PlayerState struct

Public variables

u8 prevAnim
u8 grab_status
u8 jump_status
u8 shield_status
u8 attack_status
u8 heldObject
u8 pushedObject
u8 field_0x7
u16 animation
u8 field_0xa
u8 keepFacing
u8 queued_action
u8 direction
u8 itemAnimPriority
u8 hurtBlinkSpeed
u8 field_0x10
u8 surfacePositionSameTimer
u8 floor_type
u8 floor_type_last
u8 field_0x14
u8 field_0x15
u16 startPosX
u16 startPosY
u8 mobility
u8 sword_state
u8 gustJarState
u8 gustJarCharge
u8 dash_state
u8 field_0x1f
u8 bow_state
u16 tilePos
u16 tileType
u8 swim_state
Is the player swimming? 0x80 for diving.
u8 field_0x27
Entity* item
u32 flags
u8 field_0x34
u8 field_0x35
u8 field_0x36
u8 surfaceTimer
u8 field_0x38
u8 field_0x39
u8 field_0x3a
u8 field_0x3b
u8 killed
Non-zero if player is dead.
u8 moleMittsState
u8 : 2 swordDamage
u8 : 6 filler14
s8 spriteOffsetY
u32 path_memory
u16 speed_modifier
u8 field_0x82
u8 playerPalette
Entity* lilypad
Last lilypad the player was standing on?
u8 field_0x88
u8 remainingDiveTime
Frames that the player can continue to dive.
u8 field_0x8a
u8 controlMode
u16 vel_x
u16 vel_y
PlayerInput playerInput
ChargeState chargeState
u8 framestate
u8 framestate_last
u8 attachedBeetleCount
Count of the Beetles attached to the player.
u8 lastSwordMove
The last move that has been performed with the sword.
u16 skills
Bitfield of skills.
u8 pad

Variable documentation

u8 PlayerState::floor_type

u8 PlayerState::floor_type_last

u8 PlayerState::lastSwordMove

The last move that has been performed with the sword.

u16 PlayerState::skills

Bitfield of skills.