some rename in code_8006e9c0 (#512)

* some basic function renames

* Renaming player hud related variables.
This commit is contained in:
coco875
2023-12-25 14:43:47 +01:00
committed by GitHub
parent 371516f918
commit 3638f19145
32 changed files with 793 additions and 861 deletions
+12 -10
View File
@@ -175,10 +175,10 @@ extern s32 D_80183DB8[];
// Appears to be a list of object list indices for the Item Window part of the HUD
extern s32 gItemWindowObjectByPlayerId[];
// Used for loop bounds when accessing D_80183EA0
// Used for loop bounds when accessing indexObjectList1
extern s16 D_80165750;
// These seem to be limits on different object types in Moo Moo Farm
// See func_80070780 in code_8006E9C0.c
// See init_course_object in code_8006E9C0.c
// Maybe max number of active moles in a given group of moles?
extern s32 D_8018D1C8;
extern s32 D_8018D1D0;
@@ -189,9 +189,9 @@ extern s32 D_8018D3C0;
extern Collision D_8018C0B0[];
/**
* D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in gObjectList.
* func_80070190 initializes them in such a way that the indicies in each list are not adjacent.
* First D_80183EA0 gets an unused index, then D_80183F28, then D_8018BFA8, then D_8018C030, and then it loops.
* indexObjectList1, indexObjectList2, indexObjectList3, and indexObjectList4 are all lists of indices in gObjectList.
* init_object_list_index initializes them in such a way that the indicies in each list are not adjacent.
* First indexObjectList1 gets an unused index, then indexObjectList2, then indexObjectList3, then indexObjectList4, and then it loops.
*
* The objects found at the indices in each list appears to be course dependent
**/
@@ -250,7 +250,7 @@ extern s16 gNumActiveThwomps;
* Penguins in Sherbet Land?
* Flag Poles in Yoshi Valley?
**/
extern s32 D_80183EA0[];
extern s32 indexObjectList1[];
#define NUM_SEAGULLS 10
@@ -280,7 +280,7 @@ extern Vec3s gHedgehogPatrolPoints[];
* Hedgehogs in Yoshi Valley?
* Spawn for big fire breath in Bowser's Castle
**/
extern s32 D_80183F28[];
extern s32 indexObjectList2[];
#define NUM_BOOS 0xA
#define NUM_FIRE_BREATHS 4
@@ -291,10 +291,12 @@ extern Vec3s gFireBreathsSpawns[];
* Boos in Banshee Boardwalk
* Spawners for the 4 small fire breaths inside Bowser's Castle
**/
extern s32 D_8018BFA8[];
extern s32 indexObjectList3[];
// Appears to go entirely unused?
extern s32 D_8018C030[];
/**
* Unused list of object indices
*/
extern s32 indexObjectList4[];
#define D_8018C1B0_SIZE 128
#define NUM_MAX_MOLES 0x1F