* initial progress
* more progress
* added `dComIfGp_clearItemTimeCount` inline
* more progress
* more progress
* more progress
* more progress
* more progress
* more progress, all code matching except for `setSwimMoveAnime`
* resolving symbols, forgot to mention `changeSwimOutProc` is not matching as well
* PR changes made, only `setSwimMoveAnime` nonmatching
* fixed reference to old member name for `mItemTimeMax`
* Initial Progress
Basic functions at 100% matching
100% Matching:
- `daShip_Draw`
- `daShip_Execute`
- `daShip_IsDelete`
- `daShip_Delete`
- `daShip_createHeap`
- `daShip_Create`
* implemented `getJointPos` inlines in `daTornado_c` needed for d_a_ship
* implemented `Center()` inline in `dCamera_c` needed for d_a_ship
* added `setTranslationX` inline to `J3DTexMtx` needed for match in d_a_ship
* parameters set to `const` for certain inlines in `m_Do_mtx.h`
* added `dComIfGp_onMenuCollect` inline
* changed `shipSpecialDemoStart` return type to `BOOL`
* added member functions to `dPa_waveEcallBack`, `dPa_splashEcallBack `, `dPa_trackEcallBack`
also modified member type of `mRotMtx` of `dPa_waveEcallBack` and `mPos` of `dPa_trackEcallBack`
* added member to `daGrid_c` that is used in d_a_ship
* added `mDoAud_setShipSailState` and `mDoAud_shipCruiseSePlay` inline functions
* added `fopAcM_seenPlayerAngleY` inline
* d_a_ship mostly matching
approx. 90% matching, mostly regalloc issues. , `checkNextMode`, `setRopePos`, `setHeadAnm`, and `execute` need to have their logic fixer
* replace `unknown_inline_TODO ` from `daShip_c` with `checkForceMove`
* .data match
* .rodata matching
* more inline return type changes from `bool` to `BOOL`
Also changed the array size of `mPlayerStatus`
* implemented `force_calc_wind_rel_angle` inline in `daGrid_c`
* fix `d_a_ship_static`
* fixed `getEmitterAxis`, might need review but works for now
* more progress
* reverted change to `getEmitterAxis`, moved casts to function call in `dPa_waveEcallBack::executeAfter`
* more progress
* change return types of certain inlines from `BOOL` to `u32`
`dComIfGp_checkCameraAttentionStatus`, `dComIfGp_checkPlayerStatus0`, `dComIfGp_checkPlayerStatus1` needed for match in d_a_ship
* fixed memory addresses in `daGrid_c`
* more progress
* resolving symbols
* Initial PR changes
* Removed unnecessary cast
* replaced instances of `PSVECSquareMag` with corresponding inline functions
* update memory layout in `d_a_grid` for consistency
* More PR changes
`checkNextMode` and `procZevDemo` now at 100% matching
* cool push for now, execute almost done
* _create function
* alot closer to matching most
* fixed data
* delete function
* rodata is good now
* 100% matching
* matching in configure.py
* changes from comments
* start d-a-obj-swhammer
* mostly match swhammer and name members
* rename smoke callback member mColor
* name attrs and match createheap
* 100% equivalent
* d_a_leaflift 100%
* d_a_leaflift_static 100%
Additional formatting changes plus variable re-naming's due to added context from `d_a_leaflift_static`
* PR changes made, renamed other variables
The m43C-m43E flags seem to be flags relating to Link's gliding state but couldn't figure out the order of them. m43F seems to be some timer.
* additional PR changes
* d_a_shutter_2 100%
- Code should be consistent with `d_a_shutter`
- A couple of variables still remain unnamed
* fixed issue in configure.py, git related
* forgot to set to matching
* weak function ordering in fine, removed param
* merged decleration and instantiation of minVel, maxVel
* PR changes
_create() still has me stumped. You would think that the return after that if statement would be `return cPhs_COMPLEATE_e;` but it just, doesn't exist? Adding any sort of return statement causes it not to match. Potential bug forgotten by the devs maybe?
* d_a_shutter 100%
- Wasn't sure what to name some of the used member variables that have yet to be assigned names (ex. `field_0x339`) but if you have an intuitive guess based on the code/previous actors I'd be happy to change them
* Requested PR changes made
The only thing I was unsure about was the new name for `mCount`. I settled on `mFrameTimer` because it's initialized to 30 and counts down every frame (assuming `_execute()` is called every frame).
* changed typing of `mbIsSwitch` to remove unnecessary cast
* file reference changes
* d_a_steam_tag 100%
Added inline functions to `d_point_wind` that were referenced in this TU
* PR changes added
- Also removed an unused local variable, renamed another
- Seems my struct had one member too many so I removed the last one ('field_0x0F`) and resized `field_0x0E` accordingly