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Add names to all typedef'd structs, unions, and enums (#2028)
* Add names to all typedef'd structs, unions, and enums * wtf vs code * Use a better regex
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426 changed files with 1417 additions and 1417 deletions
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@ -15,7 +15,7 @@ typedef void (*EnIkDrawFunc)(struct EnIk*, PlayState*);
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#define ARMOR_BROKEN (1 << 0)
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typedef enum {
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typedef enum EnIkCsAction {
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/* 0x00 */ IK_CS_ACTION_0,
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/* 0x01 */ IK_CS_ACTION_1,
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/* 0x02 */ IK_CS_ACTION_2,
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@ -24,13 +24,13 @@ typedef enum {
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/* 0x05 */ IK_CS_ACTION_5
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} EnIkCsAction;
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typedef enum {
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typedef enum EnIkCsDrawMode {
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/* 0x00 */ IK_CS_DRAW_NOTHING,
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/* 0x01 */ IK_CS_DRAW_INTRO,
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/* 0x02 */ IK_CS_DRAW_DEFEAT
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} EnIkCsDrawMode;
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typedef enum {
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typedef enum EnIkDamageEffect {
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/* 0x0 */ EN_IK_DMGEFF_NONE,
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/* 0x6 */ EN_IK_DMGEFF_ELEMENTAL_MAGIC = 0x6,
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/* 0xD */ EN_IK_DMGEFF_SPARKS_NO_DMG = 0xD,
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@ -12,14 +12,14 @@ typedef void (*EnIkActionFunc)(struct EnIk*, PlayState*);
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#define IK_GET_ARMOR_TYPE(thisx) ((thisx)->params & 0xFF)
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#define IK_GET_SWITCH_FLAG(thisx) (((thisx)->params >> 8) & 0xFF)
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typedef enum {
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typedef enum EnIkType {
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/* 0 */ IK_TYPE_NABOORU,
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/* 1 */ IK_TYPE_SILVER,
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/* 2 */ IK_TYPE_BLACK,
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/* 3 */ IK_TYPE_WHITE
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} EnIkType;
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typedef enum {
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typedef enum IronKnuckleLimb {
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/* 0x00 */ IRON_KNUCKLE_LIMB_NONE,
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/* 0x01 */ IRON_KNUCKLE_LIMB_ROOT,
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/* 0x02 */ IRON_KNUCKLE_LIMB_LOWER_BODY,
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@ -55,7 +55,7 @@ typedef enum {
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// This skeleton is only used in the defeat cutscene that reveals Nabooru under the armor.
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// The only difference between this skeleton and the main one is that the head and helmet armor limbs are swapped.
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typedef enum {
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typedef enum IronKnuckleDefeatLimb {
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/* 0x00 */ IRON_KNUCKLE_DEFEAT_LIMB_NONE,
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/* 0x01 */ IRON_KNUCKLE_DEFEAT_LIMB_ROOT,
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/* 0x02 */ IRON_KNUCKLE_DEFEAT_LIMB_LOWER_BODY,
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