0x11 */ PLAYER_AP_LONGSHOT,
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/* 0x12 */ PLAYER_AP_BOMB,
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/* 0x13 */ PLAYER_AP_BOMBCHU,
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/* 0x14 */ PLAYER_AP_BOOMERANG,
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/* 0x15 */ PLAYER_AP_MAGIC_SPELL_15,
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/* 0x16 */ PLAYER_AP_MAGIC_SPELL_16,
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/* 0x17 */ PLAYER_AP_MAGIC_SPELL_17,
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/* 0x18 */ PLAYER_AP_FARORES_WIND,
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/* 0x19 */ PLAYER_AP_NAYRUS_LOVE,
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/* 0x1A */ PLAYER_AP_DINS_FIRE,
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/* 0x1B */ PLAYER_AP_NUT,
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/* 0x1C */ PLAYER_AP_OCARINA_FAIRY,
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/* 0x1D */ PLAYER_AP_OCARINA_TIME,
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/* 0x1E */ PLAYER_AP_BOTTLE,
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/* 0x1F */ PLAYER_AP_BOTTLE_FISH,
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/* 0x20 */ PLAYER_AP_BOTTLE_FIRE,
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/* 0x21 */ PLAYER_AP_BOTTLE_BUG,
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/* 0x22 */ PLAYER_AP_BOTTLE_POE,
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/* 0x23 */ PLAYER_AP_BOTTLE_BIG_POE,
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/* 0x24 */ PLAYER_AP_BOTTLE_LETTER,
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/* 0x25 */ PLAYER_AP_BOTTLE_POTION_RED,
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/* 0x26 */ PLAYER_AP_BOTTLE_POTION_BLUE,
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/* 0x27 */ PLAYER_AP_BOTTLE_POTION_GREEN,
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/* 0x28 */ PLAYER_AP_BOTTLE_MILK,
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/* 0x29 */ PLAYER_AP_BOTTLE_MILK_HALF,
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/* 0x2A */ PLAYER_AP_BOTTLE_FAIRY,
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/* 0x2B */ PLAYER_AP_LETTER_ZELDA,
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/* 0x2C */ PLAYER_AP_WEIRD_EGG,
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/* 0x2D */ PLAYER_AP_CHICKEN,
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/* 0x2E */ PLAYER_AP_BEAN,
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/* 0x2F */ PLAYER_AP_POCKET_EGG,
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/* 0x30 */ PLAYER_AP_POCKET_CUCCO,
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/* 0x31 */ PLAYER_AP_COJIRO,
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/* 0x32 */ PLAYER_AP_ODD_MUSHROOM,
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/* 0x33 */ PLAYER_AP_ODD_POTION,
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/* 0x34 */ PLAYER_AP_SAW,
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/* 0x35 */ PLAYER_AP_SWORD_BROKEN,
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/* 0x36 */ PLAYER_AP_PRESCRIPTION,
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/* 0x37 */ PLAYER_AP_FROG,
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/* 0x38 */ PLAYER_AP_EYEDROPS,
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/* 0x39 */ PLAYER_AP_CLAIM_CHECK,
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/* 0x3A */ PLAYER_AP_MASK_KEATON,
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/* 0x3B */ PLAYER_AP_MASK_SKULL,
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/* 0x3C */ PLAYER_AP_MASK_SPOOKY,
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/* 0x3D */ PLAYER_AP_MASK_BUNNY,
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/* 0x3E */ PLAYER_AP_MASK_GORON,
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/* 0x3F */ PLAYER_AP_MASK_ZORA,
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/* 0x40 */ PLAYER_AP_MASK_GERUDO,
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/* 0x41 */ PLAYER_AP_MASK_TRUTH,
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/* 0x42 */ PLAYER_AP_LENS,
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/* 0x43 */ PLAYER_AP_SHIELD_DEKU,
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/* 0x44 */ PLAYER_AP_SHIELD_HYLIAN,
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/* 0x45 */ PLAYER_AP_SHIELD_MIRROR,
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/* 0x46 */ PLAYER_AP_TUNIC_KOKIRI,
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/* 0x47 */ PLAYER_AP_TUNIC_GORON,
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/* 0x48 */ PLAYER_AP_TUNIC_ZORA,
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/* 0x49 */ PLAYER_AP_BOOTS_KOKIRI,
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/* 0x4A */ PLAYER_AP_BOOTS_IRON,
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/* 0x4B */ PLAYER_AP_BOOTS_HOVER,
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/* 0x4C */ PLAYER_AP_MAX
