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EnMb documented (Moblins) (#861)

* Document Moblins (EnMb)

* Use actual decomp-style function names

* Add renamed functions to actorfixer.py

* Add general documentation and add EnMbType enum to check moblin subtype

* Add fig's doc comment on Actor_TestFloorInDirection

* Revert documentation on z_eff_ss_dead.c

* remove `gSPFogPosition(?,?)` comments on `gSPFogFactor` uses in z_rcp.c

* run formatter
This commit is contained in:
Dragorn421 2021-08-08 13:28:28 +02:00 committed by GitHub
parent ca2ea1ce2d
commit 9455c885f8
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38 changed files with 1095 additions and 1004 deletions

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@ -483,15 +483,15 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, GlobalContext* globalCtx);
void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList,
s16 objectId);
s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, GlobalContext* globalCtx, s16 type);
void Actor_SpawnFloorDust(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3, s32 arg4, f32 arg5, s16 arg6,
s16 arg7, u8 arg8);
void Actor_SpawnFloorDustRing(GlobalContext* globalCtx, Actor* actor, Vec3f* posXZ, f32 radius, s32 amountMinusOne, f32 randAccelWeight,
s16 scale, s16 scaleStep, u8 useLighting);
void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s16 arg4, s16 arg5, u8 arg6);
Actor* Actor_GetCollidedExplosive(GlobalContext* globalCtx, Collider* collider);
Actor* func_80033684(GlobalContext* globalCtx, Actor* explosiveActor);
Actor* Actor_GetProjectileActor(GlobalContext* globalCtx, Actor* refActor, f32 radius);
void Actor_ChangeCategory(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory);
void Actor_SetTextWithPrefix(GlobalContext* globalCtx, Actor* actor, s16 textIdLower);
s16 func_800339B8(Actor* actor, GlobalContext* globalCtx, f32 arg2, s16 arg3);
s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 distance, s16 angle);
s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor);
s32 Actor_OtherIsTargeted(GlobalContext* globalCtx, Actor* actor);
f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5);