mirror of
https://github.com/zeldaret/oot.git
synced 2024-11-13 04:39:36 +00:00
Fix misc 6 (#1148)
* Fix typo `vertexs` -> `vertices` * Fix typo `limbMatricies` -> `limbMatrices` * Fix some `gSPTextureRectangle` usage of fixed point constants * Run formatter * `ALIGN8` macro * `object_skj` cleanup * sholder -> shoulder * cleanup `stdbool.h` * Some function prototypes cleanup * Use macros in `osVirtualToPhysical`
This commit is contained in:
parent
c3533052ca
commit
a9526a3354
22 changed files with 128 additions and 130 deletions
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@ -47,7 +47,7 @@
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<Texture Name="gEnHeishiKingGuardTex_200" Format="ci8" Width="8" Height="8" Offset="0x0200" TlutOffset="0x0000"/><!--Mouth?-->
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<Texture Name="gEnHeishiKingGuardTex_240" Format="ci8" Width="8" Height="8" Offset="0x0240" TlutOffset="0x0000"/><!--Eyes?-->
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<Texture Name="gEnHeishiKingGuardArmorTex" OutName="king_guard_armor" Format="ci8" Width="8" Height="8" Offset="0x0280" TlutOffset="0x0000"/>
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<Texture Name="gEnHeishiKingGuardSholderGuardTex" OutName="king_guard_sholder_guard" Format="ci8" Width="8" Height="16" Offset="0x02C0" TlutOffset="0x0000"/>
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<Texture Name="gEnHeishiKingGuardShoulderGuardTex" OutName="king_guard_shoulder_guard" Format="ci8" Width="8" Height="16" Offset="0x02C0" TlutOffset="0x0000"/>
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<Texture Name="gEnHeishiKingGuardChestArmorTex" OutName="king_guard_chest_armor" Format="ci8" Width="32" Height="64" Offset="0x0340" TlutOffset="0x0000"/>
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<Texture Name="gEnHeishiKingGuardTex_B40" Format="ci8" Width="16" Height="16" Offset="0x0B40" TlutOffset="0x0000"/> <!--Leg Armor?-->
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<Texture Name="gEnHeishiKingGuardHandTex" OutName="king_guard_hand" Format="ci8" Width="8" Height="8" Offset="0x0C40" TlutOffset="0x0000"/>
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@ -1,7 +1,7 @@
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<Root>
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<File Name="object_skj" Segment="6">
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<DList Name="gSKJNeedleDL" Offset="0x0EB0"/>
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<DList Name="gSKJskullMaskDL" Offset="0x14C8"/>
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<DList Name="gSkullKidNeedleDL" Offset="0x0EB0"/>
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<DList Name="gSkullKidSkullMaskDL" Offset="0x14C8"/>
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<Limb Name="gSkullKidUnkLimb_5E20" LimbType="Standard" Offset="0x5E20"/>
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<Limb Name="gSkullKidUnkLimb_5E2C" LimbType="Standard" Offset="0x5E2C"/>
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@ -16,12 +16,11 @@
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<Limb Name="gSkullKidNeckLimb" LimbType="Standard" Offset="0x5E98"/>
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<Limb Name="gSkullKidHeadAndFaceLimb" LimbType="Standard" Offset="0x5EA4"/>
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<Limb Name="gSkullKidUpperHatLimb" LimbType="Standard" Offset="0x5EB0"/>
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<Limb Name="gSkullKidLeftSholderLimb" LimbType="Standard" Offset="0x5EBC"/>
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<Limb Name="gSkullKidLeftShoulderLimb" LimbType="Standard" Offset="0x5EBC"/>
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<Limb Name="gSkullKidLeftArmLimb" LimbType="Standard" Offset="0x5EC8"/>
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<Limb Name="gSkullKidLeftHandAndFluteLimb" LimbType="Standard" Offset="0x5ED4"/>
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<Limb Name="gSkullKidRightSholderLimb" LimbType="Standard" Offset="0x5EE0"/>
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<Limb Name="gSkullKidRightShoulderLimb" LimbType="Standard" Offset="0x5EE0"/>
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<Limb Name="gSkullKidRightArmLimb" LimbType="Standard" Offset="0x5EEC"/>
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<!--<Limb Name="gSkullKidRightHandLimb" LimbType="Standard" Offset="0x5EF8"/> ZAPD doesnt extract this limb correctly for some reason-->
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<Skeleton Name="gSkullKidSkel" Type="Flex" LimbType="Standard" Offset="0x5F40"/>
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<!--Limb DLists-->
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@ -31,16 +30,15 @@
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<DList Name="gSkullKidRightUpperLegDL" Offset="0x3770"/>
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<DList Name="gSkullKidRightLowerLegDL" Offset="0x3868"/>
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<DList Name="gSkullKidRightFootDL" Offset="0x4630"/>
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<DList Name="gSkullKidChestandClothesDL" Offset="0x4008"/>
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<DList Name="gSkullKidChestAndClothesDL" Offset="0x4008"/>
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<DList Name="gSkullKidNeckDL" Offset="0x40E8"/>
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<DList Name="gSKullKidHeadAndFaceDL" Offset="0x44C8"/>
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<DList Name="gSkullKidUpperHatDL" Offset="0x5130"/>
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<DList Name="gSkullKidLeftSholderDL" Offset="0x4FB8"/>
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<DList Name="gSkullKidLeftShoulderDL" Offset="0x4FB8"/>
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<DList Name="gSkullKidLeftArmDL" Offset="0x4CF8"/>
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<DList Name="gSkullKidLeftHandAndFluteDL" Offset="0x4B28"/>
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<DList Name="gSkullKidRightSholderDL" Offset="0x49B0"/>
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<DList Name="gSkullKidRightShoulderDL" Offset="0x49B0"/>
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<DList Name="gSkullKidRightArmDL" Offset="0x4810"/>
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<!--<DList Name="gSkullKidRightHand" Offset="0x5E38"/>-->
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<Animation Name="gSkullKidBackflipAnim" Offset="0x051C"/>
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<Animation Name="gSkullKidShootNeedleAnim" Offset="0x07A4"/>
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@ -48,7 +46,7 @@
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<Animation Name="gSkullKidDieAnim" Offset="0x6A98"/>
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<Animation Name="gSkullKidHitAnim" Offset="0x6D84"/>
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<Animation Name="gSkullKidLandAnim" Offset="0x7128"/>
