mirror of
https://github.com/n64decomp/mk64
synced 2026-08-09 18:37:20 -04:00
+60
-38
@@ -80,7 +80,6 @@ typedef struct
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/* 0xDF */ u8 unk_0DF;
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} Objects; // size = 0xE0
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// This is the object list
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extern Objects gObjectList[];
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typedef struct
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@@ -165,25 +164,27 @@ typedef struct
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**/
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extern s32 D_80183DA0;
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/**
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* Lakitu?
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**/
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//! Lakitu?
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extern s32 D_80183DB8[];
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#define DELETED_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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//! 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 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 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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/**
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* These seem to be limits on different object types in Moo Moo Farm
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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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*/
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extern s32 D_8018D1C8;
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extern s32 D_8018D1D0;
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extern s32 D_8018D1D8;
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// Limit on some object type (ice chips?) in Sherbet Land
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//! Limit on some object type (ice chips?) in Sherbet Land
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extern s32 D_8018D3C0;
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extern Collision D_8018C0B0[];
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@@ -249,10 +250,9 @@ extern s16 gNumActiveThwomps;
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* Thwomps in Bower's Castle?
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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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*/
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extern s32 indexObjectList1[];
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#define NUM_SEAGULLS 10
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#define NUM_SNOWMEN 19
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#define NUM_HEDGEHOGS 15
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@@ -279,7 +279,7 @@ extern Vec3s gHedgehogPatrolPoints[];
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* Seagulls in Koopa Troopa Beach?
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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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*/
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extern s32 indexObjectList2[];
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#define NUM_BOOS 0xA
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@@ -295,12 +295,12 @@ extern s16 D_800E57F8[];
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/**
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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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*/
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extern s32 indexObjectList3[];
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/**
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* Unused list of object indices
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*/
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*/
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extern s32 indexObjectList4[];
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#define D_8018C1B0_SIZE 128
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@@ -311,13 +311,16 @@ extern s32 indexObjectList4[];
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#define NUM_SNOWFLAKES 0x32
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extern Vec3s gMoleSpawns[];
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// Exact use unknown, something related to the mole groups
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// Maybe be indicating that a given mole in a given group is active?
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/**
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* Exact use unknown, something related to the mole groups
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* Maybe be indicating that a given mole in a given group is active?
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*/
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extern s8 D_8018D198[];
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extern s8 D_8018D1A8[];
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extern s8 D_8018D1B8[];
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// Unknown object index, only set for Kalimari Desert, never read
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//! Unknown object index, only set for Kalimari Desert, never read
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extern s32 D_8018CF10;
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/**
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@@ -326,30 +329,36 @@ extern s32 D_8018CF10;
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* Snow flakes in Frappe Snowland
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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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*/
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extern s32 D_8018C1B0[];
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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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//! 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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// Used for cycling through snowflakes in func_80078790
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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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/**
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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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*/
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extern s32 D_8018C3F0[];
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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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//! 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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// 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 D_8018C3F0 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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//! Next free spot in D_8018C630?
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extern s32 D_80183E5C;
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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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//! 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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@@ -358,40 +367,53 @@ extern s16 D_80165738;
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// This should really be `extern Vec3s gTorchSpawns[];`
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//! @todo fix this extern
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extern s16 gTorchSpawns[];
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extern s16 gTorchSpawns[];
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/**
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* List of object list indices. Used both for the fires in the DK Jungle cave
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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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*/
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extern s32 D_8018C870[];
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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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//! 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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// Maximum number of leaves that can be falling?
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#define D_8018C970_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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// 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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* 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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// Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
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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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#define D_8018CC80_SIZE 0x64
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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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/**
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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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*/
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extern s32 D_8018CC80[];
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// Number of used spots in D_8018CC80?
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//! Number of used spots in D_8018CC80?
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extern s32 D_8018D1F0;
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// Next free spot in D_8018CC80?
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//! Next free spot in D_8018CC80?
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extern s32 D_8018D1F8;
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// Also next free spot in D_8018CC80?
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//! Also next free spot in D_8018CC80?
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extern s16 D_8018D17C;
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// Something related to the display of the clouds/stars?
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//! Something related to the display of the clouds/stars?
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extern s8 D_8018D230;
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// Some sort of limiter on how many of some object type can spawn
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//! Some sort of limiter on how many of some object type can spawn
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extern s32 D_8018D3C4;
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#endif
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