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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:
Dragorn421 2022-02-20 14:22:29 +01:00 committed by GitHub
parent c3533052ca
commit a9526a3354
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GPG key ID: 4AEE18F83AFDEB23
22 changed files with 128 additions and 130 deletions

View file

@ -47,7 +47,7 @@
<Texture Name="gEnHeishiKingGuardTex_200" Format="ci8" Width="8" Height="8" Offset="0x0200" TlutOffset="0x0000"/><!--Mouth?-->
<Texture Name="gEnHeishiKingGuardTex_240" Format="ci8" Width="8" Height="8" Offset="0x0240" TlutOffset="0x0000"/><!--Eyes?-->
<Texture Name="gEnHeishiKingGuardArmorTex" OutName="king_guard_armor" Format="ci8" Width="8" Height="8" Offset="0x0280" TlutOffset="0x0000"/>
<Texture Name="gEnHeishiKingGuardSholderGuardTex" OutName="king_guard_sholder_guard" Format="ci8" Width="8" Height="16" Offset="0x02C0" TlutOffset="0x0000"/>
<Texture Name="gEnHeishiKingGuardShoulderGuardTex" OutName="king_guard_shoulder_guard" Format="ci8" Width="8" Height="16" Offset="0x02C0" TlutOffset="0x0000"/>
<Texture Name="gEnHeishiKingGuardChestArmorTex" OutName="king_guard_chest_armor" Format="ci8" Width="32" Height="64" Offset="0x0340" TlutOffset="0x0000"/>
<Texture Name="gEnHeishiKingGuardTex_B40" Format="ci8" Width="16" Height="16" Offset="0x0B40" TlutOffset="0x0000"/> <!--Leg Armor?-->
<Texture Name="gEnHeishiKingGuardHandTex" OutName="king_guard_hand" Format="ci8" Width="8" Height="8" Offset="0x0C40" TlutOffset="0x0000"/>

