diff --git a/include/functions.h b/include/functions.h index 0094464fb1..2c466a7e39 100644 --- a/include/functions.h +++ b/include/functions.h @@ -297,197 +297,7 @@ void EffectSsIceSmoke_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* void FlagSet_Update(PlayState* play); void Overlay_LoadGameState(GameStateOverlay* overlayEntry); void Overlay_FreeGameState(GameStateOverlay* overlayEntry); -void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale); -void ActorShadow_DrawCircle(Actor* actor, Lights* lights, PlayState* play); -void ActorShadow_DrawWhiteCircle(Actor* actor, Lights* lights, PlayState* play); -void ActorShadow_DrawHorse(Actor* actor, Lights* lights, PlayState* play); -void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play); -void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, - Vec3f* rightFootPos); -void Actor_ProjectPos(PlayState* play, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest); -void Attention_Draw(Attention* attention, PlayState* play); -s32 Flags_GetSwitch(PlayState* play, s32 flag); -void Flags_SetSwitch(PlayState* play, s32 flag); -void Flags_UnsetSwitch(PlayState* play, s32 flag); -s32 Flags_GetUnknown(PlayState* play, s32 flag); -void Flags_SetUnknown(PlayState* play, s32 flag); -void Flags_UnsetUnknown(PlayState* play, s32 flag); -s32 Flags_GetTreasure(PlayState* play, s32 flag); -void Flags_SetTreasure(PlayState* play, s32 flag); -s32 Flags_GetClear(PlayState* play, s32 flag); -void Flags_SetClear(PlayState* play, s32 flag); -void Flags_UnsetClear(PlayState* play, s32 flag); -s32 Flags_GetTempClear(PlayState* play, s32 flag); -void Flags_SetTempClear(PlayState* play, s32 flag); -void Flags_UnsetTempClear(PlayState* play, s32 flag); -s32 Flags_GetCollectible(PlayState* play, s32 flag); -void Flags_SetCollectible(PlayState* play, s32 flag); -void TitleCard_InitBossName(PlayState* play, TitleCardContext* titleCtx, void* texture, s16 x, s16 y, u8 width, - u8 height); -void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y, - s32 width, s32 height, s32 delay); -s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx); -void Actor_Kill(Actor* actor); -void Actor_SetFocus(Actor* actor, f32 yOffset); -void Actor_SetScale(Actor* actor, f32 scale); -void Actor_SetObjectDependency(PlayState* play, Actor* actor); -void Actor_UpdatePos(Actor* actor); -void Actor_UpdateVelocityXZGravity(Actor* actor); -void Actor_MoveXZGravity(Actor* actor); -void Actor_UpdateVelocityXYZ(Actor* actor); -void Actor_MoveXYZ(Actor* actor); -void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ); -s16 Actor_WorldYawTowardActor(Actor* origin, Actor* target); -s16 Actor_FocusYawTowardActor(Actor* origin, Actor* target); -s16 Actor_WorldYawTowardPoint(Actor* origin, Vec3f* point); -f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB); -f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint); -s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); -s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); -f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); -f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); -void Actor_WorldToActorCoords(Actor* actor, Vec3f* dest, Vec3f* pos); -f32 Actor_HeightDiff(Actor* actorA, Actor* actorB); -f32 Player_GetHeight(Player* player); -f32 func_8002DCE4(Player* player); -int func_8002DD6C(Player* player); -int func_8002DD78(Player* player); -s32 func_8002DDE4(PlayState* play); -s32 func_8002DDF4(PlayState* play); -void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB); -void func_8002DE74(PlayState* play, Player* player); -void Actor_MountHorse(PlayState* play, Player* player, Actor* horse); -int func_8002DEEC(Player* player); -void func_8002DF18(PlayState* play, Player* player); -s32 Player_SetCsAction(PlayState* play, Actor* csActor, u8 csAction); -s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* csActor, u8 csAction); -void func_8002DF90(DynaPolyActor* dynaActor); -void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2); -s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play); -s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle); -s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle); -s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle); -s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle); -s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngle); -void Actor_UpdateBgCheckInfo(PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, - f32 ceilingCheckHeight, s32 