En_Heishi1 and Eff_Ss_Solder_Srch_Ball OK (#234)

* progress

* init ok and merge master

* enheishi1 and srchball OK

* cleanup

* cleanup

* cleanup

* more cleanup

* done

* more comments

* add file headers

* some review comments

* move vectors

* more review comments

* angle in decimal

* add prototype

* semicolon would be good

* fix

* make unset actor ids 0

* reword comment

* no &
This commit is contained in:
fig02
2020-07-09 15:12:03 -04:00
committed by GitHub
parent b4a7ac9d71
commit 8b6e86649d
54 changed files with 636 additions and 1880 deletions
+4 -2
View File
@@ -261,10 +261,11 @@ void func_80029CA4(GlobalContext* globalCtx, s32 a, Vec3f* pos);
// ? func_80029CF0(?);
// ? func_80029D5C(?);
// ? func_80029DBC(?);
// ? func_80029E24(?);
void func_80029E8C(GlobalContext* globalCtx, Vec3f* burstDepthY, Vec3f* burstDepthX, Vec3f* burstOrigin,
s16 gravityInfluence, s16 u0, s16 rotSpeed, s16 burstVel, u8 u1, s16 scale, u8 u2, s16 jitter,
s32 duration, s16 u3, s16 objectId, u32 dList);
void EffectSsSolderSrchBall_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 arg4,
s16* linkDetected);
// ? func_80029F44(?);
// ? func_80029FAC(?);
// ? func_8002A140(?);
@@ -536,6 +537,7 @@ s32 func_8003DF10(CollisionContext*, Vec3f*, Vec3f*, Vec3f*, CollisionPoly**, u3
// ? func_8003E0FC(?);
// ? func_8003E188(?);
// ? func_8003E214(?);
s32 func_8003E30C(CollisionContext* colCtx, Vec3f* center, f32 radius);
// ? func_8003E398(?);
// ? func_8003E3AC(?);
// ? func_8003E4DC(?);
@@ -2525,7 +2527,7 @@ void func_80106CCC(GlobalContext*);
// ? func_80109968(?);
// ? func_80109B3C(?);
// ? func_8010B0C0(?);
void func_8010B680(GlobalContext*, u16, s32);
void func_8010B680(GlobalContext*, u16 textID, Actor* actor);
void func_8010B720(GlobalContext* globalCtx, u16 textId);
// ? func_8010B820(?);
// ? func_8010BD58(?);
+1 -1
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@@ -146,7 +146,7 @@ typedef struct Actor {
/* 0x10C */ u8 unk_10C; // Z-Target related
/* 0x10D */ u8 unk_10D; // Z-Target related
/* 0x10E */ u16 textId; // Text id to pass to link/display when interacting with an actor
/* 0x110 */ u16 freeze;
/* 0x110 */ u16 freezeTimer;
/* 0x112 */ u16 dmgEffectParams; // Specifies damage effect color (white/red/blue) and if opaque or translucent
/* 0x114 */ u8 dmgEffectTimer;
/* 0x115 */ u8 isDrawn; // Indicates whether the actor is currently being drawn (but not seen through lens)
+1 -1
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@@ -215,7 +215,7 @@ typedef struct EffectSs {
/* 0x28 */ void (*draw)(struct GlobalContext* globalCtx, u32 index, struct EffectSs* effectSs);
/* 0x2C */ Vec3f unk_2C;
/* 0x38 */ u32 unk_38;
/* 0x3C */ u32 unk_3C;
/* 0x3C */ UNK_PTR unk_3C;
/* 0x40 */ s16 regs[13]; // specific per effect
/* 0x5A */ u16 flags;
/* 0x5C */ s16 life; // -1 means this entry is free