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#ifndef Z64PLAYER_H
#define Z64PLAYER_H
#include "z64actor.h"
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#include "alignment.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 {
/* 0 */ PLAYER_SWORD_NONE ,
/* 1 */ PLAYER_SWORD_KOKIRI ,
/* 2 */ PLAYER_SWORD_MASTER ,
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/* 3 */ PLAYER_SWORD_BIGGORON ,
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/* 4 */ PLAYER_SWORD_MAX
} PlayerSword ;
typedef enum {
/* 0x00 */ PLAYER_SHIELD_NONE ,
/* 0x01 */ PLAYER_SHIELD_DEKU ,
/* 0x02 */ PLAYER_SHIELD_HYLIAN ,
/* 0x03 */ PLAYER_SHIELD_MIRROR ,
/* 0x04 */ PLAYER_SHIELD_MAX
} PlayerShield ;
typedef enum {
/* 0x00 */ PLAYER_TUNIC_KOKIRI ,
/* 0x01 */ PLAYER_TUNIC_GORON ,
/* 0x02 */ PLAYER_TUNIC_ZORA ,
/* 0x03 */ PLAYER_TUNIC_MAX
} PlayerTunic ;
typedef enum {
/* 0x00 */ PLAYER_BOOTS_KOKIRI ,
/* 0x01 */ PLAYER_BOOTS_IRON ,
/* 0x02 */ PLAYER_BOOTS_HOVER ,
/* Values below are only relevant when setting regs in Player_SetBootData */
/* 0x03 */ PLAYER_BOOTS_INDOOR ,
/* 0x04 */ PLAYER_BOOTS_IRON_UNDERWATER ,
/* 0x05 */ PLAYER_BOOTS_KOKIRI_CHILD ,
/* 0x06 */ PLAYER_BOOTS_MAX
} PlayerBoots ;
typedef enum {
/* 0x00 */ PLAYER_STR_NONE ,
/* 0x01 */ PLAYER_STR_BRACELET ,
/* 0x02 */ PLAYER_STR_SILVER_G ,
/* 0x03 */ PLAYER_STR_GOLD_G ,
/* 0x04 */ PLAYER_STR_MAX
} PlayerStrength ;
typedef enum {
/* 0x00 */ PLAYER_MASK_NONE ,
/* 0x01 */ PLAYER_MASK_KEATON ,
/* 0x02 */ PLAYER_MASK_SKULL ,
/* 0x03 */ PLAYER_MASK_SPOOKY ,
/* 0x04 */ PLAYER_MASK_BUNNY ,
/* 0x05 */ PLAYER_MASK_GORON ,
/* 0x06 */ PLAYER_MASK_ZORA ,
/* 0x07 */ PLAYER_MASK_GERUDO ,
/* 0x08 */ PLAYER_MASK_TRUTH ,
/* 0x09 */ PLAYER_MASK_MAX
} PlayerMask ;
typedef enum {
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/* 0x00 */ PLAYER_IA_NONE ,
/* 0x01 */ PLAYER_IA_LAST_USED ,
/* 0x02 */ PLAYER_IA_FISHING_POLE ,
/* 0x03 */ PLAYER_IA_SWORD_MASTER ,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI ,
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/* 0x05 */ PLAYER_IA_SWORD_BIGGORON ,
/* 0x06 */ PLAYER_IA_DEKU_STICK ,
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/* 0x07 */ PLAYER_IA_HAMMER ,
/* 0x08 */ PLAYER_IA_BOW ,
/* 0x09 */ PLAYER_IA_BOW_FIRE ,
/* 0x0A */ PLAYER_IA_BOW_ICE ,
/* 0x0B */ PLAYER_IA_BOW_LIGHT ,
/* 0x0C */ PLAYER_IA_BOW_0C ,
/* 0x0D */ PLAYER_IA_BOW_0D ,
/* 0x0E */ PLAYER_IA_BOW_0E ,
/* 0x0F */ PLAYER_IA_SLINGSHOT ,
/* 0x10 */ PLAYER_IA_HOOKSHOT ,
/* 0x11 */ PLAYER_IA_LONGSHOT ,
/* 0x12 */ PLAYER_IA_BOMB ,
/* 0x13 */ PLAYER_IA_BOMBCHU ,
/* 0x14 */ PLAYER_IA_BOOMERANG ,
/* 0x15 */ PLAYER_IA_MAGIC_SPELL_15 ,
/* 0x16 */ PLAYER_IA_MAGIC_SPELL_16 ,
/* 0x17 */ PLAYER_IA_MAGIC_SPELL_17 ,
/* 0x18 */ PLAYER_IA_FARORES_WIND ,
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE ,
/* 0x1A */ PLAYER_IA_DINS_FIRE ,
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/* 0x1B */ PLAYER_IA_DEKU_NUT ,
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/* 0x1C */ PLAYER_IA_OCARINA_FAIRY ,
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/* 0x1D */ PLAYER_IA_OCARINA_OF_TIME ,
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/* 0x1E */ PLAYER_IA_BOTTLE ,
/* 0x1F */ PLAYER_IA_BOTTLE_FISH ,
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE ,
/* 0x21 */ PLAYER_IA_BOTTLE_BUG ,
/* 0x22 */ PLAYER_IA_BOTTLE_POE ,
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE ,
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/* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER ,
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/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED ,
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE ,
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN ,
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/* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL ,
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/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF ,
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY ,
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/* 0x2B */ PLAYER_IA_ZELDAS_LETTER ,
