* Player doc: anim wrappers
* revert name callbacks in `D_80854AA4`
* Adj -> Adjusted
* format
* Add `PLAYER_ANIM_ADJUSTED_SPEED`
* format
* Add a comment on `Player_AnimReplaceApplyFlags`
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
* Document PauseContext.state
* Very light docs surrounding pause states
* PAUSE_STATE_UNPAUSE -> PAUSE_STATE_RESUME_GAMEPLAY and comment on purpose in the enum
* PAUSE_STATE_MAIN -> PAUSE_STATE_6
* format
* Player_InitDrawPause -> Player_InitPauseDrawData
* Document z_Fishing
Document code and data RE: Fishing minigame.
* More z_fishing.c progress
Id's more values, added flag for "High score" entries
* moved and renamed Fishing flags
Flags moved outside z_fishing.c - ending sequence checks for "hat stolen" flag.
* more fishing.c Id'ing
added more id's and clarification.
* Update z_fishing.h
clarified not about fish weight.
* more z_fishing.c documenting
missed a bitfeiled in the fishing "highScores" that kept track of your number of fishing trips
* Update z64save.h
a #define got lost for the "fishing games played" increment
* z_fishing: a few formatting and naming changes based on feedback
- removed comments summing textboxes as it was deemed redundant
- tried to unify fish measurment as "length"
- clarified a few vars based on name
- formatted single-line comments to have one space.
* Update z_fishing.c
ran format.py and fixle.sh
* Update z_fishing.c
changed code around a few bools that was still matching.
* `z_en_Fishing`: changes from feedback, id'd rotate phase fields.
* Update z_fishing.c
merge fix
* `z_fishing`: More doc'ing.
* `z_fishing`: changes based on feedback
* `z_fishing`: fixed typo
* `z_fishing`: merge with master
* Update z_fishing.c
sSinkingLureLocationPos was too redundant
* Merge fix, added more comments, #defines, id's
* Update z_fishing.c
adding EN_FISH_PARAM may have led to mismatch.
* `z_fishing`: fixed compare mismatch
* Update z64save.h
fix typo
* Update z_fishing.c
a few more id's
* SyatekiNiw doc
started id'ing funcs and fields for SyatekiNiw
* `z_en_syateki_niw` doc
* `z_en_syateki_niw1: (almost) all fields/funcs doc'd
* `z_en_syateki_niw` update
changes based on feedback.
* `z_en_syateki_niw`: limb fields renamed
* Update z_en_syateki_niw.h
renamed fields as suggested.
* Update src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h
fix typo in comment.
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Update z_en_bom_bowl_man.c
add minigame enum to actor spawn param
* `z_en_syateki_niw`: updated based on feedback
renamed local vars for claritey, added more comments to struct.
* Update z_en_syateki_niw.c
renamed function and var based on feedback
---------
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Some doc/cleanup on `Effect_Ss_Fhg_Flash`
* Some doc/cleanup on `Effect_Ss_Blast`
* 11DA0 -> Billboard
* doc three lerp funcs in effectss
* Some doc/cleanup on `Effect_Ss_Bomb`
* `rTexIdx` -> `rTexIndex`
* lifespan
* `LIFESPAN` -> `EFFSSBOMB_LIFESPAN`
* --parentheses
* Add todo about "having zapd forward declare static variables"
* try rework comments on effects scale
* lightning -> "a ball of electrical arcs" ?
* Add defines for all used animflags
* Use named constants (and add two) for players `func_80832F54` flags
* note which flags are player-only
* Attempt at documenting but too FeelsUnkMan again
* forgot something
* ANIM_FLAG_PLAYER_0 -> ANIM_FLAG_0 and amend comment from "player-only" to "no effect outside player"
* 1<<n flags
* Cleanup/add bgcheck macros
* vIA -> vI
* parentheses around bit&
* achivement get: formatter contrarian
* COLPOLY_VTX_FLAGS -> COLPOLY_VTX_FLAGS_MASKED
* & before << in WATERBOX_PROPERTIES packing macro
* & before << in SURFACETYPE* packing macro and fix parentheses
* Split z64.h more
* fix speedmeter.h (expect this kind of issue resolution to pop up eventually)
* fix z64object.h
* fix z64state.h
* fix (probably only partially) z64play.h
* fix fix speedmeter.h :)
* revert making a play header (sadge), add/split transition & transition_instances
* move stuff to cutscene, interface
* Move `TransitionCircle%` enums to `z64transition_instances.h`
* z64state.h -> z64game.h with a "this is not final" comment
* forward declare GraphicsContext in z64game.h instead of including the header file for it
* don't comment on where the forward declarations are from
reasoning:
1) it's easy to go out of sync (like this comment, it was outdated anyway)
2) any IDE can easily find the struct anyway
* Mention why PrimDepth is used in PreRender_FetchFbufCoverage
* Clarify that this only affects the memory alpha blender input, not all alpha blender inputs
* Try to make the subtle difference between coverage and memory alpha more clear
* Change preferred clang version to 14 (for formatting)
* Add `--show-paths` arg to format.py for printing paths to clang-* binaries used