View file

@ -1,7 +1,7 @@
<Root>
<File Name="object_skj" Segment="6">
<DList Name="gSKJNeedleDL" Offset="0x0EB0"/>
<DList Name="gSKJskullMaskDL" Offset="0x14C8"/>
<DList Name="gSkullKidNeedleDL" Offset="0x0EB0"/>
<DList Name="gSkullKidSkullMaskDL" Offset="0x14C8"/>
<Limb Name="gSkullKidUnkLimb_5E20" LimbType="Standard" Offset="0x5E20"/>
<Limb Name="gSkullKidUnkLimb_5E2C" LimbType="Standard" Offset="0x5E2C"/>
@ -16,12 +16,11 @@
<Limb Name="gSkullKidNeckLimb" LimbType="Standard" Offset="0x5E98"/>
<Limb Name="gSkullKidHeadAndFaceLimb" LimbType="Standard" Offset="0x5EA4"/>
<Limb Name="gSkullKidUpperHatLimb" LimbType="Standard" Offset="0x5EB0"/>
<Limb Name="gSkullKidLeftSholderLimb" LimbType="Standard" Offset="0x5EBC"/>
<Limb Name="gSkullKidLeftShoulderLimb" LimbType="Standard" Offset="0x5EBC"/>
<Limb Name="gSkullKidLeftArmLimb" LimbType="Standard" Offset="0x5EC8"/>
<Limb Name="gSkullKidLeftHandAndFluteLimb" LimbType="Standard" Offset="0x5ED4"/>
<Limb Name="gSkullKidRightSholderLimb" LimbType="Standard" Offset="0x5EE0"/>
<Limb Name="gSkullKidRightShoulderLimb" LimbType="Standard" Offset="0x5EE0"/>
<Limb Name="gSkullKidRightArmLimb" LimbType="Standard" Offset="0x5EEC"/>
<!--<Limb Name="gSkullKidRightHandLimb" LimbType="Standard" Offset="0x5EF8"/> ZAPD doesnt extract this limb correctly for some reason-->
<Skeleton Name="gSkullKidSkel" Type="Flex" LimbType="Standard" Offset="0x5F40"/>
<!--Limb DLists-->
@ -31,16 +30,15 @@
<DList Name="gSkullKidRightUpperLegDL" Offset="0x3770"/>
<DList Name="gSkullKidRightLowerLegDL" Offset="0x3868"/>
<DList Name="gSkullKidRightFootDL" Offset="0x4630"/>
<DList Name="gSkullKidChestandClothesDL" Offset="0x4008"/>
<DList Name="gSkullKidChestAndClothesDL" Offset="0x4008"/>
<DList Name="gSkullKidNeckDL" Offset="0x40E8"/>
<DList Name="gSKullKidHeadAndFaceDL" Offset="0x44C8"/>
<DList Name="gSkullKidUpperHatDL" Offset="0x5130"/>
<DList Name="gSkullKidLeftSholderDL" Offset="0x4FB8"/>
<DList Name="gSkullKidLeftShoulderDL" Offset="0x4FB8"/>
<DList Name="gSkullKidLeftArmDL" Offset="0x4CF8"/>
<DList Name="gSkullKidLeftHandAndFluteDL" Offset="0x4B28"/>
<DList Name="gSkullKidRightSholderDL" Offset="0x49B0"/>
<DList Name="gSkullKidRightShoulderDL" Offset="0x49B0"/>
<DList Name="gSkullKidRightArmDL" Offset="0x4810"/>
<!--<DList Name="gSkullKidRightHand" Offset="0x5E38"/>-->
<Animation Name="gSkullKidBackflipAnim" Offset="0x051C"/>
<Animation Name="gSkullKidShootNeedleAnim" Offset="0x07A4"/>
@ -48,7 +46,7 @@
<Animation Name="gSkullKidDieAnim" Offset="0x6A98"/>
<Animation Name="gSkullKidHitAnim" Offset="0x6D84"/>
<Animation Name="gSkullKidLandAnim" Offset="0x7128"/>
<Animation Name="gSkullKidLookLeftAndRightAnim" Offset="0x8174"/> <!--Unused-->
<Animation Name="gSkullKidLookLeftAndRightAnim" Offset="0x8174"/>
<Animation Name="gSkullKidFightingStanceAnim" Offset="0x8374"/>
<Animation Name="gSkullKidWaitAnim" Offset="0x8B9C"/>
<Animation Name="gSkullKidWalkToPlayerAnim" Offset="0x8E14"/>

View file

@ -24,7 +24,7 @@
<!-- D_80A8D618. Draws the carpet's shadow texture. -->
<DList Name="sShadowMaterialDL" Offset="0x3E78"/>
<!-- D_80A8D688. Draws vertexs in segment 0x0C. -->
<!-- D_80A8D688. Draws vertices in segment 0x0C. -->
<DList Name="sModelDL" Offset="0x3EE8"/>
<!-- D_80A8DAB8. Carpet vertices. Same vertex type as sCarpetOddVtx. Used when gameplayFrames is even. -->

