mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-06 16:04:35 +00:00
Some names and docs on dynapoly (#1287)
* Add `BG_DYNA_ACTOR_FLAG_` for `DynaCollisionContext.bgActorFlags` * Document 3/4 bgActor flags * `func_8003EE6C` -> `DynaPoly_InvalidateLookup` * `DynaPoly_ExpandSRT` -> `DynaPoly_AddBgActorToLookup` * Add `DYNAPOLYACTOR_UNK160_` for `DynaPolyActor.unk_160` * More dynapoly docs * One comment * Some `DynaPoly_` -> `DynaPolyActor_` * run formatter * . * `BG_DYNA_ACTOR_FLAG_IS_USED` -> `BG_DYNA_ACTOR_FLAG_IN_USE` * `BG_DYNA_ACTOR_FLAG_` -> `BGACTOR_` * `DYNAPOLYACTOR_INTERACT_FLAG_` -> `DYNA_INTERACT_` * `ResetInteractFlags` -> `ClearInteractFlags` * Remove Has/Is prefix on dyna interact flags getters * format * remove now useless comments * Remove `!= 0` on interact flags getter usage * ceilings collision -> ceiling collision * `ClearInteractFlags` -> `UnsetInteractFlags` (pepega) * `UnsetInteractFlags` -> `UnsetAllInteractFlags` (pepega x2) * Add back `Is` prefix (no `Has` this time) to dyna interact flags getters
This commit is contained in:
parent
397e481f9a
commit
ed0ab877c9
51 changed files with 206 additions and 190 deletions
|
@ -605,15 +605,15 @@ u16 SSNodeList_GetNextNodeIdx(SSNodeList* this);
|
|||
s32 DynaPoly_IsBgIdBgActor(s32 bgId);
|
||||
void DynaPoly_Init(PlayState* play, DynaCollisionContext* dyna);
|
||||
void DynaPoly_Alloc(PlayState* play, DynaCollisionContext* dyna);
|
||||
void func_8003EBF8(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
void func_8003EC50(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
void func_8003ECA8(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
void DynaPoly_DisableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
void DynaPoly_EnableCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
void DynaPoly_DisableCeilingCollision(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
s32 DynaPoly_SetBgActor(PlayState* play, DynaCollisionContext* dyna, Actor* actor, CollisionHeader* colHeader);
|
||||
DynaPolyActor* DynaPoly_GetActor(CollisionContext* colCtx, s32 bgId);
|
||||
void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
|
||||
void func_8003EE6C(PlayState* play, DynaCollisionContext* dyna);
|
||||
void func_8003F8EC(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
|
||||
void DynaPoly_Setup(PlayState* play, DynaCollisionContext* dyna);
|
||||
void DynaPoly_InvalidateLookup(PlayState* play, DynaCollisionContext* dyna);
|
||||
void DynaPoly_UnsetAllInteractFlags(PlayState* play, DynaCollisionContext* dyna, Actor* actor);
|
||||
void DynaPoly_UpdateContext(PlayState* play, DynaCollisionContext* dyna);
|
||||
void DynaPoly_UpdateBgActorTransforms(PlayState* play, DynaCollisionContext* dyna);
|
||||
f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast);
|
||||
s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius,
|
||||
|
@ -672,14 +672,14 @@ void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
|
|||
void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
|
||||
s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor);
|
||||
void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags);
|
||||
void func_800434A0(DynaPolyActor* dynaActor);
|
||||
void func_800434A8(DynaPolyActor* dynaActor);
|
||||
void func_800434C8(CollisionContext* colCtx, s32 floorBgId);
|
||||
void func_80043508(CollisionContext* colCtx, s32 floorBgId);
|
||||
void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
|
||||
void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
|
||||
void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
|
||||
void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
|
||||
void func_80043538(DynaPolyActor* dynaActor);
|
||||
s32 func_80043548(DynaPolyActor* dynaActor);
|
||||
s32 func_8004356C(DynaPolyActor* dynaActor);
|
||||
s32 func_80043590(DynaPolyActor* dynaActor);
|
||||
s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor);
|
||||
s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor);
|
||||
s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
|
||||
s32 func_800435B4(DynaPolyActor* dynaActor);
|
||||
s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
|
||||
void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue