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https://github.com/n64decomp/mk64
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move actors code in actors folder and rename thing related to actor (#584)
* Move actors into their folders * Renamings and documentation
This commit is contained in:
+25
-17
@@ -36,16 +36,18 @@
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* exactly what you're doing.
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*/
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enum ActorType {
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ACTOR_TREE_MARIO_RACEWAY = 0x02,
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ACTOR_UNKNOWN_0x01 = 0x01,
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ACTOR_TREE_MARIO_RACEWAY,
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ACTOR_TREE_YOSHI_VALLEY,
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ACTOR_TREE_ROYAL_RACEWAY,
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ACTOR_FALLING_ROCK,
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ACTOR_BANANA,
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ACTOR_GREEN_SHELL,
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ACTOR_RED_SHELL,
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ACTOR_YOSHI_VALLEY_EGG,
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ACTOR_YOSHI_EGG,
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ACTOR_PIRANHA_PLANT,
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ACTOR_ITEM_BOX = 0x0C,
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ACTOR_UNKNOWN_0x0B,
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ACTOR_ITEM_BOX,
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ACTOR_FAKE_ITEM_BOX,
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ACTOR_BANANA_BUNCH,
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ACTOR_TRAIN_ENGINE,
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@@ -53,18 +55,24 @@ enum ActorType {
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ACTOR_TRAIN_PASSENGER_CAR,
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ACTOR_COW,
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ACTOR_TREE_MOO_MOO_FARM,
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ACTOR_TRIPLE_GREEN_SHELL = 0x15,
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ACTOR_UNKNOWN_0x14,
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ACTOR_TRIPLE_GREEN_SHELL,
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ACTOR_TRIPLE_RED_SHELL,
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ACTOR_MARIO_SIGN,
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ACTOR_PALM_TREE = 0x19,
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ACTOR_TREE_BOWSERS_CASTLE = 0x1C,
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ACTOR_UNKNOWN_0x18,
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ACTOR_PALM_TREE,
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ACTOR_UNKNOWN_0x1A,
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ACTOR_UNKNOWN_0x1B,
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ACTOR_TREE_BOWSERS_CASTLE,
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ACTOR_TREE_FRAPPE_SNOWLAND,
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ACTOR_CACTUS1_KALAMARI_DESERT,
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ACTOR_CACTUS2_KALAMARI_DESERT,
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ACTOR_CACTUS3_KALAMARI_DESERT,
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ACTOR_BUSH_BOWSERS_CASTLE,
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ACTOR_WARIO_SIGN = 0x23,
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ACTOR_BOX_TRUCK = 0x25,
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ACTOR_UNKNOWN_0x21,
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ACTOR_WARIO_SIGN,
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ACTOR_UNKNOWN_0x23,
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ACTOR_BOX_TRUCK,
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ACTOR_PADDLE_BOAT,
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ACTOR_RAILROAD_CROSSING,
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ACTOR_SCHOOL_BUS,
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@@ -91,7 +99,7 @@ enum ShellState {
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TRIPLE_RED_SHELL, // Loses triple shell state when shot.
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DESTROYED_SHELL, // Collision with the shell.
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BLUE_SHELL_LOCK_ON, // A blue shell has found a target and is hastily approaching it.
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BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss.
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BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss.
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};
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// Actor banana->state
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@@ -101,7 +109,7 @@ enum BananaState {
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FIRST_BANANA_BUNCH_BANANA, // The first banana of the banana bunch
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BANANA_BUNCH_BANANA, // Every banana of the banana bunch except the first one.
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BANANA_ON_GROUND, // A banana sitting on the ground.
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DESTROYED_BANANA // Collision with the banana.
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DESTROYED_BANANA // Collision with the banana.
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};
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// Actor fakeItemBox->state
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@@ -183,7 +191,7 @@ struct ActorSpawnData {
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};
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};
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// Required for func_80298AC0 due to diff size.
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// Required for evaluate_collision_player_palm_trees due to diff size.
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// members unverified. data located at d_course_dks_jungle_parkway_tree_spawn
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/**
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* There are nearly 100 trees in DK Jungle Parkway. If they were put into the actor list proper
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@@ -261,17 +269,17 @@ struct PiranhaPlant {
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/* 0x30 */ Collision unk30;
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}; // size = 0x70
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// Copied from PiranhaPlant, may not be accurate.
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struct PalmTree {
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/* 0x00 */ s16 type;
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/* 0x02 */ s16 flags;
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/* 0x04 */ Vec4s visibilityStates; // A per-camera visibilty state tracker
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/* 0x04 */ s16 variant; // four different types of palm trees
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/* 0x06 */ s16 state;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 boundingBoxSize;
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/* 0x10 */ Vec3s unk10;
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/* 0x16 */ s16 unk16;
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/* 0x10 */ Vec3s rot;
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/* 0x16 */ s16 unk_16;
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/* 0x18 */ Vec3f pos;
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/* 0x24 */ Vec4s timers; // A per-camera timer. Might be more appropriate to call this state
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/* 0x2C */ f32 unk_02C;
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/* 0x24 */ Vec3f velocity;
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/* 0x30 */ Collision unk30;
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}; // size = 0x70
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@@ -325,6 +325,7 @@ typedef enum {
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* @brief sound effect of player's
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* for soundEffect
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*/
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#define HIT_SOUND_EFFECT 0x100 // hitting an object
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#define BOOST_SOUND_EFFECT 0x200 // being boosted by trigger a mushroom
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#define BOO_SOUND_EFFECT 0x800 // being a boo
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#define STAR_SOUND_EFFECT 0x2000 // being a star
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@@ -344,6 +345,7 @@ typedef enum {
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#define BOOST_EFFECT 0x2000 // being boosted by trigger a mushroom
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#define BOOST_RAMP_ASPHALT_EFFECT 0x100000 // being boosted by a boost pad
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#define HIT_BY_ITEM_EFFECT 0x2000000 // being hit by an item
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#define HIT_EFFECT 0x4000000 // hitting an object
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#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
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#define BOO_EFFECT 0x80000000 // being a boo
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