mirror of
https://github.com/zeldaret/oot
synced 2026-08-04 01:03:36 -04:00
pr updates
This commit is contained in:
+14
-14
@@ -1177,16 +1177,16 @@ void func_800A3B8C(SkelAnime* skelAnime);
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s32 func_800A3BC0(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void func_800A3C9C(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void SkelAnime_SetTransition(GlobalContext* globalCtx, SkelAnime* skelAnime, f32 transitionRate);
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void SkelAnime_LinkChangeAnimation(GlobalContext* globalCtx, SkelAnime* skelAnime,
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void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 arg6, f32 transitionRate);
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void SkelAnime_LinkChangeAnimationDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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void SkelAnime_ChangeLinkAnimDefaultStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg);
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void SkelAnime_LinkChangeAnimationPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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void SkelAnime_ChangeLinkAnimPlaybackStop(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed);
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void SkelAnime_LinkChangeAnimationDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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void SkelAnime_ChangeLinkAnimDefaultRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg);
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void SkelAnime_LinkChangeAnimationPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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void SkelAnime_ChangeLinkAnimPlaybackRepeat(GlobalContext* globalCtx, SkelAnime* skelAnime,
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LinkAnimetionEntry* linkAnimetionEntrySeg, f32 playbackSpeed);
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void func_800A41FC(GlobalContext* globalCtx, SkelAnime* skelAnime);
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void func_800A425C(GlobalContext* globalCtx, SkelAnime* skelAnime, LinkAnimetionEntry* linkAnimetionEntrySeg,
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@@ -1208,17 +1208,17 @@ void SkelAnime_InitSV(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHe
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void SkelAnime_InitSkin(GlobalContext* globalCtx, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg,
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AnimationHeader* animationseg);
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s32 SkelAnime_FrameUpdateMatrix(SkelAnime* skelAnime);
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void SkelAnime_ChangeAnimationImpl(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed, f32 frame,
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void SkelAnime_ChangeAnimImpl(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed, f32 frame,
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f32 frameCount, u8 unk1, f32 transitionRate, s8 unk2);
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void SkelAnime_ChangeAnimation(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed, f32 unk0,
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void SkelAnime_ChangeAnim(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed, f32 unk0,
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f32 frameCount, u8 unk1, f32 transitionRate);
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void SkelAnime_ChangeAnimationDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationseg);
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void SkelAnime_ChangeAnimationTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 transitionRate);
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void SkelAnime_ChangeAnimationPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed);
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void SkelAnime_ChangeAnimationDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationseg);
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void SkelAnime_ChangeAnimationTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 transitionRate);
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void SkelAnime_ChangeAnimationPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed);
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void SkelAnime_AnimationReverse(SkelAnime* skelAnime);
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void SkelAnime_ChangeAnimDefaultStop(SkelAnime* skelAnime, AnimationHeader* animationseg);
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void SkelAnime_ChangeAnimTransitionStop(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 transitionRate);
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void SkelAnime_ChangeAnimPlaybackStop(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed);
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void SkelAnime_ChangeAnimDefaultRepeat(SkelAnime* skelAnime, AnimationHeader* animationseg);
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void SkelAnime_ChangeAnimTransitionRepeat(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 transitionRate);
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void SkelAnime_ChangeAnimPlaybackRepeat(SkelAnime* skelAnime, AnimationHeader* animationseg, f32 playbackSpeed);
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void SkelAnime_AnimReverse(SkelAnime* skelAnime);
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void func_800A5428(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* index);
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void func_800A54FC(SkelAnime* skelAnime, Vec3f* pos, s16 angle);
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s32 func_800A56C8(SkelAnime* skelAnime, f32 arg1);
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@@ -13,6 +13,7 @@
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#include <z64item.h>
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#include <z64animation.h>
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#include <z64dma.h>
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#include <z64vec.h>
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#include <bgm.h>
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#include <sfx.h>
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#include <color.h>
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+80
-93
@@ -1,6 +1,9 @@
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#ifndef _Z64ACTOR_H_
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#define _Z64ACTOR_H_
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#include <z64animation.h>
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#include <z64vec.h>
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#define ACTOR_DLF_MAX 471
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#define ACTOR_NUMBER_MAX 200
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#define INVISIBLE_ACTOR_MAX 20
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@@ -13,22 +16,6 @@ struct GlobalContext;
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// From z64light.h
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struct LightMapper;
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typedef struct {
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f32 x, y;
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} Vec2f;
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typedef struct {
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f32 x, y, z;
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} Vec3f;
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typedef struct {
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s16 x, y, z;
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} Vec3s;
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typedef struct {
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s32 x, y, z;
