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synced 2026-10-03 16:16:17 -04:00
Game renaming (#63)
* rename GameState to Game * Rename the structs * fix table * whoops * rename play parameter * format * undo what i messed in z64compress
This commit is contained in:
+4
-4
@@ -116,17 +116,17 @@ Floats usually need an `f` on the end to match, or IDO will use doubles. Our flo
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## Play2
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In some particular instances, IDO requires the function argument `play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `play`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c`
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In some particular instances, IDO requires the function argument `game_play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `game_play`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c`
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```c
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void EnFirefly_Update(Actor* thisx, PlayState* play2) {
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PlayState* play = play2;
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void EnFirefly_Update(Actor* thisx, Game_Play* play2) {
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Game_Play* game_play = play2;
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EnFirefly* this = THIS;
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```
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In other places the cast is actually not explicitly needed, but a stack `pad` variable is still needed. For this there should just be a stack variable called `pad` of type `s32` before the actor `THIS` cast. For example in `z_bg_goron_oyu`
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```c
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void BgGoronOyu_Init(Actor* thisx, PlayState* play) {
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void BgGoronOyu_Init(Actor* thisx, Game_Play* game_play) {
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s32 pad;
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BgGoronOyu* this = THIS;
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CollisionHeader* colHeader = NULL;
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+3
-3
@@ -3,14 +3,14 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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void func_80059BF0_jp(void);
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void banti_move(struct PlayState* play);
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void banti_move(struct Game_Play* game_play);
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// void func_80059EC0_jp();
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// void func_8005A070_jp();
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// void func_8005A154_jp();
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// void func_8005A238_jp();
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void banti_draw(struct PlayState* play);
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void banti_draw(struct Game_Play* game_play);
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#endif
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+4
-4
@@ -3,8 +3,8 @@
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#include "ultra64.h"
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struct PlayState;
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struct GameState;
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struct Game_Play;
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struct Game;
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// void func_8005ABA0_jp();
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// void func_8005ABE0_jp();
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@@ -109,7 +109,7 @@ struct GameState;
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// void func_8005DCCC_jp();
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// void mBGMPsComp_make_ps_lost_fanfare();
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// void func_8005DD5C_jp();
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void mBGMPsComp_make_ps_wipe(s32 arg0, struct PlayState* play);
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void mBGMPsComp_make_ps_wipe(s32 arg0, struct Game_Play* game_play);
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// void func_8005DE0C_jp();
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// void func_8005DE60_jp();
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// void func_8005DE88_jp();
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@@ -179,7 +179,7 @@ void mBGMPsComp_make_ps_wipe(s32 arg0, struct PlayState* play);
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// void func_8005EE00_jp();
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// void func_8005EE20_jp();
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// void func_8005EEA0_jp();
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void mBGM_main(struct GameState* gameState);
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void mBGM_main(struct Game* gameState);
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// void mBGM_ct();
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void func_8005F020_jp(void);
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void mBGM_cleanup(void);
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+5
-5
@@ -3,7 +3,7 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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// void func_8005F390_jp();
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// void func_8005F3DC_jp();
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@@ -43,7 +43,7 @@ struct PlayState;
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// void func_80060970_jp();
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// void func_80060A6C_jp();
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// void func_80060B18_jp();
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void Camera2_ClearActorTalking_Cull(struct PlayState* play);
