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Fix misc 22 (#1971)

* remove trailing whitespace

* fix/docbug about dright for next page of fault menu

* // size = ...; -> // size = ...

* access `ColliderJntSph.elements` as an array

* fixup doc in PreRender.c

* empty line after decl

* gdSPDefLights1 xyz arguments for direction are signed 8bit values

* doc bug of bad use of free in EffDust actor

* decimal for Actor.colorFilterTimer

* shopItemEntries -> sShopItemEntries

* HEISHI4_AT_KAKRIKO_ENTRANCE -> HEISHI4_AT_KAKARIKO_ENTRANCE

* format
This commit is contained in:
Dragorn421 2024-06-25 00:39:08 +02:00 committed by GitHub
parent 4dc70fefee
commit 2ce4742bf6
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
21 changed files with 49 additions and 42 deletions

View file

@ -428,7 +428,7 @@ typedef enum {
/**
* Unmute all sequence players
*
* @param restartNotes (s32) if set to 1, then notes with the `MUTE_BEHAVIOR_STOP_SAMPLES` flag set
* @param restartNotes (s32) if set to 1, then notes with the `MUTE_BEHAVIOR_STOP_SAMPLES` flag set
* are marked as finished for all seqPlayers
*/
#define AUDIOCMD_GLOBAL_UNMUTE(restartNotes) \

View file

@ -88,7 +88,7 @@ typedef enum {
/* 1 */ ANIMTAPER_ACCEL
} AnimationTapers;
// This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control
// This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control
// XZ movement based on the current animation.
// However, this flag is not checked by the Skelanime system. XZ movement will always occur
// regardless of the current state of this flag, as long as the "Actor Move" Anim Task is in use.
@ -102,16 +102,16 @@ typedef enum {
#define ANIM_FLAG_UPDATE_Y (1 << 1)
// (player-only) Related to scaling an animation from/to child/adult
#define ANIM_FLAG_PLAYER_2 (1 << 2)
#define ANIM_FLAG_PLAYER_2 (1 << 2)
// (player-only) Call AnimTaskQueue_AddActorMove
#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3)
#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3)
//
#define ANIM_FLAG_NO_MOVE (1 << 4)
// (player-only)
#define ANIM_FLAG_PLAYER_7 (1 << 7)
#define ANIM_FLAG_PLAYER_7 (1 << 7)
typedef struct SkelAnime {
/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton

View file

@ -786,7 +786,7 @@ typedef struct Player {
/* 0x0450 */ Vec3f unk_450;
/* 0x045C */ Vec3f unk_45C;
/* 0x0468 */ char unk_468[0x002];
/* 0x046A */ union {
/* 0x046A */ union {
s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction`
s16 slidingDoorBgCamIndex; // `BgCamIndex` used during a sliding door cutscene
} cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
@ -848,11 +848,11 @@ typedef struct Player {
/* 0x0847 */ s8 controlStickSpinAngles[4]; // Stores a modified version of the control stick angle for the last 4 frames. Used for checking spins.
/* 0x084B */ s8 controlStickDirections[4]; // Stores the control stick direction (relative to shape yaw) for the last 4 frames. See `PlayerStickDirection`.
/* 0x084F */ union {
/* 0x084F */ union {
s8 actionVar1;
} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0x0850 */ union {
/* 0x0850 */ union {
s16 actionVar2;
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running

View file

@ -88,7 +88,7 @@ typedef struct {
/* 0x060 */ Mtx lookAt;
/* 0x0A0 */ void* texture;
/* 0x0A8 */ Mtx modelView[2][3];
} TransitionCircle; // size = 0x228;
} TransitionCircle; // size = 0x228
typedef struct {
/* 0x000 */ Color_RGBA8_u32 color;
@ -99,6 +99,6 @@ typedef struct {
/* 0x018 */ Mtx projection;
/* 0x058 */ s32 frame;
/* 0x060 */ Mtx modelView[2][3];
} TransitionTriforce; // size = 0x1E0;
} TransitionTriforce; // size = 0x1E0
#endif