* Run formatter (clang-format-14)
* run formatter
* Use intptr in most remaining code files
* Fix missing uintptr_t in actor
* Use u8* casts for texture pointer arithmetic
* Use bg + 1 instead of casting in Room_DrawBackground2D
* Generate gamestate overlay table from an include/tables/ header
* GameStateIndex -> GameStateId, move to z64.h, add GameStateId enum name field to the gamestate table, adjust and improve gamestate table comment
* Shorten zeros in table definition
* Generate linker symbols, other suggested changes
* GAMESTATE_MAX -> GAMESTATE_ID_MAX like the others
* player csmode enum
* cleanup
* missed one, player2
* spell out enum name
* use CSMODE_MAX for data
* doc OnePointDemo Field
* PR Suggestions
* another suggestion
* duplicate word
* adjust comment
* cleanup comments
* oops
* some EnHoll cleanup
* some more EnHoll cleanup
* even more EnHoll cleanup
* EnHoll docs
* `enHollFillAlpha` -> `bgCoverAlpha`
* Dl -> DL
* one temp: action -> type
* Move static data out of `EnHoll_HorizontalVisibleNarrow`
* "fade" -> "bgcover"
* spread sentence over several lines
* tweak comments formatting
Co-authored-by: fig02 <fig02srl@gmail.com>
* Change BunnyEarKinematics struct and some docs
* More complete docs
* Format, quick note in the InitModes array
* remove comment and move struct down
Co-authored-by: fig02 <fig02srl@gmail.com>
* "bgs sword" -> "biggoron sword"
* Animation_ChangeImpl: last arg is `ANIMTAPER_` enum
* TransitionTileStatus -> state
* Tiny gbi.h formatting fixups
* some cleanup on floormaster
* misc float ops cleanup
* sunsSongState = SUNSSONG_INACTIVE
* continueFlag == CS_CMD_STOP
* fix few camera names inconsistency
* textual 0 padding? not on my lawn
* libultra: construct address from end of dmem rather than oob from imem
* more free1 -> 2 fixup
* rename functions
* dragorns name suggestions
* Revert "dragorns name suggestions"
This reverts commit dd4626ce5e.
* lets try that again
* reword comment
* comments
* projectile speed
* arg name
* more comments
* minVelY comment
* merge master and format
* name functions and clean up some stuff
* clean up function call args and use enum, format
* slightly change comment
* review
* make things more debug cam oriented
* rename buffer
* regs update comment
* move enum
* commit old stuff
* progress
* progress
* progress
* progress
* more progress, renaming cues next
* small changes
* enum values added for all actions
* hardcoded values removed when possible
* commands renamed
* first pass of action -> cue
* fix some matches
* some more cleanup
* scriptPtr
* forgot one
* remove cue rot union
* more changes
* some more stuff
* more stuff
* fix matching issues
* some more things
* progress, starting to rename destinations
* small changes
* name some destinations
* more names
* need to switch branch
* progress
* first pass of destination names
* usages fixed
* use destination enum
* fix csdis
* format
* command descriptions
* revert accidental zap changes
* forgot some things
* use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner)
* typo
* review1
* clarify ruby/sapphire comment
* remove endframe for commands that dont use it
* some more review
* most review, but not all
* scriptPtr -> script, and another small change
* ocarina action
* remove +1 from light settings command, change comment
* actionIndex -> cueIdTemp (i guess)
* _SetCueX -> _SetXFromCue
* format
* tweak fade out seq arg names
* use spline terminology
* more dragorn and engineer review
* misc start/end frame note
* cleanup StartPosRotFromCue vs PosRotFromCue
* cleanup spline terminology
* sPrevCamId -> sReturnToCamId
* comment on debug cs data address
* Cutscene_Init -> Cutscene_InitContext
* single point types are not a list
* remove todo comment
* some more review
* rumble struct names
* some review
* more review
* missed one
* reword pointer comment
* even more review
* match transition terminology with z_play
* change condition and format
* frame count
* command specific structs with alignment
* anon review
* remove unneeded arg from time macro
* yeet `CsCmdGeneric`
* remove unused from single point types
* typo
* compromise attempt -- name endFrame everywhere
* fixes
* fix again
* copied the wrong note
* cutscene data note
* review, format
* compat defines
* idk whats going on man
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* DoorShutter logic docs
* Comment on two more funcs
* Fix comment on DoorShutter_UnbarredCheckSwitchFlag I mmissed the `!(... == SHUTTER_FRONT_CLEAR)`
* Remove types 8,9,10 from enum as they aren't referenced by any transition actor list in all scenes
* Add `DOORSHUTTER_PARAMS` macro to pack params
* `DoorShutter_WaitPlayerShock` -> `DoorShutter_WaitPlayerSurprised`
* --comma
* moveState -> isActive
* Add mention about SlidingDoorActorBase.isActive being a timer in niche DoorShutter cases