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void Camera2_ClearActorTalking_Cull(struct Game_Play* game_play);
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// void func_80060D1C_jp();
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// void func_80060D58_jp();
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// void func_80060D6C_jp();
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@@ -156,9 +156,9 @@ void Camera2_ClearActorTalking_Cull(struct PlayState* play);
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// void func_80064EF0_jp();
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// void func_80064F08_jp();
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// void func_80064F28_jp();
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void func_80064F48_jp(struct PlayState* play);
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void func_80064F48_jp(struct Game_Play* game_play);
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// void func_80064F84_jp();
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void Camera2_process(struct PlayState* play);
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void Camera2_draw(struct PlayState* play);
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void Camera2_process(struct Game_Play* game_play);
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void Camera2_draw(struct Game_Play* game_play);
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#endif
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+3
-3
@@ -5,7 +5,7 @@
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struct Input;
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struct GraphicsContext;
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struct PlayState;
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struct Game_Play;
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// void func_8007A620_jp();
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// void func_8007A630_jp();
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@@ -77,8 +77,8 @@ void mDemo_stock_clear(void);
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// void func_8007CF34_jp();
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// void func_8007CF44_jp();
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// void func_8007CF84_jp();
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void mDemo_Main(struct PlayState* play);
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void func_8007CFD8_jp(struct PlayState* play);
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void mDemo_Main(struct Game_Play* game_play);
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void func_8007CFD8_jp(struct Game_Play* game_play);
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// void func_8007D030_jp();
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// void func_8007D048_jp();
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// void func_8007D080_jp();
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+3
-3
@@ -3,7 +3,7 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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typedef struct Play80804480 {
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/* 0x00 */ char unk00[0xDC];
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@@ -12,7 +12,7 @@ typedef struct Play80804480 {
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// void func_800831E0_jp();
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// void func_800835AC_jp();
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void fbdemo_cleanup(Play80804480* arg0);
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s32 fbdemo_init(Play80804480* arg0, s32 arg1, s32 arg2, struct PlayState* play);
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s32 fbdemo_init(Play80804480* arg0, s32 arg1, s32 arg2, struct Game_Play* game_play);
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// void func_80083870_jp();
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void fbdemo_draw(Play80804480* arg0, Gfx** gfx);
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// void func_80083AB0_jp();
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@@ -23,7 +23,7 @@ void fbdemo_triforce_init(void*);
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// void func_80083CE8_jp();
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void fbdemo_triforce_move(void*, u8);
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void fbdemo_triforce_draw(void*, Gfx**);
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s32 fbdemo_triforce_is_finish(void*, PlayState* play);
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s32 fbdemo_triforce_is_finish(void*, Game_Play* game_play);
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void fbdemo_triforce_settype(void*, s32);
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void fbdemo_triforce_setcolor_rgba8888(void*, s32);
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+1
-1
@@ -10,6 +10,6 @@ void fbdemo_wipe1_startup(void*);
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void fbdemo_wipe1_settype(void*, s32);
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void fbdemo_wipe1_setcolor_rgba8888(void*, s32);
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// void func_800844BC_jp();
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s32 fbdemo_wipe1_is_finish(void*, PlayState* play);
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s32 fbdemo_wipe1_is_finish(void*, Game_Play* game_play);
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#endif
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+4
-4
@@ -3,11 +3,11 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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typedef struct PlayState2128 {
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typedef struct Game_Play2128 {
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/* 0x00 */ char unk00[0x10];
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} PlayState2128; // size = 0x10
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} Game_Play2128; // size = 0x10
