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Document Sequence Modes and Related Functions (#1046)
* Document Audio_SetSequenceMode * Cleanup surrounding docs * format * Clean-up * fix capital `I` in `playeridx` * Dist -> DistSq * `SetCamModeAndSeqMode` -> `UpdateCamAndSeqModes` * Get rid of extra padding * PR Feedback
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@@ -2060,8 +2060,8 @@ void func_800F5BF0(u8 arg0);
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void Audio_PlayFanfare(u16);
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void func_800F5C2C(void);
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void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4);
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void func_800F5E90(u8);
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void func_800F6114(f32 dist);
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void Audio_SetSequenceMode(u8 seqMode);
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void Audio_SetBgmEnemyVolume(f32 dist);
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void func_800F6268(f32 dist, u16);
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void func_800F64E0(u8 arg0);
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void func_800F6584(u8 arg0);
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+19
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@@ -7,17 +7,17 @@
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#define NA_BGM_NATURE_AMBIENCE 0x1 // Environmental nature background sounds
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#define NA_BGM_FIELD_LOGIC 0x2 // Hyrule Field
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#define NA_BGM_FIELD_INIT 0x3 // Hyrule Field Initial Segment From Loading Area
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#define NA_BGM_FIELD_MOVE_1 0x4 // Hyrule Field Moving Segment 1
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#define NA_BGM_FIELD_MOVE_2 0x5 // Hyrule Field Moving Segment 2
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#define NA_BGM_FIELD_MOVE_3 0x6 // Hyrule Field Moving Segment 3
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#define NA_BGM_FIELD_MOVE_4 0x7 // Hyrule Field Moving Segment 4
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#define NA_BGM_FIELD_MOVE_5 0x8 // Hyrule Field Moving Segment 5
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#define NA_BGM_FIELD_MOVE_6 0x9 // Hyrule Field Moving Segment 6
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#define NA_BGM_FIELD_MOVE_7 0x0A // Hyrule Field Moving Segment 7
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#define NA_BGM_FIELD_MOVE_8 0x0B // Hyrule Field Moving Segment 8
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#define NA_BGM_FIELD_MOVE_9 0x0C // Hyrule Field Moving Segment 9
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#define NA_BGM_FIELD_MOVE_A 0x0D // Hyrule Field Moving Segment 10
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#define NA_BGM_FIELD_MOVE_B 0x0E // Hyrule Field Moving Segment 11
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#define NA_BGM_FIELD_DEFAULT_1 0x4 // Hyrule Field Moving Segment 1
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#define NA_BGM_FIELD_DEFAULT_2 0x5 // Hyrule Field Moving Segment 2
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#define NA_BGM_FIELD_DEFAULT_3 0x6 // Hyrule Field Moving Segment 3
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#define NA_BGM_FIELD_DEFAULT_4 0x7 // Hyrule Field Moving Segment 4
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#define NA_BGM_FIELD_DEFAULT_5 0x8 // Hyrule Field Moving Segment 5
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#define NA_BGM_FIELD_DEFAULT_6 0x9 // Hyrule Field Moving Segment 6
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#define NA_BGM_FIELD_DEFAULT_7 0x0A // Hyrule Field Moving Segment 7
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#define NA_BGM_FIELD_DEFAULT_8 0x0B // Hyrule Field Moving Segment 8
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#define NA_BGM_FIELD_DEFAULT_9 0x0C // Hyrule Field Moving Segment 9
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#define NA_BGM_FIELD_DEFAULT_A 0x0D // Hyrule Field Moving Segment 10
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#define NA_BGM_FIELD_DEFAULT_B 0x0E // Hyrule Field Moving Segment 11
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#define NA_BGM_FIELD_ENEMY_INIT 0x0F // Hyrule Field Enemy Approaches
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#define NA_BGM_FIELD_ENEMY_1 0x10 // Hyrule Field Enemy Near Segment 1
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#define NA_BGM_FIELD_ENEMY_2 0x11 // Hyrule Field Enemy Near Segment 2
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@@ -95,7 +95,7 @@
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#define NA_BGM_DOOR_OF_TIME 0x59 // Open Door of Temple of Time "NA_BGM_GATE_OPEN"
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#define NA_BGM_OWL 0x5A // Kaepora Gaebora's Theme
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#define NA_BGM_SHADOW_TEMPLE 0x5B // Shadow Temple "NA_BGM_DARKNESS_DUNGEON"
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#define NA_BGM_WATAER_TEMPLE 0x5C // Water Temple "NA_BGM_AQUA_DUNGEON"
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#define NA_BGM_WATER_TEMPLE 0x5C // Water Temple "NA_BGM_AQUA_DUNGEON"
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#define NA_BGM_BRIDGE_TO_GANONS 0x5D // Ganon's Castle Bridge "NA_BGM_BRIDGE"
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#define NA_BGM_OCARINA_OF_TIME 0x5E // Ocarina of Time "NA_BGM_SARIA"
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#define NA_BGM_GERUDO_VALLEY 0x5F // Gerudo Valley "NA_BGM_GERUDO"
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@@ -124,4 +124,11 @@ typedef enum {
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/* 3 */ SEQ_PLAYER_BGM_SUB
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} SequencePlayerId;
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typedef enum {
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/* 0 */ SEQ_MODE_DEFAULT,
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/* 1 */ SEQ_MODE_ENEMY,
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/* 2 */ SEQ_MODE_STILL, // Not moving or first-person view
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/* 3 */ SEQ_MODE_IGNORE
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} SequenceMode;
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#endif
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@@ -216,7 +216,7 @@ typedef struct {
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/* 0x4D */ char unk_4D[0x03];
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/* 0x50 */ TargetContextEntry arr_50[3];
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/* 0x8C */ Actor* unk_8C;
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/* 0x90 */ Actor* unk_90;
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/* 0x90 */ Actor* bgmEnemy; // The nearest enemy to player with the right flags that will trigger NA_BGM_ENEMY
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/* 0x94 */ Actor* unk_94;
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} TargetContext; // size = 0x98
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