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EnZf OK and partially documented (#988)

* Match Destroy

* Matched Init

* 3 more matched

* 15 functions matched, data imported

* 16 matched

* 17 matched

* 18 matched

* formatting

* 19 matched

* Fix unk_404

* Draw matched, 20 in total

* 21 matched

* 22 matched

* 23 matched

* 24 matched

* 25 matched

* 26 matched

* 27 matched

* 28 matched

* 29 matched

* 30 matched

* 31 matched

* 33 matched

* 34 matched

* 35 matched

* 36 matched

* 17 left

* 16 left

* 15 left

* 14 left

* 13 left

* 12 left

* 11 left

* 10 left

* spec

* bss

* 9 left

* 8 left

* 7 left

* 6 left

* 5 left

* 4 left

* 1 up to regalloc, 3 left

* 2 left (+ 1 regalloc)

* More naming

* 1 + regalloc left

* Some naming

* matches but for 2 words of stack in func_80B45748

* Delete some padding in header

* Merge remote-tracking branch 'upstream/master' into Zf

* func_8003426C rename

* more failed matching attempts

* Update to new function names

* OK at last

* Actually OK this time, removed pragmas, spec

* Begin documentation

* Few more names

* Some more naming, added description to z_en_geldb.c

* Confirm platform categories

* (Badly) named floor check functions

* Make fighter actors playSpeed animation frame checks consistent (up to names)

* Action enum, lot of work on the skeleton stuff in the object

* Lot of function and animation naming

* More naming, last of the hardcoded symbols

* Some name cleanup

* Remove asm

* Format

* Bit more cleanup

* Dragorn review I

* undefined syms

* Correct limb names

* Non-control flow review suggestions

* Easy review stuff

* Some more review
This commit is contained in:
EllipticEllipsis 2021-11-06 03:47:04 +00:00 committed by GitHub
parent aa7ff4e795
commit 823a3c0754
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GPG key ID: 4AEE18F83AFDEB23
67 changed files with 2603 additions and 7372 deletions

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@ -573,9 +573,8 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
s32 temp_f16;
f32 playSpeed;
Player* player = GET_PLAYER(globalCtx);
f32 absPlaySpeed;
s32 absPlaySpeed;
s16 yawDiff;
s32 temp_v0_2;
if (!EnTest_ReactToProjectile(globalCtx, this)) {
this->timer++;
@ -643,10 +642,10 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
absPlaySpeed = ABS(this->skelAnime.playSpeed);
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
if ((s32)this->skelAnime.curFrame != prevFrame) {
temp_v0_2 = (s32)absPlaySpeed + prevFrame;
s32 temp_v0_2 = absPlaySpeed + prevFrame;
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
@ -724,7 +723,7 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
s32 prevFrame;
s32 temp1;
s32 temp2;
f32 absPlaySpeed;
s32 absPlaySpeed;
if (!EnTest_ReactToProjectile(globalCtx, this)) {
yawDiff = this->actor.yawTowardsPlayer;
@ -751,16 +750,12 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
}
prevFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
temp1 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
absPlaySpeed = ABS(this->skelAnime.playSpeed);
if (1) {}
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
if ((s32)this->skelAnime.curFrame != prevFrame) {
temp2 = (s32)absPlaySpeed + prevFrame;
temp2 = absPlaySpeed + prevFrame;
if (((temp2 > 2) && (temp1 <= 0)) || ((temp1 < 7) && (temp2 >= 9))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
@ -802,8 +797,7 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
f32 checkDist = 0.0f;
s16 newYaw;
f32 absPlaySpeed;
s32 temp_v0_2;
s32 absPlaySpeed;
if (!EnTest_ReactToProjectile(globalCtx, this)) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
@ -869,14 +863,14 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
}
this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
prevFrame = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
absPlaySpeed = ABS(this->skelAnime.playSpeed);
absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
if ((s32)this->skelAnime.curFrame != prevFrame) {
temp_v0_2 = (s32)absPlaySpeed + prevFrame;
s32 temp_v0_2 = absPlaySpeed + prevFrame;
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
@ -1374,7 +1368,6 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
f32 checkDist = 0.0f;
s16 newYaw;
f32 absPlaySpeed;
s32 temp_v0_2;
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
@ -1453,7 +1446,7 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
}
if ((s32)this->skelAnime.curFrame != prevFrame) {
temp_v0_2 = (s32)absPlaySpeed + prevFrame;
s32 temp_v0_2 = (s32)absPlaySpeed + prevFrame;
if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);