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void fbdemo_fade_init(void* arg0);
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void fbdemo_fade_move(void* arg0, u8 arg1);
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@@ -15,6 +15,6 @@ void fbdemo_fade_draw(void* arg0, Gfx** gfx);
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void fbdemo_fade_startup(void* arg0);
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void fbdemo_fade_settype(void* arg0, s32 arg1);
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void fbdemo_fade_setcolor_rgba8888(void* arg0, s32 arg1);
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s32 fbdemo_fade_is_finish(void* arg0, struct PlayState* play);
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s32 fbdemo_fade_is_finish(void* arg0, struct Game_Play* game_play);
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#endif
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+2
-2
@@ -3,7 +3,7 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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// void func_800B67C0_jp();
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// void func_800B6838_jp();
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@@ -30,7 +30,7 @@ struct PlayState;
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// void func_800B7468_jp();
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// void func_800B74E8_jp();
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// void func_800B7560_jp();
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void mPO_business_proc(struct PlayState* play);
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void mPO_business_proc(struct Game_Play* game_play);
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// void func_800B7680_jp();
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// void func_800B7700_jp();
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+2
-2
@@ -3,7 +3,7 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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// void func_800BD2B0_jp();
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Gfx* gfx_set_fog_nosync(Gfx* gfx, u8 arg1, u8 arg2, u8 arg3, s32 arg4, s16 arg5, s16 arg6);
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@@ -34,7 +34,7 @@ Gfx* func_800BD720_jp(Gfx* gfx);
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// void func_800BD9FC_jp();
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// void func_800BDA20_jp();
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// void two_tex_scroll();
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void DisplayList_initialize(GraphicsContext* gfxCtx, u8 arg1, u8 arg2, u8 arg3, struct PlayState* play);
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void DisplayList_initialize(GraphicsContext* gfxCtx, u8 arg1, u8 arg2, u8 arg3, struct Game_Play* game_play);
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void fade_rgba8888_draw(Gfx** gfx, s32 arg1);
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// void func_800BE030_jp();
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// void fade_black_draw();
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+10
-10
@@ -3,14 +3,14 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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typedef struct PlayState1CBC {
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typedef struct Game_Play1CBC {
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/* 0x00 */ s32 unk_00;
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/* 0x04 */ char unk04[0x8];
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/* 0x0C */ s32 unk_0C;
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/* 0x10 */ char unk10[0xE0];
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} PlayState1CBC; // size = 0xF0
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} Game_Play1CBC; // size = 0xF0
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// void func_800C4420_jp();
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// void func_800C4440_jp();
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@@ -20,24 +20,24 @@ typedef struct PlayState1CBC {
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// void mSM_ovlptr_dllcnv();
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// void func_800C47B4_jp();
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// void func_800C497C_jp();
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void func_800C49D4_jp(struct PlayState* play);
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void mSM_submenu_ovlptr_cleanup(PlayState1CBC* arg0);
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void func_800C49D4_jp(struct Game_Play* game_play);
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void mSM_submenu_ovlptr_cleanup(Game_Play1CBC* arg0);
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// void load_player();
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void mSM_submenu_ct(PlayState1CBC* arg0);
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void mSM_submenu_dt(PlayState1CBC* arg0);
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void mSM_submenu_ct(Game_Play1CBC* arg0);
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void mSM_submenu_dt(Game_Play1CBC* arg0);
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// void func_800C4D8C_jp();
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// void func_800C4DB0_jp();
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// void func_800C4DD8_jp();
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// void func_800C4DFC_jp();
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// void func_800C4E2C_jp();
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void mSM_submenu_ctrl(struct PlayState* play);
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void mSM_submenu_ctrl(struct Game_Play* game_play);
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// void func_800C50C4_jp();
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// void func_800C50EC_jp();
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// void func_800C510C_jp();
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// void func_800C5228_jp();
