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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
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67 changed files with 2603 additions and 7372 deletions
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@ -573,9 +573,8 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
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s32 temp_f16;
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f32 playSpeed;
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Player* player = GET_PLAYER(globalCtx);
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f32 absPlaySpeed;
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s32 absPlaySpeed;
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s16 yawDiff;
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s32 temp_v0_2;
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if (!EnTest_ReactToProjectile(globalCtx, this)) {
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this->timer++;
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@ -643,10 +642,10 @@ void EnTest_WalkAndBlock(EnTest* this, GlobalContext* globalCtx) {
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SkelAnime_Update(&this->skelAnime);
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temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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absPlaySpeed = ABS(this->skelAnime.playSpeed);
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absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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temp_v0_2 = (s32)absPlaySpeed + prevFrame;
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s32 temp_v0_2 = absPlaySpeed + prevFrame;
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if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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@ -724,7 +723,7 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
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s32 prevFrame;
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s32 temp1;
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s32 temp2;
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f32 absPlaySpeed;
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s32 absPlaySpeed;
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if (!EnTest_ReactToProjectile(globalCtx, this)) {
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yawDiff = this->actor.yawTowardsPlayer;
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@ -751,16 +750,12 @@ void func_80860C24(EnTest* this, GlobalContext* globalCtx) {
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}
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prevFrame = this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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temp1 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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absPlaySpeed = ABS(this->skelAnime.playSpeed);
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if (1) {}
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absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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temp2 = (s32)absPlaySpeed + prevFrame;
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temp2 = absPlaySpeed + prevFrame;
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if (((temp2 > 2) && (temp1 <= 0)) || ((temp1 < 7) && (temp2 >= 9))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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@ -802,8 +797,7 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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f32 checkDist = 0.0f;
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s16 newYaw;
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f32 absPlaySpeed;
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s32 temp_v0_2;
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s32 absPlaySpeed;
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if (!EnTest_ReactToProjectile(globalCtx, this)) {
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
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@ -869,14 +863,14 @@ void func_80860F84(EnTest* this, GlobalContext* globalCtx) {
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}
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this->skelAnime.playSpeed = this->actor.speedXZ * 0.5f;
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prevFrame = this->skelAnime.curFrame;
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SkelAnime_Update(&this->skelAnime);
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temp_f16 = this->skelAnime.curFrame - ABS(this->skelAnime.playSpeed);
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absPlaySpeed = ABS(this->skelAnime.playSpeed);
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absPlaySpeed = (f32)ABS(this->skelAnime.playSpeed);
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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temp_v0_2 = (s32)absPlaySpeed + prevFrame;
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s32 temp_v0_2 = absPlaySpeed + prevFrame;
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if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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@ -1374,7 +1368,6 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
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f32 checkDist = 0.0f;
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s16 newYaw;
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f32 absPlaySpeed;
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s32 temp_v0_2;
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
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@ -1453,7 +1446,7 @@ void func_808628C8(EnTest* this, GlobalContext* globalCtx) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WARAU);
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}
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if ((s32)this->skelAnime.curFrame != prevFrame) {
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temp_v0_2 = (s32)absPlaySpeed + prevFrame;
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s32 temp_v0_2 = (s32)absPlaySpeed + prevFrame;
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if (((temp_v0_2 > 1) && (temp_f16 <= 0)) || ((temp_f16 < 7) && (temp_v0_2 >= 8))) {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_STAL_WALK);
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