* document culling
* format
* depth -> distance
* format
* var name
* new graph link
* rephrase actor flags
* tharo's comments + some more tweaks
* is this causing the problem?
* change wording
* cant scope the temp
* format
* dragorn review
* bad merge
* player -> camera in descriptions
* more its
* cadmic review
* goddamn it why do i have that habit
* projected
* Fix some more GCC warnings, mark some bugs based on GCC warnings
* Weird formatting
* Suggested changes
* More weird indentation I guess
* UNREACHABLE() macro, add missing NORETURNs to fault_n64.c
* AVOID_UB for PAL path in z_file_nameset.c
* Remove comments about return types
* Remove temp no longer needed
* Cleanup `z_collision_check.c` and structs
* Revert `other*` names to master, split to other pr
* WIP/experimental: `ColliderCylinderElement`
* Revert "WIP/experimental: `ColliderCylinderElement`"
This reverts commit cfc8c32ace.
* ac/atHitInfo -> HitElem
* rename some collider elements to "elem" (instead of item, info, hurtbox...)
* cut down on more "hitbox" usage
* name all `ColliderElement*` temps properly
* rearrange colcheck structs
* add collider shape name descriptions
* reword collider shape descriptions
* jntsph first again
---------
Co-authored-by: fig02 <fig02srl@gmail.com>
* Remove `(ActorFunc)` casts in initvars, use `/**/` trick for format
Achieved by using the following regex:
(ActorInit.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*)(\n\s+)(?:\(ActorFunc\))?(.*\n\};)
replaced with
$1$2/**/ $3$4/**/ $5$6/**/ $7$8/**/ $9$10/**/ $11$12/**/ $13$14/**/ $15$16/**/ $17$18/**/ $19
plus a change from /**/ to #if 0 #endif in docs/
* Manual fixes
* 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" ?
* 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
* Replace tabs in exceptasm.s source
* Replace tabs with \t in strings
* Fix grammar in various comments
* Fix "initalize" typos in code
* (fix typo) `__osMallocIsInitalized` -> `__osMallocIsInitialized`
* Some Link -> Player
* Use `EXCH_ITEM_` more
* "bgm music" -> "background music"
* Fix typos in `place_title_cards.xml`
* `SkelAnime_Update` returns a boolean
* Run formatter
* Use `DMG_` defines for `dmgFlags` when single bits are used
* Pass on several (in code, no colliders)
* Conditional cleanup
* Remove wip comment, just use the flags 4head
* 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
* 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
* 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`
* 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`
* 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
* 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>
* Ydan_SP
* func_8002D7EC
* Gameplay_ChangeCameraStatus
* Graph_InitTHGA
* CollisioCheck_LineOC
* Fix more in camera and jpeg
* revert comment in player
* Data imported, 8 easy functions matched
* Init only remaining nonmatching, data in
* some renaming & fiddling with Init, still nonmatching
* fix colours
* Init still not matching
* Decompile object_tp
* renames
* Rename func_80B20DE0
* Horrible new idea
* Known equivalent, docs next
* Another attempt
* Finished naming in object_tp
* Named functions, more enums
* DrawBridge -> Drawbridge
* skulltulla -> Skulltula
* Name almost all struct variables
* Named most of the temps
* delete asm
* spec
* Missed data file, whoops
* Review
* More review changes
* matches
* more matches
* progress?
* it's time
* so close
* organize declarations
* docs
* more fixes
* more fixes
* fix stage 1
* more fixes
* first try
* demo ids in decimal
* final cleanup
* one more thing
* fixes
* more cleanup
* onepointcs
* OnePointCutscene
Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>