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
This commit is contained in:
EllipticEllipsis
2022-03-05 14:57:28 +00:00
committed by GitHub
parent 6017869b1e
commit 7fcefd8d3f
27 changed files with 326 additions and 101 deletions
+13 -14
View File
@@ -2818,21 +2818,20 @@ void Play_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
void func_80169AFC(GlobalContext* globalCtx, s16 camId, s16 arg2);
s16 Play_GetCsCamDataSetting(GlobalContext* globalCtx, s32 camId);
Vec3s* Play_GetCsCamDataVec3s(GlobalContext* globalCtx, s32 camId);
s16 convert_scene_number_among_shared_scenes(s16 arg0);
void func_80169D40(GlobalContext* globalCtx);
void func_80169DCC(GlobalContext* globalCtx, s32 arg1, u16 arg2, s32 arg3, s32 arg4, Vec3f* arg5, s16 arg6);
void func_80169E6C(GlobalContext* globalCtx, s32 param_1, s32 param_2);
// void func_80169ECC(void);
void func_80169EFC(GlobalContext* globalCtx);
void func_80169F78(GlobalContext* globalCtx);
void func_80169FDC(GlobalContext* globalCtx);
// void func_80169FFC(void);
s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
// UNK_TYPE4 func_8016A02C(s32 param_1, s32 param_2, s16* param_3);
// void func_8016A0AC(void);
s16 Play_GetOriginalSceneNumber(s16 sceneNum);
void Play_SaveCycleSceneFlags(GameState* gameState);
void Play_SetRespawnData(GameState* gameState, s32 respawnNumber, u16 sceneSetup, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
void Play_SetupRespawnPoint(GameState* gameState, s32 respawnNumber, s32 playerParams);
void func_80169EFC(GameState* gameState);
void func_80169F78(GameState* gameState);
void func_80169FDC(GameState* gameState);
s32 func_80169FFC(GameState* gameState);
s32 FrameAdvance_IsEnabled(GameState* gameState);
s32 func_8016A02C(GameState* gameState, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(GlobalContext* globalCtx, Vec3f* pos);
s32 func_8016A168(void);
// void func_8016A178(void);
void func_8016A268(GlobalContext* globalCtx, s32 param_2, s32 param_3, s32 param_4, s32 param_5, s32 param_6);
void Play_AssignPlayerActorCsIdsFromScene(GameState* gameState, s32 cutscene);
void func_8016A268(GameState* gameState, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5);
void Play_Init(GameState* gameState);
// 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);
// void func_8016AE1C(void);