flags); -Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx); -Hilite* func_8002EB44(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx); -void func_8002EBCC(Actor* actor, PlayState* play, s32 flag); -void func_8002ED80(Actor* actor, PlayState* play, s32 flag); -PosRot Actor_GetFocus(Actor* actor); -PosRot Actor_GetWorld(Actor* actor); -PosRot Actor_GetWorldPosShapeRot(Actor* actor); -s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 ignoreLeash); -s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play); -s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId); -s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId); -s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius); -s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play); -u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play); -s8 func_8002F368(PlayState* play); -void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y); -u32 Actor_HasParent(Actor* actor, PlayState* play); -s32 Actor_OfferGetItem(Actor* actor, PlayState* play, s32 getItemId, f32 xzRange, f32 yRange); -s32 Actor_OfferGetItemNearby(Actor* actor, PlayState* play, s32 getItemId); -s32 Actor_OfferCarry(Actor* actor, PlayState* play); -u32 Actor_HasNoParent(Actor* actor, PlayState* play); -void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play); -void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play); -s32 Actor_IsMounted(PlayState* play, Actor* horse); -u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 mountSide); -s32 Actor_NotMounted(PlayState* play, Actor* horse); -void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6); -void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); -void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); -void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); -void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); -void Player_PlaySfx(Player* player, u16 sfxId); -void Actor_PlaySfx(Actor* actor, u16 sfxId); -void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor); -void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId); -void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId); -void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId); -void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId); -void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 timer); -s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos); -void Actor_DisableLens(PlayState* play); -void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* playerEntry); -void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx); -s32 func_800314D4(PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3); -void func_800315AC(PlayState* play, ActorContext* actorCtx); -void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx); -void func_80031B14(PlayState* play, ActorContext* actorCtx); -void func_80031C3C(ActorContext* actorCtx, PlayState* play); -Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, - s16 rotX, s16 rotY, s16 rotZ, s16 params); -Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play, s16 actorId, f32 posX, - f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params); -void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx); -Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play); -Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play); -Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, Player* player); -Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory); -void Enemy_StartFinishingBlow(PlayState* play, Actor* actor); -void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play); -void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList, - s16 objectSlot); -s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s16 type); -void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne, - f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting); -void func_80033480(PlayState* play, Vec3f* posBase, f32 randRangeDiameter, s32 amountMinusOne, s16 scaleBase, - s16 scaleStep, u8 arg6); -Actor* Actor_GetCollidedExplosive(PlayState* play, Collider* collider); -Actor* func_80033684(PlayState* play, Actor* explosiveActor); -Actor* Actor_GetProjectileActor(PlayState* play, Actor* refActor, f32 radius); -void Actor_ChangeCategory(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory); -void Actor_SetTextWithPrefix(PlayState* play, Actor* actor, s16 baseTextId); -s16 Actor_TestFloorInDirection(Actor* actor, PlayState* play, f32 