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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* Correct one nonmatching, fix compiler warnings * Two functions left * one left * remove remaining gotos * OK * Delete outdated comment * namefixer * Flag macros * audio, dmgeff, some colour * Import symbols from object, reloc, name a few things * Rest of object done * Named a few more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>
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@ -522,8 +522,8 @@ void Gfx_DrawDListOpa(GlobalContext* globalCtx, Gfx* dlist);
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void Gfx_DrawDListXlu(GlobalContext* globalCtx, Gfx* dlist);
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Actor* Actor_FindNearby(GlobalContext* globalCtx, Actor* refActor, s16 actorId, u8 actorCategory, f32 range);
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s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5);
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void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3);
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void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1);
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void func_8003555C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800355B8(GlobalContext* globalCtx, Vec3f* pos);
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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 Actor_SetDropFlag(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
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