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<Animation Name="gSkullKidLookLeftAndRightAnim" Offset="0x8174"/> <!--Unused-->
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<Animation Name="gSkullKidLookLeftAndRightAnim" Offset="0x8174"/>
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<Animation Name="gSkullKidFightingStanceAnim" Offset="0x8374"/>
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<Animation Name="gSkullKidWaitAnim" Offset="0x8B9C"/>
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<Animation Name="gSkullKidWalkToPlayerAnim" Offset="0x8E14"/>
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@ -24,7 +24,7 @@
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<!-- D_80A8D618. Draws the carpet's shadow texture. -->
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<DList Name="sShadowMaterialDL" Offset="0x3E78"/>
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<!-- D_80A8D688. Draws vertexs in segment 0x0C. -->
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<!-- D_80A8D688. Draws vertices in segment 0x0C. -->
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<DList Name="sModelDL" Offset="0x3EE8"/>
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<!-- D_80A8DAB8. Carpet vertices. Same vertex type as sCarpetOddVtx. Used when gameplayFrames is even. -->
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@ -135,10 +135,8 @@ void __osTimerInterrupt(void);
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void __osSetTimerIntr(OSTime time);
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OSTime __osInsertTimer(OSTimer* timer);
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u32 osGetCount(void);
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void __osSetGlobalIntMask(OSHWIntr mask);
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void __osSetCompare(u32);
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void* bcopy(void* __src, void* __dest, u32 __n);
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void __osResetGlobalIntMask(OSHWIntr mask);
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s32 __osDisableInt(void);
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void __osRestoreInt(s32);
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void __osViInit(void);
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@ -315,7 +313,7 @@ void EffectSsEnIce_SpawnFlyingVec3f(GlobalContext* globalCtx, Actor* actor, Vec3
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_Spawn(GlobalContext* arg0, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
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void EffectSsEnIce_Spawn(GlobalContext* globalCtx, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
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void EffectSsFireTail_Spawn(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
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@ -379,7 +377,7 @@ void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCt
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s32 width, s32 height, s32 delay);
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s32 TitleCard_Clear(GlobalContext* globalCtx, TitleCardContext* titleCtx);
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void Actor_Kill(Actor* actor);
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void Actor_SetFocus(Actor* actor, f32 offset);
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void Actor_SetFocus(Actor* actor, f32 yOffset);
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void Actor_SetScale(Actor* actor, f32 scale);
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void Actor_SetObjectDependency(GlobalContext* globalCtx, Actor* actor);
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void func_8002D7EC(Actor* actor);
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@ -410,15 +408,15 @@ void Actor_MountHorse(GlobalContext* globalCtx, Player* player, Actor* horse);
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s32 func_8002DEEC(Player* player);
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void func_8002DF18(GlobalContext* globalCtx, Player* player);
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s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode);
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s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 arg2);
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s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 csMode);
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void func_8002DF90(DynaPolyActor* dynaActor);
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void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
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s32 Player_IsFacingActor(Actor* actor, s16 angle, GlobalContext* globalCtx);
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s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 angle);
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s32 Actor_IsFacingPlayer(Actor* actor, s16 angle);
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s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 angle);
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s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 angle);
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s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 angle);
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, GlobalContext* globalCtx);
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s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle);
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s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle);
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s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle);
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s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle);
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s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngle);
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void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
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f32 ceilingCheckHeight, s32 flags);
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Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
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@ -428,10 +426,10 @@ void func_8002ED80(Actor* actor, GlobalContext* globalCtx, s32 flag);
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PosRot* Actor_GetFocus(PosRot* arg0, Actor* actor);
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PosRot* Actor_GetWorld(PosRot* arg0, Actor* actor);
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PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor);
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s32 func_8002F0C8(Actor* actor, Player* player, s32 arg2);
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s32 func_8002F0C8(Actor* actor, Player* player, s32 flag);
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u32 Actor_ProcessTalkRequest(Actor* actor, GlobalContext* globalCtx);
