mirror of
https://github.com/n64decomp/mk64
synced 2026-07-09 05:13:17 -04:00
Rename some Object related function and property (#531)
* rename some variables
This commit is contained in:
+35
-34
@@ -10,11 +10,11 @@ typedef struct
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{
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/* 0x00 */ f32 sizeScaling;
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/* 0x04 */ Vec3f pos;
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/* 0x10 */ Vec3f unk_010;
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/* 0x10 */ Vec3f origin_pos;
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/* 0x1C */ Vec3f unk_01C;
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/* 0x28 */ Vec3f unk_028;
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/* 0x34 */ f32 unk_034;
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/* 0x38 */ Vec3f unk_038;
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/* 0x38 */ Vec3f velocity;
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/* 0x44 */ f32 unk_044;
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/* 0x48 */ s32 unk_048;
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/* 0x4C */ s32 unk_04C;
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@@ -31,7 +31,7 @@ typedef struct
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**/
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/* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches
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/* 0x6C */ u8 *textureList;
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/* 0x70 */ Gfx *unk_070;
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/* 0x70 */ Gfx *model;
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/* 0x74 */ Vtx *vertex;
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/* 0x78 */ s8 unk_078[0x04];
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/* 0x7C */ Vec4s *unk_07C;
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@@ -50,9 +50,9 @@ typedef struct
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/* 0xAC */ s16 unk_0AC;
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/* 0xAE */ s16 unk_0AE;
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/* 0xB0 */ s16 unk_0B0;
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/* 0xB2 */ Vec3su unk_0B2; // rotation, I think
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/* 0xB2 */ Vec3su orientation; // rotation, I think
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/* 0xB8 */ Vec3su unk_0B8;
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/* 0xBE */ Vec3su unk_0BE;
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/* 0xBE */ Vec3su direction_angle;
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/* 0xC4 */ u16 unk_0C4;
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/* 0xC6 */ u16 unk_0C6;
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/* 0xC8 */ u16 boundingBoxSize;
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@@ -86,11 +86,11 @@ typedef struct
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{
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/* 0x00 */ f32 sizeScaling;
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/* 0x04 */ Vec3f pos;
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/* 0x10 */ Vec3f unk_010;
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/* 0x10 */ Vec3f origin_pos;
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/* 0x1C */ Vec3f unk_01C;
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/* 0x28 */ Vec3f unk_028;
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/* 0x34 */ f32 unk_034;
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/* 0x38 */ Vec3f unk_038;
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/* 0x38 */ Vec3f velocity;
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/* 0x44 */ f32 unk_044;
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/* 0x48 */ s32 unk_048;
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/* 0x4C */ s32 unk_04C;
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@@ -107,7 +107,7 @@ typedef struct
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**/
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/* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches
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/* 0x6C */ u8 *textureList;
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/* 0x70 */ Gfx *unk_070;
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/* 0x70 */ Gfx *model;
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/* 0x74 */ Vtx *vertex;
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/* 0x78 */ s8 unk_078[0x04];
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/* 0x7C */ Vec4s *unk_07C;
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@@ -126,9 +126,9 @@ typedef struct
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/* 0xAC */ s16 unk_0AC;
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/* 0xAE */ s16 unk_0AE;
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/* 0xB0 */ s16 unk_0B0;
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/* 0xB2 */ Vec3su unk_0B2; // rotation, I think
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/* 0xB2 */ Vec3su orientation; // rotation, I think
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/* 0xB8 */ Vec3su unk_0B8;
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/* 0xBE */ Vec3su unk_0BE;
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/* 0xBE */ Vec3su direction_angle;
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/* 0xC4 */ u16 unk_0C4;
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/* 0xC6 */ u16 unk_0C6;
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/* 0xC8 */ u16 unk_0C8;
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@@ -165,9 +165,10 @@ typedef struct
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extern s32 D_80183DA0;
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//! Lakitu?
