* Doc (partially) player model and anim data
* `Player_OverrideLimbDrawPause` -> `func_80091880`
* Enum comments: use hex
* Change `D_80853914` to 1D array, change accesses to use new macro `PLAYER_ANIM_BY_GROUP_AND_TYPE`
* `PLAYER_ANIM_BY_GROUP_AND_TYPE` -> `GET_PLAYER_ANIM`
* Run formatter
* Touch up angle macros (parentheses and hex constants)
* Add `BINANG_TO_RAD_ALT`
* Swap `BINANG_TO_RAD` and `BINANG_TO_RAD_ALT`
* Run formatter
* Use `s32` as type instead of `StackStatus` enum type
* `bossLimbDl` -> `bossLimbDL`
* Fixup comment refering to `Actor.velocity` by struct offset
* Fixup `feetFloorFlags` doc and -> `feetFloorFlag`
* Fixup `xyzDistToPlayerSq` comment
* Make `SkelAnime.mode` comment refer to `AnimationMode` (<- `AnimationModes`)
* Use enum names to refer to anim modes and break long lines in z64animation.h
* `EnDha_OverridePostDraw` -> `EnDha_PostLimbDraw`
* ichains cleanup
* Scene command ids usage cleanup
* Properly name unkXXX members as unk_XXX
* change `gSceneCmdHandlers` length in variables.h too
* Revert Unknown flags to unk0 & unk1
* Remove "current scene" mention from `Flags_*Unknown` as they aren't saved or loaded so not scene-specific
* `Struct_8011FAF0`: unk_00, unk_04
* Run formatter
* Do not break long lines in headers
* Revert "Fixup `feetFloorFlags` doc and -> `feetFloorFlag`"
This reverts commit c45b3611e7.
* 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
* typo
* rename 800636C0 to gameinfo_init
* fix incorrect casing in cup button
* some constants
* add item00_none enum value
* rename 80009460 to gdmaverbose
* fix typos
* Revert "some constants"
This reverts commit 27a07204d7.
* rename gdmaverbose to gdmamgrverbose
* Revert "rename 800636C0 to gameinfo_init"
This reverts commit c74e255929.
* Revert "fix incorrect casing in cup button"
This reverts commit ac313b3965.
* a couple of typos
* minor changes based on clang-format
* Move `PlayerSwordAnimation` from `z_en_torch2.c` to `z64player.h`
* `PlayerSwordAnimation` -> `PlayerMeleeWeaponAnimation`
* Add `PWMA_` prefix to `PlayerMeleeWeaponAnimation` values
* Use `PlayerMeleeWeaponAnimation` enum more
* Add `PWMA_MAX`
* Update comments in z_en_kanban.c
* Some cleanup around conditionals with `meleeWeaponAnimation`
* Comment `PWMA_` index value in `D_80854190`
* `PMWA_` -> `PLAYER_MWA_`
* Minor fixup
* Missed one spot
* Run formatter
* Document/fix `Player#bodyPartsPos` usage
* `distFromLinksHead` -> `distFromPlayerHat`
* Comment on `bodyPartsPos[-1]`
* Run formatter
* Use `PLAYER_BODYPART_MAX` more
* Use hex for `PlayerBodyPart` enum comments
* Tool-assisted flags for `Actor_UpdateBgCheckInfo`
* Manual flags separation
* Run formatter
* Light doc on the flags
* `UPDBGCHECKINFOFLAG_` -> `UPDBGCHECKINFO_FLAG_` (what an improvement!)
