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https://github.com/n64decomp/mk64
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Document effects and define magic values (#733)
* Document projection matrix function Document function for computing a projection matrix. Used for camera and graphics. * Fix loop index bug Fix straightforward loop index bug introduced in last commit * Style guide updates Changes to match style recommendations * Update function variables to camelCase * Use dOxygen tags * Use block comment * Document math functions * Give all functions in src\racing\math_util.c descriptive names * Improve documentation for math_util Improves a number of functions by giving descriptive argument names and comments * Additional merge * Fix style issues update variables / parameters to use camelCase instead of snakeCase * doxygen and other documentation * Add doxygen documentation * Rename mat -> mtx for consistency among matrices * Theta -> Angle for angles * Give some arguments more descriptive names * Partial documentation for calculate_orientation_matrix Documentation for when cosAxisY is 1 and observations that things break when if it does not equal 1. * Rename functions Renamed multiple functions for accuracy or clarity * doxygen whitespace alignment Improve readability of doxygen info by aligning text * Make format check Formatting updates suggested by make format * Make skyboxes static * Change function name angle_from_coords -> get_angle_between_coords * Math values renamed Functions: render_distance_squared -> distance_if_visible mtxf_rotation_zxy_translate -> mtxf_rotate_zxy_translate Arguments: vecTrans -> translate * Document many effects Define effects for * Braking * Drifting * Spinning out (driving and bananas) * Mini turbos * Losing at GP * Tumbling on terrain * CPU rubberbanding And substitute some pre-existing defined effect names in place of bit flags * Replace effect magic numbers with defined values * Separate effect bit-flags into components * Document more effects * Rename some effects * Replace effect bit_flags with defined values * Formatting fixes --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@@ -3152,7 +3152,7 @@ void func_80079860(s32 playerId) {
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player = &gPlayerOne[playerId];
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if ((func_80072354(objectIndex, 1) != 0) &&
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(((func_802ABDF4(player->collision.meshIndexZX) != 0) && (player->collision.surfaceDistance[2] <= 3.0f)) ||
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(player->unk_0CA & 1) || ((player->surfaceType == OUT_OF_BOUNDS) && !(player->effects & 8)))) {
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(player->unk_0CA & 1) || ((player->surfaceType == OUT_OF_BOUNDS) && !(player->effects & MIDAIR_EFFECT)))) {
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func_80090778(player);
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func_800797AC(playerId);
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}
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@@ -3476,7 +3476,7 @@ void update_object_lakitu_reverse(s32 objectIndex, s32 playerId) {
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}
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switch (gObjectList[objectIndex].unk_0D6) { /* switch 1; irregular */
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case 1: /* switch 1 */
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if ((gObjectList[objectIndex].state >= 3) && (!(sp2C->effects & 0x400000))) {
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if ((gObjectList[objectIndex].state >= 3) && (!(sp2C->effects & REVERSE_EFFECT))) {
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func_80086F10(objectIndex, 6, &D_800E69F4);
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gObjectList[objectIndex].unk_0D6 = 2;
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gObjectList[objectIndex].unk_04C = 0x00000050;
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@@ -3536,7 +3536,7 @@ void func_8007A88C(s32 playerId) {
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objectIndex = gIndexLakituList[playerId];
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player = &gPlayerOne[playerId];
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if ((gObjectList[objectIndex].state == 0) && (player->effects & 0x400000)) {
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if ((gObjectList[objectIndex].state == 0) && (player->effects & REVERSE_EFFECT)) {
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func_800790E4(playerId);
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}
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}
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@@ -5983,10 +5983,10 @@ void func_80080B28(s32 objectIndex, s32 playerId) {
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if (is_obj_flag_status_active(objectIndex, 0x00000200) != 0) {
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if (!(temp_s0->soundEffects & 0x100)) {
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temp_f0 = func_80088F54(objectIndex, temp_s0);
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if ((temp_f0 <= 9.0) && !(temp_s0->effects & 0x04000000) &&
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if ((temp_f0 <= 9.0) && !(temp_s0->effects & SQUISH_EFFECT) &&
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(has_collided_horizontally_with_player(objectIndex, temp_s0) != 0)) {
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if ((temp_s0->type & PLAYER_EXISTS) && !(temp_s0->type & 0x100)) {
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if (!(temp_s0->effects & 0x200)) {
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if (!(temp_s0->effects & STAR_EFFECT)) {
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func_80089474(objectIndex, playerId, 1.4f, 1.1f, SOUND_ARG_LOAD(0x19, 0x00, 0xA0, 0x4C));
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} else if (func_80072354(objectIndex, 0x00000040) != 0) {
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if (temp_s0->type & 0x1000) {
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@@ -6386,7 +6386,7 @@ void func_80081D34(s32 objectIndex) {
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player = gPlayerOne;
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var_s4 = camera1;
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for (playerIndex = 0; playerIndex < D_8018D158; playerIndex++, player++, var_s4++) {
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if ((is_obj_flag_status_active(objectIndex, 0x00000200) != 0) && !(player->effects & 0x80000000) &&
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if ((is_obj_flag_status_active(objectIndex, 0x00000200) != 0) && !(player->effects & BOO_EFFECT) &&
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(has_collided_with_player(objectIndex, player) != 0)) {
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if ((player->type & PLAYER_EXISTS) && !(player->type & 0x100)) {
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var_s5 = 1;
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@@ -6394,7 +6394,7 @@ void func_80081D34(s32 objectIndex) {
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if (is_obj_flag_status_active(objectIndex, 0x04000000) != 0) {
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func_80072180();
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}
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if (player->effects & 0x200) {
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if (player->effects & STAR_EFFECT) {
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func_800C9060(playerIndex, 0x1900A046U);
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} else {
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player->soundEffects |= 2;
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