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Decompile and partially document some functions in z_play (#582)
* Decomp 10 functions in z_play, start documentation * Add numbers to enums in z_en_torch2.h * Decompile a 5 more functions (56 unattempted) * Add more details, name some more variables * Bit more Doxygen * Format * Fix arguments * Add symbols to actorfixer.py * Merge branch 'master' into play * Fix z_actor * Review * Deduplicate CycleSceneFlags * Fix warning * Fix unk4 * Review
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+13
-14
@@ -2818,21 +2818,20 @@ void Play_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
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void func_80169AFC(GlobalContext* globalCtx, s16 camId, s16 arg2);
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s16 Play_GetCsCamDataSetting(GlobalContext* globalCtx, s32 camId);
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Vec3s* Play_GetCsCamDataVec3s(GlobalContext* globalCtx, s32 camId);
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s16 convert_scene_number_among_shared_scenes(s16 arg0);
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void func_80169D40(GlobalContext* globalCtx);
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void func_80169DCC(GlobalContext* globalCtx, s32 arg1, u16 arg2, s32 arg3, s32 arg4, Vec3f* arg5, s16 arg6);
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void func_80169E6C(GlobalContext* globalCtx, s32 param_1, s32 param_2);
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// void func_80169ECC(void);
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void func_80169EFC(GlobalContext* globalCtx);
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void func_80169F78(GlobalContext* globalCtx);
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void func_80169FDC(GlobalContext* globalCtx);
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// void func_80169FFC(void);
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s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
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// UNK_TYPE4 func_8016A02C(s32 param_1, s32 param_2, s16* param_3);
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// void func_8016A0AC(void);
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s16 Play_GetOriginalSceneNumber(s16 sceneNum);
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void Play_SaveCycleSceneFlags(GameState* gameState);
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void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
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void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
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void func_80169EFC(GameState* gameState);
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void func_80169F78(GameState* gameState);
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void func_80169FDC(GameState* gameState);
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s32 func_80169FFC(GameState* gameState);
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s32 FrameAdvance_IsEnabled(GameState* gameState);
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s32 func_8016A02C(GameState* gameState, Actor* actor, s16* yaw);
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s32 Play_IsUnderwater(GlobalContext* globalCtx, Vec3f* pos);
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s32 func_8016A168(void);
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// void func_8016A178(void);
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void func_8016A268(GlobalContext* globalCtx, s32 param_2, s32 param_3, s32 param_4, s32 param_5, s32 param_6);
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void Play_AssignPlayerActorCsIdsFromScene(GameState* gameState, s32 cutscene);
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void func_8016A268(GameState* gameState, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5);
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void Play_Init(GameState* gameState);
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// void func_8016AC10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10);
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// void func_8016AE1C(void);
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+2
-2
@@ -1291,7 +1291,7 @@ struct GlobalContext {
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/* 0x18790 */ void (*unk_18790)(struct GlobalContext* globalCtx, s16 arg1, Actor* actor);
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/* 0x18794 */ void* unk_18794; //! @TODO: Determine function prototype
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/* 0x18798 */ s32 (*setPlayerTalkAnim)(struct GlobalContext* globalCtx, void* talkAnim, s32 arg2);
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/* 0x1879C */ s16 unk_1879C[10];
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/* 0x1879C */ s16 playerActorCsIds[10];
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/* 0x187B0 */ MtxF viewProjectionMtxF;
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/* 0x187F0 */ Vec3f unk_187F0;
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/* 0x187FC */ MtxF billboardMtxF;
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@@ -1319,7 +1319,7 @@ struct GlobalContext {
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/* 0x1887C */ s8 unk_1887C;
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/* 0x1887D */ s8 unk_1887D;
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/* 0x1887E */ s8 unk_1887E;
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/* 0x1887F */ u8 unk_1887F;
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/* 0x1887F */ u8 unk_1887F; // fadeTransition
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/* 0x18880 */ u8 unk_18880;
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/* 0x18884 */ CollisionCheckContext colChkCtx;
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/* 0x18B20 */ u16 envFlags[20];
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