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s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 arg4);
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s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 arg3);
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s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 exchangeItemId);
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s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 exchangeItemId);
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s32 func_8002F2CC(Actor* actor, GlobalContext* globalCtx, f32 arg2);
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s32 func_8002F2F4(Actor* actor, GlobalContext* globalCtx);
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u32 Actor_TextboxIsClosing(Actor* actor, GlobalContext* globalCtx);
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@ -445,7 +443,7 @@ u32 Actor_HasNoParent(Actor* actor, GlobalContext* globalCtx);
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void func_8002F5C4(Actor* actorA, Actor* actorB, GlobalContext* globalCtx);
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void func_8002F5F0(Actor* actor, GlobalContext* globalCtx);
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s32 Actor_IsMounted(GlobalContext* globalCtx, Actor* horse);
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u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 arg2);
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u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 mountSide);
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s32 Actor_NotMounted(GlobalContext* globalCtx, Actor* horse);
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void func_8002F698(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
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void func_8002F6D4(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
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@ -464,7 +462,7 @@ s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, CollisionPoly* poly, s
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void Actor_DisableLens(GlobalContext* globalCtx);
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void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry* actorEntry);
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void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx);
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s32 func_800314D4(GlobalContext* globalCtx, Actor* actorB, Vec3f* arg2, f32 arg3);
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s32 func_800314D4(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3);
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void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx);
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void func_80031A28(GlobalContext* globalCtx, ActorContext* actorCtx);
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void func_80031B14(GlobalContext* globalCtx, ActorContext* actorCtx);
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@ -492,7 +490,7 @@ 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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void Actor_SetTextWithPrefix(GlobalContext* globalCtx, Actor* actor, s16 baseTextId);
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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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void func_80033E88(Actor* actor, GlobalContext* globalCtx, s16 arg2, s16 arg3);
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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(GlobalContext* globalCtx, s32 arg1, s32 arg2);
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void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type);
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void func_8003424C(GlobalContext* globalCtx, Vec3f* arg1);
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void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration);
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Hilite* func_800342EC(Vec3f* object, GlobalContext* globalCtx);
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@ -528,8 +526,8 @@ void func_8003555C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f*
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void func_800355B8(GlobalContext* globalCtx, Vec3f* pos);
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u8 func_800355E4(GlobalContext* globalCtx, Collider* collider);
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u8 Actor_ApplyDamage(Actor* actor);
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void Actor_SetDropFlag(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
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void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* colBody, s32 freezeFlag);
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void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo, s32 freezeFlag);
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void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag);
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void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3);
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Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused,
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GlobalContext* globalCtx, s16 params, s32 arg8);
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void ActorOverlayTable_LogPrint(void);
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void ActorOverlayTable_Init(void);
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void ActorOverlayTable_Cleanup(void);
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// ? func_80038600(?);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
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u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
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void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
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f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
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void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
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s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
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f32 checkHeight, CollisionPoly** outPoly);
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s32 BgCheck_CheckLineAgainstSSList(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2,
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Vec3f* posA, Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq,
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f32 chkDist, s32 bccFlags);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* arg2);
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s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA,
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Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist,
