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BossHakugin (Goht) OK and documented, EnHakurock documented, other assorted documentation (#1599)
* Fix struct * 20/79 OK * BossHakugin_Draw OK * func_80B0D69C OK * func_80B0D2B8 OK * func_80B0D750 OK * Shadow function docs * Fix some non-matchings * Apparently this matches now? It didn't before * OverrideLimbDraw OK * BossHakugin_PostLimbDraw * Animation Cleanup: En_G* (#1395) * wip * more cleanup * more cleanup * one more thing * one more default case * missed brackets * PR Review * add more matches and fill stuct * 3 more Draw functions * func_80B0E5A4 * Finshed the Draw functions * Small cleanup * Most of the death-handling code done * more matching * functions * Goht collab (#9) * Animation Cleanup: En_G* (#1395) * wip * more cleanup * more cleanup * one more thing * one more default case * missed brackets * PR Review * z_message_nes (1 NON_MATCHING) (#1394) * Bring over progress * Some docs * scratch urls + format * Fixes * Match Message_DrawTextNES * String macros * color structs * Document object_mk (#1389) * Updated object_mk animation, limb, and skeleton names * Updated object_mk texture and DList names * Added comment to object_mk.xml * Remove "ing" from Anim names Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Update z_en_mk.c to not use "ing" in names * Running formatter --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Player Docs: Initial framework for "Action Change Lists" (#1397) * copy fig docs * adjust wording * another fix * fix bool * PR Suggestion * Animation Cleanup: En_H* (#1399) * begin H * more cleanup * Animation Cleanup: En_I* (#1400) * cleanup I * oops * Start Player Item Docs (#1396) * Copy Fig Docs * small cleanup * ItemChangeType comment * bool * item change comments * PR Review * rm comments * Animation Cleanup: En_K* (#1402) * cleanup k * one more name * Animation Cleanup: En_J* (#1401) * cleanup J * small fix * functions --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: Zach North <zrnorth@gmail.com> Co-authored-by: petrie911 <pmontag@Monday.localdomain> * hotfix * all functions decomped * all functions decomped * Now with more data * small fix * another small fix * ok last small fix I swear * cleanup * func_80B0A8C4 OK * func_80B0D9CC OK * Use generated reloc for Goht + remove Goht's undefined_syms * Bodyparts + other clean up * cleanup * oops * fix merge * begin docs * fix merge * cutscene docs * effects docs * small docs * Document colliders * Odds and ends in the struct * Name some functions * Name two functions * Some action functions and other odds and ends * Name the lightning segments and electric ball functions correctly * Names and other cleanup * Start on hakurock + more cleanup * Name all hakurock functions * Name hakurock effects + create a GET_TYPE macro for it * Finish documenting Hakurock * Name one more function in BossHakugin * Name a few more things * Name a lot of struct vars * Wall-related stuff * Fix some fake matches * Name a couple more struct vars * Document some more of the struct * Name the limb flag stuff * Name the last unnamed struct vars * Name the horn colliders correctly * Some initial work on documenting data * Some function documentation * A couple of cleanups * Finish documenting BossHakugin_UpdateBaseRot * Name BossHakugin_SetLightningSegmentColliderVertices * Document BossHakugin_AddLightningSegments * Document BossHakugin_RunUpdateCommon and related functions * Document BossHakugin_AddMalfunctionEffects * Document BossHakugin_StepVectorToTarget * Rename to BossHakugin_StepVector * Finish documenting BossHakugin_AddMalfunctionEffects for now, might come back later though * Document BossHakugin_UpdateSubCam * Document BossHakugin_Thaw * Document BossHakugin_ChargeUpAttack * Some scattered docs * Finish documenting the top "library" functions * Document intro cutscene functions * Document running and charging * Document downed * Document throwing * Document remaining non-death action functions * Document most of the death cutscene * Get started on documenting crushing rocks * Separate out the crushing rocks into their own struct * Document the ExplosionLimbHideInfo * Finish documenting BossHakugin_DeathCutsceneCrushedByRocks * Almost done with rocks I think * Port over Odolwa shadow documentation * Finish documenting draw functions * Finish documenting BossHakugin_Update * Name variables in BossHakugin_UpdateElectricBalls * Document BossHakugin_CheckForBodyColliderHit * Finish documenting BossHakugin_UpdateDamage * I've convinced myself these names are fine * Almost finish documenting every update function * Remove TODOs from the header * Finish documenting the C file * Delete duplicate define * Finish variables.txt for Goht * Undo change that desync'd z_eff_ss_fhg_flash.h from other effect headers * Missed a THIS * Some low-hanging review responses * Add comment explaining something in BossHakugin_ShouldWait * Match BossHakugin_SpawnLargeStalactiteWalls using a for-loop * Create GOHT_ELECTRIC_BALL_COUNT_MAX constant * vector -> norm and targetVector -> targetNorm * Add TODO comments for dynamic shadow functions --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: Parker B <20159000+jpburnett@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@Monday.localdomain> Co-authored-by: petrie911 <69443847+petrie911@users.noreply.github.com> Co-authored-by: Zach North <zrnorth@gmail.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