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// void func_800C524C_jp();
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void mSM_submenu_move(PlayState1CBC* arg0);
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void mSM_submenu_draw(PlayState1CBC* arg0, struct PlayState* play);
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void mSM_submenu_move(Game_Play1CBC* arg0);
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void mSM_submenu_draw(Game_Play1CBC* arg0, struct Game_Play* game_play);
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// void func_800C53B8_jp();
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// void func_800C543C_jp();
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// void func_800C54A8_jp();
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+9
-9
@@ -3,8 +3,8 @@
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#include "ultra64.h"
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struct PlayState;
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struct PlayState_unk_0110;
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struct Game_Play;
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struct Game_Play_unk_0110;
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// void func_800C59B0_jp();
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// void func_800C5A08_jp();
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@@ -19,16 +19,16 @@ struct PlayState_unk_0110;
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// void func_800C5E10_jp();
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// void func_800C5EA0_jp();
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// void func_800C5F0C_jp();
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void mSc_dmacopy_data_bank(struct PlayState_unk_0110* arg0);
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s32 mSc_bank_regist_check(struct PlayState_unk_0110* arg0, s16 arg1);
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void func_800C6144_jp(struct PlayState_unk_0110* arg0, s16 arg1);
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void mSc_regist_initial_exchange_bank(struct PlayState* play);
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void mSc_dmacopy_data_bank(struct Game_Play_unk_0110* arg0);
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s32 mSc_bank_regist_check(struct Game_Play_unk_0110* arg0, s16 arg1);
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void func_800C6144_jp(struct Game_Play_unk_0110* arg0, s16 arg1);
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void mSc_regist_initial_exchange_bank(struct Game_Play* game_play);
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// void func_800C62C4_jp();
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// void func_800C639C_jp();
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void mSc_data_bank_ct(struct PlayState* play, struct PlayState_unk_0110* arg1);
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void mSc_decide_exchange_bank(struct PlayState_unk_0110* arg0);
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void mSc_data_bank_ct(struct Game_Play* game_play, struct Game_Play_unk_0110* arg1);
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void mSc_decide_exchange_bank(struct Game_Play_unk_0110* arg0);
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// void func_800C6690_jp();
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void Scene_ct(struct PlayState* play, void* arg1);
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void Scene_ct(struct Game_Play* game_play, void* arg1);
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// void func_800C6960_jp();
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// void func_800C69F4_jp();
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// void func_800C6A28_jp();
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+3
-3
@@ -3,16 +3,16 @@
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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// void func_800C8D40_jp();
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// void func_800C8D98_jp();
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// void func_800C8E08_jp();
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void mTD_player_keydata_init(struct PlayState* play);
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void mTD_player_keydata_init(struct Game_Play* game_play);
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// void func_800C8ECC_jp();
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// void func_800C8F5C_jp();
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// void func_800C8F84_jp();
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void title_demo_move(struct PlayState* play);
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void title_demo_move(struct Game_Play* game_play);
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void func_800C9010_jp(void);
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// void func_800C9088_jp();
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// void mTD_get_titledemo_no();
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+2
-2
@@ -3,7 +3,7 @@
|
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#include "ultra64.h"
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struct PlayState;
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struct Game_Play;
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// void func_800C90F0_jp();
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// void func_800C91E0_jp();
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@@ -20,6 +20,6 @@ struct PlayState;
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// void func_800C98A0_jp();
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// void func_800C9D38_jp();
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// void func_800C9F88_jp();
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void mTRC_move(struct PlayState* play);
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void mTRC_move(struct Game_Play* game_play);
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#endif