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/* 0x2C */ PLAYER_IA_WEIRD_EGG ,
/* 0x2D */ PLAYER_IA_CHICKEN ,
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/* 0x2E */ PLAYER_IA_MAGIC_BEAN ,
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/* 0x2F */ PLAYER_IA_POCKET_EGG ,
/* 0x30 */ PLAYER_IA_POCKET_CUCCO ,
/* 0x31 */ PLAYER_IA_COJIRO ,
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM ,
/* 0x33 */ PLAYER_IA_ODD_POTION ,
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/* 0x34 */ PLAYER_IA_POACHERS_SAW ,
/* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD ,
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/* 0x36 */ PLAYER_IA_PRESCRIPTION ,
/* 0x37 */ PLAYER_IA_FROG ,
/* 0x38 */ PLAYER_IA_EYEDROPS ,
/* 0x39 */ PLAYER_IA_CLAIM_CHECK ,
/* 0x3A */ PLAYER_IA_MASK_KEATON ,
/* 0x3B */ PLAYER_IA_MASK_SKULL ,
/* 0x3C */ PLAYER_IA_MASK_SPOOKY ,
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/* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD ,
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/* 0x3E */ PLAYER_IA_MASK_GORON ,
/* 0x3F */ PLAYER_IA_MASK_ZORA ,
/* 0x40 */ PLAYER_IA_MASK_GERUDO ,
/* 0x41 */ PLAYER_IA_MASK_TRUTH ,
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/* 0x42 */ PLAYER_IA_LENS_OF_TRUTH ,
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/* 0x4C */ PLAYER_IA_MAX
} PlayerItemAction ;
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typedef enum {
/* 0x00 */ PLAYER_LIMB_NONE ,
/* 0x01 */ PLAYER_LIMB_ROOT ,
/* 0x02 */ PLAYER_LIMB_WAIST ,
/* 0x03 */ PLAYER_LIMB_LOWER ,
/* 0x04 */ PLAYER_LIMB_R_THIGH ,
/* 0x05 */ PLAYER_LIMB_R_SHIN ,
/* 0x06 */ PLAYER_LIMB_R_FOOT ,
/* 0x07 */ PLAYER_LIMB_L_THIGH ,
/* 0x08 */ PLAYER_LIMB_L_SHIN ,
/* 0x09 */ PLAYER_LIMB_L_FOOT ,
/* 0x0A */ PLAYER_LIMB_UPPER ,
/* 0x0B */ PLAYER_LIMB_HEAD ,
/* 0x0C */ PLAYER_LIMB_HAT ,
/* 0x0D */ PLAYER_LIMB_COLLAR ,
/* 0x0E */ PLAYER_LIMB_L_SHOULDER ,
/* 0x0F */ PLAYER_LIMB_L_FOREARM ,
/* 0x10 */ PLAYER_LIMB_L_HAND ,
/* 0x11 */ PLAYER_LIMB_R_SHOULDER ,
/* 0x12 */ PLAYER_LIMB_R_FOREARM ,
/* 0x13 */ PLAYER_LIMB_R_HAND ,
/* 0x14 */ PLAYER_LIMB_SHEATH ,
/* 0x15 */ PLAYER_LIMB_TORSO ,
/* 0x16 */ PLAYER_LIMB_MAX
} PlayerLimb ;
typedef enum {
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/* 0x00 */ PLAYER_BODYPART_WAIST , // PLAYER_LIMB_WAIST
/* 0x01 */ PLAYER_BODYPART_R_THIGH , // PLAYER_LIMB_R_THIGH
/* 0x02 */ PLAYER_BODYPART_R_SHIN , // PLAYER_LIMB_R_SHIN
/* 0x03 */ PLAYER_BODYPART_R_FOOT , // PLAYER_LIMB_R_FOOT
/* 0x04 */ PLAYER_BODYPART_L_THIGH , // PLAYER_LIMB_L_THIGH
/* 0x05 */ PLAYER_BODYPART_L_SHIN , // PLAYER_LIMB_L_SHIN
/* 0x06 */ PLAYER_BODYPART_L_FOOT , // PLAYER_LIMB_L_FOOT
/* 0x07 */ PLAYER_BODYPART_HEAD , // PLAYER_LIMB_HEAD
/* 0x08 */ PLAYER_BODYPART_HAT , // PLAYER_LIMB_HAT
/* 0x09 */ PLAYER_BODYPART_COLLAR , // PLAYER_LIMB_COLLAR
/* 0x0A */ PLAYER_BODYPART_L_SHOULDER , // PLAYER_LIMB_L_SHOULDER
/* 0x0B */ PLAYER_BODYPART_L_FOREARM , // PLAYER_LIMB_L_FOREARM
/* 0x0C */ PLAYER_BODYPART_L_HAND , // PLAYER_LIMB_L_HAND
/* 0x0D */ PLAYER_BODYPART_R_SHOULDER , // PLAYER_LIMB_R_SHOULDER
/* 0x0E */ PLAYER_BODYPART_R_FOREARM , // PLAYER_LIMB_R_FOREARM
/* 0x0F */ PLAYER_BODYPART_R_HAND , // PLAYER_LIMB_R_HAND
/* 0x10 */ PLAYER_BODYPART_SHEATH , // PLAYER_LIMB_SHEATH
/* 0x11 */ PLAYER_BODYPART_TORSO , // PLAYER_LIMB_TORSO
/* 0x12 */ PLAYER_BODYPART_MAX
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} PlayerBodyPart ;
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typedef enum {
/* 0 */ PLAYER_MWA_FORWARD_SLASH_1H ,
/* 1 */ PLAYER_MWA_FORWARD_SLASH_2H ,
/* 2 */ PLAYER_MWA_FORWARD_COMBO_1H ,
/* 3 */ PLAYER_MWA_FORWARD_COMBO_2H ,
/* 4 */ PLAYER_MWA_RIGHT_SLASH_1H ,
/* 5 */ PLAYER_MWA_RIGHT_SLASH_2H ,
/* 6 */ PLAYER_MWA_RIGHT_COMBO_1H ,
/* 7 */ PLAYER_MWA_RIGHT_COMBO_2H ,
/* 8 */ PLAYER_MWA_LEFT_SLASH_1H ,
/* 9 */ PLAYER_MWA_LEFT_SLASH_2H ,
/* 10 */ PLAYER_MWA_LEFT_COMBO_1H ,
/* 11 */ PLAYER_MWA_LEFT_COMBO_2H ,
/* 12 */ PLAYER_MWA_STAB_1H ,
/* 13 */ PLAYER_MWA_STAB_2H ,
/* 14 */ PLAYER_MWA_STAB_COMBO_1H ,
/* 15 */ PLAYER_MWA_STAB_COMBO_2H ,
