Name a lot of functions about interactable objects

This commit is contained in:
Catobat
2023-04-28 23:36:33 +02:00
parent 04f4272b14
commit d5afe1f2dd
174 changed files with 359 additions and 357 deletions
+3 -3
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@@ -84,12 +84,12 @@ void NPCInit(Entity* ent);
void CollideFollowers(void);
// TODO move?
void sub_08078784(Entity* ent, u32 arg1);
void AddInteractableWhenBigFuser(Entity* ent, u32 arg1);
u32 sub_0806F5A4(u32);
u32 GetFusionToOffer(Entity*);
void sub_08078778(Entity*);
void AddInteractableWhenBigObject(Entity*);
void sub_0807000C(Entity*);
void sub_080787A8(Entity*, u32);
void AddInteractableAsMinishFuser(Entity*, u32);
enum NPC {
/*0x00*/ NPC_NONE_0,
+2 -2
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@@ -14,8 +14,8 @@
#include "entity.h"
#include "player.h"
void sub_080787C0(Entity*);
void sub_080787B4(Entity*);
void AddInteractablePedestal(Entity*);
void AddInteractableCheckableObject(Entity*);
void sub_0808C650(Entity*, u32);
u32 sub_0808C67C(void);
void sub_0808C688(void);
+9 -9
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@@ -469,13 +469,13 @@ void UpdatePlayerSkills(void);
u32 sub_0807AC54(Entity*);
void sub_080792D8(void);
u32 sub_08078F74(Entity*);
void sub_0807879C(Entity*);
void AddInteractableAsMinishObject(Entity*);
void sub_08078D60(void);
void PlayerSetNormalAndCollide(void);
bool32 PlayerTryDropObject(ItemBehavior* arg0, u32 unk);
void InitItemGetSequence(u32, u32, u32);
void sub_0807B7D8(u32, u32, u32);
void sub_08078850(Entity*, u32, u32, const void*);
void SetInteractableObjectCollision(Entity*, u32, u32, const void*);
void sub_08079D84(void);
u32 sub_0807953C(void);
void sub_0807BB68(const s16*, u32, u32);
@@ -504,13 +504,13 @@ bool32 IsItemActivatedThisFrame(ItemBehavior*);
bool32 IsItemActiveByInput(ItemBehavior*, PlayerInputState);
bool32 sub_08077FEC(u32);
void sub_08078180(void);
void sub_080784C8();
void sub_08078790(Entity*, u32);
void sub_080787CC(Entity*);
s32 sub_08078800(Entity*);
s32 sub_0807887C(Entity*, u32, u32);
void sub_080788E0(Entity*);
s32 sub_08078904();
void ResetPossibleInteraction();
void AddInteractableFuser(Entity*, u32);
void AddInteractableSmallKeyLock(Entity*);
s32 AddInteractableBossDoor(Entity*);
s32 AddInteractableObject(Entity*, u32, u32);
void RemoveInteractableObject(Entity*);
s32 GetInteractableObjectIndex();
void sub_08078AC0(u32, u32, u32);
void sub_08078B48(void);
void sub_08078E84(Entity*, Entity*);
+1 -1
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@@ -260,7 +260,7 @@ typedef struct {
typedef struct {
/*0x00*/ u8 ignoreLayer; /* if bit 0 set, skip layer check for collision */
/*0x01*/ u8 interactCondition;
/*0x01*/ u8 type;
/*0x02*/ u8 interactDirections; /* lower 4 bits determine Link's allowed facing directions to interact, 0 to allow (0000WSEN) */
/*0x03*/ u8 kinstoneId;
/*0x04*/ const u8* customHitbox; /* if set, array contains x, y, width and height */