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+3
-3
@@ -3,11 +3,11 @@
|
||||
|
||||
#include "ultra64.h"
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struct PlayState;
|
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struct Game_Play;
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void func_800CBF80_jp(void);
|
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void watch_my_step_move(struct PlayState* play);
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void watch_my_step_draw(struct PlayState* play);
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void watch_my_step_move(struct Game_Play* game_play);
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void watch_my_step_draw(struct Game_Play* game_play);
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// void func_800CC9C4_jp();
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// void func_800CC9EC_jp();
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// void func_800CCB44_jp();
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+3
-3
@@ -3,8 +3,8 @@
|
||||
|
||||
#include "ultra64.h"
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struct PlayState;
|
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struct PlayState_Unk_1EE8;
|
||||
struct Game_Play;
|
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struct Game_Play_Unk_1EE8;
|
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// void func_800D18B0_jp();
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// void func_800D195C_jp();
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@@ -65,7 +65,7 @@ struct PlayState_Unk_1EE8;
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||||
// void func_800D22CC_jp();
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// void func_800D22F4_jp();
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s32 sAdo_BgmFadeoutCheck(void);
|
||||
s32 func_800D2334_jp(struct PlayState_Unk_1EE8* arg0, struct PlayState* play);
|
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s32 func_800D2334_jp(struct Game_Play_Unk_1EE8* arg0, struct Game_Play* game_play);
|
||||
// void func_800D2354_jp();
|
||||
// void func_800D2360_jp();
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||||
void sAdo_RoomType(u8 arg0);
|
||||
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||||
@@ -4,7 +4,7 @@
|
||||
#include "ultra64.h"
|
||||
#include "z64math.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
typedef enum AnimationMode {
|
||||
/* 0 */ ANIMATION_STOP,
|
||||
@@ -83,7 +83,7 @@ typedef struct {
|
||||
/* 0x1C */ s32 keyframeStartIndex;
|
||||
} SkeletonInfoRCombineWork; // size = 0x20
|
||||
|
||||
typedef s32 (*DrawCallback)(struct PlayState* play, SkeletonInfoR* skeletonInfo, s32 jointIndex, Gfx** dlist, u8* displayBufferFlag, void*, Vec3s* rotation, Vec3f* translation);
|
||||
typedef s32 (*DrawCallback)(struct Game_Play* game_play, SkeletonInfoR* skeletonInfo, s32 jointIndex, Gfx** dlist, u8* displayBufferFlag, void*, Vec3s* rotation, Vec3f* translation);
|
||||
|
||||
void cKF_FrameControl_zeroClear(FrameControl* frameControl);
|
||||
void cKF_FrameControl_ct(FrameControl* frameControl);
|
||||
@@ -117,9 +117,9 @@ void cKF_SkeletonInfo_R_init(SkeletonInfoR* skeletonInfo, BaseSkeletonR* skeleto
|
||||
void cKF_SkeletonInfo_R_setAnim(SkeletonInfoR* skeletonInfo, BaseAnimationR* animation);
|
||||
void cKF_SkeletonInfo_R_morphJoint(SkeletonInfoR* skeletonInfo);
|
||||
s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo);
|
||||
void cKF_Si3_draw_SV_R_child(struct PlayState* play, SkeletonInfoR* skeletonInfo, s32* jointIndex,
|
||||
void cKF_Si3_draw_SV_R_child(struct Game_Play* game_play, SkeletonInfoR* skeletonInfo, s32* jointIndex,
|
||||
DrawCallback beforeCallback, DrawCallback afterCallback, void* arg, Mtx** mtx);
|
||||
void cKF_Si3_draw_R_SV(struct PlayState* play, SkeletonInfoR* skeletonInfo, Mtx* mtx, DrawCallback beforeCallback,
|
||||
void cKF_Si3_draw_R_SV(struct Game_Play* game_play, SkeletonInfoR* skeletonInfo, Mtx* mtx, DrawCallback beforeCallback,
|
||||
DrawCallback afterCallback, void* arg);
|
||||
void cKF_SkeletonInfo_R_init_standard_repeat_speedsetandmorph(SkeletonInfoR* skeletonInfo, BaseAnimationR* animation,
|
||||
Vec3s* diffRotTable, f32 speed, f32 morphCounter);
|
||||
|
||||
+22
-22
@@ -9,7 +9,7 @@
|
||||
#include "unk.h"
|
||||
#include "m_controller.h"
|
||||
|
||||
struct GameState;
|
||||
struct Game;
|
||||
struct GraphicsContext;
|
||||
struct struct_80145020_jp;
|
||||
|
||||
@@ -26,7 +26,7 @@ typedef enum GameStateId {
|
||||
#undef DEFINE_GAMESTATE_INTERNAL
|
||||
|
||||
|
||||
typedef void (*GameStateFunc)(struct GameState* gameState);
|
||||
typedef void (*GameStateFunc)(struct Game* gameState);
|
||||
|
||||
typedef struct {
|
||||
/* 0x00 */ void* loadedRamAddr;
|
||||
@@ -43,7 +43,7 @@ typedef struct {
|
||||
/* 0x2C */ size_t instanceSize;
|
||||
} GameStateOverlay; // size = 0x30
|
||||
|
||||
typedef struct GameState {
|
||||
typedef struct Game {
|
||||
/* 0x00 */ struct GraphicsContext* gfxCtx;
|
||||
/* 0x04 */ GameStateFunc main;
|
||||
/* 0x08 */ GameStateFunc destroy;
|
||||
@@ -60,37 +60,37 @@ typedef struct GameState {
|
||||
/* 0xA0 */ s32 unk_A0;
|
||||
/* 0xA4 */ UNK_TYPE1 unk_A4[0x4];
|
||||
/* 0xA8 */ Controller controller;
|
||||
} GameState; // size = 0xE0
|
||||
} Game; // size = 0xE0
|
||||
|
||||
void func_800D2E00_jp(GameState* gameState);
|
||||
void func_800D2E00_jp(Game* gameState);
|
||||
void func_800D2E58_jp(u16 button, Gfx** gfxP);
|
||||
void game_debug_draw_last(GameState* gameState, struct GraphicsContext* gfxCtx);
|
||||
void game_debug_draw_last(Game* gameState, struct GraphicsContext* gfxCtx);
|
||||
void game_draw_first(struct GraphicsContext* gfxCtx);
|
||||
void game_draw_last(struct GraphicsContext* gfxCtx);
|
||||
void game_get_controller(GameState* gameState);
|
||||
void game_get_controller(Game* gameState);
|
||||
void SetGameFrame(s32 divisor);
|
||||
void game_main(GameState* gameState);
|
||||
void game_init_hyral(GameState* gameState, size_t size);
|
||||
void game_resize_hyral(GameState* gameState, size_t size);
|
||||
void game_ct(GameState* gameState, GameStateFunc init, struct GraphicsContext* gfxCtx);
