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EnWf OK and documented (#967)

* a ton of progress, 14 functions remain

* cleanup

* a few more functions done, 11 remain

* finally all updated

* another function matched

* another action finished

* damage table

* death action done

* started very large action func

* more progress on long action funcs

* large action func matched

* 5 functions remain

* another large action finished

* start another action, doesn't match yet

* a few new functions, neither match

* done working on this for now

* Correct one nonmatching, fix compiler warnings

* Two functions left

* one left

* remove remaining gotos

* OK

* Delete outdated comment

* namefixer

* Flag macros

* audio, dmgeff, some colour

* Import symbols from object, reloc, name a few things

* Rest of object done

* Named a few more things, add action enum

* Name body parts and another couple of actions

* Last few names

* Delete asm

* Format

* undefined_syms, mods where possible

* Correct parent to EnEncount1

* Review

* Last newline

* louis and Dragorn's reviews

* Format

* More review

* Put back to isInvisible and or, as in EnGeldB

* Remove if (0)s in func_8009728C and change pointer arithmetic cast

* More review

* Unname headRot, make "fallthrough" case clearer, other review

* Format

* Even more review

* Rephrase

Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com>
This commit is contained in:
EllipticEllipsis 2021-09-24 23:35:42 +01:00 committed by GitHub
parent 8e318d257e
commit 16471bb68d
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51 changed files with 1583 additions and 4805 deletions

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@ -522,8 +522,8 @@ void Gfx_DrawDListOpa(GlobalContext* globalCtx, Gfx* dlist);
void Gfx_DrawDListXlu(GlobalContext* globalCtx, Gfx* dlist);
Actor* Actor_FindNearby(GlobalContext* globalCtx, Actor* refActor, s16 actorId, u8 actorCategory, f32 range);
s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5);
void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3);
void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1);
void func_8003555C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void func_800355B8(GlobalContext* globalCtx, Vec3f* pos);
u8 func_800355E4(GlobalContext* globalCtx, Collider* collider);
u8 Actor_ApplyDamage(Actor* actor);
void Actor_SetDropFlag(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);