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Split remaining z_camera files (#98)
* split func_800473A0.s * split func_80051B3C.s * split func_80054478 * split func_8004B5A0, match a few functions * rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf (#96) * rename Matrix_TranslateThenRotateZYX to Matrix_RotateRPYf * rename Matrix_RotateRPYf to Matrix_JointPosition * rename Matrix_RotateZYX to Matrix_RotateRPY * extract camera floats, and jump tables * decompile baby functions priv_wip wip * rename struct_80045714 to VecSph
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58e38276c6
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61 changed files with 16903 additions and 16217 deletions
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@ -299,7 +299,7 @@ f32 func_8002DB8C(Actor* actorA, Actor* actorB);
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f32 func_8002DBB0(Actor* actor, Vec3f* arg1);
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void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2);
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f32 Actor_HeightDiff(Actor* actorA, Actor* actorB);
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f32 func_8002DC84(Player* player);
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f32 Player_GetCameraYOffset(Player* player);
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f32 func_8002DCE4(Player* player);
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s32 func_8002DD6C(Player* player);
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s32 func_8002DD78(Player* player);
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@ -632,7 +632,7 @@ f32 func_800437F0(f32, f32);
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// ? func_80054314(?);
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// ? func_8005445C(?);
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// ? func_80054478(?);
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// ? func_80057C6C(?);
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void func_80057C6C(Camera* camera, View* view, CollisionContext* colCtx, GlobalContext* globalCtx);
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// ? func_80057FC4(?);
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// ? func_80058148(?);
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void Camera_ChangeStatus(Camera* camera, s16 status);
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@ -647,7 +647,7 @@ void func_80059EC8(Camera* camera);
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// ? func_8005A04C(?);
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// ? func_8005A444(?);
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// ? func_8005A548(?);
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// ? func_8005A77C(?);
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s32 func_8005A77C(Camera* camera, s16 button);
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// ? func_8005A7A8(?);
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// ? func_8005A8C4(?);
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s16 func_8005A970(Vec3s, Camera*);
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@ -1082,7 +1082,7 @@ u8 func_80090480(GlobalContext* globalCtx, Collider* collider, UNK_PTR a2, Vec3f
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// ? func_80091880(?);
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// ? func_80091A24(?);
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void PreNMI_Init(PreNMIContext* prenmiCtx);
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Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, struct_80045714* arg2);
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Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake);
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