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Quake Documentation Pass (#1402)
* begin quake docs * continue cleanup * quake offset * many more docs * cleanup * more cleanup * cleanup headers * move quake value to internal * update, still need to test shake zoom/yaw * more docs * better docs * add file descriptions * fix comment * explain random index * cleanup comments * better type 6 docs * expand orientation comment * fix old names, add comment * remove comment, twas a mistake * easy PR feedback * duration in dec * rm offset, clear up roll * oops * merge shakeInfo and QuakeCamData * match order that always appears in code * more PR suggestions * adjust comment * zeroVec * rm extra space * roman PR suggestions
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d1d946a197
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64 changed files with 737 additions and 620 deletions
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@ -488,9 +488,9 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor);
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s32 Actor_OtherIsTargeted(PlayState* play, 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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void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play);
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void func_80033DB8(PlayState* play, s16 arg1, s16 arg2);
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void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3);
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void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3);
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void Actor_RequestQuake(PlayState* play, s16 y, s16 duration);
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void Actor_RequestQuakeWithSpeed(PlayState* play, s16 y, s16 duration, s16 speed);
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void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 quakeY, s16 quakeDuration);
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f32 Rand_ZeroFloat(f32 f);
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f32 Rand_CenteredFloat(f32 f);
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void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type);
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@ -666,7 +666,7 @@ s16 Camera_GetInputDirYaw(Camera* camera);
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Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera);
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s16 Camera_GetCamDirPitch(Camera* camera);
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s16 Camera_GetCamDirYaw(Camera* camera);
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s32 Camera_AddQuake(Camera* camera, s32 arg1, s16 y, s32 countdown);
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s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration);
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s32 Camera_SetParam(Camera* camera, s32 param, void* value);
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s32 func_8005AC48(Camera* camera, s16 arg1);
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s16 func_8005ACFC(Camera* camera, s16 arg1);
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@ -677,7 +677,7 @@ s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCa
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s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
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s16 timer3);
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s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
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Vec3f* Camera_GetSkyboxOffset(Vec3f* dst, Camera* camera);
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Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera);
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void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
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UNK_TYPE arg6);
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s32 func_8005B198(void);
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@ -1059,28 +1059,6 @@ u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime);
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void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
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s32 sword, s32 tunic, s32 shield, s32 boots);
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void PreNMI_Init(GameState* thisx);
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Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback2(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback3(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake);
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s16 Quake_GetFreeIndex(void);
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QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx);
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void Quake_Remove(QuakeRequest* req);
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QuakeRequest* Quake_GetRequest(s16 idx);
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QuakeRequest* Quake_SetValue(s16 idx, s16 valueType, s16 value);
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u32 Quake_SetSpeed(s16 idx, s16 value);
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u32 Quake_SetCountdown(s16 idx, s16 value);
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s16 Quake_GetCountdown(s16 idx);
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u32 Quake_SetQuakeValues(s16 idx, s16 y, s16 x, s16 zoom, s16 rotZ);
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u32 Quake_SetUnkValues(s16 idx, s16 arg1, SubQuakeRequest14 arg2);
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void Quake_Init(void);
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s16 Quake_Add(Camera* camera, u32 callbackIdx);
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u32 Quake_RemoveFromIdx(s16 idx);
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s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData);
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Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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Gfx* Gfx_SetFogWithSync(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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Gfx* Gfx_SetFog2(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
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