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} PlayerActionParam;
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typedef enum {
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/* 0x00 */ PLAYER_LIMB_NONE,
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/* 0x01 */ PLAYER_LIMB_ROOT,
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/* 0x02 */ PLAYER_LIMB_WAIST,
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/* 0x03 */ PLAYER_LIMB_LOWER,
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/* 0x04 */ PLAYER_LIMB_R_THIGH,
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/* 0x05 */ PLAYER_LIMB_R_SHIN,
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/* 0x06 */ PLAYER_LIMB_R_FOOT,
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/* 0x07 */ PLAYER_LIMB_L_THIGH,
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/* 0x08 */ PLAYER_LIMB_L_SHIN,
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/* 0x09 */ PLAYER_LIMB_L_FOOT,
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/* 0x0A */ PLAYER_LIMB_UPPER,
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/* 0x0B */ PLAYER_LIMB_HEAD,
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/* 0x0C */ PLAYER_LIMB_HAT,
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/* 0x0D */ PLAYER_LIMB_COLLAR,
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/* 0x0E */ PLAYER_LIMB_L_SHOULDER,
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/* 0x0F */ PLAYER_LIMB_L_FOREARM,
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/* 0x10 */ PLAYER_LIMB_L_HAND,
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/* 0x11 */ PLAYER_LIMB_R_SHOULDER,
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/* 0x12 */ PLAYER_LIMB_R_FOREARM,
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/* 0x13 */ PLAYER_LIMB_R_HAND,
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/* 0x14 */ PLAYER_LIMB_SHEATH,
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/* 0x15 */ PLAYER_LIMB_TORSO,
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/* 0x16 */ PLAYER_LIMB_MAX
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} PlayerLimb;
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typedef enum {
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/* 0 */ PLAYER_BODYPART_WAIST, // PLAYER_LIMB_WAIST
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/* 1 */ PLAYER_BODYPART_R_THIGH, // PLAYER_LIMB_R_THIGH
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/* 2 */ PLAYER_BODYPART_R_SHIN, // PLAYER_LIMB_R_SHIN
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/* 3 */ PLAYER_BODYPART_R_FOOT, // PLAYER_LIMB_R_FOOT
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/* 4 */ PLAYER_BODYPART_L_THIGH, // PLAYER_LIMB_L_THIGH
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/* 5 */ PLAYER_BODYPART_L_SHIN, // PLAYER_LIMB_L_SHIN
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/* 6 */ PLAYER_BODYPART_L_FOOT, // PLAYER_LIMB_L_FOOT
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/* 7 */ PLAYER_BODYPART_HEAD, // PLAYER_LIMB_HEAD
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/* 8 */ PLAYER_BODYPART_HAT, // PLAYER_LIMB_HAT
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/* 9 */ PLAYER_BODYPART_COLLAR, // PLAYER_LIMB_COLLAR
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/* 10 */ PLAYER_BODYPART_L_SHOULDER, // PLAYER_LIMB_L_SHOULDER
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/* 11 */ PLAYER_BODYPART_L_FOREARM, // PLAYER_LIMB_L_FOREARM
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/* 12 */ PLAYER_BODYPART_L_HAND, // PLAYER_LIMB_L_HAND
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/* 13 */ PLAYER_BODYPART_R_SHOULDER, // PLAYER_LIMB_R_SHOULDER
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/* 14 */ PLAYER_BODYPART_R_FOREARM, // PLAYER_LIMB_R_FOREARM
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/* 15 */ PLAYER_BODYPART_R_HAND, // PLAYER_LIMB_R_HAND
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/* 16 */ PLAYER_BODYPART_SHEATH, // PLAYER_LIMB_SHEATH
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/* 17 */ PLAYER_BODYPART_TORSO, // PLAYER_LIMB_TORSO
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/* 18 */ PLAYER_BODYPART_MAX
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} PlayerBodyPart;
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typedef enum {
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/* -1 */ PLAYER_DOORTYPE_AJAR = -1,
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/* 0 */ PLAYER_DOORTYPE_NONE,
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/* 1 */ PLAYER_DOORTYPE_HANDLE,
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/* 2 */ PLAYER_DOORTYPE_SLIDING,
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/* 3 */ PLAYER_DOORTYPE_FAKE
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} PlayerDoorType;
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typedef enum {
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/* 0 */ PLAYER_MODELGROUP_0, // unused (except with the `Player_OverrideLimbDrawPause` bug)
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/* 1 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