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s32 bccFlags);
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void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
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void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* colHeader);
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s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly,
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Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
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Vec3f* arg4);
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f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor5(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
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Actor* actor, Vec3f* pos);
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f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
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@ -584,10 +580,10 @@ s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
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s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
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s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* arg1, Vec3f* arg2, f32 arg3, CollisionPoly** outPoly,
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s32* outBgId, Actor* actor);
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s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
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CollisionPoly** outPoly, s32* outBgId, Actor* actor);
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s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
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Vec3f* posResult, CollisionPoly** outPoly, s32* bgId, Actor* actor, f32 chkDist,
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Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
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u32 bccFlags);
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s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
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CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
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@ -809,7 +805,7 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v);
|
|||
void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v);
|
||||
void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* actorPos);
|
||||
void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v);
|
||||
void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* b, Vec3f* actorPos);
|
||||
void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v, Vec3f* actorPos);
|
||||
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
|
||||
Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2);
|
||||
u8 CollisionCheck_GetSwordDamage(s32 dmgFlags);
|
||||
|
@ -839,7 +835,7 @@ void* MemCopy(void* dest, void* src, s32 size);
|
|||
void GetItem_Draw(GlobalContext* globalCtx, s16 drawId);
|
||||
void SoundSource_InitAll(GlobalContext* globalCtx);
|
||||
void SoundSource_UpdateAll(GlobalContext* globalCtx);
|
||||
void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* pos, s32 duration, u16 sfxId);
|
||||
void SoundSource_PlaySfxAtFixedWorldPos(GlobalContext* globalCtx, Vec3f* worldPos, s32 duration, u16 sfxId);
|
||||
u16 ElfMessage_GetSariaText(GlobalContext* globalCtx);
|
||||
u16 ElfMessage_GetCUpText(GlobalContext* globalCtx);
|
||||
u16 Text_GetFaceReaction(GlobalContext* globalCtx, u32 reactionSet);
|
||||
|
@ -890,7 +886,8 @@ void Environment_DrawSunAndMoon(GlobalContext* globalCtx);
|
|||
void Environment_DrawSunLensFlare(GlobalContext* globalCtx, EnvironmentContext* envCtx, View* view,
|
||||
GraphicsContext* gfxCtx, Vec3f pos, s32 unused);
|
||||
void Environment_DrawLensFlare(GlobalContext* globalCtx, EnvironmentContext* envCtx, View* view,
|
||||
GraphicsContext* gfxCtx, Vec3f pos, s32 unused, s16 arg6, f32 arg7, s16 arg8, u8 arg9);
|
||||
GraphicsContext* gfxCtx, Vec3f pos, s32 unused, s16 scale, f32 colorIntensity,
|
||||
s16 screenFillAlpha, u8 arg9);
|
||||
void Environment_DrawRain(GlobalContext* globalCtx, View* view, GraphicsContext* gfxCtx);
|
||||
void func_80074CE8(GlobalContext* globalCtx, u32 arg1);
|
||||
void Environment_DrawSkyboxFilters(GlobalContext* globalCtx);
|
||||
|
@ -963,7 +960,7 @@ void Lights_Draw(Lights* lights, GraphicsContext* gfxCtx);
|
|||
void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* vec);
|
||||
void LightContext_Init(GlobalContext* globalCtx, LightContext* lightCtx);
|
||||
void LightContext_SetAmbientColor(LightContext* lightCtx, u8 r, u8 g, u8 b);
|
||||
void LightContext_SetFog(LightContext* lightCtx, u8 arg1, u8 arg2, u8 arg3, s16 numLights, s16 arg5);
|
||||
void LightContext_SetFog(LightContext* lightCtx, u8 r, u8 g, u8 b, s16 fogNear, s16 fogFar);
|
||||
Lights* LightContext_NewLights(LightContext* lightCtx, GraphicsContext* gfxCtx);
|
||||
void LightContext_InitList(GlobalContext* globalCtx, LightContext* lightCtx);
|
||||
void LightContext_DestroyList(GlobalContext* globalCtx, LightContext* lightCtx);
|
||||
|
@ -1007,7 +1004,7 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec);
|
|||
VecSph* OLib_Vec3fToVecSphGeo(VecSph* arg0, Vec3f* arg1);
|
||||
VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* arg0, Vec3f* a, Vec3f* b);
|
||||
Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
|
||||
s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor* actor, s16 camIdx);
|
||||
s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor* actor, s16 parentCamIdx);
|
||||
s16 OnePointCutscene_EndCutscene(GlobalContext* globalCtx, s16 camIdx);
|
||||
s32 OnePointCutscene_Attention(GlobalContext* globalCtx, Actor* actor);
|
||||
s32 OnePointCutscene_AttentionSetSfx(GlobalContext* globalCtx, Actor* actor, s32 sfxId);
|
||||
|
@ -1037,7 +1034,7 @@ void Inventory_DeleteItem(u16 item, u16 invSlot);
|
|||
s32 Inventory_ReplaceItem(GlobalContext* globalCtx, u16 oldItem, u16 newItem);
|
||||
s32 Inventory_HasEmptyBottle(void);
|
||||
s32 Inventory_HasSpecificBottle(u8 bottleItem);
|
||||
void Inventory_UpdateBottleItem(GlobalContext* globalCtx, u8 item, u8 cButton);
|
||||
void Inventory_UpdateBottleItem(GlobalContext* globalCtx, u8 item, u8 button);
|
||||
s32 Inventory_ConsumeFairy(GlobalContext* globalCtx);
|
||||
void Interface_SetDoAction(GlobalContext* globalCtx, u16 action);
|
||||
void Interface_SetNaviCall(GlobalContext* globalCtx, u16 naviCallState);
|
||||
|
@ -1048,7 +1045,7 @@ void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
|
|||
void Magic_Fill(GlobalContext* globalCtx);
|
||||
void func_800876C8(GlobalContext* globalCtx);
|
||||
s32 func_80087708(GlobalContext* globalCtx, s16 arg1, s16 arg2);
|
||||
void func_80088AA0(s16 seconds);
|
||||
void func_80088AA0(s16 arg0);
|
||||
void func_80088AF0(GlobalContext* globalCtx);
|
||||
void func_80088B34(s16 arg0);
|
||||
void Interface_Draw(GlobalContext* globalCtx);
|
||||
|
@ -1202,10 +1199,9 @@ void TransitionActor_InitContext(GameState* state, TransitionActorContext* trans