|
||||
void game_dt(GameState* gameState);
|
||||
GameStateFunc game_get_next_game_init(GameState* gameState);
|
||||
size_t game_get_next_game_class_size(GameState* gameState);
|
||||
s32 game_is_doing(GameState* gameState);
|
||||
s32 game_getFreeBytes(GameState* gameState);
|
||||
void game_goto_next_game_play(GameState* gameState);
|
||||
void game_goto_next_game_name_famicom_emu(GameState* gameState);
|
||||
void game_main(Game* gameState);
|
||||
void game_init_hyral(Game* gameState, size_t size);
|
||||
void game_resize_hyral(Game* gameState, size_t size);
|
||||
void game_ct(Game* gameState, GameStateFunc init, struct GraphicsContext* gfxCtx);
|
||||
void game_dt(Game* gameState);
|
||||
GameStateFunc game_get_next_game_init(Game* gameState);
|
||||
size_t game_get_next_game_class_size(Game* gameState);
|
||||
s32 game_is_doing(Game* gameState);
|
||||
s32 game_getFreeBytes(Game* gameState);
|
||||
void game_goto_next_game_play(Game* gameState);
|
||||
void game_goto_next_game_name_famicom_emu(Game* gameState);
|
||||
|
||||
|
||||
// .data
|
||||
|
||||
extern GameState* gamePT;
|
||||
extern Game* gamePT;
|
||||
|
||||
// .bss
|
||||
|
||||
extern struct struct_80145020_jp B_80145020_jp;
|
||||
extern s16 B_80145040_jp;
|
||||
extern GameState* game_class_p;
|
||||
extern Game* game_class_p;
|
||||
extern u8 game_GameFrame;
|
||||
extern f32 game_GameFrameF;
|
||||
extern f32 game_GameFrame_2F;
|
||||
@@ -110,14 +110,14 @@ extern GameStateId game_dlftbls_num;
|
||||
|
||||
#define STOP_GAMESTATE(curState) \
|
||||
do { \
|
||||
GameState* state = curState; \
|
||||
Game* state = curState; \
|
||||
\
|
||||
state->running = false; \
|
||||
} while(0)
|
||||
|
||||
#define SET_NEXT_GAMESTATE(curState, nextInit, nextSize) \
|
||||
do { \
|
||||
GameState* state = curState; \
|
||||
Game* state = curState; \
|
||||
\
|
||||
(state)->init = nextInit; \
|
||||
(state)->size = nextSize; \
|
||||
|
||||
+22
-22
@@ -7,7 +7,7 @@
|
||||
#include "unk.h"
|
||||
|
||||
struct Actor;
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct ActorEntry;
|
||||
struct ActorOverlay;
|
||||
struct struct_801161E8_jp;
|
||||
@@ -47,7 +47,7 @@ typedef enum FgNameF000 {
|
||||
/* 0xE */ FGNAME_F000_E
|
||||
} FgNameF000;
|
||||
|
||||
typedef void (*ActorFunc)(struct Actor* this, struct PlayState* play);
|
||||
typedef void (*ActorFunc)(struct Actor* this, struct Game_Play* game_play);
|
||||
|
||||
// a.k.a. ActorInit
|
||||
typedef struct ActorProfile {
|
||||
@@ -69,7 +69,7 @@ typedef struct PosRot {
|
||||
/* 0x0C */ Vec3s rot;
|
||||
} PosRot; // size = 0x14
|
||||
|
||||
typedef void (*Shape_Info_unk_0C)(struct Actor*, struct Lights*, struct PlayState*);
|
||||
typedef void (*Shape_Info_unk_0C)(struct Actor*, struct Lights*, struct Game_Play*);
|
||||
|
||||
typedef struct Shape_Info {
|
||||
/* 0x00 */ Vec3s rot;
|
||||
@@ -229,34 +229,34 @@ typedef struct ActorInfo {
|
||||
|
||||
#define ACTOR_FGNAME_GET_F000(fgName) (((fgName) & 0xF000) >> 12)
|
||||
|
||||
void projection_pos_set(struct PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
|
||||
void projection_pos_set(struct Game_Play* game_play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW);
|
||||
void Actor_world_to_eye(Actor* actor, f32 arg1);
|
||||
void Actor_position_move(Actor* actor);
|
||||
void Actor_position_speed_set(Actor* actor);
|
||||
void Actor_position_moveF(Actor* actor);
|
||||
s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, struct PlayState* play);
|
||||
void Actor_display_position_set(struct PlayState* play, Actor* actor, s16* x, s16* y);
|
||||
s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, struct Game_Play* game_play);
|
||||
void Actor_display_position_set(struct Game_Play* game_play, Actor* actor, s16* x, s16* y);
|
||||
void Shape_Info_init(Actor* actor, f32 arg1, Shape_Info_unk_0C arg2, f32 arg3, f32 arg4);
|
||||
void Actor_foot_shadow_pos_set(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos);
|
||||
void Actor_delete(Actor* actor);
|
||||
s32 Actor_draw_actor_no_culling_check(Actor* actor);
|
||||
s32 Actor_draw_actor_no_culling_check2(Actor* actor, Vec3f* arg1, f32 arg2);
|
||||
void Actor_cull_check(Actor* actor);
|
||||
void Actor_delete_check(Actor* actor, struct PlayState* play);
|
||||
void Actor_info_ct(struct PlayState* play2, ActorInfo* actorInfo, struct ActorEntry* actorEntry);
|
||||
void Actor_info_dt(ActorInfo* actorInfo, struct PlayState* play);
|
||||
void Actor_info_call_actor(struct PlayState* play, ActorInfo* actorInfo);
|
||||
void Actor_info_draw_actor(struct PlayState* play, ActorInfo* actorInfo);
|
||||
void Actor_delete_check(Actor* actor, struct Game_Play* game_play);
|
||||
void Actor_info_ct(struct Game_Play* play2, ActorInfo* actorInfo, struct ActorEntry* actorEntry);
|
||||
void Actor_info_dt(ActorInfo* actorInfo, struct Game_Play* game_play);
|
||||
void Actor_info_call_actor(struct Game_Play* game_play, ActorInfo* actorInfo);
|
||||
void Actor_info_draw_actor(struct Game_Play* game_play, ActorInfo* actorInfo);
|
||||
void Actor_free_overlay_area(struct ActorOverlay* overlayEntry);
|
||||
void Actor_get_overlay_area(struct ActorOverlay* overlayEntry, const struct struct_801161E8_jp* arg1, size_t overlaySize);
|
||||
void Actor_init_actor_class(Actor* actor, ActorProfile* profile, struct ActorOverlay* overlayEntry, struct PlayState* play, s32 arg4, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD, u16 fgName, s16 params);
|
||||
Actor* Actor_info_make_actor(ActorInfo* actorInfo, struct PlayState* play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 arg9, s8 argA, s16 argB, u16 fgName, s16 params, s8 argE, s32 argF);
|
||||
Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, struct PlayState* play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 argA, u16 fgName, s16 params, s32 argD);
|
||||
void restore_fgdata(Actor* actor, struct PlayState* play);
|
||||
void restore_fgdata_one(Actor* actor, struct PlayState* play);
|
||||
void restore_fgdata_all(struct PlayState* play);
|
||||
void Actor_info_save_actor(struct PlayState* play);
|
||||
Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, struct PlayState* play);
|
||||