/* 16 */ PLAYER_MWA_FLIPSLASH_START ,
/* 17 */ PLAYER_MWA_JUMPSLASH_START ,
/* 18 */ PLAYER_MWA_FLIPSLASH_FINISH ,
/* 19 */ PLAYER_MWA_JUMPSLASH_FINISH ,
/* 20 */ PLAYER_MWA_BACKSLASH_RIGHT ,
/* 21 */ PLAYER_MWA_BACKSLASH_LEFT ,
/* 22 */ PLAYER_MWA_HAMMER_FORWARD ,
/* 23 */ PLAYER_MWA_HAMMER_SIDE ,
/* 24 */ PLAYER_MWA_SPIN_ATTACK_1H ,
/* 25 */ PLAYER_MWA_SPIN_ATTACK_2H ,
/* 26 */ PLAYER_MWA_BIG_SPIN_1H ,
/* 27 */ PLAYER_MWA_BIG_SPIN_2H ,
/* 28 */ PLAYER_MWA_MAX
} PlayerMeleeWeaponAnimation ;
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typedef enum {
/* -1 */ PLAYER_DOORTYPE_AJAR = - 1 ,
/* 0 */ PLAYER_DOORTYPE_NONE ,
/* 1 */ PLAYER_DOORTYPE_HANDLE ,
/* 2 */ PLAYER_DOORTYPE_SLIDING ,
/* 3 */ PLAYER_DOORTYPE_FAKE
} PlayerDoorType ;
typedef enum {
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/* 0x00 */ PLAYER_MODELGROUP_0 , // unused (except with the `Player_OverrideLimbDrawPause` bug)
/* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD , // kokiri/master sword, shield not in hand
/* 0x02 */ PLAYER_MODELGROUP_SWORD , // kokiri/master sword and possibly shield
/* 0x03 */ PLAYER_MODELGROUP_DEFAULT , // non-specific models, for items that don't have particular link models
/* 0x04 */ PLAYER_MODELGROUP_4 , // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 0x05 */ PLAYER_MODELGROUP_BGS , // biggoron sword
/* 0x06 */ PLAYER_MODELGROUP_BOW_SLINGSHOT , // bow/slingshot
/* 0x07 */ PLAYER_MODELGROUP_EXPLOSIVES , // bombs, bombchus, same as PLAYER_MODELGROUP_DEFAULT
/* 0x08 */ PLAYER_MODELGROUP_BOOMERANG ,
/* 0x09 */ PLAYER_MODELGROUP_HOOKSHOT ,
/* 0x0A */ PLAYER_MODELGROUP_10 , // stick/fishing pole (which are drawn separately)
/* 0x0B */ PLAYER_MODELGROUP_HAMMER ,
/* 0x0C */ PLAYER_MODELGROUP_OCARINA , // ocarina
/* 0x0D */ PLAYER_MODELGROUP_OOT , // ocarina of time
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE , // bottles (drawn separately)
/* 0x0F */ PLAYER_MODELGROUP_15 , // "last used"
/* 0x10 */ PLAYER_MODELGROUP_MAX
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} PlayerModelGroup ;
typedef enum {
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/* 0x00 */ PLAYER_MODELGROUPENTRY_ANIM ,
/* 0x01 */ PLAYER_MODELGROUPENTRY_LEFT_HAND ,
/* 0x02 */ PLAYER_MODELGROUPENTRY_RIGHT_HAND ,
/* 0x03 */ PLAYER_MODELGROUPENTRY_SHEATH ,
/* 0x04 */ PLAYER_MODELGROUPENTRY_WAIST ,
/* 0x05 */ PLAYER_MODELGROUPENTRY_MAX
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} PlayerModelGroupEntry ;
typedef enum {
// left hand
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/* 0x00 */ PLAYER_MODELTYPE_LH_OPEN , // empty open hand
/* 0x01 */ PLAYER_MODELTYPE_LH_CLOSED , // empty closed hand
/* 0x02 */ PLAYER_MODELTYPE_LH_SWORD , // holding kokiri/master sword
/* 0x03 */ PLAYER_MODELTYPE_LH_SWORD_2 , // unused, same as PLAYER_MODELTYPE_LH_SWORD
/* 0x04 */ PLAYER_MODELTYPE_LH_BGS , // holding bgs/broken giant knife (child: master sword)
/* 0x05 */ PLAYER_MODELTYPE_LH_HAMMER , // holding hammer (child: empty hand)
/* 0x06 */ PLAYER_MODELTYPE_LH_BOOMERANG , // holding boomerang (adult: empty hand)
/* 0x07 */ PLAYER_MODELTYPE_LH_BOTTLE , // holding bottle (bottle drawn separately)
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// right hand
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/* 0x08 */ PLAYER_MODELTYPE_RH_OPEN , // empty open hand
/* 0x09 */ PLAYER_MODELTYPE_RH_CLOSED , // empty closed hand
/* 0x0A */ PLAYER_MODELTYPE_RH_SHIELD , // holding a shield (including no shield)
/* 0x0B */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT , // holding bow/slingshot
/* 0x0C */ PLAYER_MODELTYPE_RH_BOW_SLINGSHOT_2 , // unused, same as PLAYER_MODELTYPE_RH_BOW_SLINGSHOT
/* 0x0D */ PLAYER_MODELTYPE_RH_OCARINA , // holding ocarina (child: fairy ocarina, adult: OoT)
/* 0x0E */ PLAYER_MODELTYPE_RH_OOT , // holding OoT
/* 0x0F */ PLAYER_MODELTYPE_RH_HOOKSHOT , // holding hookshot (child: empty hand)
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// sheath
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/* 0x10 */ PLAYER_MODELTYPE_SHEATH_16 , // sheathed kokiri/master sword?
