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