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@@ -7218,15 +7218,15 @@ void Interface_Init(PlayState* play) {
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(play->sceneId != SCENE_LAST_GORON) && (play->sceneId != SCENE_LAST_ZORA) &&
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(play->sceneId != SCENE_LAST_LINK)) {
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CLEAR_EVENTINF(EVENTINF_53); // Goht intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_54); // Odolwa intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_55); // Twinmold intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_56); // Gyorg intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_57); // Igos du Ikana intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_60); // Wart intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_61); // Majoras intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_62); //
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CLEAR_EVENTINF(EVENTINF_63); // Gomess intro cutscene watched
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_GOHT);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_ODOLWA);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_TWINMOLD);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_GYORG);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_IGOS_DU_IKANA);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_WART);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_MAJORA);
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CLEAR_EVENTINF(EVENTINF_ENTR_CS_WATCHED_GOHT);
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CLEAR_EVENTINF(EVENTINF_INTRO_CS_WATCHED_GOMESS);
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}
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sFinalHoursClockDigitsRed = sFinalHoursClockFrameEnvRed = sFinalHoursClockFrameEnvGreen =
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+4
-4
@@ -967,7 +967,7 @@ void SubS_FillShadowTex(s32 startCol, s32 startRow, u8* tex, s32 size) {
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}
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}
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void SubS_GenShadowTex(Vec3f bodyPartsPos[], Vec3f* worldPos, u8* tex, f32 tween, u8 bodyPartsNum, u8 sizes[],
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void SubS_GenShadowTex(Vec3f bodyPartsPos[], Vec3f* worldPos, u8* tex, f32 weight, u8 bodyPartsNum, u8 sizes[],
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s8 parentBodyParts[]) {
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Vec3f pos;
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Vec3f startVec;
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@@ -982,9 +982,9 @@ void SubS_GenShadowTex(Vec3f bodyPartsPos[], Vec3f* worldPos, u8* tex, f32 tween
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parentBodyPart = parentBodyParts[i];
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bodyPartPos = &bodyPartsPos[i];
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pos.x = (bodyPartsPos[parentBodyPart].x - bodyPartPos->x) * tween + (bodyPartPos->x - worldPos->x);
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pos.y = (bodyPartsPos[parentBodyPart].y - bodyPartPos->y) * tween + (bodyPartPos->y - worldPos->y);
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pos.z = (bodyPartsPos[parentBodyPart].z - bodyPartPos->z) * tween + (bodyPartPos->z - worldPos->z);
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pos.x = (bodyPartsPos[parentBodyPart].x - bodyPartPos->x) * weight + (bodyPartPos->x - worldPos->x);
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pos.y = (bodyPartsPos[parentBodyPart].y - bodyPartPos->y) * weight + (bodyPartPos->y - worldPos->y);
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pos.z = (bodyPartsPos[parentBodyPart].z - bodyPartPos->z) * weight + (bodyPartPos->z - worldPos->z);
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} else {
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bodyPartPos = &bodyPartsPos[i];
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