diff options
Diffstat (limited to 'include/global.fieldmap.h')
-rw-r--r-- | include/global.fieldmap.h | 33 |
1 files changed, 17 insertions, 16 deletions
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h index 38391bf27..1858d3344 100644 --- a/include/global.fieldmap.h +++ b/include/global.fieldmap.h @@ -289,14 +289,14 @@ enum { PLAYER_AVATAR_STATE_WATERING, }; -#define PLAYER_AVATAR_FLAG_ON_FOOT (1 << PLAYER_AVATAR_STATE_NORMAL) -#define PLAYER_AVATAR_FLAG_MACH_BIKE (1 << PLAYER_AVATAR_STATE_MACH_BIKE) -#define PLAYER_AVATAR_FLAG_ACRO_BIKE (1 << PLAYER_AVATAR_STATE_ACRO_BIKE) -#define PLAYER_AVATAR_FLAG_SURFING (1 << PLAYER_AVATAR_STATE_SURFING) -#define PLAYER_AVATAR_FLAG_4 (1 << PLAYER_AVATAR_STATE_UNDERWATER) -#define PLAYER_AVATAR_FLAG_FORCED_MVMT_DISABLED (1 << PLAYER_AVATAR_STATE_FIELD_MOVE) -#define PLAYER_AVATAR_FLAG_MVMT_IS_FORCED (1 << PLAYER_AVATAR_STATE_FISHING) -#define PLAYER_AVATAR_FLAG_DASH (1 << PLAYER_AVATAR_STATE_WATERING) +#define PLAYER_AVATAR_FLAG_ON_FOOT (1 << PLAYER_AVATAR_STATE_NORMAL) +#define PLAYER_AVATAR_FLAG_MACH_BIKE (1 << PLAYER_AVATAR_STATE_MACH_BIKE) +#define PLAYER_AVATAR_FLAG_ACRO_BIKE (1 << PLAYER_AVATAR_STATE_ACRO_BIKE) +#define PLAYER_AVATAR_FLAG_SURFING (1 << PLAYER_AVATAR_STATE_SURFING) +#define PLAYER_AVATAR_FLAG_UNDERWATER (1 << PLAYER_AVATAR_STATE_UNDERWATER) +#define PLAYER_AVATAR_FLAG_FIELD_MOVE (1 << PLAYER_AVATAR_STATE_FIELD_MOVE) +#define PLAYER_AVATAR_FLAG_FISHING (1 << PLAYER_AVATAR_STATE_FISHING) +#define PLAYER_AVATAR_FLAG_WATERING (1 << PLAYER_AVATAR_STATE_WATERING) enum { @@ -346,22 +346,23 @@ enum struct PlayerAvatar /* 0x202E858 */ { /*0x00*/ u8 flags; - /*0x01*/ u8 unk1; // used to be bike, but it's not that in Emerald and probably isn't here either. maybe transition flags? + /*0x01*/ u8 transitionFlags; // used to be bike, but it's not that in Emerald and probably isn't here either. maybe 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; + // These are not used in FRLG u8 acroBikeState; - u8 unk9; + u8 newDirBackup; u8 bikeFrameCounter; - u8 unkB; - u32 unkC; - u32 unk10; - u8 unk14[8]; - u16 unk1C; - // TODO: rest of struct + u8 bikeSpeed; + u32 directionHistory; + u32 abStartSelectHistory; + u8 dirTimerHistory[8]; + // For the Rocket mazes + u16 lastSpinTile; }; struct Camera |