void Actor_init_actor_class(Actor* actor, ActorProfile* profile, struct ActorOverlay* overlayEntry, struct Game_Play* game_play, s32 arg4, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD, u16 fgName, s16 params);
|
||||
Actor* Actor_info_make_actor(ActorInfo* actorInfo, struct Game_Play* game_play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 arg9, s8 argA, s16 argB, u16 fgName, s16 params, s8 argE, s32 argF);
|
||||
Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, struct Game_Play* game_play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 argA, u16 fgName, s16 params, s32 argD);
|
||||
void restore_fgdata(Actor* actor, struct Game_Play* game_play);
|
||||
void restore_fgdata_one(Actor* actor, struct Game_Play* game_play);
|
||||
void restore_fgdata_all(struct Game_Play* game_play);
|
||||
void Actor_info_save_actor(struct Game_Play* game_play);
|
||||
Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, struct Game_Play* game_play);
|
||||
Actor* Actor_info_name_search(ActorInfo* actorInfo, s16 name, ActorPart part);
|
||||
Actor* Actor_info_fgName_search(ActorInfo* actorInfo, u16 fgName, ActorPart part);
|
||||
void Part_Break_init(Part_Break* partBreak, s32 count, UNK_TYPE arg2);
|
||||
@@ -264,8 +264,8 @@ Gfx* HiliteReflect_new(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct Graphi
|
||||
Hilite* HiliteReflect_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct GraphicsContext* gfxCtx);
|
||||
Hilite* HiliteReflect_xlu_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct GraphicsContext* gfxCtx);
|
||||
Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct GraphicsContext* gfxCtx);
|
||||
Hilite* Setpos_HiliteReflect_init(Vec3f* object, struct PlayState* play);
|
||||
Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, struct PlayState* play);
|
||||
Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, struct PlayState* play);
|
||||
Hilite* Setpos_HiliteReflect_init(Vec3f* object, struct Game_Play* game_play);
|
||||
Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, struct Game_Play* game_play);
|
||||
Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, struct Game_Play* game_play);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -12,11 +12,11 @@ typedef struct CollisionCheck_Status {
|
||||
} CollisionCheck_Status; // size >= 0x18
|
||||
|
||||
|
||||
typedef struct PlayState2138 {
|
||||
typedef struct Game_Play2138 {
|
||||
/* 0x00 */ char unk00[0xD0];
|
||||
} PlayState2138; // size = 0xD0
|
||||
} Game_Play2138; // size = 0xD0
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
// void func_80076B40_jp();
|
||||
// void func_80076BA4_jp();
|
||||
@@ -55,9 +55,9 @@ struct PlayState;
|
||||
// void func_80077410_jp();
|
||||
// void func_800774B4_jp();
|
||||
// void func_80077580_jp();
|
||||
void func_80077620_jp(struct PlayState* play, PlayState2138* arg1);
|
||||
void CollisionCheck_dt(struct PlayState* play, PlayState2138* arg1);
|
||||
void CollisionCheck_clear(struct PlayState* play, PlayState2138* arg1);
|
||||
void func_80077620_jp(struct Game_Play* game_play, Game_Play2138* arg1);
|
||||
void CollisionCheck_dt(struct Game_Play* game_play, Game_Play2138* arg1);
|
||||
void CollisionCheck_clear(struct Game_Play* game_play, Game_Play2138* arg1);
|
||||
// void CollisionCheck_setOC();
|
||||
// void func_80077794_jp();
|
||||
// void func_800777D0_jp();
|
||||
@@ -67,7 +67,7 @@ void CollisionCheck_clear(struct PlayState* play, PlayState2138* arg1);
|
||||
// void func_80077F20_jp();
|
||||
// void func_80077FF0_jp();
|
||||
// void func_80078014_jp();
|
||||
void CollisionCheck_OC(struct PlayState* play, PlayState2138* arg1);
|
||||
void CollisionCheck_OC(struct Game_Play* game_play, Game_Play2138* arg1);
|
||||
// void func_80078214_jp();
|
||||
// void func_80078258_jp();
|
||||
// void func_8007841C_jp();
|
||||
|
||||
@@ -7,9 +7,9 @@
|
||||
struct Actor;
|
||||
struct ActorOverlay;
|
||||
struct struct_801161E8_jp;
|
||||
struct PlayState_unk_0110;
|
||||
struct Game_Play_unk_0110;
|
||||
struct CommonData_unk_1004C_unk_14_arg0;
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_04)(struct ActorOverlay*, const struct struct_801161E8_jp*, size_t, s32);
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_08)(void);
|
||||
@@ -20,9 +20,9 @@ typedef UNK_PTR (*CommonData_unk_1004C_unk_0C)(size_t, const struct struct_80116
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_10)(struct Actor*);
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_14)(struct CommonData_unk_1004C_unk_14_arg0*, u16);
|
||||
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_EC)(struct PlayState_unk_0110*, s16, s16);
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_F0)(struct PlayState_unk_0110*, struct Actor*);
|
||||
typedef s32 (*CommonData_unk_1004C_unk_F4)(struct PlayState_unk_0110*, struct Actor*);
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_EC)(struct Game_Play_unk_0110*, s16, s16);
|
||||
typedef UNK_RET (*CommonData_unk_1004C_unk_F0)(struct Game_Play_unk_0110*, struct Actor*);
|
||||
typedef s32 (*CommonData_unk_1004C_unk_F4)(struct Game_Play_unk_0110*, struct Actor*);
|
||||
|
||||
typedef struct CommonData_unk_1004C {
|
||||
/* 0x00 */ UNK_TYPE1 unk_00[0x4];
|
||||
@@ -67,7 +67,7 @@ typedef struct CommonData10138 {
|
||||
/* 0xA86 */ CommonData10138_Sub unk_A86;
|
||||
} CommonData10138; // size >= 0xA90
|
||||
|
||||
typedef void (*CommonData_100E4_Func)(struct PlayState*);
|
||||
typedef void (*CommonData_100E4_Func)(struct Game_Play*);
|
||||
|
||||
typedef struct CommonData {
|
||||
/* 0x00000 */ u8 unk00000[0x14];
|
||||
|
||||
@@ -31,12 +31,12 @@ typedef struct Controller {
|
||||
/* 0x34 */ f32 lastAdjustedR;
|
||||
} Controller; // size = 0x38
|
||||
|
||||
struct GameState;
|
||||
struct Game;
|
||||
|
||||
void mCon_ct(struct GameState* gameState);
|
||||
void mCon_dt(struct GameState* gameState);
|
||||
void mCon_ct(struct Game* gameState);
|
||||
void mCon_dt(struct Game* gameState);
|
||||
void mCon_calc(Controller* controller, f32 x, f32 y);
|
||||
void mCon_main(struct GameState* game);
|
||||
void mCon_main(struct Game* game);
|
||||
s32 chkButton(u16 mask);
|
||||
u16 getButton(void);
|
||||
s32 chkTrigger(u16 mask);