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/* 2 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
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/* 3 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
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/* 4 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
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/* 5 */ PLAYER_MODELGROUP_BGS, // biggoron sword
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/* 6 */ PLAYER_MODELGROUP_BOW_SLINGSHOT, // bow/slingshot
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/* 7 */ PLAYER_MODELGROUP_EXPLOSIVES, // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
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/* 8 */ PLAYER_MODELGROUP_BOOMERANG,
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/* 9 */ PLAYER_MODELGROUP_HOOKSHOT,
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/* 10 */ PLAYER_MODELGROUP_10, // stick/fishing pole (which are drawn separately)
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/* 11 */ PLAYER_MODELGROUP_HAMMER,
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/* 12 */ PLAYER_MODELGROUP_OCARINA, // ocarina
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/* 13 */ PLAYER_MODELGROUP_OOT, // ocarina of time
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/* 14 */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
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/* 15 */ PLAYER_MODELGROUP_15, // "last used"
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/* 16 */ PLAYER_MODELGROUP_MAX
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} PlayerModelGroup;
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typedef enum {
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/* 0 */ PLAYER_MODELGROUPENTRY_ANIM,
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/* 1 */ PLAYER_MODELGROUPENTRY_LEFT_HAND,
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/* 2 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND,
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/* 3 */ PLAYER_MODELGROUPENTRY_SHEATH,
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/* 4 */ PLAYER_MODELGROUPENTRY_WAIST,
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/* 5 */ PLAYER_MODELGROUPENTRY_MAX
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} PlayerModelGroupEntry;
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typedef enum {
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// left hand
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/* 0 */ PLAYER_MODELTYPE_LH_OPEN, // empty open hand
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/* 1 */ PLAYER_MODELTYPE_LH_CLOSED, // empty closed hand
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/* 2 */ PLAYER_MODELTYPE_LH_SWORD, // holding kokiri/master sword
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/* 3 */ PLAYER_MODELTYPE_3, // unused, same as PLAYER_MODELTYPE_LH_SWORD
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/* 4 */ PLAYER_MODELTYPE_LH_BGS, // holding bgs/broken giant knife (child: master sword)
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/* 5 */ PLAYER_MODELTYPE_LH_HAMMER, // holding hammer (child: empty hand)
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/* 6 */ PLAYER_MODELTYPE_LH_BOOMERANG, // holding boomerang (adult: empty hand)
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/* 7 */ PLAYER_MODELTYPE_LH_BOTTLE, // holding bottle (bottle drawn separately)
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// right hand
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/* 8 */ PLAYER_MODELTYPE_RH_OPEN, // empty open hand
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/* 9 */ PLAYER_MODELTYPE_RH_CLOSED, // empty closed hand
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/* 10 */ PLAYER_MODELTYPE_RH_SHIELD, // holding a shield (including no shield)
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/* 11 */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT, // holding bow/slingshot
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/* 12 */ PLAYER_MODELTYPE_12, // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
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/* 13 */ PLAYER_MODELTYPE_RH_OCARINA, // holding ocarina (child: fairy ocarina, adult: OoT)
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/* 14 */ PLAYER_MODELTYPE_RH_OOT, // holding OoT
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/* 15 */ PLAYER_MODELTYPE_RH_HOOKSHOT, // holding hookshot (child: empty hand)
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// sheath
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/* 16 */ PLAYER_MODELTYPE_SHEATH_16, // sheathed kokiri/master sword?
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/* 17 */ PLAYER_MODELTYPE_SHEATH_17, // empty sheath?
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/* 18 */ PLAYER_MODELTYPE_SHEATH_18, // sword sheathed and shield on back?
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/* 19 */ PLAYER_MODELTYPE_SHEATH_19, // empty sheath and shield on back?