distance, s16 angle); -s32 Actor_IsLockedOn(PlayState* play, Actor* actor); -s32 Actor_OtherIsLockedOn(PlayState* play, Actor* actor); -f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5); -void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play); -void Actor_RequestQuake(PlayState* play, s16 y, s16 duration); -void Actor_RequestQuakeWithSpeed(PlayState* play, s16 y, s16 duration, s16 speed); -void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 quakeY, s16 quakeDuration); -void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type); -void func_8003424C(PlayState* play, Vec3f* arg1); -void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 bufFlag, s16 duration); -void func_800342EC(Vec3f* object, PlayState* play); -void func_8003435C(Vec3f* object, PlayState* play); -s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interactRange, - NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState); -s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex); -void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, - s16 trackingMode); -void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, - PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); -void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, - PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); -s16 func_80034DD4(Actor* actor, PlayState* play, s16 arg2, f32 arg3); -void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3); -void Actor_Noop(Actor* actor, PlayState* play); -void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist); -void Gfx_DrawDListXlu(PlayState* play, Gfx* dlist); -Actor* Actor_FindNearby(PlayState* play, Actor* refActor, s16 actorId, u8 actorCategory, f32 range); -s32 func_800354B4(PlayState* play, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5); -void func_8003555C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); -void func_800355B8(PlayState* play, Vec3f* pos); -u8 func_800355E4(PlayState* play, Collider* collider); -u8 Actor_ApplyDamage(Actor* actor); -void Actor_SetDropFlag(Actor* actor, ColliderElement* elem, s32 freezeFlag); -void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag); -void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3); -Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused, - PlayState* play, s16 params, Gfx* dList); -void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2); -s32 Flags_GetEventChkInf(s32 flag); -void Flags_SetEventChkInf(s32 flag); -s32 Flags_GetInfTable(s32 flag); -void Flags_SetInfTable(s32 flag); -u16 func_80037C30(PlayState* play, s16 arg1); -s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3); -s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos); + void ActorOverlayTable_LogPrint(void); void ActorOverlayTable_Init(void); void ActorOverlayTable_Cleanup(void); diff --git a/include/z64actor.h b/include/z64actor.h index 1cc67ffec2..949cc8cffe 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -2,7 +2,7 @@ #define Z64ACTOR_H #include "color.h" -#include "z64dma.h" +#include "romfile.h" #include "z64animation.h" #include "z64math.h" #include "z64collision_check.h" @@ -15,8 +15,10 @@ #define MASS_HEAVY 0xFE // Can only be pushed by OC colliders from actors with IMMOVABLE or HEAVY mass. struct Actor; +struct ActorEntry; struct CollisionPoly; struct Lights; +struct Player; struct PlayState; typedef void (*ActorFunc)(struct Actor*, struct PlayState*); @@ -736,4 +738,196 @@ typedef struct NpcInteractInfo { #define TRANSITION_ACTOR_PARAMS_INDEX_SHIFT 10 #define GET_TRANSITION_ACTOR_INDEX(actor) PARAMS_GET_NOMASK((u16)(actor)->params, 10) +void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale); +void ActorShadow_DrawCircle(Actor* actor, struct Lights* lights, struct PlayState* play); +void ActorShadow_DrawWhiteCircle(Actor* actor, struct Lights* lights, struct PlayState* play); +void ActorShadow_DrawHorse(Actor* actor, struct Lights* lights, struct PlayState* play); +void ActorShadow_DrawFeet(Actor* actor, struct Lights* lights, struct PlayState* play); +void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, + Vec3f* rightFootPos); +void Actor_ProjectPos(struct PlayState* play, Vec3f* src, Vec3f* xyzDest, f32* cappedInvWDest); +void Attention_Draw(Attention* attention, struct PlayState* play); +s32 Flags_GetSwitch(struct PlayState* play, s32 flag); +void Flags_SetSwitch(struct PlayState* play, s32 flag); +void Flags_UnsetSwitch(struct PlayState* play, s32 flag); +s32 