* pushing up to save changes
* syncing up some more docs
* finishing what I can
* PR feedback
* fixing typo
* Addressing comments
* master merge
* naming object
* ummm committing this for now before catching up
* other review + my review
* more review
* review2
Co-authored-by: fig02 <fig02srl@gmail.com>
* Doc pass on EnDoor and transition actors
* (re)Name things
* Forgot to change gameplay_keep.xml
* "actor transition index" -> "transition actor index"
* Run formatter
* Better names for `DOOR_DL_` enum
* `TRANSITION_ACTOR_INDEX` -> `GET_TRANSITION_ACTOR_INDEX`
* name endoor params macros with get/is, _mask to _flag for the doubledoor flag
* Move last ; from `DOOR_ACTOR_BASE` expansion to usage
* Port a ton of stuff from MM
* Damage effect enum
* Enum for type
* Enum for action
* Limb enum
* Match MM styling as much as possible
* Divide object into sections
* Document values in EnRdDamageEffect
* Respond to Dragorn's review
* Apply Dragorn's suggestion for the union
* Respond to Dragorn's second review
* Move all actions away from -ing
* Fix typos
* Respond to Fig and Roman's reviews
* Fix build error, whoops
* Bring back // fallthrough
* Cleanup around `Item_DropCollectible`
* Cleanup around `Math3D_Vec3fDistSq`, `Math3D_Dist2DSq`
* Material/Model naming for one dlist pair
* Minor comments fixup
* Explicit `!= NULL` check
* Signed decimal for an array of coordinates
* Fixup comments some more
* Name in-actor effect functions / improve naming consistency
"particle" -> "effect"
Fixup: consistent effect functions names, missed a bunch
* Use `materialFlag` as int for the "is material already set" "boolean"
Fixup `materialFlag` (actually a boolean one), and `objectFlag`
More actually boolean `materialFlag`s
* Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now)
`BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT`
`EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT`
Place `_EFFECTS_COUNT` defines before effect struct definition
* Name `countLimit` the "max new effect index" argument
* Rename all effect buffers to `effects`/`sEffects`
* Fixup some array/pointer usage
* `EnNiw` also has this pseudo-effects system
* `EnSyatekiNiw` also has this pseudo-effects system
* `EnFz` also has this pseudo-effects system
* `_EFFECTS_COUNT` -> `_EFFECT_COUNT`
* `effects` -> `effect` where used as iterator (hopefully covers everything)
* Run formatter
* Introduce and use more enums and defines for equips and data involved in player drawing
* `EQUIP_TYPE_`, `EQUIP_INV_`, `EQUIP_VALUE_`
* Improve doc on ItemEquips/Inventory's `equipment` field
* Run formatter
* Add `PLAYER_MODELGROUPENTRY_*` for second index of `gPlayerModelTypes`
* Name `PLAYER_MODELGROUPENTRY_*` from existing documentation
* Partial doc on `PLAYER_MODELTYPE_*`
* Some doc on `PLAYER_MODELGROUP_*`
* Run formatter
* Name and some doc/cleanup on the various player draw functions
* Name symbols used for player position in pause menu
* Name player override/post limb draw callbacks
* `BOOTS_NORMAL` -> `BOOTS_KOKIRI`
* `EQUIP_INV_SWORD_GIANTKNIFE` -> `EQUIP_INV_SWORD_BROKENGIANTKNIFE`
* `currentSword` -> `currentSwordItem` to avoid confusion with `PlayerSword` enum
* Make one constant more explicit
* Document severe bug (not an issue by luck)
* Some doc on `PLAYER_MODELTYPE_RH_FF`
* Actually name most of `PlayerModelType`
* Actually name most of `PlayerModelGroup` and improve comments
* Make equipment in debug save data use equip enums
* Name symbol for computing player's `bodyPartsPos` and fix struct access
* Name right/left `HandType` symbols
* Add `PlayerBodyPart` enum
* Run formatter
* Introduce defines for pause player render dimensions and cleanup viewport usage in pause drawing
* Document `playerSegment` related usage
* Run formatter
* Revert player bodypart changes
* Revert equips doc changes
* Revert player model and anim data changes
* Revert drawing-unrelated changes
* Move `sTunicColors` tunic comments to after data
* Fixup `Math3D_LineClosestToPoint`
* `gDodongosCavernBossLavaFloorTex` is 32x64
* Name empty-dlist-making functions `_EmptyDList`
* Fix typos
* transitionRate -> morphFrames
* Compare `xyzDistToPlayerSq` to squared values
* Fix hookshot target/post collision header names being swapped
* Fix description of `z_bg_mizu_movebg.c`
* Add scene command comment to `func_80098508` to match other scene command handlers
* Some fixup in `Camera_Demo5`
* `1` -> `ALLOCTYPE_ABSOLUTE` in comment on `ActorContext.absoluteSpace`
* remove fake match
* merge master
* animations
* dog limbs
* textures
* KZ limbs and DL
* a few KZ textures and make a file for link_boy
* the rest of KZ
* Far Limb DLs
* near DLs and limbs
* small fix to child
* boots and some sword and more child clean ups
* a bunch of DLs
* fix boy
* fix link child for real this time
* adult should be good now
* progress
* all undefined symbols done
* progress
* done (for now)
* restore makefile
* child -> adult
* child -> adult
* dog fixes
* KZ fixes
* more player fixes
* remove unneeded enum in dog
* rename hookshot stuff
* Update z_player_lib.c
* revert model group stuff
* move comment
* fix mirror shield upper
* remove useless 2
* OOT -> Oot
* gauntlet plate 2 fix
* fix
Co-authored-by: Louis <louist103@pop-os.localdomain>
* Document `func_80033480` more
* More doc in `BgDdanKd`
* WIP Document BgDodoago
The dodongo skull light-eyes-with-bomb puzzle
Some TODOs, jank/legacy code which I'm unsure if it achieves something significant
* Finish documenting BgDodoago
* `BgDodoago_WaitExplosives_` -> `BgDodoago_WaitExplosives`
* Run formatter
* `dlistBuffer` -> `displayListHead`
* data migrated and OK
* some functions ported
* everything ported and updated
* merge message
* plenty of functions matched
* remove unwanted file
* 5 more, progress on update
* update matched
* fix proto
* fix
* func_808E06FC
* asm
* 2 left
* 1 more
* last function inital decomp
* Dbg MQ OK
* docs progress
* revert limb stuff
* some more docs
* docs progress
* more docs
* done with docs for now i think
* revert unwanted change
* some symbols
* anime2
* format
* small changes
* some more changes
* merge master and fix matrices
* reviews 1 and 2
* remove continue
* review 3 and 4
* un-name bodyPartsPos for now
* Consistent order for attributes of `Texture` nodes in asset xmls
* Consistent order for attributes of `Blob` nodes in asset xmls
* Use `LimbType` instead of `Type` in `Limb` nodes in asset xmls
* Remove space before closing `/>` in asset xmls tags