/* 0x11 */ PLAYER_MODELTYPE_SHEATH_17 , // empty sheath?
/* 0x12 */ PLAYER_MODELTYPE_SHEATH_18 , // sword sheathed and shield on back?
/* 0x13 */ PLAYER_MODELTYPE_SHEATH_19 , // empty sheath and shield on back?
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// waist
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/* 0x14 */ PLAYER_MODELTYPE_WAIST ,
/* 0x15 */ PLAYER_MODELTYPE_MAX ,
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/* 0xFF */ PLAYER_MODELTYPE_RH_FF = 0xFF // disable shield collider, cutscene-specific
} PlayerModelType ;
typedef enum {
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/* 0x00 */ PLAYER_ANIMTYPE_0 ,
/* 0x01 */ PLAYER_ANIMTYPE_1 ,
/* 0x02 */ PLAYER_ANIMTYPE_2 ,
/* 0x03 */ PLAYER_ANIMTYPE_3 ,
/* 0x04 */ PLAYER_ANIMTYPE_4 ,
/* 0x05 */ PLAYER_ANIMTYPE_5 ,
/* 0x06 */ PLAYER_ANIMTYPE_MAX
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} PlayerAnimType ;
typedef enum {
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/* 0x00 */ PLAYER_ANIMGROUP_wait ,
/* 0x01 */ PLAYER_ANIMGROUP_walk ,
/* 0x02 */ PLAYER_ANIMGROUP_run ,
/* 0x03 */ PLAYER_ANIMGROUP_damage_run ,
/* 0x04 */ PLAYER_ANIMGROUP_heavy_run ,
/* 0x05 */ PLAYER_ANIMGROUP_waitL ,
/* 0x06 */ PLAYER_ANIMGROUP_waitR ,
/* 0x07 */ PLAYER_ANIMGROUP_wait2waitR ,
/* 0x08 */ PLAYER_ANIMGROUP_normal2fighter ,
/* 0x09 */ PLAYER_ANIMGROUP_doorA_free ,
/* 0x0A */ PLAYER_ANIMGROUP_doorA ,
/* 0x0B */ PLAYER_ANIMGROUP_doorB_free ,
/* 0x0C */ PLAYER_ANIMGROUP_doorB ,
/* 0x0D */ PLAYER_ANIMGROUP_carryB ,
/* 0x0E */ PLAYER_ANIMGROUP_landing ,
/* 0x0F */ PLAYER_ANIMGROUP_short_landing ,
/* 0x10 */ PLAYER_ANIMGROUP_landing_roll ,
/* 0x11 */ PLAYER_ANIMGROUP_hip_down ,
/* 0x12 */ PLAYER_ANIMGROUP_walk_endL ,
/* 0x13 */ PLAYER_ANIMGROUP_walk_endR ,
/* 0x14 */ PLAYER_ANIMGROUP_defense ,
/* 0x15 */ PLAYER_ANIMGROUP_defense_wait ,
/* 0x16 */ PLAYER_ANIMGROUP_defense_end ,
/* 0x17 */ PLAYER_ANIMGROUP_side_walk ,
/* 0x18 */ PLAYER_ANIMGROUP_side_walkL ,
/* 0x19 */ PLAYER_ANIMGROUP_side_walkR ,
/* 0x1A */ PLAYER_ANIMGROUP_45_turn ,
/* 0x1B */ PLAYER_ANIMGROUP_waitL2wait ,
/* 0x1C */ PLAYER_ANIMGROUP_waitR2wait ,
/* 0x1D */ PLAYER_ANIMGROUP_throw ,
/* 0x1E */ PLAYER_ANIMGROUP_put ,
/* 0x1F */ PLAYER_ANIMGROUP_back_walk ,
/* 0x20 */ PLAYER_ANIMGROUP_check ,
/* 0x21 */ PLAYER_ANIMGROUP_check_wait ,
/* 0x22 */ PLAYER_ANIMGROUP_check_end ,
/* 0x23 */ PLAYER_ANIMGROUP_pull_start ,
/* 0x24 */ PLAYER_ANIMGROUP_pulling ,
/* 0x25 */ PLAYER_ANIMGROUP_pull_end ,
/* 0x26 */ PLAYER_ANIMGROUP_fall_up ,
/* 0x27 */ PLAYER_ANIMGROUP_jump_climb_hold ,
/* 0x28 */ PLAYER_ANIMGROUP_jump_climb_wait ,
/* 0x29 */ PLAYER_ANIMGROUP_jump_climb_up ,
/* 0x2A */ PLAYER_ANIMGROUP_down_slope_slip_end ,
/* 0x2B */ PLAYER_ANIMGROUP_up_slope_slip_end ,
/* 0x2C */ PLAYER_ANIMGROUP_nwait ,
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/* 0x2D */ PLAYER_ANIMGROUP_MAX
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} PlayerAnimGroup ;
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#define LIMB_BUF_COUNT(limbCount) ((ALIGN16((limbCount) * sizeof(Vec3s)) + sizeof(Vec3s) - 1) / sizeof(Vec3s))
#define PLAYER_LIMB_BUF_COUNT LIMB_BUF_COUNT(PLAYER_LIMB_MAX)
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typedef struct {
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/* 0x00 */ f32 ceilingCheckHeight ;
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/* 0x04 */ f32 unk_04 ;
/* 0x08 */ f32 unk_08 ;
/* 0x0C */ f32 unk_0C ;
/* 0x10 */ f32 unk_10 ;
/* 0x14 */ f32 unk_14 ;
/* 0x18 */ f32 unk_18 ;
/* 0x1C */ f32 unk_1C ;
/* 0x20 */ f32 unk_20 ;
/* 0x24 */ f32 unk_24 ;
/* 0x28 */ f32 unk_28 ;