Flags_GetUnknown(struct PlayState* play, s32 flag); +void Flags_SetUnknown(struct PlayState* play, s32 flag); +void Flags_UnsetUnknown(struct PlayState* play, s32 flag); +s32 Flags_GetTreasure(struct PlayState* play, s32 flag); +void Flags_SetTreasure(struct PlayState* play, s32 flag); +s32 Flags_GetClear(struct PlayState* play, s32 flag); +void Flags_SetClear(struct PlayState* play, s32 flag); +void Flags_UnsetClear(struct PlayState* play, s32 flag); +s32 Flags_GetTempClear(struct PlayState* play, s32 flag); +void Flags_SetTempClear(struct PlayState* play, s32 flag); +void Flags_UnsetTempClear(struct PlayState* play, s32 flag); +s32 Flags_GetCollectible(struct PlayState* play, s32 flag); +void Flags_SetCollectible(struct PlayState* play, s32 flag); +void TitleCard_InitBossName(struct PlayState* play, TitleCardContext* titleCtx, void* texture, s16 x, s16 y, u8 width, + u8 height); +void TitleCard_InitPlaceName(struct PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y, s32 width, + s32 height, s32 delay); +s32 TitleCard_Clear(struct PlayState* play, TitleCardContext* titleCtx); +void Actor_Kill(Actor* actor); +void Actor_SetFocus(Actor* actor, f32 yOffset); +void Actor_SetScale(Actor* actor, f32 scale); +void Actor_SetObjectDependency(struct PlayState* play, Actor* actor); +void Actor_UpdatePos(Actor* actor); +void Actor_UpdateVelocityXZGravity(Actor* actor); +void Actor_MoveXZGravity(Actor* actor); +void Actor_UpdateVelocityXYZ(Actor* actor); +void Actor_MoveXYZ(Actor* actor); +void Actor_SetProjectileSpeed(Actor* actor, f32 speedXYZ); +s16 Actor_WorldYawTowardActor(Actor* origin, Actor* target); +s16 Actor_FocusYawTowardActor(Actor* origin, Actor* target); +s16 Actor_WorldYawTowardPoint(Actor* origin, Vec3f* point); +f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB); +f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint); +s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); +f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); +f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); +void Actor_WorldToActorCoords(Actor* actor, Vec3f* dest, Vec3f* pos); +f32 Actor_HeightDiff(Actor* actorA, Actor* actorB); +f32 Player_GetHeight(struct Player* player); +f32 func_8002DCE4(struct Player* player); +int func_8002DD6C(struct Player* player); +int func_8002DD78(struct Player* player); +s32 func_8002DDE4(struct PlayState* play); +s32 func_8002DDF4(struct PlayState* play); +void func_8002DE04(struct PlayState* play, Actor* actorA, Actor* actorB); +void func_8002DE74(struct PlayState* play, struct Player* player); +void Actor_MountHorse(struct PlayState* play, struct Player* player, Actor* horse); +int func_8002DEEC(struct Player* player); +void func_8002DF18(struct PlayState* play, struct Player* player); +s32 Player_SetCsAction(struct PlayState* play, Actor* csActor, u8 csAction); +s32 Player_SetCsActionWithHaltedActors(struct PlayState* play, Actor* csActor, u8 csAction); +void func_8002DF90(DynaPolyActor* dynaActor); +void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2); +s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, struct PlayState* play); +s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle); +s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle); +s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle); +s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle); +s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngle); +void Actor_UpdateBgCheckInfo(struct PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, + f32 ceilingCheckHeight, s32 flags); +Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct GraphicsContext* gfxCtx); +Hilite* func_8002EB44(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct GraphicsContext* gfxCtx); +void func_8002EBCC(Actor* actor, struct PlayState* play, s32 flag); +void func_8002ED80(Actor* actor, struct PlayState* play, s32 flag); +PosRot Actor_GetFocus(Actor* actor); +PosRot Actor_GetWorld(Actor* actor); +PosRot Actor_GetWorldPosShapeRot(Actor* actor); +s32 Attention_ShouldReleaseLockOn(Actor* actor, struct Player* player, s32 ignoreLeash); +s32 Actor_TalkOfferAccepted(Actor* actor, struct PlayState* play); +s32 Actor_OfferTalkExchange(Actor* actor, struct PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId); +s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, struct PlayState* play, f32 radius, u32 exchangeItemId); +s32 Actor_OfferTalk(Actor* actor, struct PlayState* play, f32 