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SkelAnime "Skeleton" Documentation Pass (#497)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * spooky scary skeletons * there's a skeleton inside of you * formatting * types * a matched function even * undo change * lol anime * ok how did I forget the .s * array fix * would you like to ride the bone train? * stuff * more renames * renames and cleanup * names suck * idea * using void** for now * stuff * look more type fixes Co-authored-by: fig <fig02srl@gmail.com>
This commit is contained in:
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268 changed files with 1941 additions and 2045 deletions
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@ -55,8 +55,8 @@ void StackCheck_Cleanup(StackEntry* entry);
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StackStatus StackCheck_GetState(StackEntry* entry);
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u32 StackCheck_CheckAll();
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u32 StackCheck_Check(StackEntry* entry);
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f32 LogUtils_CheckFloatRange(const char* exp, s32 arg1, const char* var1Name, f32 var1, const char* var2Name,
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f32 var2, const char* var3Name, f32 var3);
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f32 LogUtils_CheckFloatRange(const char* exp, s32 arg1, const char* var1Name, f32 var1, const char* var2Name, f32 var2,
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const char* var3Name, f32 var3);
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s32 LogUtils_CheckIntRange(const char* exp, s32 arg1, const char* var1Name, s32 var1, const char* var2Name, s32 var2,
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const char* var3Name, s32 var3);
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void LogUtils_LogHexDump(void* ptr, s32 size0);
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@ -500,10 +500,10 @@ s32 func_800343CC(GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 arg3, u
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s16 (*unkFunc2)(GlobalContext*, Actor*));
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s16 func_800347E8(s16 arg0);
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void func_80034A14(Actor* actor, struct_80034A14_arg1* arg1, s16 arg2, s16 arg3);
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw2 overrideLimbDraw,
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PostLimbDraw2 postLimbDraw, Actor* actor, s16 alpha);
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void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw2 overrideLimbDraw,
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PostLimbDraw2 postLimbDraw, Actor* actor, s16 alpha);
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void func_80034BA0(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, Actor* actor, s16 alpha);
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s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3);
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void func_80034EC0(SkelAnime* skelAnime, struct_80034EC0_Entry* arg1, s32 arg2);
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void func_80034F54(GlobalContext* globalCtx, s16* arg1, s16* arg2, s32 arg3);
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@ -602,7 +602,7 @@ s32 func_8003DE84(CollisionContext*, Vec3f*, Vec3f*, Vec3f*, CollisionPoly**, u3
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s32 func_8003DF10(CollisionContext*, Vec3f*, Vec3f*, Vec3f*, CollisionPoly**, u32, u32, u32, u32, u32*, Actor*);
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s32 func_8003DFA0(CollisionContext*, Vec3f*, Vec3f*, Vec3f*, CollisionPoly**, u32, u32, u32, u32, u32*, Actor*, f32);
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// ? func_8003E0FC(?);
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// ? func_8003E188(?);
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s32 func_8003E188(CollisionContext*, Vec3f*, Vec3f*, Vec3f*, CollisionPoly**, u32, u32, u32, u32, f32*);
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// ? func_8003E214(?);
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s32 func_8003E30C(CollisionContext* colCtx, Vec3f* center, f32 radius);
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// ? func_8003E398(?);
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@ -665,10 +665,11 @@ UNK_TYPE func_80041D4C(CollisionContext*, CollisionPoly*, CollisionPoly*);
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u16 func_80041F34(CollisionContext*, CollisionPoly*, u32);
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s32 func_80041FA0(CollisionContext*, CollisionPoly*, u32);
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s32 func_80042048(CollisionContext*, CollisionPoly*, s32);
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// ? func_80042108(?);
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s32 func_80042108(CollisionContext*, CollisionPoly*, u32);
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s32 func_8004213C(GlobalContext*, CollisionContext*, f32, f32, f32*, UNK_PTR);
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s32 func_8004239C(GlobalContext* globalCtx, CollisionContext* colCtx, Vec3f* arg2, f32 arg3, WaterBox** arg4);
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s32 func_80042244(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox);
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s32 func_80042244(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface,
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WaterBox** outWaterBox);
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// ? func_80042538(?);
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// ? func_80042548(?);
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// ? func_8004259C(?);
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@ -959,7 +960,7 @@ void SkelCurve_SetAnim(SkelAnimeCurve* skelCurve, TransformUpdateIndex* transUpd
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f32 animCurFrame, f32 animSpeed);
