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G_Switch, Syateki_Itm, and Syateki_Man (Shooting gallery and related actors) (#523)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * rupees and, for some reason, pots * and now an even larger man * now for the gallery * more progress * naming continues * even more docs * another match * match, fix, a new enum * Update src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c * fixes except globalctx * well one more * and now globalCtx
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67 changed files with 1464 additions and 4117 deletions
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@ -2196,7 +2196,7 @@ void func_800ED858(u8);
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// ? func_800F28B4(?);
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// ? func_800F29FC(?);
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// ? func_800F2A04(?);
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void func_800F2D6C(u8*, u16);
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void func_800F2D6C(u8*, u16 sfxId);
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// ? func_800F2E28(?);
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// ? func_800F3054(?);
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// ? func_800F3188(?);
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@ -2209,20 +2209,21 @@ void func_800F3A08(u8, u8, u8);
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// ? func_800F3ED4(?);
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void func_800F3F3C(u8);
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// ? func_800F3F84(?);
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void func_800F4010(Vec3f*, u16, f32);
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void func_800F41E0(Vec3f*, u16, u8);
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void func_800F4138(Vec3f*, u16, f32);
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void func_800F4190(Vec3f*, u16);
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void func_800F4010(Vec3f*, u16 sfxId, f32);
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void func_800F41E0(Vec3f*, u16 sfxId, u8);
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void func_800F4138(Vec3f*, u16 sfxId, f32);
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void func_800F4190(Vec3f*, u16 sfxId);
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void func_800F436C(UNK_TYPE arg0, s16 arg1, f32 arg2);
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// ? func_800F4414(?);
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void func_800F4524(Vec3f*, u16, u8);
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void func_800F4524(Vec3f*, u16 sfxId, u8);
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void func_800F46E0(Vec3f* pos, f32 arg0);
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// ? func_800F4784(?);
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void func_800F47BC(void);
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void func_800F47FC(void);
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// ? func_800F491C(?);
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// ? func_800F4A70(?);
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void func_800F4C58(Vec3f*, u16, u8);
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void func_800F4BF4(Vec3f*, u16 sfxId, s8);
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void func_800F4C58(Vec3f*, u16 sfxId, u8);
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// ? func_800F50CC(?);
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// ? func_800F510C(?);
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// ? func_800F5510(?);
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@ -947,8 +947,8 @@ typedef struct GlobalContext {
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/* 0x11E18 */ s16 unk_11E18;
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/* 0x11E1A */ s16 nextEntranceIndex;
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/* 0x11E1C */ char unk_11E1C[0x40];
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/* 0x11E5C */ s8 unk_11E5C;
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/* 0x11E5D */ s8 bombchuBowlingAmmo; // "bombchu_game_flag"
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/* 0x11E5C */ s8 shootingGalleryStatus;
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/* 0x11E5D */ s8 bombchuBowlingStatus; // "bombchu_game_flag"
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/* 0x11E5E */ u8 fadeTransition;
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/* 0x11E60 */ CollisionCheckContext colChkCtx;
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/* 0x120FC */ u16 envFlags[20];
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