/* 0x2C */ f32 unk_2C ;
/* 0x30 */ f32 unk_30 ;
/* 0x34 */ f32 unk_34 ;
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/* 0x38 */ f32 wallCheckRadius ;
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/* 0x3C */ f32 unk_3C ;
/* 0x40 */ f32 unk_40 ;
/* 0x44 */ Vec3s unk_44 ;
/* 0x4A */ Vec3s unk_4A [ 4 ];
/* 0x62 */ Vec3s unk_62 [ 4 ];
/* 0x7A */ Vec3s unk_7A [ 2 ];
/* 0x86 */ Vec3s unk_86 [ 2 ];
/* 0x92 */ u16 unk_92 ;
/* 0x94 */ u16 unk_94 ;
/* 0x98 */ LinkAnimationHeader * unk_98 ;
/* 0x9C */ LinkAnimationHeader * unk_9C ;
/* 0xA0 */ LinkAnimationHeader * unk_A0 ;
/* 0xA4 */ LinkAnimationHeader * unk_A4 ;
/* 0xA8 */ LinkAnimationHeader * unk_A8 ;
/* 0xAC */ LinkAnimationHeader * unk_AC [ 4 ];
/* 0xBC */ LinkAnimationHeader * unk_BC [ 2 ];
/* 0xC4 */ LinkAnimationHeader * unk_C4 [ 2 ];
/* 0xCC */ LinkAnimationHeader * unk_CC [ 2 ];
} PlayerAgeProperties ; // size = 0xD4
typedef struct {
/* 0x00 */ s32 active ;
/* 0x04 */ Vec3f tip ;
/* 0x10 */ Vec3f base ;
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} WeaponInfo ; // size = 0x1C
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// #region SOH [General]
// Supporting pendingFlag
// Upstream TODO: Rename these to be more obviously SoH specific
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typedef enum {
FLAG_NONE ,
FLAG_SCENE_SWITCH ,
FLAG_SCENE_TREASURE ,
FLAG_SCENE_CLEAR ,
FLAG_SCENE_COLLECTIBLE ,
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FLAG_EVENT_CHECK_INF ,
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FLAG_ITEM_GET_INF ,
FLAG_INF_TABLE ,
FLAG_EVENT_INF ,
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FLAG_RANDOMIZER_INF ,
FLAG_GS_TOKEN ,
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} FlagType ;
typedef struct {
/* 0x00 */ s32 flagID ; // which flag to set when Player_SetPendingFlag is called
/* 0x04 */ FlagType flagType ; // type of flag to set when Player_SetPendingFlag is called
} PendingFlag ; // size = 0x06
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// #endregion
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#define PLAYER_STATE1_LOADING (1 << 0) //Transitioning to a new scene
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#define PLAYER_STATE1_SWINGING_BOTTLE (1 << 1)
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#define PLAYER_STATE1_HOOKSHOT_FALLING (1 << 2)
#define PLAYER_STATE1_ITEM_IN_HAND (1 << 3)
#define PLAYER_STATE1_ENEMY_TARGET (1 << 4)
#define PLAYER_STATE1_INPUT_DISABLED (1 << 5)
#define PLAYER_STATE1_TEXT_ON_SCREEN (1 << 6)
#define PLAYER_STATE1_DEAD (1 << 7)
#define PLAYER_STATE1_START_PUTAWAY (1 << 8)
#define PLAYER_STATE1_READY_TO_FIRE (1 << 9)
#define PLAYER_STATE1_GETTING_ITEM (1 << 10)
#define PLAYER_STATE1_ITEM_OVER_HEAD (1 << 11)
#define PLAYER_STATE1_CHARGING_SPIN_ATTACK (1 << 12)
#define PLAYER_STATE1_HANGING_OFF_LEDGE (1 << 13)
#define PLAYER_STATE1_CLIMBING_LEDGE (1 << 14)
#define PLAYER_STATE1_TARGETING (1 << 15)
#define PLAYER_STATE1_TARGET_LOCKED (1 << 16)
#define PLAYER_STATE1_TARGET_NOTHING (1 << 17)
#define PLAYER_STATE1_JUMPING (1 << 18)
#define PLAYER_STATE1_FREEFALL (1 << 19)
#define PLAYER_STATE1_FIRST_PERSON (1 << 20)
#define PLAYER_STATE1_CLIMBING_LADDER (1 << 21)
#define PLAYER_STATE1_SHIELDING (1 << 22)
#define PLAYER_STATE1_ON_HORSE (1 << 23)
#define PLAYER_STATE1_BOOMERANG_IN_HAND (1 << 24)
#define PLAYER_STATE1_THREW_BOOMERANG (1 << 25)
#define PLAYER_STATE1_DAMAGED (1 << 26)
#define PLAYER_STATE1_IN_WATER (1 << 27)
#define PLAYER_STATE1_IN_ITEM_CS (1 << 28)
#define PLAYER_STATE1_IN_CUTSCENE (1 << 29)
#define PLAYER_STATE1_30 (1 << 30) //Unknown, potentially target related?
