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Some actor.c docs (in preparation for en_test) (#820)
* renames * format * format functions.h * clean * arg name * remove asm
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109 changed files with 424 additions and 359 deletions
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@ -412,11 +412,14 @@ s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode);
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s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 arg2);
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void func_8002DF90(DynaPolyActor* dynaActor);
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void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
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s32 func_8002DFC8(Actor* actor, s16 arg1, GlobalContext* globalCtx);
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s32 func_8002E084(Actor* actor, s16 arg1);
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s32 func_8002E12C(Actor* actor, f32 arg1, s16 arg2);
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s32 func_8002E1A8(Actor* actorA, Actor* actorB, f32 arg2, s16 arg3);
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void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f32 arg4, s32 arg5);
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s32 Player_IsFacingActor(Actor* actor, s16 angle, GlobalContext* globalCtx);
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s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 angle);
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s32 Actor_IsFacingPlayer(Actor* actor, s16 angle);
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s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 angle);
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s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 angle);
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s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 angle);
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void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
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f32 ceilingCheckHeight, s32 flags);
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Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
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Hilite* func_8002EB44(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
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void func_8002EBCC(Actor* actor, GlobalContext* globalCtx, s32 flag);
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@ -474,23 +477,23 @@ Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, GlobalCo
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Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalCtx);
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Actor* func_80032AF0(GlobalContext* globalCtx, ActorContext* actorCtx, Actor** actorPtr, Player* player);
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Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory);
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void func_80032C7C(GlobalContext* globalCtx, Actor* actor);
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void Enemy_StartFinishingBlow(GlobalContext* globalCtx, Actor* actor);
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s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3);
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void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, GlobalContext* globalCtx);
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void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
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s16 objectId);
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s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, GlobalContext* globalCtx, s16 type);
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void func_80033260(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3, s32 arg4, f32 arg5, s16 arg6,
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s16 arg7, u8 arg8);
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void Actor_SpawnFloorDust(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3, s32 arg4, f32 arg5, s16 arg6,
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s16 arg7, u8 arg8);
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void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s16 arg4, s16 arg5, u8 arg6);
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Actor* Actor_GetCollidedExplosive(GlobalContext* globalCtx, Collider* collider);
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Actor* func_80033684(GlobalContext* globalCtx, Actor* explosiveActor);
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Actor* func_80033780(GlobalContext* globalCtx, Actor* refActor, f32 arg2);
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Actor* Actor_GetProjectileActor(GlobalContext* globalCtx, Actor* refActor, f32 radius);
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void Actor_ChangeCategory(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory);
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void Actor_SetTextWithPrefix(GlobalContext* globalCtx, Actor* actor, s16 textIdLower);
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s16 func_800339B8(Actor* actor, GlobalContext* globalCtx, f32 arg2, s16 arg3);
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s32 func_80033A84(GlobalContext* globalCtx, Actor* actor);
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s32 func_80033AB8(GlobalContext* globalCtx, Actor* actor);
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s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor);
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s32 Actor_OtherIsTargeted(GlobalContext* globalCtx, Actor* actor);
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f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5);
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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, GlobalContext* globalCtx);
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void func_80033DB8(GlobalContext* globalCtx, s16 arg1, s16 arg2);
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@ -523,8 +526,8 @@ void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* ar
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void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1);
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u8 func_800355E4(GlobalContext* globalCtx, Collider* collider);
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u8 Actor_ApplyDamage(Actor* actor);
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void func_80035650(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
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void func_8003573C(Actor* actor, ColliderJntSph* colBody, s32 freezeFlag);
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void Actor_SetDropFlag(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
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void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* colBody, s32 freezeFlag);
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void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3);
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Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused,
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GlobalContext* globalCtx, s16 params, s32 arg8);
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