|
|||
void func_800994A0(GlobalContext* globalCtx);
|
||||
void Scene_Draw(GlobalContext* globalCtx);
|
||||
void SkelAnime_DrawLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 dListIndex);
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
|
||||
void SkelAnime_DrawFlexLod(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg,
|
||||
s32 dListIndex);
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg, s32 lod);
|
||||
void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg);
|
||||
void SkelAnime_DrawFlexOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable, s32 dListCount,
|
||||
|
@ -1233,8 +1229,8 @@ void AnimationContext_SetCopyFalse(GlobalContext* globalCtx, s32 vecCount, Vec3s
|
|||
void AnimationContext_SetMoveActor(GlobalContext* globalCtx, Actor* actor, SkelAnime* skelAnime, f32 arg3);
|
||||
void AnimationContext_Update(GlobalContext* globalCtx, AnimationContext* animationCtx);
|
||||
void SkelAnime_InitLink(GlobalContext* globalCtx, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg,
|
||||
LinkAnimationHeader* animation, s32 initFlags, Vec3s* jointTable, Vec3s* morphTable,
|
||||
s32 limbCount);
|
||||
LinkAnimationHeader* animation, s32 flags, Vec3s* jointTable, Vec3s* morphTable,
|
||||
s32 limbBufCount);
|
||||
void LinkAnimation_SetUpdateFunction(SkelAnime* skelAnime);
|
||||
s32 LinkAnimation_Update(GlobalContext* globalCtx, SkelAnime* skelAnime);
|
||||
void LinkAnimation_AnimateFrame(GlobalContext* globalCtx, SkelAnime* skelAnime);
|
||||
|
@ -1253,11 +1249,13 @@ void LinkAnimation_LoadToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, L
|
|||
f32 frame);
|
||||
void LinkAnimation_LoadToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation,
|
||||
f32 frame);
|
||||
void LinkAnimation_InterpJointMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 frame);
|
||||
void LinkAnimation_InterpJointMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 weight);
|
||||
void LinkAnimation_BlendToJoint(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
|
||||
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 weight, Vec3s* blendTable);
|
||||
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
|
||||
Vec3s* blendTable);
|
||||
void LinkAnimation_BlendToMorph(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimationHeader* animation1,
|
||||
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 weight, Vec3s* blendTable);
|
||||
f32 frame1, LinkAnimationHeader* animation2, f32 frame2, f32 blendWeight,
|
||||
Vec3s* blendTable);
|
||||
void LinkAnimation_EndLoop(SkelAnime* skelAnime);
|
||||
s32 LinkAnimation_OnFrame(SkelAnime* skelAnime, f32 frame);
|
||||
s32 SkelAnime_Init(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
|
||||
|
@ -1281,7 +1279,7 @@ void Animation_EndLoop(SkelAnime* skelAnime);
|
|||
void Animation_Reverse(SkelAnime* skelAnime);
|
||||
void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
|
||||
void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag);
|
||||
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* pos, s16 angle);
|
||||
void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle);
|
||||
s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame);
|
||||
void SkelAnime_Free(SkelAnime* skelAnime, GlobalContext* globalCtx);
|
||||
void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src);
|
||||
|
@ -1290,9 +1288,12 @@ void Skin_UpdateVertices(MtxF* mtx, SkinVertex* skinVertices, SkinLimbModif* mod
|
|||
void Skin_DrawAnimatedLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, s32 arg3, s32 drawFlags);
|
||||
void Skin_DrawLimb(GraphicsContext* gfxCtx, Skin* skin, s32 limbIndex, Gfx* dlistOverride, s32 drawFlags);
|
||||
void func_800A6330(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw, s32 setTranslation);
|
||||
void func_800A6360(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
|
||||
void func_800A6394(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
|
||||
void func_800A63CC(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw, SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
|
||||
void func_800A6360(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation);
|
||||
void func_800A6394(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6);
|
||||
void func_800A63CC(Actor* actor, GlobalContext* globalCtx, Skin* skin, SkinPostDraw postDraw,
|
||||
SkinOverrideLimbDraw overrideLimbDraw, s32 setTranslation, s32 arg6, s32 drawFlags);
|
||||
void Skin_GetLimbPos(Skin* skin, s32 limbIndex, Vec3f* arg2, Vec3f* dst);
|
||||
void Skin_Init(GlobalContext* globalCtx, Skin* skin, SkeletonHeader* skeletonHeader, AnimationHeader* animationHeader);
|
||||
void Skin_Free(GlobalContext* globalCtx, Skin* skin);
|
||||
|
@ -1332,11 +1333,11 @@ void SsSram_ReadWrite(u32 addr, void* dramAddr, size_t size, s32 direction);
|
|||
void func_800A9F30(PadMgr*, s32);
|
||||
void func_800A9F6C(f32, u8, u8, u8);
|
||||
void func_800AA000(f32, u8, u8, u8);
|
||||
void func_800AA0B4();
|
||||
void func_800AA0B4(void);
|
||||
void func_800AA0F0(void);
|
||||
u32 func_800AA148();
|
||||
void func_800AA15C();
|
||||
void func_800AA16C();
|
||||
u32 func_800AA148(void);
|
||||
void func_800AA15C(void);
|
||||
void func_800AA16C(void);
|
||||
void func_800AA178(u32);
|
||||
View* View_New(GraphicsContext* gfxCtx);
|
||||
void View_Free(View* view);
|
||||
|
@ -1473,7 +1474,7 @@ void DbCamera_Update(DbCamera* dbCamera, Camera* cam);
|
|||
void DbCamera_Reset(Camera* cam, DbCamera* dbCam);
|
||||
// ? DbCamera_UpdateDemoControl(?);
|
||||
void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3);
|
||||
s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyframe, f32* curFrame);
|
||||
s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame);
|
||||
s32 Mempak_Init(s32 controllerNb);
|
||||
s32 Mempak_GetFreeBytes(s32 controllerNb);
|
||||
s32 Mempak_FindFile(s32 controllerNb, char start, char end);
|
||||
|
@ -1495,7 +1496,7 @@ void KaleidoScopeCall_Draw(GlobalContext* globalCtx);
|
|||
void func_800BC490(GlobalContext* globalCtx, s16 point);
|
||||
s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
|
||||
void func_800BC590(GlobalContext* globalCtx);
|
||||
void func_800BC5E0(GlobalContext* globalCtx, s32 arg1);
|
||||
void func_800BC5E0(GlobalContext* globalCtx, s32 transitionType);
|
||||
Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx);
|
||||
void Gameplay_Destroy(GameState* thisx);
|
||||
void Gameplay_Init(GameState* thisx);
|
||||
|
@ -1516,8 +1517,8 @@ s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Ve
|
|||
s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
|
||||
s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
|
||||
void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 camId1, s16 camId2);
|
||||
s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 arg3);
|
||||
s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 arg2);
|
||||
s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting);
|
||||
s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
|
||||
void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2);
|
||||
void Gameplay_SaveSceneFlags(GlobalContext* globalCtx);
|
||||
