Rename some Object related function and property (#531)

* rename some variables
This commit is contained in:
coco875
2024-01-17 23:10:26 +01:00
committed by GitHub
parent 7fd1bd2edf
commit 6716570e2a
16 changed files with 1162 additions and 1157 deletions
+35 -34
View File
@@ -10,11 +10,11 @@ typedef struct
{
/* 0x00 */ f32 sizeScaling;
/* 0x04 */ Vec3f pos;
/* 0x10 */ Vec3f unk_010;
/* 0x10 */ Vec3f origin_pos;
/* 0x1C */ Vec3f unk_01C;
/* 0x28 */ Vec3f unk_028;
/* 0x34 */ f32 unk_034;
/* 0x38 */ Vec3f unk_038;
/* 0x38 */ Vec3f velocity;
/* 0x44 */ f32 unk_044;
/* 0x48 */ s32 unk_048;
/* 0x4C */ s32 unk_04C;
@@ -31,7 +31,7 @@ typedef struct
**/
/* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches
/* 0x6C */ u8 *textureList;
/* 0x70 */ Gfx *unk_070;
/* 0x70 */ Gfx *model;
/* 0x74 */ Vtx *vertex;
/* 0x78 */ s8 unk_078[0x04];
/* 0x7C */ Vec4s *unk_07C;
@@ -50,9 +50,9 @@ typedef struct
/* 0xAC */ s16 unk_0AC;
/* 0xAE */ s16 unk_0AE;
/* 0xB0 */ s16 unk_0B0;
/* 0xB2 */ Vec3su unk_0B2; // rotation, I think
/* 0xB2 */ Vec3su orientation; // rotation, I think
/* 0xB8 */ Vec3su unk_0B8;
/* 0xBE */ Vec3su unk_0BE;
/* 0xBE */ Vec3su direction_angle;
/* 0xC4 */ u16 unk_0C4;
/* 0xC6 */ u16 unk_0C6;
/* 0xC8 */ u16 boundingBoxSize;
@@ -86,11 +86,11 @@ typedef struct
{
/* 0x00 */ f32 sizeScaling;
/* 0x04 */ Vec3f pos;
/* 0x10 */ Vec3f unk_010;
/* 0x10 */ Vec3f origin_pos;
/* 0x1C */ Vec3f unk_01C;
/* 0x28 */ Vec3f unk_028;
/* 0x34 */ f32 unk_034;
/* 0x38 */ Vec3f unk_038;
/* 0x38 */ Vec3f velocity;
/* 0x44 */ f32 unk_044;
/* 0x48 */ s32 unk_048;
/* 0x4C */ s32 unk_04C;
@@ -107,7 +107,7 @@ typedef struct
**/
/* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches
/* 0x6C */ u8 *textureList;
/* 0x70 */ Gfx *unk_070;
/* 0x70 */ Gfx *model;
/* 0x74 */ Vtx *vertex;
/* 0x78 */ s8 unk_078[0x04];
/* 0x7C */ Vec4s *unk_07C;
@@ -126,9 +126,9 @@ typedef struct
/* 0xAC */ s16 unk_0AC;
/* 0xAE */ s16 unk_0AE;
/* 0xB0 */ s16 unk_0B0;
/* 0xB2 */ Vec3su unk_0B2; // rotation, I think
/* 0xB2 */ Vec3su orientation; // rotation, I think
/* 0xB8 */ Vec3su unk_0B8;
/* 0xBE */ Vec3su unk_0BE;
/* 0xBE */ Vec3su direction_angle;
/* 0xC4 */ u16 unk_0C4;
/* 0xC6 */ u16 unk_0C6;
/* 0xC8 */ u16 unk_0C8;
@@ -165,9 +165,10 @@ typedef struct
extern s32 D_80183DA0;
//! Lakitu?