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// waist
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/* 20 */ PLAYER_MODELTYPE_WAIST,
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/* 21 */ PLAYER_MODELTYPE_MAX,
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/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
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} PlayerModelType;
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typedef enum {
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/* 0 */ PLAYER_ANIMTYPE_0,
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/* 1 */ PLAYER_ANIMTYPE_1,
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/* 2 */ PLAYER_ANIMTYPE_2,
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/* 3 */ PLAYER_ANIMTYPE_3,
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/* 4 */ PLAYER_ANIMTYPE_4,
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/* 5 */ PLAYER_ANIMTYPE_5,
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/* 6 */ PLAYER_ANIMTYPE_MAX
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} PlayerAnimType;
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typedef enum {
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/* 0 */ PLAYER_ANIMGROUP_0,
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/* 1 */ PLAYER_ANIMGROUP_1,
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/* 2 */ PLAYER_ANIMGROUP_2,
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/* 3 */ PLAYER_ANIMGROUP_3,
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/* 4 */ PLAYER_ANIMGROUP_4,
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/* 5 */ PLAYER_ANIMGROUP_5,
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/* 6 */ PLAYER_ANIMGROUP_6,
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/* 7 */ PLAYER_ANIMGROUP_7,
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/* 8 */ PLAYER_ANIMGROUP_8,
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/* 9 */ PLAYER_ANIMGROUP_9,
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/* 10 */ PLAYER_ANIMGROUP_10,
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/* 11 */ PLAYER_ANIMGROUP_11,
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/* 12 */ PLAYER_ANIMGROUP_12,
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/* 13 */ PLAYER_ANIMGROUP_13,
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/* 14 */ PLAYER_ANIMGROUP_14,
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/* 15 */ PLAYER_ANIMGROUP_15,
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/* 16 */ PLAYER_ANIMGROUP_16,
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/* 17 */ PLAYER_ANIMGROUP_17,
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/* 18 */ PLAYER_ANIMGROUP_18,
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/* 19 */ PLAYER_ANIMGROUP_19,
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/* 20 */ PLAYER_ANIMGROUP_20,
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/* 21 */ PLAYER_ANIMGROUP_21,
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/* 22 */ PLAYER_ANIMGROUP_22,
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/* 23 */ PLAYER_ANIMGROUP_23,
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/* 24 */ PLAYER_ANIMGROUP_24,
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/* 25 */ PLAYER_ANIMGROUP_25,
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/* 26 */ PLAYER_ANIMGROUP_26,
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/* 27 */ PLAYER_ANIMGROUP_27,
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/* 28 */ PLAYER_ANIMGROUP_28,
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/* 29 */ PLAYER_ANIMGROUP_29,
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/* 30 */ PLAYER_ANIMGROUP_30,
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/* 31 */ PLAYER_ANIMGROUP_31,
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/* 32 */ PLAYER_ANIMGROUP_32,
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/* 33 */ PLAYER_ANIMGROUP_33,
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/* 34 */ PLAYER_ANIMGROUP_34,
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/* 35 */ PLAYER_ANIMGROUP_35,
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/* 36 */ PLAYER_ANIMGROUP_36,
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/* 37 */ PLAYER_ANIMGROUP_37,
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/* 38 */ PLAYER_ANIMGROUP_38,
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/* 39 */ PLAYER_ANIMGROUP_39,
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/* 40 */ PLAYER_ANIMGROUP_40,
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/* 41 */ PLAYER_ANIMGROUP_41,
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/* 42 */ PLAYER_ANIMGROUP_42,
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/* 43 */ PLAYER_ANIMGROUP_43,
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/* 44 */ PLAYER_ANIMGROUP_44,
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/* 45 */ PLAYER_ANIMGROUP_MAX
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} PlayerAnimGroup;
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#define PLAYER_LIMB_BUF_COUNT PLAYER_LIMB_MAX + 2 // 2 extra entries in limb buffers?