* Run formatter
* Run formatter
* 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`
* First pass, tool assisted bgCheckFlags
* Few manual bgCheckFlags
* Run formatter
* Remove fake bgCheckFlags 10-15
* Move existing documentation to the defines
* Comment on `bgCheckFlags` and rephrase some doc
* Name obvious flags, and some cleanup
* Comment on flag 9 being wall-interaction-related (thanks engineer and fig)
* Run formatter
* `BGCHECKFLAG_7` -> `BGCHECKFLAG_GROUND_STRICT`
* Touch up water-related bgcheckflags doc
* `BGCHECKFLAG_9` -> `BGCHECKFLAG_PLAYER_WALL_INTERACT`
* Force dword alignment on OSPifRam
* force_structure_alignment on each Font buffer
* Add ALIGNED8 macro to gSaveContext to ensure alignment
* create alignment.h header and use ALIGN8 in PLAYER_LIMB_BUF_COUNT
* add comment in common_data
* Roman's suggestion
* player_limb_buf_count
Co-authored-by: fig02 <fig02srl@gmail.com>
* Properly align program stacks
* Enforce size being a multiple of 8 bytes
* Correct alignment calculation
* Use an ALIGN8 macro in the stack declaration macro
* Implement scene table with a single define
* Format z_scene_table.c
* Apply review suggestions
* Reorder arguments in DEFINE_SCENE
* Use ROM_INFO for the scene table
* Change "Debug only" to "Debug-only"
* Apply more review suggestions
* Use NULL for 'none' rom addresses
* Remove scene declarations from segment_symbols.h
* merge master
* A little bit
* start docs on lens
* Delete Jenkinsfile
* Make sense of the numbers in `Actor_DrawLensOfTruthMask` f3dzex commands
* More comments on `Actor_DrawLens` f3dzex usage
* remove padding
* renames
* Simplify gfx comments
* Add some line breaks
* Remove undef
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Louis <louist103@pop-os.localdomain>
* script-assisted player state flags
* Run formatter
* manually convert state flags in `D_80116068`
* `PLAYER_STATE_FLAG_` -> `PLAYER_STATE`
* Run formatter
* Cleanup parameters passed to `Actor_SpawnFloorDustRing`
* `10` -> `ARROW_NUT` for spawning EnArrow
* Missing empty line after declaration
* Introduce `ACTORCAT_MAX`
* Minor cleanup
* Run formatter
* `sgiDrawIds` -> `giDrawIds`
* `sDmaMgrDataExistError` -> `sDmaMgrIsRomCompressed` bool
* Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`
* Run formatter
* Revert "Add Makefile dependencies to rebuild some files when editing actor, object and effect tables in `include/tables/`"
This reverts commit c6b9a92139.
* river_sound docs
* Small touch-up
* PR Suggestions
* Improve comments on river line calculations
* More PR Feedback
* after analyzing the filter data for MM, lowPassFilter is reverse to what I thought it was
* some docs
* rename a bunch of callbacks
* more cleanup
* format
* last cleanup
* some updates
* more docs
* done i think
* name flag and format
* name unused variable
* comments
* revert unwanted change
* z64skin.h
* format
* Address review
* Rename PostLimbDraw callbacks to PostDraw and some PR addressing
* add true/false for setTranslation
* ahhhh
* remove "you"
Co-authored-by: fig02 <fig02srl@gmail.com>
* `0` -> `CHEST_ANIM_SHORT` in `GET_ITEM` z_player macro
* fix typos in z_en_skj
Co-authored-by: Yanis42 <yalink88@gmail.com>
* `unkSkjStruct` -> `EnSkjUnkStruct`
* Use `EFFECT_SS_` enum in all `EffectSs_Spawn` calls
* Decimal for all `EffectSs_Spawn` priorities
* Use `OBJECT_INVALID` more
* `Object_IsLoaded` returns a boolean
* Add `@bug` in `DmaMgr_SendRequestImpl` about passing partially uninitialized struct
* Fix typo `forc_structure_alignment` -> "force"
* Move `CMD_F` to `z64cutscene_commands.h` since it is specifically for cutscene data
* Use `ALIGN16` macro more
