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https://github.com/n64decomp/mk64
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some rename in code_8006e9c0 (#512)
* some basic function renames * Renaming player hud related variables.
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+12
-10
@@ -175,10 +175,10 @@ extern s32 D_80183DB8[];
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// Appears to be a list of object list indices for the Item Window part of the HUD
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extern s32 gItemWindowObjectByPlayerId[];
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// Used for loop bounds when accessing D_80183EA0
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// Used for loop bounds when accessing indexObjectList1
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extern s16 D_80165750;
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// These seem to be limits on different object types in Moo Moo Farm
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// See func_80070780 in code_8006E9C0.c
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// See init_course_object in code_8006E9C0.c
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// Maybe max number of active moles in a given group of moles?
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extern s32 D_8018D1C8;
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extern s32 D_8018D1D0;
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@@ -189,9 +189,9 @@ extern s32 D_8018D3C0;
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extern Collision D_8018C0B0[];
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/**
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* D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in gObjectList.
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* func_80070190 initializes them in such a way that the indicies in each list are not adjacent.
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* First D_80183EA0 gets an unused index, then D_80183F28, then D_8018BFA8, then D_8018C030, and then it loops.
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* indexObjectList1, indexObjectList2, indexObjectList3, and indexObjectList4 are all lists of indices in gObjectList.
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* init_object_list_index initializes them in such a way that the indicies in each list are not adjacent.
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* First indexObjectList1 gets an unused index, then indexObjectList2, then indexObjectList3, then indexObjectList4, and then it loops.
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*
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* The objects found at the indices in each list appears to be course dependent
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**/
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@@ -250,7 +250,7 @@ extern s16 gNumActiveThwomps;
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* Penguins in Sherbet Land?
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* Flag Poles in Yoshi Valley?
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**/
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extern s32 D_80183EA0[];
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extern s32 indexObjectList1[];
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#define NUM_SEAGULLS 10
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@@ -280,7 +280,7 @@ extern Vec3s gHedgehogPatrolPoints[];
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* Hedgehogs in Yoshi Valley?
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* Spawn for big fire breath in Bowser's Castle
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**/
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extern s32 D_80183F28[];
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extern s32 indexObjectList2[];
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#define NUM_BOOS 0xA
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#define NUM_FIRE_BREATHS 4
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@@ -291,10 +291,12 @@ extern Vec3s gFireBreathsSpawns[];
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* Boos in Banshee Boardwalk
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* Spawners for the 4 small fire breaths inside Bowser's Castle
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**/
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extern s32 D_8018BFA8[];
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extern s32 indexObjectList3[];
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// Appears to go entirely unused?
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extern s32 D_8018C030[];
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/**
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* Unused list of object indices
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*/
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extern s32 indexObjectList4[];
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#define D_8018C1B0_SIZE 128
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#define NUM_MAX_MOLES 0x1F
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