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typedef struct {
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/* 0x00 */ f32 unk_00;
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/* 0x04 */ f32 unk_04;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 unk_0C;
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/* 0x10 */ f32 unk_10;
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/* 0x14 */ f32 unk_14;
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/* 0x18 */ f32 unk_18;
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/* 0x1C */ f32 unk_1C;
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/* 0x20 */ f32 unk_20;
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/* 0x24 */ f32 unk_24;
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/* 0x28 */ f32 unk_28;
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/* 0x2C */ f32 unk_2C;
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/* 0x30 */ f32 unk_30;
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/* 0x34 */ f32 unk_34;
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/* 0x38 */ f32 unk_38;
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/* 0x3C */ f32 unk_3C;
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/* 0x40 */ f32 unk_40;
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/* 0x44 */ Vec3s unk_44;
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/* 0x4A */ Vec3s unk_4A[4];
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/* 0x62 */ Vec3s unk_62[4];
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/* 0x7A */ Vec3s unk_7A[2];
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/* 0x86 */ Vec3s unk_86[2];
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/* 0x92 */ u16 unk_92;
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/* 0x94 */ u16 unk_94;
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/* 0x98 */ LinkAnimationHeader* unk_98;
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/* 0x9C */ LinkAnimationHeader* unk_9C;
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/* 0xA0 */ LinkAnimationHeader* unk_A0;
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/* 0xA4 */ LinkAnimationHeader* unk_A4;
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/* 0xA8 */ LinkAnimationHeader* unk_A8;
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/* 0xAC */ LinkAnimationHeader* unk_AC[4];
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/* 0xBC */ LinkAnimationHeader* unk_BC[2];
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/* 0xC4 */ LinkAnimationHeader* unk_C4[2];
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/* 0xCC */ LinkAnimationHeader* unk_CC[2];
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} PlayerAgeProperties; // size = 0xD4
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typedef struct {
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/* 0x00 */ s32 active;
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/* 0x04 */ Vec3f tip;
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/* 0x10 */ Vec3f base;
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} WeaponInfo; // size = 0x1C
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typedef enum {
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FLAG_NONE,
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FLAG_SCENE_SWITCH,
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FLAG_SCENE_TREASURE,
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FLAG_SCENE_CLEAR,
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FLAG_SCENE_COLLECTIBLE,
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FLAG_EVENT_CHECK_INF,
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FLAG_RANDOMIZER_INF
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} FlagType;
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typedef struct {
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/* 0x00 */ s32 flagID; // which flag to set when Player_SetPendingFlag is called
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/* 0x04 */ FlagType flagType; // type of flag to set when Player_SetPendingFlag is called
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} PendingFlag; // size = 0x06
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#define PLAYER_STATE1_0 (1 << 0)
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#define PLAYER_STATE1_1 (1 << 1)
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#define PLAYER_STATE1_2 (1 << 2)
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#define PLAYER_STATE1_3 (1 << 3)
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#define PLAYER_STATE1_4 (1 << 4)
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#define PLAYER_STATE1_5 (1 << 5)
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#define PLAYER_STATE1_6 (1 << 6)
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#define PLAYER_STATE1_7 (1 << 7)
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#define PLAYER_STATE1_8 (1 << 8)
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#define PLAYER_STATE1_9 (1 << 9)
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#define PLAYER_STATE1_10 (1 << 10)
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#define PLAYER_STATE1_11 (1 << 11)
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#define PLAYER_STATE1_12 (1 << 12)
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#define PLAYER_STATE1_13 (1 << 13)
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#define PLAYER_STATE1_14 (1 << 14)
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#define PLAYER_STATE1_15 (1 << 15)
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#define PLAYER_STATE1_16 (1 << 16)
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#define PLAYER_STATE1_17 (1 << 17)
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#define PLAYER_STATE1_18 (1 << 18)
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#define PLAYER_STATE1_19 (1 << 19)
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#define PLAYER_STATE1_20 (1 << 20)
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#define PLAYER_STATE1_21 (1 << 21)
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#define PLAYER_STATE1_22 (1 << 22)
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#define PLAYER_STATE1_23 (1 << 23)
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#define PLAYER_STATE1_24 (1 << 24)
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#define PLAYER_STATE1_25 (1 << 25)
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#define PLAYER_STATE1_26 (1 << 26)
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#define PLAYER_STATE1_27 (1 << 27)
