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Update Room Documentation (#2015)

* Update Room Documentation

* Write more complete documentation, implement suggestions.

* Function name changes; minor comment tweaks

* nit

* Resolve Dragorn fixes

* Resolve Fig suggestions, fix comment wording

* fix bss, fig suggestion

* bss
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mzxrules 2024-09-05 08:08:21 -04:00 committed by GitHub
parent dbb059c6a7
commit acb5c7f20c
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GPG key ID: B5690EEEBB952194
27 changed files with 243 additions and 195 deletions

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@ -1044,12 +1044,12 @@ void func_80095974(GraphicsContext* gfxCtx);
void func_80095AA0(PlayState* play, Room* room, Input* input, s32 arg3);
void Room_DrawBackground2D(Gfx** gfxP, void* tex, void* tlut, u16 width, u16 height, u8 fmt, u8 siz, u16 tlutMode,
u16 tlutCount, f32 offsetX, f32 offsetY);
void func_80096FD4(PlayState* play, Room* room);
u32 func_80096FE8(PlayState* play, RoomContext* roomCtx);
s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum);
s32 func_800973FC(PlayState* play, RoomContext* roomCtx);
void Room_Init(PlayState* play, Room* room);
u32 Room_SetupFirstRoom(PlayState* play, RoomContext* roomCtx);
s32 Room_RequestNewRoom(PlayState* play, RoomContext* roomCtx, s32 roomNum);
s32 Room_ProcessRoomRequest(PlayState* play, RoomContext* roomCtx);
void Room_Draw(PlayState* play, Room* room, u32 flags);
void func_80097534(PlayState* play, RoomContext* roomCtx);
void Room_FinishRoomChange(PlayState* play, RoomContext* roomCtx);
void Sample_Destroy(GameState* thisx);
void Sample_Init(GameState* thisx);
void Inventory_ChangeEquipment(s16 equipment, u16 value);
@ -1061,7 +1061,7 @@ s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId);
s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot);
void func_800981B8(ObjectContext* objectCtx);
s32 Scene_ExecuteCommands(PlayState* play, SceneCmd* sceneCmd);
void TransitionActor_InitContext(GameState* state, TransitionActorContext* transiActorCtx);
void Scene_ResetTransitionActorList(GameState* state, TransitionActorList* transitionActors);
void Scene_SetTransitionForNextEntrance(PlayState* play);
void Scene_Draw(PlayState* play);