#define PLAYER_STATE1_FLOOR_DISABLED (1 << 31) //Used for grottos
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#define PLAYER_STATE2_DO_ACTION_GRAB (1 << 0)
#define PLAYER_STATE2_SPEAK_OR_CHECK (1 << 1)
#define PLAYER_STATE2_DO_ACTION_CLIMB (1 << 2)
#define PLAYER_STATE2_FOOTSTEP (1 << 3)
#define PLAYER_STATE2_MOVING_DYNAPOLY (1 << 4)
#define PLAYER_STATE2_DISABLE_ROTATION_Z_TARGET (1 << 5)
#define PLAYER_STATE2_DISABLE_ROTATION_ALWAYS (1 << 6)
#define PLAYER_STATE2_GRABBED_BY_ENEMY (1 << 7)
#define PLAYER_STATE2_GRABBING_DYNAPOLY (1 << 8)
#define PLAYER_STATE2_SPAWN_DUST (1 << 9)
#define PLAYER_STATE2_UNDERWATER (1 << 10)
#define PLAYER_STATE2_DIVING (1 << 11)
#define PLAYER_STATE2_STATIONARY_LADDER (1 << 12)
#define PLAYER_STATE2_SWITCH_TARGETING (1 << 13)
#define PLAYER_STATE2_FROZEN (1 << 14)
#define PLAYER_STATE2_PAUSE_MOST_UPDATING (1 << 15)
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#define PLAYER_STATE2_DO_ACTION_ENTER (1 << 16) // Turns on the "Enter On A" DoAction
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#define PLAYER_STATE2_SPIN_ATTACKING (1 << 17) //w/o magic
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#define PLAYER_STATE2_CRAWLING (1 << 18) // Crawling through a crawlspace
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#define PLAYER_STATE2_HOPPING (1 << 19) //Sidehop/backflip
#define PLAYER_STATE2_NAVI_OUT (1 << 20)
#define PLAYER_STATE2_NAVI_ALERT (1 << 21)
#define PLAYER_STATE2_DO_ACTION_DOWN (1 << 22)
#define PLAYER_STATE2_NEAR_OCARINA_ACTOR (1 << 23)
#define PLAYER_STATE2_ATTEMPT_PLAY_FOR_ACTOR (1 << 24)
#define PLAYER_STATE2_PLAY_FOR_ACTOR (1 << 25)
#define PLAYER_STATE2_REFLECTION (1 << 26) //Handles Dark Link's Reflection
#define PLAYER_STATE2_OCARINA_PLAYING (1 << 27)
#define PLAYER_STATE2_IDLING (1 << 28)
#define PLAYER_STATE2_DISABLE_DRAW (1 << 29)
#define PLAYER_STATE2_SWORD_LUNGE (1 << 30)
#define PLAYER_STATE2_FORCED_VOID_OUT (1 << 31)
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#define PLAYER_STATE3_IGNORE_CEILING_FLOOR_WATER (1 << 0)
#define PLAYER_STATE3_MIDAIR (1 << 1)
#define PLAYER_STATE3_PAUSE_ACTION_FUNC (1 << 2)
#define PLAYER_STATE3_FINISHED_ATTACKING (1 << 3)
#define PLAYER_STATE3_CHECK_FLOOR_WATER_COLLISION (1 << 4)
#define PLAYER_STATE3_FORCE_PULL_OCARINA (1 << 5)
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#define PLAYER_STATE3_RESTORE_NAYRUS_LOVE (1 << 6) // Set by ocarina effects actors when destroyed to signal Nayru's Love may be restored (see `ACTOROVL_ALLOC_ABSOLUTE`)
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#define PLAYER_STATE3_HOOKSHOT_TRAVELLING (1 << 7) //Travelling to target
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typedef void ( * PlayerActionFunc )( struct Player * , struct PlayState * );
typedef s32 ( * UpperActionFunc )( 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 ;
/* 0x014C */ s8 currentTunic ; // current tunic from `PlayerTunic`
/* 0x014D */ s8 currentSwordItemId ;
/* 0x014E */ s8 currentShield ; // current shield from `PlayerShield`
/* 0x014F */ s8 currentBoots ; // current boots from `PlayerBoots`
/* 0x0150 */ s8 heldItemButton ; // Button index for the item currently used
/* 0x0151 */ s8 heldItemAction ; // Item action for the item currently used
/* 0x0152 */ u8 heldItemId ; // Item id for the item currently used
/* 0x0153 */ s8 prevBoots ; // previous boots from `PlayerBoots`
/* 0x0154 */ s8 itemAction ; // the difference between this and heldItemAction is unclear
/* 0x0155 */ char unk_155 [ 0x003 ];
/* 0x0158 */ u8 modelGroup ;
/* 0x0159 */ u8 nextModelGroup ;
/* 0x015A */ s8 itemChangeType ;
/* 0x015B */ u8 modelAnimType ;
/* 0x015C */ u8 leftHandType ;
/* 0x015D */ u8 rightHandType ;
/* 0x015E */ u8 sheathType ;
/* 0x015F */ u8 currentMask ; // current mask equipped from `PlayerMask`
/* 0x0160 */ Gfx ** rightHandDLists ;