void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
|
||||
|
@ -1843,7 +1844,7 @@ void AudioHeap_AllocPoolInit(AudioAllocPool* pool, void* mem, u32 size);
|
|||
void AudioHeap_PersistentCacheClear(AudioPersistentCache* persistent);
|
||||
void AudioHeap_TemporaryCacheClear(AudioTemporaryCache* temporary);
|
||||
void AudioHeap_PopCache(s32 tableType);
|
||||
void AudioHeap_InitMainPools(s32 sizeForAudioInitPool);
|
||||
void AudioHeap_InitMainPools(s32 initPoolSize);
|
||||
void* AudioHeap_AllocCached(s32 tableType, s32 size, s32 cache, s32 id);
|
||||
void* AudioHeap_SearchCaches(s32 tableType, s32 arg1, s32 id);
|
||||
void* AudioHeap_SearchRegularCaches(s32 tableType, s32 cache, s32 id);
|
||||
|
@ -1869,16 +1870,16 @@ void AudioLoad_AsyncLoadFont(s32 fontId, s32 arg1, s32 retData, OSMesgQueue* ret
|
|||
u8* AudioLoad_GetFontsForSequence(s32 seqId, u32* arg1);
|
||||
void AudioLoad_DiscardSeqFonts(s32 seqId);
|
||||
s32 AudioLoad_SyncInitSeqPlayer(s32 playerIdx, s32 seqId, s32 arg2);
|
||||
s32 AudioLoad_SyncInitSeqPlayerSkipTicks(s32 playerIdx, s32 seqId, s32 arg2);
|
||||
s32 AudioLoad_SyncInitSeqPlayerSkipTicks(s32 playerIdx, s32 seqId, s32 skipTicks);
|
||||
void AudioLoad_ProcessLoads(s32 resetStatus);
|
||||
void AudioLoad_SetDmaHandler(DmaHandler callback);
|
||||
void AudioLoad_Init(void* heap, u32 heapSize);
|
||||
void AudioLoad_InitSlowLoads(void);
|
||||
s32 AudioLoad_SlowLoadSample(s32 arg0, s32 arg1, s8* arg2);
|
||||
s32 AudioLoad_SlowLoadSeq(s32 playerIdx, u8* ramAddr, s8* arg2);
|
||||
s32 AudioLoad_SlowLoadSample(s32 fontId, s32 instId, s8* isDone);
|
||||
s32 AudioLoad_SlowLoadSeq(s32 seqId, u8* ramAddr, s8* isDone);
|
||||
void AudioLoad_InitAsyncLoads(void);
|
||||
void AudioLoad_LoadPermanentSamples(void);
|
||||
void AudioLoad_ScriptLoad(s32 tableType, s32 arg1, s8* arg2);
|
||||
void AudioLoad_ScriptLoad(s32 tableType, s32 id, s8* isDone);
|
||||
void AudioLoad_ProcessScriptLoads(void);
|
||||
void AudioLoad_InitScriptLoads(void);
|
||||
AudioTask* func_800E4FE0(void);
|
||||
|
@ -1973,8 +1974,6 @@ void func_800F4414(Vec3f* pos, u16 sfxId, f32);
|
|||
void func_800F44EC(s8 arg0, s8 arg1);
|
||||
void func_800F4524(Vec3f* pos, u16 sfxId, s8 arg2);
|
||||
void func_800F4254(Vec3f* pos, u8 arg1);
|
||||
void func_800F436C(Vec3f*, u16 sfxId, f32 arg2);
|
||||
void func_800F4414(Vec3f*, u16 sfxId, f32 arg2);
|
||||
void Audio_PlaySoundRiver(Vec3f* pos, f32 freqScale);
|
||||
void Audio_PlaySoundWaterfall(Vec3f* pos, f32 freqScale);
|
||||
void func_800F47BC(void);
|
||||
|
@ -2032,18 +2031,18 @@ void func_800F71BC(s32 arg0);
|
|||
void Audio_SetSoundBanksMute(u16 muteMask);
|
||||
void Audio_QueueSeqCmdMute(u8 channelIdx);
|
||||
void Audio_ClearBGMMute(u8 channelIdx);
|
||||
void Audio_PlaySoundGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* a4, s8* reverbAdd);
|
||||
void Audio_PlaySoundGeneral(u16 sfxId, Vec3f* pos, u8 token, f32* freqScale, f32* vol, s8* reverbAdd);
|
||||
void Audio_ProcessSoundRequest(void);
|
||||
void Audio_ChooseActiveSounds(u8 bankId);
|
||||
void Audio_PlayActiveSounds(u8 bankId);
|
||||
void Audio_StopSfxByBank(u8 bankId);
|
||||
void func_800F8884(u8, Vec3f*);
|
||||
void Audio_StopSfxByPosAndBank(u8, Vec3f*);
|
||||
void Audio_StopSfxByPos(Vec3f*);
|
||||
void func_800F8884(u8 bankId, Vec3f* pos);
|
||||
void Audio_StopSfxByPosAndBank(u8 bankId, Vec3f* pos);
|
||||
void Audio_StopSfxByPos(Vec3f* pos);
|
||||
void func_800F9280(u8 playerIdx, u8 seqId, u8 arg2, u16 fadeTimer);
|
||||
void Audio_QueueSeqCmd(u32 bgmID);
|
||||
void Audio_StopSfxByPosAndId(Vec3f* pos, u16 sfxId);
|
||||
void Audio_StopSfxByTokenAndId(u8, u16);
|
||||
void Audio_StopSfxByTokenAndId(u8 token, u16 sfxId);
|
||||
void Audio_StopSfxById(u32 sfxId);
|
||||
void Audio_ProcessSoundRequests(void);
|
||||
void func_800F8F88(void);
|
||||
|
@ -2308,8 +2307,8 @@ u8 Message_ShouldAdvance(GlobalContext* globalCtx);
|
|||
void Message_CloseTextbox(GlobalContext*);
|
||||
void Message_StartTextbox(GlobalContext* globalCtx, u16 textId, Actor* actor);
|
||||
void Message_ContinueTextbox(GlobalContext* globalCtx, u16 textId);
|
||||
void func_8010BD58(GlobalContext* globalCtx, u16 arg1);
|
||||
void func_8010BD88(GlobalContext* globalCtx, u16 arg1);
|
||||
void func_8010BD58(GlobalContext* globalCtx, u16 ocarinaActionId);
|
||||
void func_8010BD88(GlobalContext* globalCtx, u16 ocarinaActionId);
|
||||
u8 Message_GetState(MessageContext* msgCtx);
|
||||
void Message_Draw(GlobalContext* globalCtx);
|
||||
void Message_Update(GlobalContext* globalCtx);
|
||||
|
|
|
@ -9,6 +9,6 @@
|
|||
#define false 0
|
||||
#define true 1
|
||||
|
||||
#endif /* __cplusplus */
|
||||
#endif
|
||||
|
||||
#endif /* STDBOOL */
|
||||
#endif
|
||||
|
|
|
@ -32,7 +32,7 @@ SoundFontSample* AudioLoad_GetFontSample(s32 fontId, s32 instId);
|
|||
void AudioLoad_ProcessAsyncLoads(s32 resetStatus);
|
||||
void AudioLoad_ProcessAsyncLoadUnkMedium(AudioAsyncLoad* asyncLoad, s32 resetStatus);
|
||||
void AudioLoad_ProcessAsyncLoad(AudioAsyncLoad* asyncLoad, s32 resetStatus);
|
||||
void AudioLoad_RelocateFontAndPreloadSamples(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo, s32 temporary);
|
||||
void AudioLoad_RelocateFontAndPreloadSamples(s32 fontId, SoundFontData* mem, RelocInfo* relocInfo, s32 async);
|
||||
void AudioLoad_RelocateSample(SoundFontSound* sound, SoundFontData* mem, RelocInfo* relocInfo);
|
||||
void AudioLoad_DiscardFont(s32 fontId);
|
||||
u32 AudioLoad_TrySyncLoadSampleBank(u32 sampleBankId, u32* outMedium, s32 noLoad);
|
||||
|
|
|
@ -978,7 +978,7 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
|
|||
switch (curPart) {
|
||||
case 0:
|
||||
AudioSynth_InterL(cmd++, DMEM_UNCOMPRESSED_NOTE + skipBytes, DMEM_TEMP + 0x20,
|
||||
((samplesLenAdjusted / 2) + 7) & ~7);
|
||||
ALIGN8(samplesLenAdjusted / 2));
|
||||
resampledTempLen = samplesLenAdjusted;
|
||||
noteSamplesDmemAddrBeforeResampling = DMEM_TEMP + 0x20;
|
||||
if (finished) {
|
||||
|
@ -988,7 +988,7 @@ Acmd* AudioSynth_ProcessNote(s32 noteIndex, NoteSubEu* noteSubEu, NoteSynthesisS
|
|||
break;
|
||||
case 1:
|
||||
AudioSynth_InterL(cmd++, DMEM_UNCOMPRESSED_NOTE + skipBytes,
|
||||
DMEM_TEMP + 0x20 + resampledTempLen, ((samplesLenAdjusted / 2) + 7) & ~7);
|
||||
DMEM_TEMP + 0x20 + resampledTempLen, ALIGN8(samplesLenAdjusted / 2));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -506,7 +506,7 @@ void* Graph_DlistAlloc(Gfx** gfx, u32 size) {
|
|||
u8* ptr;
|
||||
Gfx* dst;
|
||||
|
||||
size = ((size + 7) & ~7),
|
||||
size = ALIGN8(size);
|
||||
|
||||
ptr = (u8*)(*gfx + 1);
|
||||
|
||||
|
|
|
@ -8078,7 +8078,7 @@ void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* d
|
|||
}
|
||||
}
|
||||
|
||||
s32 Camera_QRegInit() {
|
||||
s32 Camera_QRegInit(void) {
|
||||
if (!R_RELOAD_CAM_PARAMS) {
|
||||
QREG(2) = 1;
|
||||
QREG(10) = -1;
|
||||
|
@ -8113,7 +8113,7 @@ s32 Camera_QRegInit() {
|
|||
return true;
|
||||
}
|
||||
|
||||
s32 func_8005B198() {
|
||||
s32 func_8005B198(void) {
|
||||
return D_8011D3AC;
|
||||
}
|
||||
|
||||
|
|
|
@ -1004,7 +1004,7 @@ s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line) {
|
|||
* Sets up an OcLine with endpoints a and b.