View file

@ -135,10 +135,8 @@ void __osTimerInterrupt(void);
void __osSetTimerIntr(OSTime time);
OSTime __osInsertTimer(OSTimer* timer);
u32 osGetCount(void);
void __osSetGlobalIntMask(OSHWIntr mask);
void __osSetCompare(u32);
void* bcopy(void* __src, void* __dest, u32 __n);
void __osResetGlobalIntMask(OSHWIntr mask);
s32 __osDisableInt(void);
void __osRestoreInt(s32);
void __osViInit(void);
@ -315,7 +313,7 @@ void EffectSsEnIce_SpawnFlyingVec3f(GlobalContext* globalCtx, Actor* actor, Vec3
s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
void EffectSsEnIce_SpawnFlyingVec3s(GlobalContext* globalCtx, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
void EffectSsEnIce_Spawn(GlobalContext* arg0, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
void EffectSsEnIce_Spawn(GlobalContext* globalCtx, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
void EffectSsFireTail_Spawn(GlobalContext* globalCtx, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
@ -379,7 +377,7 @@ void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCt
s32 width, s32 height, s32 delay);
s32 TitleCard_Clear(GlobalContext* globalCtx, TitleCardContext* titleCtx);
void Actor_Kill(Actor* actor);
void Actor_SetFocus(Actor* actor, f32 offset);
void Actor_SetFocus(Actor* actor, f32 yOffset);
void Actor_SetScale(Actor* actor, f32 scale);
void Actor_SetObjectDependency(GlobalContext* globalCtx, Actor* actor);
void func_8002D7EC(Actor* actor);
@ -410,15 +408,15 @@ void Actor_MountHorse(GlobalContext* globalCtx, Player* player, Actor* horse);
s32 func_8002DEEC(Player* player);
void func_8002DF18(GlobalContext* globalCtx, Player* player);
s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode);
s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 arg2);
s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 csMode);
void func_8002DF90(DynaPolyActor* dynaActor);
void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2);
s32 Player_IsFacingActor(Actor* actor, s16 angle, GlobalContext* globalCtx);
s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 angle);
s32 Actor_IsFacingPlayer(Actor* actor, s16 angle);
s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 angle);
s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 angle);
s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 angle);
s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, GlobalContext* globalCtx);
s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle);
s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle);
s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle);
s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle);
s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngle);
void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius,
f32 ceilingCheckHeight, s32 flags);
Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
@ -428,10 +426,10 @@ void func_8002ED80(Actor* actor, GlobalContext* globalCtx, s32 flag);
PosRot* Actor_GetFocus(PosRot* arg0, Actor* actor);
PosRot* Actor_GetWorld(PosRot* arg0, Actor* actor);
PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor);
s32 func_8002F0C8(Actor* actor, Player* player, s32 arg2);
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag);
u32 Actor_ProcessTalkRequest(Actor* actor, GlobalContext* globalCtx);
s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 arg4);
s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 arg3);
s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 exchangeItemId);
s32 func_8002F298(Actor* actor, GlobalContext* globalCtx, f32 arg2, u32 exchangeItemId);
s32 func_8002F2CC(Actor* actor, GlobalContext* globalCtx, f32 arg2);
s32 func_8002F2F4(Actor* actor, GlobalContext* globalCtx);
u32 Actor_TextboxIsClosing(Actor* actor, GlobalContext* globalCtx);
@ -445,7 +443,7 @@ u32 Actor_HasNoParent(Actor* actor, GlobalContext* globalCtx);
void func_8002F5C4(Actor* actorA, Actor* actorB, GlobalContext* globalCtx);
void func_8002F5F0(Actor* actor, GlobalContext* globalCtx);
s32 Actor_IsMounted(GlobalContext* globalCtx, Actor* horse);
u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 arg2);
u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 mountSide);
s32 Actor_NotMounted(GlobalContext* globalCtx, Actor* horse);
void func_8002F698(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6);
void func_8002F6D4(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
@ -464,7 +462,7 @@ s32 func_8002F9EC(GlobalContext* globalCtx, Actor* actor, CollisionPoly* poly, s
void Actor_DisableLens(GlobalContext* globalCtx);
void func_800304DC(GlobalContext* globalCtx, ActorContext* actorCtx, ActorEntry* actorEntry);
void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx);
s32 func_800314D4(GlobalContext* globalCtx, Actor* actorB, Vec3f* arg2, f32 arg3);
s32 func_800314D4(GlobalContext* globalCtx, Actor* actor, Vec3f* arg2, f32 arg3);
void func_800315AC(GlobalContext* globalCtx, ActorContext* actorCtx);
void func_80031A28(GlobalContext* globalCtx, ActorContext* actorCtx);
void func_80031B14(GlobalContext* globalCtx, ActorContext* actorCtx);
@ -492,7 +490,7 @@ 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);
void Actor_SetTextWithPrefix(GlobalContext* globalCtx, Actor* actor, s16 baseTextId);