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s32 SkelCurve_Update(GlobalContext* globalCtx, SkelAnimeCurve* skelCurve);
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void SkelCurve_Draw(Actor* actor, GlobalContext* globalCtx, SkelAnimeCurve* skelCurve,
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OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, Actor* actor2);
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OverrideCurveLimbDraw overrideLimbDraw, PostCurveLimbDraw postLimbDraw, s32 lod, void* data);
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// ? func_8006CFC0(?);
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// ? func_8006D074(?);
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// ? func_8006D0AC(?);
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@ -1200,20 +1201,19 @@ s32 Player_ActionToExplosive(Player* player, s32 actionParam);
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s32 Player_GetExplosiveHeld(Player* player);
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s32 func_8008F2BC(Player* player, s32 actionParam);
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s32 func_8008F2F8(GlobalContext* globalCtx);
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void func_8008F470(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount, s32 lod,
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s32 tunic, s32 boots, s32 face, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw,
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void* arg);
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s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor);
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s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor);
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void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount, s32 lod, s32 tunic,
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s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* this);
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s32 func_8008FCC8(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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s32 func_80090014(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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s32 func_800902F0(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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s32 func_80090440(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
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u8 func_80090480(GlobalContext* globalCtx, ColliderQuad* collider, WeaponInfo* weaponDim, Vec3f* newTip,
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Vec3f* newBase);
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void Player_DrawGetItem(GlobalContext* globalCtx, Player* player);
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void func_80090D20(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* data);
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u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime);
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void func_8009214C(GlobalContext* globalCtx, u8* segment, struct_80091A24_arg3* arg2, Vec3f* pos, Vec3s* rot, f32 scale,
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s32 sword, s32 tunic, s32 shield, s32 boots);
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void func_8009214C(GlobalContext* globalCtx, u8* segment, SkelAnime* arg2, Vec3f* pos, Vec3s* rot, f32 scale, s32 sword,
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s32 tunic, s32 shield, s32 boots);
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void PreNMI_Init(GameState* thisx);
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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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@ -1301,65 +1301,66 @@ s32 Scene_ExecuteCommands(GlobalContext* globalCtx, SceneCmd* sceneCmd);
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void func_80098CBC(GlobalContext* globalCtx, u8* nbTransitionActors);
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void func_800994A0(GlobalContext* globalCtx);
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void Scene_Draw(GlobalContext* globalCtx);
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void SkelAnime_LodDraw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex);
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void SkelAnime_LodDrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s32 dListIndex);
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void SkelAnime_Draw(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor);
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void SkelAnime_DrawSV(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor);
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s16 SkelAnime_GetFrameCount(GenericAnimationHeader* animationSeg);
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Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable,
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OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx);
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Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, Skeleton* skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw2 overrideLimbDraw, PostLimbDraw2 postLimbDraw, Actor* actor, Gfx* gfx);
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void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 dListIndex);
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void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg,
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s32 dListIndex);
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void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
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void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
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s16 SkelAnime_GetTotalFrames(void* animationSeg);
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s16 SkelAnime_GetFrameCount(void* animationSeg);
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s16 func_800A2DBC(void* animationSeg);