extern s32 D_80183DB8[];
extern s32 gIndexLakituList[];
#define DELETED_OBJECT_ID -1
#define NULL_OBJECT_ID -1
//! Appears to be a list of object list indices for the Item Window part of the HUD
extern s32 gItemWindowObjectByPlayerId[];
@@ -303,7 +304,7 @@ extern s32 indexObjectList3[];
*/
extern s32 indexObjectList4[];
#define D_8018C1B0_SIZE 128
#define gObjectParticle1_SIZE 128
#define NUM_MAX_MOLES 0x1F
#define NUM_GROUP1_MOLES 8
#define NUM_GROUP2_MOLES 11
@@ -330,38 +331,38 @@ extern s32 D_8018CF10;
* Segments of the fire breath from the statues in Bowser's Castle
* Potentially other things
*/
extern s32 D_8018C1B0[];
extern s32 gObjectParticle1[];
//! Next free spot in D_8018C1B0? Wraps back around to 0 if it gets bigger than D_8018C1B0_SIZE
extern s32 D_80183E38;
//! Next free spot in gObjectParticle1? Wraps back around to 0 if it gets bigger than gObjectParticle1_SIZE
extern s32 gNextFreeObjectParticle1;
//! Used for cycling through snowflakes in func_80078790
extern s16 D_8018D174;
#define D_8018C3F0_SIZE 128
#define gObjectParticle2_SIZE 128
/**
* List of object list indices used for:
* Bats in Banshee's Boardwalk (but only 1 player mode?)
*/
extern s32 D_8018C3F0[];
extern s32 gObjectParticle2[];
//! Next free spot in D_8018C3F0? Wraps back around to 0 if it gets bigger than D_8018C3F0_SIZE
extern s32 D_80183E4C;
//! Next free spot in gObjectParticle2? Wraps back around to 0 if it gets bigger than gObjectParticle2_SIZE
extern s32 gNextFreeObjectParticle2;
//! Controls number of come object type placed into D_8018C3F0 on Frappe Snowland. So, maybe snowmen/snowflakes?
//! Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?
extern s32 D_8018D3BC;
#define D_8018C630_SIZE 128
extern s32 D_8018C630[];
//! Next free spot in D_8018C630?
extern s32 D_80183E5C;
#define gObjectParticle3_SIZE 128
extern s32 gObjectParticle3[];
//! Next free spot in gObjectParticle3?
extern s32 gNextFreeObjectParticle3;
extern s16 D_80165730;
//! Tracking a count of some object type, don't know what object type yet
extern s16 D_80165738;
#define D_8018C870_SIZE 0x40
#define gObjectParticle4_SIZE 0x40
#define NUM_TORCHES 8
@@ -374,30 +375,30 @@ extern s16 gTorchSpawns[];
* and, seemingly for the trail that shells leave behind them.
* I think they're using the same texture, which would explain the dual use
*/
extern s32 D_8018C870[];
extern s32 gObjectParticle4[];
//! Next free spot in D_8018C870? Wraps back around to 0 if it gets bigger than D_8018C870_SIZE
extern s32 D_80183E6C;
//! Next free spot in gObjectParticle4? Wraps back around to 0 if it gets bigger than gObjectParticle4_SIZE
extern s32 gNextFreeObjectParticle4;
// Maximum number of leaves that can be falling?
#define D_8018C970_SIZE 0x40
#define gLeafParticle_SIZE 0x40
// Number of leaves to spawn each bonk?
#define D_8018C970_SPAWN_SIZE 0x14
#define gLeafParticle_SPAWN_SIZE 0x14
/**
* Seemingly a list of object list indices used for the leaves that sometimes fall
* trees when you bonk into them
*/
extern s32 D_8018C970[];
extern s32 gLeafParticle[];
//! Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
extern s32 D_80183E7C;
//! Next free spot in gLeafParticle? Wraps back around to 0 if it gets bigger than gLeafParticle_SIZE
extern s32 gNextFreeLeafParticle;
#define D_8018CC80_SIZE 0x64
/**
* List of object list indices used by the clouds and stars in some stages
* Also used for snowflakes like D_8018C1B0? Not sure what's up with that
* Also used for snowflakes like gObjectParticle1? Not sure what's up with that
*/
extern s32 D_8018CC80[];