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Doc pass on EnDoor and transition actors (#1243)
* Doc pass on EnDoor and transition actors * (re)Name things * Forgot to change gameplay_keep.xml * "actor transition index" -> "transition actor index" * Run formatter * Better names for `DOOR_DL_` enum * `TRANSITION_ACTOR_INDEX` -> `GET_TRANSITION_ACTOR_INDEX` * name endoor params macros with get/is, _mask to _flag for the doubledoor flag * Move last ; from `DOOR_ACTOR_BASE` expansion to usage
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17 changed files with 151 additions and 100 deletions
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@ -498,6 +498,29 @@ typedef enum {
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/* 0xFF */ NAVI_ENEMY_NONE = 0xFF
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} NaviEnemy;
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#define TRANSITION_ACTOR_PARAMS_INDEX_SHIFT 10
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#define GET_TRANSITION_ACTOR_INDEX(actor) ((u16)(actor)->params >> TRANSITION_ACTOR_PARAMS_INDEX_SHIFT)
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// EnDoor and DoorKiller share openAnim and playerIsOpening
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// Due to alignment, a substruct cannot be used in the structs of these actors.
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#define DOOR_ACTOR_BASE \
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/* 0x0000 */ Actor actor; \
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/* 0x014C */ SkelAnime skelAnime; \
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/* 0x0190 */ u8 openAnim; \
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/* 0x0191 */ u8 playerIsOpening
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typedef struct DoorActorBase {
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/* 0x0000 */ DOOR_ACTOR_BASE;
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} DoorActorBase;
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typedef enum {
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/* 0x00 */ DOOR_OPEN_ANIM_ADULT_L,
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/* 0x01 */ DOOR_OPEN_ANIM_CHILD_L,
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/* 0x02 */ DOOR_OPEN_ANIM_ADULT_R,
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/* 0x03 */ DOOR_OPEN_ANIM_CHILD_R,
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/* 0x04 */ DOOR_OPEN_ANIM_MAX
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} DoorOpenAnim;
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#define UPDBGCHECKINFO_FLAG_0 (1 << 0) // check wall
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#define UPDBGCHECKINFO_FLAG_1 (1 << 1) // check ceiling
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#define UPDBGCHECKINFO_FLAG_2 (1 << 2) // check floor and water
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