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);
@ -503,7 +501,7 @@ void func_80033E1C(GlobalContext* globalCtx, s16 arg1, s16 arg2, s16 arg3);
void func_80033E88(Actor* actor, GlobalContext* globalCtx, s16 arg2, s16 arg3);
f32 Rand_ZeroFloat(f32 f);
f32 Rand_CenteredFloat(f32 f);
void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 arg1, s32 arg2);
void Actor_DrawDoorLock(GlobalContext* globalCtx, s32 frame, s32 type);
void func_8003424C(GlobalContext* globalCtx, Vec3f* arg1);
void Actor_SetColorFilter(Actor* actor, s16 colorFlag, s16 colorIntensityMax, s16 xluFlag, s16 duration);
Hilite* func_800342EC(Vec3f* object, GlobalContext* globalCtx);
@ -528,8 +526,8 @@ void func_8003555C(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f*
void func_800355B8(GlobalContext* globalCtx, Vec3f* pos);
u8 func_800355E4(GlobalContext* globalCtx, Collider* collider);
u8 Actor_ApplyDamage(Actor* actor);
void Actor_SetDropFlag(Actor* actor, ColliderInfo* colBody, s32 freezeFlag);
void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* colBody, s32 freezeFlag);
void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo, s32 freezeFlag);
void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag);
void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3);
Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused,
GlobalContext* globalCtx, s16 params, s32 arg8);
@ -544,25 +542,23 @@ s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
void ActorOverlayTable_LogPrint(void);
void ActorOverlayTable_Init(void);
void ActorOverlayTable_Cleanup(void);
// ? func_80038600(?);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*);
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void func_80038A28(CollisionPoly* poly, f32 tx, f32 ty, f32 tz, MtxF* dest);
f32 CollisionPoly_GetPointDistanceFromPlane(CollisionPoly* poly, Vec3f* point);
void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionContext* colCtx, Vec3f* dest);
s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos,
f32 checkHeight, CollisionPoly** outPoly);
s32 BgCheck_CheckLineAgainstSSList(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2,
Vec3f* posA, Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq,
f32 chkDist, s32 bccFlags);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* arg2);
s32 BgCheck_CheckLineAgainstSSList(SSList* ssList, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA,
Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist,
s32 bccFlags);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* colHeader);
s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly,
Vec3f* pos);
f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor,
Vec3f* arg4);
f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor5(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId,
Actor* actor, Vec3f* pos);
f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos,
@ -584,10 +580,10 @@ s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f*
s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius,
CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight);
s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* arg1, Vec3f* arg2, f32 arg3, CollisionPoly** outPoly,
s32* outBgId, Actor* actor);
s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight,
CollisionPoly** outPoly, s32* outBgId, Actor* actor);
s32 BgCheck_CheckLineImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB,
Vec3f* posResult, CollisionPoly** outPoly, s32* bgId, Actor* actor, f32 chkDist,
Vec3f* posResult, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 chkDist,
u32 bccFlags);
s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult,
CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId);
@ -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);

View file

@ -9,6 +9,6 @@
#define false 0
#define true 1
#endif /* __cplusplus */
#endif
#endif /* STDBOOL */
#endif

View file

@ -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);

View file

@ -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;
}
}

View file

@ -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);

View file

@ -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;
}

View file

@ -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;

View file

@ -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) {

View file

@ -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;
}

View file

@ -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

View file

@ -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;
}
}

View file

@ -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);
}

View file

@ -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);

View file

@ -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,

View file

@ -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);

View file

@ -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();
}

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@ -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);
}

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@ -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);

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@ -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);