Memory and Actor decomp (#201)

* Decomp more actors

* Added editor config to prevent clrf

* Memory and actor decomp

* Update code_80296A50.c

* Update code_80296A50.c
This commit is contained in:
MegaMech
2022-05-14 16:12:32 -06:00
committed by GitHub
parent bbfdb9338c
commit 418d7d95c6
13 changed files with 477 additions and 2305 deletions
+17 -1
View File
@@ -20,6 +20,7 @@
#define ACTOR_TRIPLE_GREEN_SHELL 0x15
#define ACTOR_TRIPLE_RED_SHELL 0x16
#define ACTOR_MARIO_RACEWAY_SIGN 0x17
#define ACTOR_PALM_TREE 0x19
#define ACTOR_WARIO_STADIUM_SIGN 0x23
#define ACTOR_PADDLE_WHEEL_BOAT 0x26
#define ACTOR_RAILROAD_CROSSING 0x27
@@ -75,7 +76,8 @@ struct FallingRock {
// 7230?
// func_8029CF0C
struct innerFR {
Vec4s data;
Vec3s data;
u16 unk2;
};
typedef union {
@@ -144,6 +146,20 @@ struct PiranhaPlant {
/* 0x30 */ UnkActorInner unk30;
}; // size = 0x70
// Copied from PiranhaPlant, may not be accurate.
struct PalmTree {
/* 0x00 */ s16 type;
/* 0x02 */ s16 flags;
/* 0x04 */ Vec4s visibilityStates; // A per-camera visibilty state tracker
/* 0x0C */ f32 boundingBoxSize;
/* 0x10 */ Vec3s unk10;
/* 0x16 */ s16 unk16;
/* 0x18 */ Vec3f pos;
/* 0x24 */ Vec4s timers; // A per-camera timer. Might be more appropriate to call this state
/* 0x2C */ f32 unk_02C;
/* 0x30 */ UnkActorInner unk30;
}; // size = 0x70
struct TripleShellParent {
/* 0x00 */ s16 type;
/* 0x02 */ s16 flags;