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} Vec3i;
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typedef struct {
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Vec3f pos;
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Vec3s rot;
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@@ -312,83 +299,83 @@ typedef struct {
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} DynaPolyActor; // size = 0x164
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typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ s8 currentTunic;
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/* 0x014D */ s8 currentSword;
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/* 0x014E */ s8 currentShield;
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/* 0x014F */ s8 currentBoots;
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/* 0x0150 */ s8 unk_150;
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/* 0x0151 */ s8 unk_151;
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/* 0x0152 */ s8 unk_152;
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/* 0x0153 */ s8 unk_153;
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/* 0x0154 */ s8 unk_154;
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/* 0x0155 */ char unk_155[0x008];
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/* 0x015D */ u8 unk_15D;
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/* 0x015E */ u8 unk_15E;
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/* 0x015F */ u8 currentMask;
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/* 0x0160 */ char unk_160[0x050];
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/* 0x01B0 */ u32 unk_1B0;
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/* 0x01B4 */ char skelAnime[0x44];
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/* 0x01F8 */ char unk_1F8[0x1B4];
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/* 0x03AC */ Actor* heldActor;
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/* 0x03B0 */ char unk_3B0[0x084];
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/* 0x0434 */ u8 getItemId;
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/* 0x0436 */ u16 getItemDirection;
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/* 0x0438 */ Actor* interactRangeActor;
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/* 0x043C */ s8 unk_43C;
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/* 0x0440 */ Actor* rideActor;
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/* 0x0444 */ u8 action;
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/* 0x0445 */ char unk_445[0x003];
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/* 0x0448 */ Actor* unk_448;
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/* 0x0445 */ char unk_44C[0x01E];
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/* 0x046A */ u16 unk_46A;
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/* 0x046C */ char unk_46C[0x6E];
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/* 0x04DA */ s16 unk_4DA;
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/* 0x04DC */ char unk_4DC[0x188];
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/* 0x0664 */ Actor* unk_664;
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/* 0x0668 */ char unk_668[0x004];
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/* 0x066C */ s32 unk_66C;
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/* 0x0670 */ char unk_670[0x00C];
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/* 0x067C */ u32 stateFlags1;
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/* 0x0680 */ u32 stateFlags2;
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/* 0x0684 */ char unk_684[0x008];
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/* 0x068C */ Actor* unk_68C;
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/* 0x0690 */ char unk_690[0x002];
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/* 0x0692 */ u8 unk_692;
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/* 0x0693 */ s8 exchangeItemId;
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/* 0x0694 */ Actor* unk_694;
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/* 0x0698 */ f32 unk_698;
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/* 0x069C */ char unk_69C[0x008];
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/* 0x06A4 */ f32 unk_6A4;
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/* 0x06A8 */ char unk_6A8[0x5];
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/* 0x06AD */ u8 unk_6AD;
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/* 0x06AE */ char unk_6AE[0x1A];
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/* 0x06C8 */ char skelAnime2[0x44];
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/* 0x070C */ char unk_70C[0x128];
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/* 0x0834 */ s16 unk_834;
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/* 0x0836 */ char unk_836[0x006];
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/* 0x083C */ s16 unk_83C;
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/* 0x083E */ char unk_83E[0x004];
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/* 0x0842 */ s8 swordAnimation;
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/* 0x0843 */ s8 swordState;
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/* 0x0844 */ u8 unk_844;
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/* 0x0845 */ u8 unk_845;
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/* 0x0846 */ u8 unk_846;
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/* 0x0847 */ char unk_847[0x004];
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/* 0x084B */ s8 unk_84B[UNK_SIZE];
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/* 0x084C */ char unk_84C[0x003];
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/* 0x084F */ s8 unk_84F;
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/* 0x0850 */ char unk_850[0x050];
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/* 0x08A0 */ u8 unk_8A0;
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/* 0x08A1 */ u8 unk_8A1;
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/* 0x08A2 */ u16 unk_8A2;
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/* 0x08A4 */ f32 unk_8A4;
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/* 0x08A8 */ f32 unk_8A8;
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/* 0x08AC */ char unk_8AC[0x174];
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/* 0x0A20 */ MtxF mf_A20;
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/* 0x0A60 */ char unk_A60[0x18];
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/* 0x0A78 */ s8 unk_A78;
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/* 0x0A79 */ char unk_A79[0x1B];
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/* 0x0000 */ Actor actor;
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/* 0x014C */ s8 currentTunic;
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/* 0x014D */ s8 currentSword;
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/* 0x014E */ s8 currentShield;
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/* 0x014F */ s8 currentBoots;
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/* 0x0150 */ s8 unk_150;
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/* 0x0151 */ s8 unk_151;
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/* 0x0152 */ s8 unk_152;
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/* 0x0153 */ s8 unk_153;
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/* 0x0154 */ s8 unk_154;
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/* 0x0155 */ char unk_155[0x008];
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/* 0x015D */ u8 unk_15D;
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/* 0x015E */ u8 unk_15E;
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/* 0x015F */ u8 currentMask;
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/* 0x0160 */ char unk_160[0x050];
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/* 0x01B0 */ u32 unk_1B0;
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/* 0x01B4 */ SkelAnime skelAnime;
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/* 0x01F8 */ char unk_1F8[0x1B4];
