Documentation pass for the Target system (#1281)

* cleanup

* import bss

* sActorHiliteMtx

* some cleanups on func_800BB604

* Actor_IsInTargetableRange

* rematch func_800BB604

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>

* Name ACTOR_FLAG_UNFRIENDLY and ACTOR_FLAG_FRIENDLY

* Rename some Target_ functions

* cleanusp

* TargetMode enum

* Target_800B82EC

* sNaming

* more

* more naming

* fairyHintPos

* rotation

* ACTOR_FLAG_TARGETABLE

* update namefixer

* remove trailing comma

* bss

* Wall of text for Target_800BB604

* function naming

* cleanups

* Target_GetAdjustedDistSq

* NotLeash

* more comments

* minor comment

* review

* fix

* rotZTick

* review

* name last members

* fix

* review

* review

* more namefixer

* swap members

* comment

* Update src/code/z_actor.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* Update src/code/z_actor.c

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>

* review

* format

* Update src/code/z_actor.c

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* Update include/z64actor.h

Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>

* review

* review

* fix

* fix

---------

Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
This commit is contained in:
Anghelo Carvajal
2023-09-02 15:16:45 -04:00
committed by GitHub
parent cbf9d98dba
commit 9cceea48f3
304 changed files with 1620 additions and 1501 deletions
+2 -2
View File
@@ -1,7 +1,7 @@
#include "global.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
#define FLAGS (ACTOR_FLAG_TARGETABLE | ACTOR_FLAG_FRIENDLY)
#define THIS ((EnAObj*)thisx)
@@ -46,7 +46,7 @@ static ColliderCylinderInit sCylinderInit = {
};
static InitChainEntry sInitChain[] = {
ICHAIN_U8(targetMode, 0, ICHAIN_STOP),
ICHAIN_U8(targetMode, TARGET_MODE_0, ICHAIN_STOP),
};
void EnAObj_Init(Actor* thisx, PlayState* play) {