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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
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21 changed files with 49 additions and 42 deletions
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@ -428,7 +428,7 @@ typedef enum {
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/**
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* Unmute all sequence players
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*
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* @param restartNotes (s32) if set to 1, then notes with the `MUTE_BEHAVIOR_STOP_SAMPLES` flag set
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* @param restartNotes (s32) if set to 1, then notes with the `MUTE_BEHAVIOR_STOP_SAMPLES` flag set
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* are marked as finished for all seqPlayers
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*/
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#define AUDIOCMD_GLOBAL_UNMUTE(restartNotes) \
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@ -88,7 +88,7 @@ typedef enum {
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/* 1 */ ANIMTAPER_ACCEL
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} AnimationTapers;
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// This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control
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// This flag seems like it was intended to be paired with `ANIM_FLAG_UPDATE_Y` to control
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// XZ movement based on the current animation.
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// However, this flag is not checked by the Skelanime system. XZ movement will always occur
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// regardless of the current state of this flag, as long as the "Actor Move" Anim Task is in use.
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@ -102,16 +102,16 @@ typedef enum {
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#define ANIM_FLAG_UPDATE_Y (1 << 1)
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// (player-only) Related to scaling an animation from/to child/adult
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#define ANIM_FLAG_PLAYER_2 (1 << 2)
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#define ANIM_FLAG_PLAYER_2 (1 << 2)
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// (player-only) Call AnimTaskQueue_AddActorMove
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#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3)
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#define ANIM_FLAG_PLAYER_SETMOVE (1 << 3)
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//
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#define ANIM_FLAG_NO_MOVE (1 << 4)
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// (player-only)
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#define ANIM_FLAG_PLAYER_7 (1 << 7)
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#define ANIM_FLAG_PLAYER_7 (1 << 7)
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typedef struct SkelAnime {
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/* 0x00 */ u8 limbCount; // Number of limbs in the skeleton
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@ -786,7 +786,7 @@ typedef struct Player {
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/* 0x0450 */ Vec3f unk_450;
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/* 0x045C */ Vec3f unk_45C;
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/* 0x0468 */ char unk_468[0x002];
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/* 0x046A */ union {
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/* 0x046A */ union {
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s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction`
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s16 slidingDoorBgCamIndex; // `BgCamIndex` used during a sliding door cutscene
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} cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
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@ -848,11 +848,11 @@ typedef struct Player {
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/* 0x0847 */ s8 controlStickSpinAngles[4]; // Stores a modified version of the control stick angle for the last 4 frames. Used for checking spins.
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/* 0x084B */ s8 controlStickDirections[4]; // Stores the control stick direction (relative to shape yaw) for the last 4 frames. See `PlayerStickDirection`.
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/* 0x084F */ union {
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/* 0x084F */ union {
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s8 actionVar1;
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} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
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/* 0x0850 */ union {
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/* 0x0850 */ union {
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s16 actionVar2;
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} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
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@ -88,7 +88,7 @@ typedef struct {
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/* 0x060 */ Mtx lookAt;
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/* 0x0A0 */ void* texture;
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/* 0x0A8 */ Mtx modelView[2][3];
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} TransitionCircle; // size = 0x228;
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} TransitionCircle; // size = 0x228
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typedef struct {
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/* 0x000 */ Color_RGBA8_u32 color;
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@ -99,6 +99,6 @@ typedef struct {
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/* 0x018 */ Mtx projection;
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/* 0x058 */ s32 frame;
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/* 0x060 */ Mtx modelView[2][3];
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} TransitionTriforce; // size = 0x1E0;
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} TransitionTriforce; // size = 0x1E0
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#endif
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