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Document Actor Category Change (#1518)
* Actor Category Change * cleanup * comments * adj comment * revert small cleanup for libc64 PR * adjust comments
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@@ -363,7 +363,7 @@ s16 func_800BBC20(BlinkInfo* info, s16 arg1, s16 arg2, s16 arg3);
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void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 partParams, Gfx** dList);
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void Actor_SpawnFloorDustRing(PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 countMinusOne, f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting);
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void func_800BBFB0(PlayState* play, Vec3f* position, f32 arg2, s32 arg3, s16 arg4, s16 scaleStep, u8 arg6);
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void func_800BC154(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory);
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void Actor_ChangeCategory(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory);
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u32 Actor_GetArrowDmgFlags(s32 params);
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Actor* func_800BC270(PlayState* play, Actor* actor, f32 distance, u32 dmgFlags);
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Actor* func_800BC444(PlayState* play, Actor* actor, f32 distance);
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@@ -382,7 +382,7 @@ typedef struct ActorContextSceneFlags {
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typedef struct ActorListEntry {
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/* 0x0 */ s32 length; // number of actors loaded of this type
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/* 0x4 */ Actor* first; // pointer to first actor of this type
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/* 0x8 */ s32 unk_08;
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/* 0x8 */ s32 categoryChanged; // at least one actor has changed categories and needs to be moved to a different list
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} ActorListEntry; // size = 0xC
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typedef enum {
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