radius); +s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, struct PlayState* play); +u32 Actor_TextboxIsClosing(Actor* actor, struct PlayState* play); +s8 func_8002F368(struct PlayState* play); +void Actor_GetScreenPos(struct PlayState* play, Actor* actor, s16* x, s16* y); +u32 Actor_HasParent(Actor* actor, struct PlayState* play); +s32 Actor_OfferGetItem(Actor* actor, struct PlayState* play, s32 getItemId, f32 xzRange, f32 yRange); +s32 Actor_OfferGetItemNearby(Actor* actor, struct PlayState* play, s32 getItemId); +s32 Actor_OfferCarry(Actor* actor, struct PlayState* play); +u32 Actor_HasNoParent(Actor* actor, struct PlayState* play); +void func_8002F5C4(Actor* actorA, Actor* actorB, struct PlayState* play); +void Actor_SetClosestSecretDistance(Actor* actor, struct PlayState* play); +s32 Actor_IsMounted(struct PlayState* play, Actor* horse); +u32 Actor_SetRideActor(struct PlayState* play, Actor* horse, s32 mountSide); +s32 Actor_NotMounted(struct PlayState* play, Actor* horse); +void func_8002F698(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6); +void func_8002F6D4(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); +void func_8002F71C(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); +void func_8002F758(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); +void func_8002F7A0(struct PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); +void Player_PlaySfx(struct Player* player, u16 sfxId); +void Actor_PlaySfx(Actor* actor, u16 sfxId); +void Actor_PlaySfx_SurfaceBomb(struct PlayState* play, Actor* actor); +void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId); +void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId); +void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId); +void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId); +void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 timer); +s32 func_8002F9EC(struct PlayState* play, Actor* actor, struct CollisionPoly* poly, s32 bgId, Vec3f* pos); +void Actor_DisableLens(struct PlayState* play); +void Actor_InitContext(struct PlayState* play, ActorContext* actorCtx, struct ActorEntry* playerEntry); +void Actor_UpdateAll(struct PlayState* play, ActorContext* actorCtx); +s32 func_800314D4(struct PlayState* play, Actor* actor, Vec3f* arg2, f32 arg3); +void func_800315AC(struct PlayState* play, ActorContext* actorCtx); +void Actor_KillAllWithMissingObject(struct PlayState* play, ActorContext* actorCtx); +void func_80031B14(struct PlayState* play, ActorContext* actorCtx); +void func_80031C3C(ActorContext* actorCtx, struct PlayState* play); +Actor* Actor_Spawn(ActorContext* actorCtx, struct PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX, + s16 rotY, s16 rotZ, s16 params); +Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, struct PlayState* play, s16 actorId, f32 posX, + f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s16 params); +void Actor_SpawnTransitionActors(struct PlayState* play, ActorContext* actorCtx); +Actor* Actor_SpawnEntry(ActorContext* actorCtx, struct ActorEntry* actorEntry, struct PlayState* play); +Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, struct PlayState* play); +Actor* Attention_FindActor(struct PlayState* play, ActorContext* actorCtx, Actor** attentionActorP, + struct Player* player); +Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory); +void Enemy_StartFinishingBlow(struct PlayState* play, Actor* actor); +void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, struct PlayState* play); +void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList, + s16 objectSlot); +s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, struct PlayState* play, s16 type); +void Actor_SpawnFloorDustRing(struct PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne, + f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting); +void func_80033480(struct PlayState* play, Vec3f* posBase, f32 randRangeDiameter, s32 amountMinusOne, s16 scaleBase, + s16 scaleStep, u8 arg6); +Actor* Actor_GetCollidedExplosive(struct PlayState* play, Collider* collider); +Actor* func_80033684(struct PlayState* play, Actor* explosiveActor); +Actor* Actor_GetProjectileActor(struct PlayState* play, Actor* refActor, f32 radius); +void Actor_ChangeCategory(struct PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory); +void Actor_SetTextWithPrefix(struct PlayState* play, Actor* actor, s16 baseTextId); +s16 Actor_TestFloorInDirection(Actor* actor, struct