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s16 SkelAnime_GetTotalFrames2(void* animationSeg);
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s16 SkelAnime_GetFrameCount2(void* animationSeg);
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Gfx* SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, OverrideLimbDraw overrideLimbDraw,
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PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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Gfx* SkelAnime_DrawFlex(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTable, s32 dListCount,
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OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, void* arg, Gfx* gfx);
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void SkelAnime_InterpolateVec3s(s32, Vec3s*, Vec3s*, Vec3s*, f32);
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void SkelAnime_AnimationCtxReset(AnimationContext* animationCtx);
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void func_800A32F4(GlobalContext* globalCtx);
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void func_800A3310(GlobalContext* globalCtx);
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void SkelAnime_LoadLinkAnimetion(GlobalContext* globalCtx, LinkAnimetionEntry* linkAnimetionSeg, s32 frame,
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s32 limbCount, void* ram);
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void SkelAnime_LoadLinkAnimation(GlobalContext* globalCtx, LinkAnimationHeader* animation, s32 frame, s32 limbCount,
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Vec3s* drawTbl);
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void SkelAnime_LoadAnimationType1(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src);
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void SkelAnime_LoadAnimationType2(GlobalContext* globalCtx, s32 limbCount, Vec3s* arg2, Vec3s* arg3, f32 arg4);
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void SkelAnime_LoadAnimationType3(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index);
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void SkelAnime_LoadAnimationType4(GlobalContext* globalCtx, s32 vecCount, Vec3s* dst, Vec3s* src, u8* index);
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void SkelAnime_LoadAnimationType5(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3);
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void func_800A390C(GlobalContext* globalCtx, AnimationContext* animationCtx);
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void SkelAnime_InitLinkAnimetion(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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LinkAnimetionEntry* linkAnimetionEntrySeg, s32 flags, Vec3s* limbDrawTable,
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void SkelAnime_InitLinkAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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LinkAnimationHeader* segment, s32 flags, Vec3s* limbDrawTable,
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Vec3s* transitionDrawTbl, s32 limbBufCount);
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void func_800A3B8C(SkelAnime* skelAnime);
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s32 func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void SkelAnime_SetTransition(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitionRate);
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void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment,
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f32 playbackSpeed, f32 frame, f32 frameCount, u8 arg6, f32 transitionRate);
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void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg);
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void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed);
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void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment);
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void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment,
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f32 playbackSpeed);
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void SkelAnime_ChangeLinkAnimDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg);
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LinkAnimationHeader* segment);
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void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed);
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LinkAnimationHeader* segment, f32 playbackSpeed);
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void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 frame);
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void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 frame);
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void func_800A422C(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 frame);
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void func_800A42A0(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 frame);
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void func_800A42E4(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame);
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void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
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Vec3s* limbDrawTable);
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void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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f32 transitionFrame, LinkAnimetionEntry* linkAnimetionEntrySeg2, f32 frame, f32 transitionRate,
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Vec3s* arg7);
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void func_800A431C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 transitionFrame,
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LinkAnimationHeader* linkAnimSeg2, f32 frame, f32 transitionRate, Vec3s* limbDrawTable);