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#define PLAYER_STATE1_28 (1 << 28)
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#define PLAYER_STATE1_29 (1 << 29)
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#define PLAYER_STATE1_30 (1 << 30)
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#define PLAYER_STATE1_31 (1 << 31)
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#define PLAYER_STATE2_0 (1 << 0)
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#define PLAYER_STATE2_1 (1 << 1)
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#define PLAYER_STATE2_2 (1 << 2)
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#define PLAYER_STATE2_3 (1 << 3)
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#define PLAYER_STATE2_4 (1 << 4)
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#define PLAYER_STATE2_5 (1 << 5)
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#define PLAYER_STATE2_6 (1 << 6)
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#define PLAYER_STATE2_7 (1 << 7)
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#define PLAYER_STATE2_8 (1 << 8)
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#define PLAYER_STATE2_9 (1 << 9)
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#define PLAYER_STATE2_10 (1 << 10)
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#define PLAYER_STATE2_11 (1 << 11)
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#define PLAYER_STATE2_12 (1 << 12)
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#define PLAYER_STATE2_13 (1 << 13)
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#define PLAYER_STATE2_14 (1 << 14)
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#define PLAYER_STATE2_15 (1 << 15)
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#define PLAYER_STATE2_16 (1 << 16)
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#define PLAYER_STATE2_17 (1 << 17)
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#define PLAYER_STATE2_18 (1 << 18)
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#define PLAYER_STATE2_19 (1 << 19)
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#define PLAYER_STATE2_20 (1 << 20)
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#define PLAYER_STATE2_21 (1 << 21)
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#define PLAYER_STATE2_22 (1 << 22)
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#define PLAYER_STATE2_23 (1 << 23)
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#define PLAYER_STATE2_24 (1 << 24)
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#define PLAYER_STATE2_25 (1 << 25)
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#define PLAYER_STATE2_26 (1 << 26)
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#define PLAYER_STATE2_27 (1 << 27)
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#define PLAYER_STATE2_28 (1 << 28)
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#define PLAYER_STATE2_29 (1 << 29)
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#define PLAYER_STATE2_30 (1 << 30)
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#define PLAYER_STATE2_31 (1 << 31)
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#define PLAYER_STATE3_0 (1 << 0)
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#define PLAYER_STATE3_1 (1 << 1)
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#define PLAYER_STATE3_2 (1 << 2)
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#define PLAYER_STATE3_3 (1 << 3)
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#define PLAYER_STATE3_4 (1 << 4)
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#define PLAYER_STATE3_5 (1 << 5)
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#define PLAYER_STATE3_6 (1 << 6)
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#define PLAYER_STATE3_7 (1 << 7)
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typedef void (*PlayerFunc674)(struct Player*, struct PlayState*);
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typedef s32(*PlayerFunc82C)(struct Player*, struct PlayState*);
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typedef void (*PlayerFuncA74)(struct PlayState*, struct Player*);
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typedef struct Player {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ s8 currentTunic; // current tunic from `PlayerTunic`
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/* 0x014D */ s8 currentSwordItem; // current sword Item ID
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/* 0x014E */ s8 currentShield; // current shield from `PlayerShield`
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/* 0x014F */ s8 currentBoots; // current boots from `PlayerBoots`
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/* 0x0150 */ s8 heldItemButton; // Button index for the item currently used
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/* 0x0151 */ s8 heldItemActionParam; // Action param for the item currently used
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/* 0x0152 */ u8 heldItemId; // Item id for the item currently used
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/* 0x0153 */ s8 prevBoots; // previous boots from `PlayerBoots`
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/* 0x0154 */ s8 itemActionParam; // the difference between this and heldItemActionParam is unclear
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/* 0x0155 */ char unk_155[0x003];
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/* 0x0158 */ u8 modelGroup;
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/* 0x0159 */ u8 nextModelGroup;
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/* 0x015A */ s8 unk_15A;
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/* 0x015B */ u8 modelAnimType;
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/* 0x015C */ u8 leftHandType;
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/* 0x015D */ u8 rightHandType;
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/* 0x015E */ u8 sheathType;
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/* 0x015F */ u8 currentMask; // current mask equipped from `PlayerMask`
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/* 0x0160 */ Gfx** rightHandDLists;
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/* 0x0164 */ Gfx** leftHandDLists;
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/* 0x0168 */ Gfx** sheathDLists;
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/* 0x016C */ Gfx** waistDLists;
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/* 0x0170 */ u8 giObjectLoading;
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/* 0x0174 */ DmaRequest giObjectDmaRequest;
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/* 0x0194 */ OSMesgQueue giObjectLoadQueue;
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/* 0x01AC */ OSMesg giObjectLoadMsg;
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/* 0x01B0 */ void* giObjectSegment; // also used for title card textures
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/* 0x01B4 */ SkelAnime skelAnime;
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/* 0x01F8 */ Vec3s jointTable[PLAYER_LIMB_BUF_COUNT];
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/* 0x0288 */ Vec3s morphTable[PLAYER_LIMB_BUF_COUNT];
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/* 0x0318 */ Vec3s blendTable[PLAYER_LIMB_BUF_COUNT];
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/* 0x03A8 */ s16 unk_3A8[2];
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/* 0x03AC */ Actor* heldActor;
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/* 0x03B0 */ Vec3f leftHandPos;
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/* 0x03BC */ Vec3s unk_3BC;
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/* 0x03C4 */ Actor* unk_3C4;
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/* 0x03C8 */ Vec3f unk_3C8;
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/* 0x03D4 */ char unk_3D4[0x058];
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/* 0x042C */ s8 doorType;
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/* 0x042D */ s8 doorDirection;
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/* 0x042E */ s16 doorTimer;
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/* 0x0430 */ Actor* doorActor;
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/* 0x0434 */ s16 getItemId;
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/* 0x0436 */ u16 getItemDirection;
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/* 0x0438 */ Actor* interactRangeActor;
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/* 0x043C */ s8 mountSide;
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/* 0x043D */ char unk_43D[0x003];
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/* 0x0440 */ Actor* rideActor;
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/* 0x0444 */ u8 csMode;
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/* 0x0445 */ u8 prevCsMode;
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/* 0x0446 */ u8 unk_446;
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/* 0x0447 */ u8 unk_447;
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/* 0x0448 */ Actor* unk_448;
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/* 0x044C */ char unk_44C[0x004];
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/* 0x0450 */ Vec3f unk_450;
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/* 0x045C */ Vec3f unk_45C;
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/* 0x0468 */ char unk_468[0x002];
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/* 0x046A */ s16 unk_46A;
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/* 0x046C */ s16 unk_46C;
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/* 0x046E */ char unk_46E[0x02A];
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/* 0x0498 */ ColliderCylinder cylinder;
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/* 0x04E4 */ ColliderQuad swordQuads[2];
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/* 0x05E4 */ ColliderQuad shieldQuad;
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/* 0x0664 */ Actor* unk_664;
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/* 0x0668 */ char unk_668[0x004];
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/* 0x066C */ s32 unk_66C;
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/* 0x0670 */ s32 swordEffectIndex;
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/* 0x0674 */ PlayerFunc674 func_674;
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/* 0x0678 */ PlayerAgeProperties* ageProperties;
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/* 0x067C */ u32 stateFlags1;
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/* 0x0680 */ u32 stateFlags2;
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/* 0x0684 */ Actor* unk_684;
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/* 0x0688 */ Actor* boomerangActor;
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/* 0x068C */ Actor* naviActor;
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/* 0x0690 */ s16 naviTextId;
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/* 0x0692 */ u8 stateFlags3;
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/* 0x0693 */ s8 exchangeItemId;
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/* 0x0694 */ Actor* targetActor;
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/* 0x0698 */ f32 targetActorDistance;
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/* 0x069C */ char unk_69C[0x004];
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/* 0x06A0 */ f32 unk_6A0;
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/* 0x06A4 */ f32 unk_6A4;
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/* 0x06A8 */ Actor* unk_6A8;
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/* 0x06AC */ s8 unk_6AC;
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/* 0x06AD */ u8 unk_6AD;
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/* 0x06AE */ u16 unk_6AE;
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/* 0x06B0 */ s16 unk_6B0;
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/* 0x06B2 */ char unk_6B4[0x004];
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/* 0x06B6 */ s16 unk_6B6;
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/* 0x06B8 */ s16 unk_6B8;
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/* 0x06BA */ s16 unk_6BA;
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/* 0x06BC */ s16 unk_6BC;
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/* 0x06BE */ s16 unk_6BE;
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/* 0x06C0 */ s16 unk_6C0;
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/* 0x06C2 */ s16 unk_6C2;
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/* 0x06C4 */ f32 unk_6C4;
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/* 0x06C8 */ SkelAnime skelAnime2;
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/* 0x070C */ Vec3s jointTable2[PLAYER_LIMB_BUF_COUNT];
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/* 0x079C */ Vec3s morphTable2[PLAYER_LIMB_BUF_COUNT];
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/* 0x082C */ PlayerFunc82C func_82C;
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/* 0x0830 */ f32 unk_830;
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/* 0x0834 */ s16 unk_834;