* Use `ALIGN256` macro more
* Add `@bug` on two messed up 8-bytes-aligns
* Set `gSaveContext.nightFlag` to 0/1 instead of false/true
* Use `IS_DAY` macro more
* Run formatter
Co-authored-by: Yanis42 <yalink88@gmail.com>
* Name generic anim info structs and cleanup usage
* Make `EnDaiku` use generic struct
* Add `/* decimalid */` comments to all added enums
* small fixes
* Two more generic animinfo structs
* Cleanup usage of newly generic structs
* Cleanup x2 usage of newly generic structs
* `transitionRate` -> `morphFrames`
* Properly name generic anim structs (attempt to at least)
* `anim` -> `animation`
* fixes
* run formatter
* Use consistent prototypes for each actor's ChangeAnim helper
* run formatter
* minor cleanup
* Run formatter
* `Animation_ChangeInfo` -> `Animation_ChangeByInfo`
* Import code_800F7260.bss.s
* Import code_800F9280.data.s
* format
* cleanup externs
* Move bss to next file
* Move struct_8016E320 (BgmRequests) back to file
* Move data to init_params, remove data pad (can't remove bss pad), ReverbSettings
* remove extra spacing
* Remove data/bss comments
* Add Data enum and fill ARRAY_COUNT
* Clean-Up
* Document camera settings
* Document scenes further
* Minor edit
* Cleanup
* More cleanup
* Oof, that was tedious
* Align function look-up tables
* Remove comments
* format
* Cleanup
* formatter gone wrong, hid comments from me
* format
* Dragorn PR Review 1
* Change approach to camera data using macros
* Clean up function and data map
* Cleanup Comments
* Document `func_800D1694` as `Matrix_TranslateRotateYXZ`
* Document `func_800D1FD4` as `Matrix_ReplaceRotation`
* Cleanup `Matrix_RotateAxis`
* Document `func_800A7EC0` as `SkinMatrix_SetRotateAxis`
* Document `func_800D2A34` and `func_800D2A98` as `Matrix_SetTranslateScaleMtx`(`F`)
* Document mostly unused functions at the end of `sys_matrix.c`
* Add in-use renamed functions to `namefixer.py`
* Add `Matrix_SetTranslateScaleMtx2` to `namefixer.py`
* Run formatter
* Fix namefixer.py mistake from #952
* Format clang-11.1
* Fix `Matrix_TranslateRotateYXZ` wrongly documented, it actually is `Matrix_SetTranslateRotateYXZ`
* VS Code is stellar at refactoring (no)
* Run formatter
* Come on VS Code
* Improve `Matrix_ReplaceRotation` docs
* Fix typo
* Fix namefixer.py
* Document nature ambience io data
* Document nature ambience functions
* Function headers
* Doc storing main bgm for nature/miniboss bgm
* Give temporary names to functions
* small cleanup
* add docs to clarify
* Break up nature ambience channel io data for easier reading
* Add info to where each nature ambience Id is used
* Name environmental sequence functions
* Use channel macros globally
* Add nature enum, revert env name
* Revert tough-to-name functions, use nature channel enum instead
* Fill in remaining enums from sequence 1
* PR Suggestions
* Improve macros
* remove clang-format off
* MINI_GAME_2 -> TIMED_MINI_GAME
* Revert to generic name
* Fix Spacing
* 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`
* Add ACTOR_FLAG_ defines
* Add ACTOR_FLAGS_ALL macro and use ACTOR_FLAG_* constants everywhere
* Remove unused ACTOR_FLAG_* constants
* actor flags in bigokuta & ko
* actor flags in obj_mure
* actor flags in stalfos, twinrova & ganon2
* actor flags in morpha & barinade
* name some previously missed actor flags
* found some comments using hex for actor flags
* Actor flags in ovl_En_Ganon_Mant
* Actor flags in EnWf
* Flags in en_zf
* Actor flags in BossGanon (FeelsOKMan)
* Remove `ACTOR_FLAG_NONE`
* Wrap expansion of `FLAGS` in parentheses
* `ACTOR_FLAGS_ALL` -> `CHECK_FLAG_ALL`
* Move `CHECK_FLAG_ALL` to `macros.h`
* Run formatter