/* 0x0164 */ Gfx ** leftHandDLists ;
/* 0x0168 */ Gfx ** sheathDLists ;
/* 0x016C */ Gfx ** waistDLists ;
/* 0x0170 */ u8 giObjectLoading ;
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/* 0x0174 */ DmaRequest giObjectDmaRequest ;
/* 0x0194 */ OSMesgQueue giObjectLoadQueue ;
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/* 0x01AC */ OSMesg giObjectLoadMsg ;
/* 0x01B0 */ void * giObjectSegment ; // also used for title card textures
/* 0x01B4 */ SkelAnime skelAnime ;
/* 0x01F8 */ Vec3s jointTable [ PLAYER_LIMB_BUF_COUNT ];
/* 0x0288 */ Vec3s morphTable [ PLAYER_LIMB_BUF_COUNT ];
/* 0x0318 */ Vec3s blendTable [ PLAYER_LIMB_BUF_COUNT ];
/* 0x03A8 */ s16 unk_3A8 [ 2 ];
/* 0x03AC */ Actor * heldActor ;
/* 0x03B0 */ Vec3f leftHandPos ;
/* 0x03BC */ Vec3s unk_3BC ;
/* 0x03C4 */ Actor * unk_3C4 ;
/* 0x03C8 */ Vec3f unk_3C8 ;
/* 0x03D4 */ char unk_3D4 [ 0x058 ];
/* 0x042C */ s8 doorType ;
/* 0x042D */ s8 doorDirection ;
/* 0x042E */ s16 doorTimer ;
/* 0x0430 */ Actor * doorActor ;
/* 0x0434 */ s16 getItemId ; // Upstream TODO: Document why this is s16 while it's s8 upstream
/* 0x0436 */ u16 getItemDirection ;
/* 0x0438 */ Actor * interactRangeActor ;
/* 0x043C */ s8 mountSide ;
/* 0x043D */ char unk_43D [ 0x003 ];
/* 0x0440 */ Actor * rideActor ;
/* 0x0444 */ u8 csAction ;
/* 0x0445 */ u8 prevCsAction ;
/* 0x0446 */ u8 cueId ;
/* 0x0447 */ u8 unk_447 ;
/* 0x0448 */ Actor * csActor ; // Actor involved in a `csAction`. Typically the actor that invoked the cutscene.
/* 0x044C */ char unk_44C [ 0x004 ];
/* 0x0450 */ Vec3f unk_450 ;
/* 0x045C */ Vec3f unk_45C ;
/* 0x0468 */ char unk_468 [ 0x002 ];
/* 0x046A */ s16 doorBgCamIndex ;
/* 0x046C */ s16 subCamId ;
/* 0x046E */ char unk_46E [ 0x02A ];
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/* 0x0498 */ ColliderCylinder cylinder ;
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/* 0x04E4 */ ColliderQuad meleeWeaponQuads [ 2 ];
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/* 0x05E4 */ ColliderQuad shieldQuad ;
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/* 0x0664 */ Actor * unk_664 ;
/* 0x0668 */ char unk_668 [ 0x004 ];
/* 0x066C */ s32 unk_66C ;
/* 0x0670 */ s32 meleeWeaponEffectIndex ;
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/* 0x0674 */ PlayerActionFunc actionFunc ;
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/* 0x0678 */ PlayerAgeProperties * ageProperties ;
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/* 0x067C */ u32 stateFlags1 ;
/* 0x0680 */ u32 stateFlags2 ;
/* 0x0684 */ Actor * unk_684 ;
/* 0x0688 */ Actor * boomerangActor ;
/* 0x068C */ Actor * naviActor ;
/* 0x0690 */ s16 naviTextId ;
/* 0x0692 */ u8 stateFlags3 ;
/* 0x0693 */ s8 exchangeItemId ;
/* 0x0694 */ Actor * targetActor ;
/* 0x0698 */ f32 targetActorDistance ;
/* 0x069C */ char unk_69C [ 0x004 ];
/* 0x06A0 */ f32 unk_6A0 ;
/* 0x06A4 */ f32 closestSecretDistSq ;
/* 0x06A8 */ Actor * unk_6A8 ;
/* 0x06AC */ s8 unk_6AC ;
/* 0x06AD */ u8 unk_6AD ;
/* 0x06AE */ u16 unk_6AE ;
/* 0x06B0 */ s16 unk_6B0 ;
/* 0x06B2 */ char unk_6B4 [ 0x004 ];
/* 0x06B6 */ s16 unk_6B6 ;
/* 0x06B8 */ s16 unk_6B8 ;
/* 0x06BA */ s16 unk_6BA ;
/* 0x06BC */ s16 unk_6BC ;
/* 0x06BE */ s16 unk_6BE ;
/* 0x06C0 */ s16 unk_6C0 ;
/* 0x06C2 */ s16 unk_6C2 ;
/* 0x06C4 */ f32 unk_6C4 ;
/* 0x06C8 */ SkelAnime upperSkelAnime ;
/* 0x070C */ Vec3s upperJointTable [ PLAYER_LIMB_BUF_COUNT ];
/* 0x079C */ Vec3s upperMorphTable [ PLAYER_LIMB_BUF_COUNT ];
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/* 0x082C */ UpperActionFunc upperActionFunc ;
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/* 0x0830 */ f32 upperAnimBlendWeight ;
/* 0x0834 */ s16 unk_834 ;
/* 0x0836 */ s8 unk_836 ;
/* 0x0837 */ u8 unk_837 ;
/* 0x0838 */ f32 linearVelocity ;
/* 0x083C */ s16 yaw ; // General yaw value, used both for world and shape rotation. Current or target value depending on context.