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extern s32 D_80183DB8[];
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extern s32 gIndexLakituList[];
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#define DELETED_OBJECT_ID -1
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#define NULL_OBJECT_ID -1
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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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@@ -303,7 +304,7 @@ extern s32 indexObjectList3[];
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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 gObjectParticle1_SIZE 128
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#define NUM_MAX_MOLES 0x1F
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#define NUM_GROUP1_MOLES 8
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#define NUM_GROUP2_MOLES 11
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@@ -330,38 +331,38 @@ extern s32 D_8018CF10;
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* Segments of the fire breath from the statues in Bowser's Castle
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* Potentially other things
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*/
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extern s32 D_8018C1B0[];
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extern s32 gObjectParticle1[];
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//! Next free spot in D_8018C1B0? Wraps back around to 0 if it gets bigger than D_8018C1B0_SIZE
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extern s32 D_80183E38;
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//! Next free spot in gObjectParticle1? Wraps back around to 0 if it gets bigger than gObjectParticle1_SIZE
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extern s32 gNextFreeObjectParticle1;
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//! Used for cycling through snowflakes in func_80078790
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extern s16 D_8018D174;
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#define D_8018C3F0_SIZE 128
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#define gObjectParticle2_SIZE 128
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/**
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* List of object list indices used for:
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* Bats in Banshee's Boardwalk (but only 1 player mode?)
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*/
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extern s32 D_8018C3F0[];
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extern s32 gObjectParticle2[];
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//! Next free spot in D_8018C3F0? Wraps back around to 0 if it gets bigger than D_8018C3F0_SIZE
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extern s32 D_80183E4C;
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//! Next free spot in gObjectParticle2? Wraps back around to 0 if it gets bigger than gObjectParticle2_SIZE
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extern s32 gNextFreeObjectParticle2;
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//! Controls number of come object type placed into D_8018C3F0 on Frappe Snowland. So, maybe snowmen/snowflakes?
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//! Controls number of come object type placed into gObjectParticle2 on Frappe Snowland. So, maybe snowmen/snowflakes?
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extern s32 D_8018D3BC;
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#define D_8018C630_SIZE 128
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extern s32 D_8018C630[];
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//! Next free spot in D_8018C630?
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extern s32 D_80183E5C;
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#define gObjectParticle3_SIZE 128
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extern s32 gObjectParticle3[];
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//! Next free spot in gObjectParticle3?
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extern s32 gNextFreeObjectParticle3;
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extern s16 D_80165730;
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//! Tracking a count of some object type, don't know what object type yet
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extern s16 D_80165738;
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#define D_8018C870_SIZE 0x40
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#define gObjectParticle4_SIZE 0x40
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#define NUM_TORCHES 8
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@@ -374,30 +375,30 @@ extern s16 gTorchSpawns[];
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* and, seemingly for the trail that shells leave behind them.
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* I think they're using the same texture, which would explain the dual use
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*/
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extern s32 D_8018C870[];
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extern s32 gObjectParticle4[];
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//! Next free spot in D_8018C870? Wraps back around to 0 if it gets bigger than D_8018C870_SIZE
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extern s32 D_80183E6C;
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//! Next free spot in gObjectParticle4? Wraps back around to 0 if it gets bigger than gObjectParticle4_SIZE
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extern s32 gNextFreeObjectParticle4;
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// Maximum number of leaves that can be falling?
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#define D_8018C970_SIZE 0x40
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#define gLeafParticle_SIZE 0x40
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// Number of leaves to spawn each bonk?
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#define D_8018C970_SPAWN_SIZE 0x14
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#define gLeafParticle_SPAWN_SIZE 0x14
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/**
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* Seemingly a list of object list indices used for the leaves that sometimes fall
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* trees when you bonk into them
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*/
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extern s32 D_8018C970[];
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extern s32 gLeafParticle[];
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//! Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
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extern s32 D_80183E7C;
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//! Next free spot in gLeafParticle? Wraps back around to 0 if it gets bigger than gLeafParticle_SIZE
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extern s32 gNextFreeLeafParticle;
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#define D_8018CC80_SIZE 0x64
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/**
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* List of object list indices used by the clouds and stars in some stages
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* Also used for snowflakes like D_8018C1B0? Not sure what's up with that
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* Also used for snowflakes like gObjectParticle1? Not sure what's up with that
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*/
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extern s32 D_8018CC80[];
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