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void func_800A43B8(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* segment, f32 transitionFrame,
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LinkAnimationHeader* linkAnimSeg2, f32 frame, f32 transitionRate, Vec3s* arg7);
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s32 func_800A4530(SkelAnime* skelAnime, f32 arg1);
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void SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg, Vec3s* limbDrawTable, Vec3s* arg5, s32 limbCount);
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void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg, Vec3s* limbDrawTable, Vec3s* arg5, s32 limbCount);
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void SkelAnime_InitFlex(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg, Vec3s* limbDrawTable, Vec3s* arg5, s32 limbCount);
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void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg);
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s32 SkelAnime_FrameUpdateMatrix(SkelAnime* skelAnime);
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@ -1416,7 +1417,8 @@ void Sram_Write16Bytes(SramContext* sramCtx);
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void Sram_InitSram(GameState* gameState, SramContext* sramCtx);
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void Sram_Alloc(GameState* gameState, SramContext* sramCtx);
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void Sram_Init(GlobalContext* globalCtx, SramContext* sramCtx);
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void SsSram_Init(u32 addr, u8 handleType, u8 handleDomain, u8 handleLatency, u8 handlePageSize, u8 handleRelDuration, u8 handlePulse, u32 handleSpeed);
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void SsSram_Init(u32 addr, u8 handleType, u8 handleDomain, u8 handleLatency, u8 handlePageSize, u8 handleRelDuration,
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u8 handlePulse, u32 handleSpeed);
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void SsSram_Dma(void* dramAddr, size_t size, s32 direction);
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void SsSram_ReadWrite(u32 addr, void* dramAddr, size_t size, s32 direction);
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void func_800A9F30(PadMgr*, s32);
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@ -1636,7 +1638,7 @@ void func_800C2118(PreRenderContext* this, Gfx** gfxp);
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void func_800C213C(PreRenderContext* this, Gfx** gfxp);
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void func_800C24BC(PreRenderContext* this, Gfx** gfxp);
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void func_800C24E0(PreRenderContext* this, Gfx** gfxp);
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void func_800C2500(PreRenderContext *this, s32 x, s32 y);
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void func_800C2500(PreRenderContext* this, s32 x, s32 y);
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void func_800C2FE4(PreRenderContext* this);
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void PreRender_Calc(PreRenderContext* this);
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void THGA_Ct(TwoHeadGfxArena* thga, Gfx* start, u32 size);
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@ -2027,7 +2029,7 @@ void func_800DE238(void* mem, u32 size);
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void* func_800DE258(SoundAllocPool* pool, u32 size);
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void* func_800DE2B0(SoundAllocPool* pool, u32 size);
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void* Audio_AllocDmaMemory(SoundAllocPool* pool, u32 size);
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void* Audio_AllocDmaMemoryZeroed(SoundAllocPool *pool, u32 size);
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void* Audio_AllocDmaMemoryZeroed(SoundAllocPool* pool, u32 size);
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void* Audio_AllocZeroed(SoundAllocPool* pool, u32 size);
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void* Audio_Alloc(SoundAllocPool* pool, u32 size);
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void Audio_SoundAllocPoolInit(SoundAllocPool* pool, void* memAddr, u32 size);
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@ -2527,7 +2529,8 @@ void guMtxIdentF(f32 mf[4][4]);
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void guLookAtF(f32 mf[4][4], f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp);
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void guLookAt(Mtx*, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp, f32 yUp, f32 zUp);
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s32 osPfsAllocateFile(OSPfs* pfs, u16 companyCode, u32 gameCode, u8* gameName, u8* extName, s32 length, s32* fileNo);
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s32 __osPfsDeclearPage(OSPfs* pfs, __OSInode* inode, s32 fileSizeInPages, s32* startPage, u8 bank, s32* decleared, s32* finalPage);
|
||||
s32 __osPfsDeclearPage(OSPfs* pfs, __OSInode* inode, s32 fileSizeInPages, s32* startPage, u8 bank, s32* decleared,
|
||||
s32* finalPage);
|
||||
s32 osStopTimer(OSTimer* timer);
|
||||
u16 __osSumcalc(u8* ptr, s32 length);
|
||||
s32 __osIdCheckSum(u16* ptr, u16* csum, u16* icsum);
|
||||
|
@ -2542,9 +2545,8 @@ s32 osAfterPreNMI(void);
|
|||
s32 osContStartQuery(OSMesgQueue* mq);
|
||||
void osContGetQuery(OSContStatus* data);
|
||||
void guLookAtHiliteF(f32 mf[4][4], LookAt* l, Hilite* h, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt,
|
||||
f32 xUp, f32 yUp, f32 zUp, f32 xl1, f32 yl1, f32 zl1,
|
||||
f32 xl2, f32 yl2, f32 zl2,
|
||||
s32 hiliteWidth, s32 hiliteHeight);
|
||||
f32 xUp, f32 yUp, f32 zUp, f32 xl1, f32 yl1, f32 zl1, f32 xl2, f32 yl2, f32 zl2, s32 hiliteWidth,
|
||||
s32 hiliteHeight);
|
||||
void guLookAtHilite(Mtx* m, LookAt* l, Hilite* h, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f32 xUp,
|
||||
f32 yUp, f32 zUp, f32 xl1, f32 yl1, f32 zl1, f32 xl2, f32 yl2, f32 zl2, s32 hiliteWidth,
|
||||
s32 hiliteHeight);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue