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Decompiled ovl_Shot_Sun (#236)
* match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
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17 changed files with 254 additions and 590 deletions
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@ -158,8 +158,8 @@ void __osSetHWIntrRoutine(s32 idx, OSMesgQueue* queue, OSMesg msg);
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void __osGetHWIntrRoutine(s32 idx, OSMesgQueue** outQueue, OSMesg* outMsg);
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void __osSetWatchLo(u32);
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Actor* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, s16 params);
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Actor* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, s16 params);
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EnItem00* Item_DropCollectible(GlobalContext* globalCtx, Vec3f* spawnPos, s16 params);
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EnItem00* Item_DropCollectible2(GlobalContext* globalCtx, Vec3f* spawnPos, s16 params);
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void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3f* spawnPos, s16 params);
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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@ -701,6 +701,7 @@ s32 Camera_SetParam(Camera*, s32, void*);
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// ? func_8005AE64(?);
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Vec3f* func_8005AFB4(Vec3f* dst, Camera* camera);
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// ? func_8005B044(?);
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s32 func_8005B198();
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// ? func_8005B1A4(?);
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DamageTable* DamageTable_Get(s32 index);
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// ? func_8005B280(?);
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@ -832,6 +833,7 @@ s32 CollisionCheck_GeneralLineOcCheck(GlobalContext* globalCtx, CollisionCheckCo
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Vec3f* arg3, Actor** arg4, s32 arg5);
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// ? func_800626B0(?);
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void Collider_CylinderUpdate(Actor* actor, ColliderCylinder* collider);
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void func_80062718(ColliderCylinder* collider, Vec3s* pos);
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// ? func_80062734(?);
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void func_800627A0(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
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void func_80062A28(GlobalContext*, Vec3f*);
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