|
||||
* OcLines are entirely unused.
|
||||
*/
|
||||
s32 Collider_SetLinePoints(GlobalContext* GlobalContext, OcLine* ocLine, Vec3f* a, Vec3f* b) {
|
||||
s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* ocLine, Vec3f* a, Vec3f* b) {
|
||||
Math_Vec3f_Copy(&ocLine->line.a, a);
|
||||
Math_Vec3f_Copy(&ocLine->line.b, b);
|
||||
return 1;
|
||||
|
|
|
@ -848,7 +848,7 @@ void Environment_Update(GlobalContext* globalCtx, EnvironmentContext* envCtx, Li
|
|||
s32 adjustment;
|
||||
|
||||
if ((((void)0, gSaveContext.gameMode) != 0) && (((void)0, gSaveContext.gameMode) != 3)) {
|
||||
func_800AA16C(globalCtx);
|
||||
func_800AA16C();
|
||||
}
|
||||
|
||||
if (pauseCtx->state == 0) {
|
||||
|
|
|
@ -546,15 +546,15 @@ s16 Math_SmoothStepToS(s16* pValue, s16 target, s16 scale, s16 step, s16 minStep
|
|||
/**
|
||||
* Changes pValue by step towards target. If step is more than 1/scale of the remaining distance, step by that instead.
|
||||
*/
|
||||
void Math_ApproachS(s16* pValue, s16 target, s16 scale, s16 maxStep) {
|
||||
void Math_ApproachS(s16* pValue, s16 target, s16 scale, s16 step) {
|
||||
s16 diff = target - *pValue;
|
||||
|
||||
diff /= scale;
|
||||
|
||||
if (diff > maxStep) {
|
||||
*pValue += maxStep;
|
||||
} else if (diff < -maxStep) {
|
||||
*pValue -= maxStep;
|
||||
if (diff > step) {
|
||||
*pValue += step;
|
||||
} else if (diff < -step) {
|
||||
*pValue -= step;
|
||||
} else {
|
||||
*pValue += diff;
|
||||
}
|
||||
|
|
|
@ -475,8 +475,8 @@ void Minimap_Draw(GlobalContext* globalCtx) {
|
|||
8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
|
||||
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gSPTextureRectangle(OVERLAY_DISP++, 1080, 616, 1112, 648, G_TX_RENDERTILE, 0, 0, 1 << 10,
|
||||
1 << 10);
|
||||
gSPTextureRectangle(OVERLAY_DISP++, 270 << 2, 154 << 2, 278 << 2, 162 << 2, G_TX_RENDERTILE, 0,
|
||||
0, 1 << 10, 1 << 10);
|
||||
}
|
||||
|
||||
Minimap_DrawCompassIcons(globalCtx); // Draw icons for the player spawn and current position
|
||||
|
|
|
@ -1349,23 +1349,23 @@ s32 OnePointCutscene_AttentionSetSfx(GlobalContext* globalCtx, Actor* actor, s32
|
|||
}
|
||||
|
||||
// unused
|
||||
void OnePointCutscene_EnableAttention() {
|
||||
void OnePointCutscene_EnableAttention(void) {
|
||||
sDisableAttention = false;
|
||||
}
|
||||
|
||||
// unused
|
||||
void OnePointCutscene_DisableAttention() {
|
||||
void OnePointCutscene_DisableAttention(void) {
|
||||
sDisableAttention = true;
|
||||
}
|
||||
|
||||
s32 OnePointCutscene_CheckForCategory(GlobalContext* globalCtx, s32 category) {
|
||||
s32 OnePointCutscene_CheckForCategory(GlobalContext* globalCtx, s32 actorCategory) {
|
||||
Camera* parentCam = globalCtx->cameraPtrs[MAIN_CAM];
|
||||
|
||||
while (parentCam->childCamIdx != SUBCAM_FREE) {
|
||||
parentCam = globalCtx->cameraPtrs[parentCam->childCamIdx];
|
||||
if ((parentCam == NULL) || (parentCam->setting != CAM_SET_CS_ATTENTION)) {
|
||||
break;
|
||||
} else if (category == parentCam->target->category) {
|
||||
} else if (actorCategory == parentCam->target->category) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -340,7 +340,7 @@ void SkelAnime_DrawOpa(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTa
|
|||
*/
|
||||
void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* jointTable,
|
||||
OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* arg,
|
||||
Mtx** limbMatricies) {
|
||||
Mtx** limbMatrices) {
|
||||
StandardLimb* limb;
|
||||
Gfx* newDList;
|
||||
Gfx* limbDList;
|
||||
|
@ -364,13 +364,13 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s
|
|||
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(globalCtx, limbIndex, &newDList, &pos, &rot, arg)) {
|
||||
Matrix_TranslateRotateZYX(&pos, &rot);
|
||||
if (newDList != NULL) {
|
||||
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1242);
|
||||
gSPMatrix(POLY_OPA_DISP++, *limbMatricies, G_MTX_LOAD);
|
||||
Matrix_ToMtx(*limbMatrices, "../z_skelanime.c", 1242);
|
||||
gSPMatrix(POLY_OPA_DISP++, *limbMatrices, G_MTX_LOAD);
|
||||
gSPDisplayList(POLY_OPA_DISP++, newDList);
|
||||
(*limbMatricies)++;
|
||||
(*limbMatrices)++;
|
||||
} else if (limbDList != NULL) {
|
||||
Matrix_ToMtx(*limbMatricies, "../z_skelanime.c", 1249);
|
||||
(*limbMatricies)++;
|
||||
Matrix_ToMtx(*limbMatrices, "../z_skelanime.c", 1249);
|
||||
(*limbMatrices)++;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -380,14 +380,14 @@ void SkelAnime_DrawFlexLimbOpa(GlobalContext* globalCtx, s32 limbIndex, void** s
|
|||
|
||||
if (limb->child != LIMB_DONE) {
|
||||
SkelAnime_DrawFlexLimbOpa(globalCtx, limb->child, skeleton, jointTable, overrideLimbDraw, postLimbDraw, arg,
|
||||
limbMatricies);
|
||||
limbMatrices);
