Update player.h

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Sir-Skurpsalot 2026-06-24 22:32:02 -06:00 committed by GitHub
parent 6e98dd6d03
commit b49481dfbf
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@ -62,7 +62,6 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
typedef ShapeBaseData Parent;
enum Constants {
RecoverDelayBits = 7,
ProneRecoverDelayBits = 7, //Skurps
JumpDelayBits = 7,
NumSpineNodes = 6,
ImpactBits = 3,
@ -319,7 +318,7 @@ struct PlayerData: public ShapeBaseData /*protected AssetPtrCallback < already i
NumExtraActionAnims = 512 - NumTableActionAnims,
NumActionAnims = NumTableActionAnims + NumExtraActionAnims,
ActionAnimBits = 10, // Skurps changed from 9
ActionAnimBits = 9,
NullAnimation = (1 << ActionAnimBits) - 1
};
int mDynamicAnimsStart;
@ -509,7 +508,7 @@ protected:
MoveState,
RecoverState,
ProneRecoverState, // Skurps
NumStateBits = 4 // Skurps
NumStateBits = 3
};
ActionState mState; ///< What is the player doing? @see ActionState
bool mFalling; ///< Falling in mid-air?
@ -570,9 +569,7 @@ protected:
U32 mReversePending;
F32 mRecoverDelay; ///< When bypassing the legacy recover system and only using the land sequence,
/// this is how long the player will be in the land sequence.
F32 mProneRecoverDelay; ///< Set by proneInSequenceTime, proneOutSequenceTime, or proneDiveSequenceTime -Skurps
/// this is how long the player will be in the land sequence. Also used by proneRecoverState. -Skurps
bool mInWater; ///< Is true if WaterCoverage is greater than zero
bool mSwimming; ///< Is true if WaterCoverage is above the swimming threshold