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En_Bb (Blue Bubble) OK and documented. object_bb documented (#713)
* EnBb_Init OK * EnBb_Destroy OK * func_808C20D4 OK * func_808C2238 OK * func_808C1FF4 OK * func_808C1E94 OK * func_808C2344 OK * func_808C23EC OK * EnBb_Update OK * func_808C2E34 OK * func_808C254C OK * func_808C272C OK * func_808C2B94 OK * func_808C2A00 OK * func_808C1F00 OK * func_808C1F74 OK * func_808C25E0 OK * func_808C28CC OK * func_808C2B1C OK * func_808C2BD0 OK * func_808C2C38 OK * func_808C2CB4 OK * func_808C2CF0 OK * func_808C2D78 OK * EnBb_Draw OK * func_808C32EC OK * func_808C3324 OK * Migrate data to C * Use generated reloc * Object symbols and misc cleanup * Name struct vars that are used with Actor_DrawDamageEffects * Name most things in the object * Name attackRange * Good enough names for limbs for now * Might as well name the limb draw stuff for now * Name flame width/height * Enum for damage effects * Name some more stuff from OoT * Name a lot more stuff * First pass names on all functions * Name jinxTimer on gSaveContext * Name sLimbIndexToLimbPos * First pass name to the rest of the limb draw system * More cleanup * Last cleanup before PR * Incorporate Actor_DrawDamageEffect stuff * Respond to hensldm's review
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@@ -134,7 +134,7 @@ typedef struct {
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/* 0x100C */ u8 eventInf[8];
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/* 0x1014 */ u8 unk_1014; // "stone_set_flag"
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/* 0x1015 */ u8 unk_1015;
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/* 0x1016 */ u16 unk_1016;
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/* 0x1016 */ u16 jinxTimer;
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/* 0x1018 */ s16 rupeeAccumulator; // "lupy_udct"
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/* 0x101A */ u8 unk_101A[6]; // "bottle_status", one entry for each bottle
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/* 0x1020 */ OSTime unk_1020[6]; // "bottle_ostime", one entry for each bottle
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