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Fix misc 16 (#1371)
* Replace tabs in exceptasm.s source * Replace tabs with \t in strings * Fix grammar in various comments * Fix "initalize" typos in code * (fix typo) `__osMallocIsInitalized` -> `__osMallocIsInitialized` * Some Link -> Player * Use `EXCH_ITEM_` more * "bgm music" -> "background music" * Fix typos in `place_title_cards.xml` * `SkelAnime_Update` returns a boolean * Run formatter
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46 changed files with 147 additions and 147 deletions
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@ -939,7 +939,7 @@ void ZeldaArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void ZeldaArena_Check(void);
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void ZeldaArena_Init(void* start, u32 size);
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void ZeldaArena_Cleanup(void);
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u8 ZeldaArena_IsInitalized(void);
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u8 ZeldaArena_IsInitialized(void);
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void MapMark_Init(PlayState* play);
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void MapMark_ClearPointers(PlayState* play);
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void MapMark_Draw(PlayState* play);
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@ -1729,7 +1729,7 @@ void DebugArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void DebugArena_Check(void);
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void DebugArena_Init(void* start, u32 size);
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void DebugArena_Cleanup(void);
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u8 DebugArena_IsInitalized(void);
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u8 DebugArena_IsInitialized(void);
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void UCodeDisas_Init(UCodeDisas*);
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void UCodeDisas_Destroy(UCodeDisas*);
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// void UCodeDisas_Disassemble(UCodeDisas*, Gfx*);
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@ -2031,7 +2031,7 @@ void SystemArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void SystemArena_Check(void);
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void SystemArena_Init(void* start, u32 size);
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void SystemArena_Cleanup(void);
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u8 SystemArena_IsInitalized(void);
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u8 SystemArena_IsInitialized(void);
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u32 Rand_Next(void);
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void Rand_Seed(u32 seed);
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f32 Rand_ZeroOne(void);
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@ -2060,7 +2060,7 @@ void __osMallocInit(Arena* arena, void* start, u32 size);
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void __osMallocAddBlock(Arena* arena, void* start, s32 size);
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void ArenaImpl_RemoveAllBlocks(Arena* arena);
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void __osMallocCleanup(Arena* arena);
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u8 __osMallocIsInitalized(Arena* arena);
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u8 __osMallocIsInitialized(Arena* arena);
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void __osMalloc_FreeBlockTest(Arena* arena, ArenaNode* node);
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void* __osMalloc_NoLockDebug(Arena* arena, u32 size, const char* file, s32 line);
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void* __osMallocDebug(Arena* arena, u32 size, const char* file, s32 line);
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@ -128,7 +128,7 @@ extern f32 gStereoPanVolume[128];
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extern f32 gDefaultPanVolume[128];
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extern s16 gLowPassFilterData[16 * 8];
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extern s16 gHighPassFilterData[15 * 8];
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extern s32 gAudioContextInitalized;
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extern s32 gAudioContextInitialized;
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extern u8 gIsLargeSfxBank[7];
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extern u8 gChannelsPerBank[4][7];
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extern u8 gUsedChannelsPerBank[4][7];
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@ -811,7 +811,7 @@ typedef enum {
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/* 01 */ GAMEOVER_DEATH_START,
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/* 02 */ GAMEOVER_DEATH_WAIT_GROUND, // wait for link to fall and hit the ground
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/* 03 */ GAMEOVER_DEATH_DELAY_MENU, // wait for 1 second before showing the game over menu
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/* 04 */ GAMEOVER_DEATH_MENU, // do nothing while kaliedoscope handles the game over menu
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/* 04 */ GAMEOVER_DEATH_MENU, // do nothing while kaleidoscope handles the game over menu
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/* 20 */ GAMEOVER_REVIVE_START = 20,
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/* 21 */ GAMEOVER_REVIVE_RUMBLE,
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/* 22 */ GAMEOVER_REVIVE_WAIT_GROUND, // wait for link to fall and hit the ground
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@ -220,7 +220,7 @@ typedef struct Actor {
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/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
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/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player
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/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
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/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor
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/* 0x10E */ u16 textId; // Text ID to pass to player/display when interacting with the actor
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/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically
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/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
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/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically
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@ -68,7 +68,7 @@ typedef enum {
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/* 0x18 */ CAM_SET_PIVOT_IN_FRONT, // The camera used on Link's balcony in Kokiri forest. Data present in scene data for Deku Tree, GTG, Inside Ganon's Castle (TODO: may or may not be used) "CIRCLE3"
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/* 0x19 */ CAM_SET_PREREND_FIXED, // Camera is fixed in position and rotation "PREREND0"
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/* 0x1A */ CAM_SET_PREREND_PIVOT, // Camera is fixed in position with fixed pitch, but is free to rotate in the yaw direction 360 degrees "PREREND1"
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/* 0x1B */ CAM_SET_PREREND_SIDE_SCROLL, // Camera side-scrolls position to follow link. Only used in castle courtyard with the guards "PREREND3"
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/* 0x1B */ CAM_SET_PREREND_SIDE_SCROLL, // Camera side-scrolls position to follow the player. Only used in castle courtyard with the guards "PREREND3"
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/* 0x1C */ CAM_SET_DOOR0, // Custom room door transitions, used in fire and royal family tomb
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/* 0x1D */ CAM_SET_DOORC, // Generic room door transitions, camera moves and follows player as the door is open and closed
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/* 0x1E */ CAM_SET_CRAWLSPACE, // Used in all crawlspaces "RAIL3"
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