* Pass boolean for `freezeFlag` to `Actor_SetDropFlag`
* Use `else if`s in `func_80835F44`
* Cleanup `transitionCtx` usage of instance data
* `TransitionContext.setEnvColor` -> `TransitionContext.setUnkColor`
* Fixup one comment
* linebreaks (#1)
* Run formatter
Co-authored-by: fig02 <fig02srl@gmail.com>
* transition type enum
* mode enum, start documenting some types
* some more
* use enums for entrance table
* entrance table filled out
* sceneLoadFlag -> transitionTrigger
* sandstorm state/mode/type
* done i think
* fixes
* clean up circle weirdness
* circle use enum + fix texture names
* fix
* how did that even happen lol
* jesus
* review2
* some more review
* most review, still some more to do
* new transition trigger names
* some of review
* next type default
* Fix all headers to comply with C standard
* fix a file in libultra
* Update include/stdbool.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* Update stdbool.h
* Update z64animation.h
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
* cleanup libultra
* fixes
- use quotes instead of <> for includes
- add macros for zelda specific thread priorities
- fix Makefile
- properly format the remaining pfs structs
* fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL
* remove ULTRA_ABS
* fix includes
* update z_player.c/z_lib.c + run format.sh
* merge upstream/master
* fix include in En_Goroiwa
* fix includes
* Match some and improve nonmatchings
* Remove pads in TransitionFade_Update, no effect towards matching
* Remove pragma comments, ran formatter
* Remove unused asm
* Decompile fbdemo (transition) files
* run format.sh
* reformat vtx array, fill in a couple unk
* match TransitionTriforce_IsDone
* add VTX macro, add DW_ wrapping around triangle macros
* use new VTX macro, name graphic assets
* Naming updates
* pr updates
* naming updates
* remove symbols for COLOR_BUFFER, D_08000000, and D_09000000