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/* 0x03AC */ Actor* heldActor;
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/* 0x03B0 */ char unk_3B0[0x084];
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/* 0x0434 */ u8 getItemId;
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/* 0x0436 */ u16 getItemDirection;
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/* 0x0438 */ Actor* interactRangeActor;
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/* 0x043C */ s8 unk_43C;
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/* 0x0440 */ Actor* rideActor;
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/* 0x0444 */ u8 action;
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/* 0x0445 */ char unk_445[0x003];
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/* 0x0448 */ Actor* unk_448;
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/* 0x0445 */ char unk_44C[0x01E];
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/* 0x046A */ u16 unk_46A;
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/* 0x046C */ char unk_46C[0x6E];
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/* 0x04DA */ s16 unk_4DA;
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/* 0x04DC */ char unk_4DC[0x188];
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/* 0x0664 */ Actor* unk_664;
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/* 0x0668 */ char unk_668[0x004];
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/* 0x066C */ s32 unk_66C;
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/* 0x0670 */ char unk_670[0x00C];
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/* 0x067C */ u32 stateFlags1;
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/* 0x0680 */ u32 stateFlags2;
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/* 0x0684 */ char unk_684[0x008];
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/* 0x068C */ Actor* unk_68C;
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/* 0x0690 */ char unk_690[0x002];
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/* 0x0692 */ u8 unk_692;
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/* 0x0693 */ s8 exchangeItemId;
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/* 0x0694 */ Actor* unk_694;
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/* 0x0698 */ f32 unk_698;
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/* 0x069C */ char unk_69C[0x008];
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/* 0x06A4 */ f32 unk_6A4;
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/* 0x06A8 */ char unk_6A8[0x5];
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/* 0x06AD */ u8 unk_6AD;
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/* 0x06AE */ char unk_6AE[0x1A];
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/* 0x06C8 */ SkelAnime skelAnime2;
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/* 0x070C */ char unk_70C[0x128];
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/* 0x0834 */ s16 unk_834;
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/* 0x0836 */ char unk_836[0x006];
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/* 0x083C */ s16 unk_83C;
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/* 0x083E */ char unk_83E[0x004];
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/* 0x0842 */ s8 swordAnimation;
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/* 0x0843 */ s8 swordState;
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/* 0x0844 */ u8 unk_844;
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/* 0x0845 */ u8 unk_845;
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/* 0x0846 */ u8 unk_846;
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/* 0x0847 */ char unk_847[0x004];
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/* 0x084B */ s8 unk_84B[UNK_SIZE];
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/* 0x084C */ char unk_84C[0x003];
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/* 0x084F */ s8 unk_84F;
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/* 0x0850 */ char unk_850[0x050];
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/* 0x08A0 */ u8 unk_8A0;
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/* 0x08A1 */ u8 unk_8A1;
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/* 0x08A2 */ u16 unk_8A2;
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/* 0x08A4 */ f32 unk_8A4;
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/* 0x08A8 */ f32 unk_8A8;
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/* 0x08AC */ char unk_8AC[0x174];
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/* 0x0A20 */ MtxF mf_A20;
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/* 0x0A60 */ char unk_A60[0x18];
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/* 0x0A78 */ s8 unk_A78;
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/* 0x0A79 */ char unk_A79[0x1B];
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} Player; // size = 0xA94
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typedef enum {
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@@ -4,13 +4,14 @@
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#include <ultra64.h>
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#include <ultra64/gbi.h>
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#include <z64dma.h>
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#include <z64vec.h>
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#define LINK_ANIMETION_OFFSET(addr,offset) (((u32)&_link_animetionSegmentRomStart)+((u32)addr)-((u32)&link_animetion_segment)+((u32)offset))
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#define LIMB_DONE 0xFF
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#define ANIMATION_ENTRY_MAX 50
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#define ANIME_FLAG_UPDATEXZ 0x02
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#define ANIME_FLAG_UPDATEY 0x10
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#define ANIM_FLAG_UPDATEXZ 0x02
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#define ANIM_FLAG_UPDATEY 0x10
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struct GlobalContext;
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struct Actor;
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@@ -165,7 +166,7 @@ struct SkelAnime {
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/* 0x2C */ f32 transitionStep;
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/* 0x30 */ s32 (*animUpdate)();
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/* 0x34 */ s8 initFlags;
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/* 0x35 */ u8 flags; // flags
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/* 0x35 */ u8 flags;
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/* 0x36 */ s16 prevFrameRot;
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/* 0x38 */ Vec3s prevFramePos;
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/* 0x3E */ Vec3s unk_3E;
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@@ -0,0 +1,22 @@
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#ifndef _Z64VEC_H_
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#define _Z64VEC_H_
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#include <ultra64.h>
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typedef struct {
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f32 x, y;
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} Vec2f;
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typedef struct {
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f32 x, y, z;
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} Vec3f;
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typedef struct {
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s16 x, y, z;
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} Vec3s;
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typedef struct {
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s32 x, y, z;
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} Vec3i;
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#endif
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Reference in New Issue
Block a user