PlayState* play, f32 distance, s16 angle); +s32 Actor_IsLockedOn(struct PlayState* play, Actor* actor); +s32 Actor_OtherIsLockedOn(struct PlayState* play, Actor* actor); +f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5); +void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, struct PlayState* play); +void Actor_RequestQuake(struct PlayState* play, s16 y, s16 duration); +void Actor_RequestQuakeWithSpeed(struct PlayState* play, s16 y, s16 duration, s16 speed); +void Actor_RequestQuakeAndRumble(Actor* actor, struct PlayState* play, s16 quakeY, s16 quakeDuration); +void Actor_DrawDoorLock(struct PlayState* play, s32 frame, s32 type); +void func_8003424C(struct PlayState* play, Vec3f* arg1); +void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 bufFlag, s16 duration); +void func_800342EC(Vec3f* object, struct PlayState* play); +void func_8003435C(Vec3f* object, struct PlayState* play); +s32 Npc_UpdateTalking(struct PlayState* play, Actor* actor, s16* talkState, f32 interactRange, + NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState); +s16 Npc_GetTrackingPresetMaxPlayerYaw(s16 presetIndex); +void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode); +void func_80034BA0(struct PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, + PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); +void func_80034CC4(struct PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, + PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); +s16 func_80034DD4(Actor* actor, struct PlayState* play, s16 arg2, f32 arg3); +void func_80034F54(struct PlayState* play, s16* arg1, s16* arg2, s32 arg3); +void Actor_Noop(Actor* actor, struct PlayState* play); +void Gfx_DrawDListOpa(struct PlayState* play, Gfx* dlist); +void Gfx_DrawDListXlu(struct PlayState* play, Gfx* dlist); +Actor* Actor_FindNearby(struct PlayState* play, Actor* refActor, s16 actorId, u8 actorCategory, f32 range); +s32 func_800354B4(struct PlayState* play, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5); +void func_8003555C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel); +void func_800355B8(struct PlayState* play, Vec3f* pos); +u8 func_800355E4(struct PlayState* play, Collider* collider); +u8 Actor_ApplyDamage(Actor* actor); +void Actor_SetDropFlag(Actor* actor, ColliderElement* elem, s32 freezeFlag); +void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag); +void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3); +Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused, + struct PlayState* play, s16 params, Gfx* dList); +void func_800359B8(Actor* actor, s16 arg1, Vec3s* arg2); +s32 Flags_GetEventChkInf(s32 flag); +void Flags_SetEventChkInf(s32 flag); +s32 Flags_GetInfTable(s32 flag); +void Flags_SetInfTable(s32 flag); +u16 func_80037C30(struct PlayState* play, s16 arg1); +s32 func_80037D98(struct PlayState* play, Actor* actor, s16 arg2, s32* arg3); +s32 Actor_TrackPlayer(struct PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos); + #endif diff --git a/src/boot/z_std_dma.c b/src/boot/z_std_dma.c index 7a8488a8c0..07ce265359 100644 --- a/src/boot/z_std_dma.c +++ b/src/boot/z_std_dma.c @@ -27,7 +27,7 @@ #endif #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \ - "ntsc-1.2:110" + "ntsc-1.2:108" StackEntry sDmaMgrStackInfo; OSMesgQueue sDmaMgrMsgQueue; diff --git a/src/code/main.c b/src/code/main.c index 5c3985b42e..010fd9050c 100644 --- a/src/code/main.c +++ b/src/code/main.c @@ -23,7 +23,7 @@ extern struct IrqMgr gIrqMgr; #endif #pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \ - "ntsc-1.2:167" + "ntsc-1.2:166" extern u8 _buffersSegmentEnd[]; diff --git a/src/code/z_camera.c b/src/code/z_camera.c index 4f49197df4..7464b6ffd3 100644 --- a/src/code/z_camera.c +++ b/src/code/z_camera.c @@ -3638,7 +3638,7 @@ s32 Camera_KeepOn3(Camera* camera) { } #pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \ - "ntsc-1.2:111" + "ntsc-1.2:110" s32 Camera_KeepOn4(Camera* camera) { static Vec3f D_8015BD50; diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c index b0062297e5..1fe68463ff 100644 --- a/src/overlays/actors/ovl_Fishing/z_fishing.c +++ b/src/overlays/actors/ovl_Fishing/z_fishing.c @@ -16,7 +16,7 @@ #include "cic6105.h" #endif -#pragma increment_block_number "gc-eu:132 gc-eu-mq:132 gc-jp:134 gc-jp-ce:134 gc-jp-mq:134 gc-us:134 gc-us-mq:134" +#pragma increment_block_number "gc-eu:131 gc-eu-mq:131 gc-jp:133 gc-jp-ce:133 gc-jp-mq:133 gc-us:133 gc-us-mq:133" #define FLAGS ACTOR_FLAG_4