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/* 0x0836 */ s8 unk_836;
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/* 0x0837 */ u8 unk_837;
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/* 0x0838 */ f32 linearVelocity;
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/* 0x083C */ s16 currentYaw;
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/* 0x083E */ s16 targetYaw;
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/* 0x0840 */ u16 unk_840;
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/* 0x0842 */ s8 swordAnimation;
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/* 0x0843 */ s8 swordState;
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/* 0x0844 */ s8 unk_844;
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/* 0x0845 */ u8 unk_845;
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/* 0x0846 */ u8 unk_846;
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/* 0x0847 */ s8 unk_847[4];
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/* 0x084B */ s8 unk_84B[4];
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/* 0x084F */ s8 unk_84F;
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/* 0x0850 */ s16 unk_850; // multipurpose timer
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/* 0x0854 */ f32 unk_854;
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/* 0x0858 */ f32 unk_858;
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/* 0x085C */ f32 unk_85C; // stick length among other things
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/* 0x0860 */ s16 unk_860; // stick flame timer among other things
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/* 0x0862 */ s8 unk_862; // get item draw ID + 1
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/* 0x0864 */ f32 unk_864;
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/* 0x0868 */ f32 unk_868;
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/* 0x086C */ f32 unk_86C;
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/* 0x0870 */ f32 unk_870;
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/* 0x0874 */ f32 unk_874;
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/* 0x0878 */ f32 unk_878;
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/* 0x087C */ s16 unk_87C;
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/* 0x087E */ s16 unk_87E;
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/* 0x0880 */ f32 unk_880;
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/* 0x0884 */ f32 wallHeight; // height used to determine whether link can climb or grab a ledge at the top
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/* 0x0888 */ f32 wallDistance; // distance to the colliding wall plane
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/* 0x088C */ u8 unk_88C;
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/* 0x088D */ u8 unk_88D;
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/* 0x088E */ u8 unk_88E;
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/* 0x088F */ u8 unk_88F;
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/* 0x0890 */ u8 unk_890;
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/* 0x0891 */ u8 shockTimer;
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/* 0x0892 */ u8 unk_892;
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/* 0x0893 */ u8 hoverBootsTimer;
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/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
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/* 0x0896 */ s16 fallDistance; // truncated Y distance the player has fallen so far (positive is down)
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/* 0x0898 */ s16 unk_898;
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/* 0x089A */ s16 unk_89A;
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/* 0x089C */ s16 unk_89C;
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/* 0x089E */ u16 unk_89E;
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/* 0x08A0 */ u8 unk_8A0;
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/* 0x08A1 */ u8 unk_8A1;
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/* 0x08A2 */ s16 unk_8A2;
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/* 0x08A4 */ f32 unk_8A4;
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/* 0x08A8 */ f32 unk_8A8;
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/* 0x08AC */ f32 windSpeed;
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/* 0x08B0 */ s16 windDirection;
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/* 0x08B4 */ WeaponInfo swordInfo[3];
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/* 0x0908 */ Vec3f bodyPartsPos[18];
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/* 0x09E0 */ MtxF mf_9E0;
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/* 0x0A20 */ MtxF shieldMf;
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/* 0x0A60 */ u8 isBurning;
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/* 0x0A61 */ u8 flameTimers[18]; // one flame per body part
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/* 0x0A73 */ u8 unk_A73;
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/* 0x0A74 */ PlayerFuncA74 func_A74;
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/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
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/* 0x0A79 */ u8 unk_A79;
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/* 0x0A7A */ u8 unk_A7A;
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/* 0x0A7B */ u8 unk_A7B;
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/* 0x0A7C */ f32 unk_A7C;
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/* 0x0A80 */ s16 unk_A80;
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/* 0x0A82 */ u16 unk_A82;
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/* 0x0A84 */ s16 unk_A84;
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/* 0x0A86 */ s8 unk_A86;
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/* 0x0A87 */ u8 unk_A87;
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/* 0x0A88 */ Vec3f unk_A88; // previous body part 0 position
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/* 0x0A95 */ PendingFlag pendingFlag;
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/* 0x0AA1 */ u8 boomerangQuickRecall; // Has the player pressed the boomerang button while it's in the air still?
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/* 0x0AA2 */ GetItemEntry getItemEntry;
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} Player; // size = 0xAAA
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#endif
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