/* 0x083E */ s16 zTargetYaw ; // yaw relating to Z targeting/"parallel" mode
/* 0x0840 */ u16 underwaterTimer ;
/* 0x0842 */ s8 meleeWeaponAnimation ;
/* 0x0843 */ s8 meleeWeaponState ;
/* 0x0844 */ s8 unk_844 ;
/* 0x0845 */ u8 unk_845 ;
/* 0x0846 */ u8 unk_846 ;
/* 0x0847 */ s8 unk_847 [ 4 ];
/* 0x084B */ s8 unk_84B [ 4 ];
/* 0x084F */ union {
s8 actionVar1 ;
} av1 ; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0x0850 */ union {
s16 actionVar2 ;
} av2 ; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0x0854 */ f32 unk_854 ;
/* 0x0858 */ f32 unk_858 ;
/* 0x085C */ f32 unk_85C ; // stick length among other things
/* 0x0860 */ s16 unk_860 ; // stick flame timer among other things
/* 0x0862 */ s16 unk_862 ; // get item draw ID + 1
/* 0x0864 */ f32 unk_864 ;
/* 0x0868 */ f32 unk_868 ;
/* 0x086C */ f32 unk_86C ;
/* 0x0870 */ f32 unk_870 ;
/* 0x0874 */ f32 unk_874 ;
/* 0x0878 */ f32 unk_878 ;
/* 0x087C */ s16 unk_87C ;
/* 0x087E */ s16 unk_87E ;
/* 0x0880 */ f32 unk_880 ;
/* 0x0884 */ f32 yDistToLedge ; // y distance to ground above an interact wall. LEDGE_DIST_MAX if no ground is found
/* 0x0888 */ f32 distToInteractWall ; // xyz distance to the interact wall
/* 0x088C */ u8 ledgeClimbType ;
/* 0x088D */ u8 ledgeClimbDelayTimer ;
/* 0x088E */ u8 unk_88E ;
/* 0x088F */ u8 unk_88F ;
/* 0x0890 */ u8 unk_890 ;
/* 0x0891 */ u8 bodyShockTimer ;
/* 0x0892 */ u8 unk_892 ;
/* 0x0893 */ u8 hoverBootsTimer ;
/* 0x0894 */ s16 fallStartHeight ; // last truncated Y position before falling
/* 0x0896 */ s16 fallDistance ; // truncated Y distance the player has fallen so far (positive is down)
/* 0x0898 */ s16 floorPitch ; // angle of the floor slope in the direction of current world yaw (positive for ascending slope)
/* 0x089A */ s16 floorPitchAlt ; // the calculation for this value is bugged and doesn't represent anything meaningful
/* 0x089C */ s16 unk_89C ;
/* 0x089E */ u16 floorSfxOffset ;
/* 0x08A0 */ u8 unk_8A0 ;
/* 0x08A1 */ u8 unk_8A1 ;
/* 0x08A2 */ s16 unk_8A2 ;
/* 0x08A4 */ f32 unk_8A4 ;
/* 0x08A8 */ f32 unk_8A8 ;
/* 0x08AC */ f32 pushedSpeed ; // Pushing player, examples include water currents, floor conveyors, climbing sloped surfaces
/* 0x08B0 */ s16 pushedYaw ; // Yaw direction of player being pushed
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/* 0x08B4 */ WeaponInfo meleeWeaponInfo [ 3 ];
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/* 0x0908 */ Vec3f bodyPartsPos [ PLAYER_BODYPART_MAX ];
/* 0x09E0 */ MtxF mf_9E0 ;
/* 0x0A20 */ MtxF shieldMf ;
/* 0x0A60 */ u8 bodyIsBurning ;
/* 0x0A61 */ u8 bodyFlameTimers [ PLAYER_BODYPART_MAX ]; // one flame per body part
/* 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)
/* 0x0A79 */ u8 floorTypeTimer ; // counts up every frame the current floor type is the same as the last frame
/* 0x0A7A */ u8 floorProperty ;
/* 0x0A7B */ u8 prevFloorType ;
/* 0x0A7C */ f32 prevControlStickMagnitude ;
/* 0x0A80 */ s16 prevControlStickAngle ;
/* 0x0A82 */ u16 prevFloorSfxOffset ;
/* 0x0A84 */ s16 unk_A84 ;
/* 0x0A86 */ s8 unk_A86 ;
/* 0x0A87 */ u8 unk_A87 ;
/* 0x0A88 */ Vec3f unk_A88 ; // previous body part 0 position
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// #region SOH [General]
// Upstream TODO: Rename these to be more obviously SoH specific
/* */ PendingFlag pendingFlag ;
/* */ GetItemEntry getItemEntry ;
// #endregion
// #region SOH [Enhancements]
// Upstream TODO: Rename this to make it more obvious it is apart of an enhancement
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/* */ u8 boomerangQuickRecall ; // Has the player pressed the boomerang button while it's in the air still?
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// #endregion
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u8 ivanFloating ;
u8 ivanDamageMultiplier ;
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} Player ; // size = 0xA94
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#endif