mirror of https://github.com/zeldaret/oot.git
swap PLAYER_EYES_ LEFT/RIGHT and related
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@ -279,8 +279,8 @@ typedef enum PlayerEyes {
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/* 0 */ PLAYER_EYES_OPEN,
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/* 1 */ PLAYER_EYES_HALF,
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/* 2 */ PLAYER_EYES_CLOSED,
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/* 3 */ PLAYER_EYES_LEFT,
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/* 4 */ PLAYER_EYES_RIGHT,
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/* 3 */ PLAYER_EYES_RIGHT,
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/* 4 */ PLAYER_EYES_LEFT,
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/* 5 */ PLAYER_EYES_WIDE,
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/* 6 */ PLAYER_EYES_DOWN,
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/* 7 */ PLAYER_EYES_WINCING,
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@ -302,12 +302,12 @@ typedef enum PlayerFace {
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/* 3 */ PLAYER_FACE_NEUTRAL_2, // same as `PLAYER_FACE_NEUTRAL`
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/* 4 */ PLAYER_FACE_NEUTRAL_BLINKING_HALF_2, // same as `PLAYER_FACE_NEUTRAL_BLINKING_HALF`
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/* 5 */ PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2, // same as `PLAYER_FACE_NEUTRAL_BLINKING_CLOSED`
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/* 6 */ PLAYER_FACE_LOOK_RIGHT, // eyes looking right and mouth closed
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/* 6 */ PLAYER_FACE_LOOK_LEFT, // eyes looking left and mouth closed
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/* 7 */ PLAYER_FACE_SURPRISED, // wide eyes and grimacing mouth
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/* 8 */ PLAYER_FACE_HURT, // eyes wincing in pain and mouth open
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/* 9 */ PLAYER_FACE_GASP, // eyes and mouth open
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/* 10 */ PLAYER_FACE_LOOK_LEFT, // eyes looking left and mouth closed
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/* 11 */ PLAYER_FACE_LOOK_RIGHT_2, // duplicate of `PLAYER_FACE_LOOK_RIGHT`
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/* 10 */ PLAYER_FACE_LOOK_RIGHT, // eyes looking right and mouth closed
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/* 11 */ PLAYER_FACE_LOOK_LEFT_2, // duplicate of `PLAYER_FACE_LOOK_LEFT`
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/* 12 */ PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN, // eyes closed and mouth open
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/* 13 */ PLAYER_FACE_OPENING, // eyes and mouth both halfway open
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/* 14 */ PLAYER_FACE_EYES_AND_MOUTH_OPEN, // eyes and mouth open
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@ -984,12 +984,12 @@ u8 sPlayerFaces[PLAYER_FACE_MAX][PLAYER_FACEPART_MAX] = {
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_NEUTRAL_BLINKING_CLOSED_2
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// The rest of these faces go unused. Face data encoded within animations handles all other faces.
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
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{ PLAYER_EYES_WIDE, PLAYER_MOUTH_HALF }, // PLAYER_FACE_SURPRISED
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{ PLAYER_EYES_WINCING, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_HURT
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_GASP
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT_2
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{ PLAYER_EYES_RIGHT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_RIGHT
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{ PLAYER_EYES_LEFT, PLAYER_MOUTH_CLOSED }, // PLAYER_FACE_LOOK_LEFT_2
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{ PLAYER_EYES_CLOSED, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_CLOSED_MOUTH_OPEN
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{ PLAYER_EYES_HALF, PLAYER_MOUTH_HALF }, // PLAYER_FACE_OPENING
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{ PLAYER_EYES_OPEN, PLAYER_MOUTH_OPEN }, // PLAYER_FACE_EYES_AND_MOUTH_OPEN
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@ -1007,8 +1007,8 @@ void* sEyeTextures[PLAYER_EYES_MAX] = {
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gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
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gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkAdultEyesRightTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesLeftTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
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gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
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gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
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@ -1027,8 +1027,8 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
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gLinkAdultEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkAdultEyesHalfTex, // PLAYER_EYES_HALF
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gLinkAdultEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkAdultEyesRightTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesLeftTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkAdultEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkAdultEyesWideTex, // PLAYER_EYES_WIDE
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gLinkAdultEyesDownTex, // PLAYER_EYES_DOWN
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gLinkAdultEyesWincingTex, // PLAYER_EYES_WINCING
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@ -1037,8 +1037,8 @@ void* sEyeTextures[][PLAYER_EYES_MAX] = {
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gLinkChildEyesOpenTex, // PLAYER_EYES_OPEN
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gLinkChildEyesHalfTex, // PLAYER_EYES_HALF
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gLinkChildEyesClosedfTex, // PLAYER_EYES_CLOSED
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gLinkChildEyesLeftTex, // PLAYER_EYES_LEFT
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gLinkChildEyesRightTex, // PLAYER_EYES_RIGHT
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gLinkChildEyesLeftTex, // PLAYER_EYES_RIGHT
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gLinkChildEyesRightTex, // PLAYER_EYES_LEFT
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gLinkChildEyesWideTex, // PLAYER_EYES_WIDE
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gLinkChildEyesDownTex, // PLAYER_EYES_DOWN
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gLinkChildEyesWincingTex, // PLAYER_EYES_WINCING
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