|
||||
}
|
||||
|
||||
Matrix_Pop();
|
||||
|
||||
if (limb->sibling != LIMB_DONE) {
|
||||
SkelAnime_DrawFlexLimbOpa(globalCtx, limb->sibling, skeleton, jointTable, overrideLimbDraw, postLimbDraw, arg,
|
||||
limbMatricies);
|
||||
limbMatrices);
|
||||
}
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_skelanime.c", 1265);
|
||||
}
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
#include "global.h"
|
||||
|
||||
u32 osVirtualToPhysical(void* vaddr) {
|
||||
if ((u32)vaddr >= 0x80000000 && (u32)vaddr < 0xA0000000) {
|
||||
return (u32)vaddr & 0x1FFFFFFF;
|
||||
if (IS_KSEG0(vaddr)) {
|
||||
return K0_TO_PHYS(vaddr);
|
||||
}
|
||||
|
||||
if ((u32)vaddr >= 0xA0000000 && (u32)vaddr < 0xC0000000) {
|
||||
return (u32)vaddr & 0x1FFFFFFF;
|
||||
if (IS_KSEG1(vaddr)) {
|
||||
return K1_TO_PHYS(vaddr);
|
||||
}
|
||||
|
||||
return __osProbeTLB(vaddr);
|
||||
|
|
|
@ -40,14 +40,14 @@ void EnBox_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
|||
void EnBox_Update(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnBox_Draw(Actor* thisx, GlobalContext* globalCtx);
|
||||
|
||||
void EnBox_FallOnSwitchFlag(EnBox*, GlobalContext*);
|
||||
void func_809C9700(EnBox*, GlobalContext*);
|
||||
void EnBox_AppearOnSwitchFlag(EnBox*, GlobalContext*);
|
||||
void EnBox_AppearOnRoomClear(EnBox*, GlobalContext*);
|
||||
void EnBox_AppearInit(EnBox*, GlobalContext*);
|
||||
void EnBox_AppearAnimation(EnBox*, GlobalContext*);
|
||||
void EnBox_WaitOpen(EnBox*, GlobalContext*);
|
||||
void EnBox_Open(EnBox*, GlobalContext*);
|
||||
void EnBox_FallOnSwitchFlag(EnBox* this, GlobalContext* globalCtx);
|
||||
void func_809C9700(EnBox* this, GlobalContext* globalCtx);
|
||||
void EnBox_AppearOnSwitchFlag(EnBox* this, GlobalContext* globalCtx);
|
||||
void EnBox_AppearOnRoomClear(EnBox* this, GlobalContext* globalCtx);
|
||||
void EnBox_AppearInit(EnBox* this, GlobalContext* globalCtx);
|
||||
void EnBox_AppearAnimation(EnBox* this, GlobalContext* globalCtx);
|
||||
void EnBox_WaitOpen(EnBox* this, GlobalContext* globalCtx);
|
||||
void EnBox_Open(EnBox* this, GlobalContext* globalCtx);
|
||||
|
||||
const ActorInit En_Box_InitVars = {
|
||||
ACTOR_EN_BOX,
|
||||
|
|
|
@ -27,7 +27,7 @@ void EnGoma_Stunned(EnGoma* this, GlobalContext* globalCtx);
|
|||
void EnGoma_LookAtPlayer(EnGoma* this, GlobalContext* globalCtx);
|
||||
void EnGoma_UpdateHit(EnGoma* this, GlobalContext* globalCtx);
|
||||
void EnGoma_Debris(EnGoma* this, GlobalContext* globalCtx);
|
||||
void EnGoma_SpawnHatchDebris(EnGoma* this, GlobalContext* globalCtx2);
|
||||
void EnGoma_SpawnHatchDebris(EnGoma* this, GlobalContext* globalCtx);
|
||||
void EnGoma_BossLimb(EnGoma* this, GlobalContext* globalCtx);
|
||||
|
||||
void EnGoma_SetupFlee(EnGoma* this);
|
||||
|
|
|
@ -1609,7 +1609,7 @@ void EnSkj_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
|||
Matrix_RotateZYX(-0x4000, 0, 0, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_skj.c", 2430),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSKJskullMaskDL);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSkullKidSkullMaskDL);
|
||||
Matrix_Pop();
|
||||
}
|
||||
|
||||
|
|
|
@ -105,7 +105,7 @@ void EnSkjneedle_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_skj_needle.c", 205),
|
||||
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSKJNeedleDL);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gSkullKidNeedleDL);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_skj_needle.c", 210);
|
||||
}
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
// this ends up having no effect because the texture provided does not use segment 6
|
||||
#define rType regs[11]
|
||||
|
||||
u32 EffectSsGSplash_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParams);
|
||||
u32 EffectSsGSplash_Init(GlobalContext* globalCtx, u32 index, EffectSs* this, void* initParamsx);
|
||||
void EffectSsGSplash_Draw(GlobalContext* globalCtx, u32 index, EffectSs* this);
|
||||
void EffectSsGSplash_Update(GlobalContext* globalCtx, u32 index, EffectSs* this);
|
||||
|
||||
|
|
|
@ -106,7 +106,8 @@ void Title_Draw(TitleContext* this) {
|
|||
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
|
||||
|
||||
gDPSetTileSize(POLY_OPA_DISP++, 1, this->uls, (this->ult & 0x7F) - idx * 4, 0, 0);
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, 388, y << 2, 1156, (y + 2) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
|
||||
gSPTextureRectangle(POLY_OPA_DISP++, 97 << 2, y << 2, 289 << 2, (y + 2) << 2, G_TX_RENDERTILE, 0, 0, 1 << 10,
|
||||
1 << 10);
|
||||
}
|
||||
|
||||
Environment_FillScreen(this->state.gfxCtx, 0, 0, 0, (s16)this->coverAlpha, FILL_SCREEN_XLU);
|
||||
|
|
Loading…
Reference in a new issue