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https://github.com/zeldaret/tmc
synced 2026-09-04 02:29:33 -04:00
label some asm functions
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+15
-10
@@ -6,7 +6,9 @@
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#include "color.h"
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#include "sprite.h"
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#define MAX_ENTITIES 71
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#define MAX_ENTITIES 72
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#define MAX_MANAGERS 32
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#define MAX_AUX_PLAYER_ENTITIES 7
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/** Kinds of Entity's supported by the game. */
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typedef enum {
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@@ -38,6 +40,8 @@ typedef enum {
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typedef enum {
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ENT_DID_INIT = 0x1, /**< Graphics and other data loaded. */
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ENT_SCRIPTED = 0x2, /**< Execute in a scripted environment. */
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ENT_UNUSED1 = 0x4, /**< Unused delete flag. */
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ENT_UNUSED2 = 0x8, /**< Unused delete flag. */
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ENT_DELETED = 0x10, /**< Queue deletion next frame. */
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ENT_PERSIST = 0x20, /**< Persist between rooms. */
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ENT_COLLIDE = 0x80, /**< Collide with other Entity's. */
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@@ -238,6 +242,15 @@ typedef struct LinkedList {
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Entity* first;
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} LinkedList;
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/**
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* LinkedList's which point to allocate Entities.
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* These work together with Entity.prev and Entity.next fields
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* to allow the iteration of all Entity's.
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*/
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extern LinkedList gEntityLists[9];
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extern Entity gAuxPlayerEntities[MAX_AUX_PLAYER_ENTITIES];
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extern Entity gEntities[MAX_ENTITIES];
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typedef void(EntityAction)(Entity*);
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typedef void (*EntityActionPtr)(Entity*);
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typedef void (*const* EntityActionArray)(Entity*);
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@@ -283,7 +296,7 @@ Entity* CreateEnemy(u32 id, u32 type);
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Entity* CreateNPC(u32 id, u32 type, u32 type2);
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Entity* CreateObject(u32 id, u32 type, u32 type2);
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Entity* CreateObjectWithParent(Entity* parent, u32 id, u32 type, u32 type2);
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Entity* CreateItemGetEntity(void);
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Entity* CreateAuxPlayerEntity(void);
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Entity* CreateFx(Entity* parent, u32 type, u32 type2);
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/// @}
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@@ -484,14 +497,6 @@ void ClearEventPriority(void);
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void sub_0805E958(void);
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/**
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* LinkedList's which point to allocate Entities.
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* These work together with Entity.prev and Entity.next fields
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* to allow the iteration of all Entity's.
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*/
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extern LinkedList gEntityLists[9];
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extern Entity gItemGetEntities[7];
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typedef struct {
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u8 unk_0;
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u8 unk_1;
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@@ -192,7 +192,7 @@ static_assert(sizeof(gActiveItems) == 0x70);
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typedef struct {
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u8 event_priority; // system requested priority
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u8 ent_priority; // entity requested priority
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u8 ent_priority; // entity requested priority
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u8 queued_priority;
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u8 queued_priority_reset;
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Entity* requester;
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