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
void Debug_Display_init(void);
|
||||
// void Debug_Display_new();
|
||||
void Debug_Display_output(struct PlayState* play);
|
||||
void Debug_Display_output(struct Game_Play* game_play);
|
||||
// void debug_display_output_sprite_16x16_I8();
|
||||
// void debug_display_output_polygon();
|
||||
|
||||
|
||||
+6
-6
@@ -3,7 +3,7 @@
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
typedef struct PlayState1EBC {
|
||||
typedef struct Game_Play1EBC {
|
||||
/* 0x00 */ u8 unk_00;
|
||||
/* 0x01 */ u8 unk_01;
|
||||
/* 0x02 */ u8 unk_02;
|
||||
@@ -12,7 +12,7 @@ typedef struct PlayState1EBC {
|
||||
/* 0x06 */ s16 unk_06;
|
||||
/* 0x08 */ s32 unk_08;
|
||||
/* 0x0C */ s32 unk_0C;
|
||||
} PlayState1EBC; // size = 0x10
|
||||
} Game_Play1EBC; // size = 0x10
|
||||
|
||||
// void func_8007D140_jp();
|
||||
// void func_8007D180_jp();
|
||||
@@ -92,12 +92,12 @@ s32 mEv_CheckTitleDemo(void);
|
||||
// void func_8007F358_jp();
|
||||
// void func_8007F6A0_jp();
|
||||
// void func_8007F764_jp();
|
||||
void func_8007F858_jp(PlayState1EBC* arg0);
|
||||
void func_8007F858_jp(Game_Play1EBC* arg0);
|
||||
// void func_8007F8A4_jp();
|
||||
void mEv_2nd_init(PlayState1EBC* arg0);
|
||||
void mEv_2nd_init(Game_Play1EBC* arg0);
|
||||
// void func_8007F950_jp();
|
||||
void mEv_run(PlayState1EBC* arg0);
|
||||
void mEv_finish(PlayState1EBC* arg0);
|
||||
void mEv_run(Game_Play1EBC* arg0);
|
||||
void mEv_finish(Game_Play1EBC* arg0);
|
||||
// void func_8007FCB8_jp();
|
||||
// void func_8007FD40_jp();
|
||||
// void func_8007FDA8_jp();
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "z64math.h"
|
||||
|
||||
struct CommonData;
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
// void func_80087C30_jp();
|
||||
// void func_80087C40_jp();
|
||||
@@ -111,7 +111,7 @@ UNK_TYPE mFI_SetFG_common(u16 fgName, Vec3f arg1, s32 arg2);
|
||||
// void func_8008B2D0_jp();
|
||||
// void func_8008B300_jp();
|
||||
// void func_8008B318_jp();
|
||||
void mFI_SetBearActor(struct PlayState* play, Vec3f arg1, s32 arg2);
|
||||
void mFI_SetBearActor(struct Game_Play* game_play, Vec3f arg1, s32 arg2);
|
||||
s32 func_8008B3E8_jp(Vec3f* arg0, UNK_TYPE arg1);
|
||||
// void func_8008B4C0_jp();
|
||||
// void func_8008B598_jp();
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
void Balloon_init(struct PlayState* play);
|
||||
void Balloon_move(struct PlayState* play);
|
||||
void Balloon_init(struct Game_Play* game_play);
|
||||
void Balloon_move(struct Game_Play* game_play);
|
||||
// void func_80092B7C_jp();
|
||||
// void func_80092B8C_jp();
|
||||
// void func_80092BA0_jp();
|
||||
|
||||
+2
-2
@@ -31,7 +31,7 @@ typedef struct Kankyo {
|
||||
// void func_80096F5C_jp();
|
||||
// void func_80097048_jp();
|
||||
// void mEnv_RoomTypeLightSet();
|
||||
void Global_kankyo_ct(struct PlayState* play, struct Kankyo* kankyo);
|
||||
void Global_kankyo_ct(struct Game_Play* game_play, struct Kankyo* kankyo);
|
||||
// void mEnv_MakeShadowInfo();
|
||||
// void mEnv_set_time();
|
||||
// void func_800976BC_jp();
|
||||
@@ -49,7 +49,7 @@ void Global_kankyo_ct(struct PlayState* play, struct Kankyo* kankyo);
|
||||
// void func_800981B8_jp();
|
||||
// void func_8009836C_jp();
|
||||
// void func_800983F0_jp();
|
||||
void Global_kankyo_set(struct PlayState* play, struct Kankyo* kankyo, struct LightContext* arg2);
|
||||
void Global_kankyo_set(struct Game_Play* game_play, struct Kankyo* kankyo, struct LightContext* arg2);
|
||||
// void func_80098558_jp();
|
||||
// void func_8009867C_jp();
|
||||
// void func_80098794_jp();
|
||||
|
||||
+2
-2
@@ -7,7 +7,7 @@
|
||||
#include "color.h"
|
||||
|
||||
struct GraphicsContext;
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
typedef struct Lights {
|
||||
/* 0x00 */ UNK_TYPE1 unk_00[0x80];
|
||||
@@ -49,6 +49,6 @@ Lights* Global_light_read(LightContext* lightCtx, struct GraphicsContext* gfxCtx
|
||||
// void func_8009BBEC_jp();
|
||||
// void func_8009BC48_jp();
|
||||
// void func_8009BD90_jp();
|
||||
void Light_list_point_draw(struct PlayState* play);
|
||||
void Light_list_point_draw(struct Game_Play* game_play);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
// void func_8009D1F0_jp();
|
||||
// void func_8009D200_jp();
|
||||
@@ -283,11 +283,11 @@ struct PlayState;
|
||||
// void func_800A3190_jp();
|
||||
// void func_800A31D8_jp();
|
||||
// void func_800A3220_jp();
|
||||
void mMsg_ct(struct PlayState* play);
|
||||
void func_800A3304_jp(struct PlayState* play);
|
||||
void mMsg_ct(struct Game_Play* game_play);
|
||||
void func_800A3304_jp(struct Game_Play* game_play);
|
||||
// void func_800A332C_jp();
|
||||
void mMsg_Main(struct PlayState* play);
|
||||
void mMsg_Draw(struct PlayState* play);
|
||||
void mMsg_Main(struct Game_Play* game_play);
|
||||
void mMsg_Draw(struct Game_Play* game_play);
|
||||
// void func_800A3400_jp();
|
||||
// void func_800A3420_jp();
|
||||
// void func_800A345C_jp();
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "ultra64.h"
|
||||
|
||||
struct Player;
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
|
||||
// void func_800B1160_jp();
|
||||
// void func_800B11B0_jp();
|
||||
@@ -33,13 +33,13 @@ struct PlayState;
|
||||
// void func_800B19C4_jp();
|
||||
// void func_800B1A28_jp();
|
||||
// void func_800B1A60_jp();
|
||||
void mPlib_Object_Exchange_keep_Player_dt(struct PlayState* play);
|
||||
void mPlib_Object_Exchange_keep_Player_dt(struct Game_Play* game_play);
|
||||
// void func_800B1AE0_jp();
|
||||
// void func_800B1B3C_jp();
|
||||
// void func_800B1B6C_jp();
|
||||
// void func_800B1BB8_jp();
|
||||
// void func_800B1BE8_jp();
|
||||
struct Player* get_player_actor_withoutCheck(struct PlayState* play);
|
||||
struct Player* get_player_actor_withoutCheck(struct Game_Play* game_play);
|
||||
// void func_800B1C90_jp();
|
||||
// void func_800B1CBC_jp();
|
||||
// void func_800B1CE0_jp();
|
||||
|
||||
+7
-7
@@ -3,10 +3,10 @@
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct GraphicsContext;
|
||||
|
||||
typedef struct PlayState1938 {
|
||||
typedef struct Game_Play1938 {
|
||||
/* 0x000 */ char unk000[0x28];
|
||||
/* 0x028 */ Vec3f unk_028;
|
||||
/* 0x034 */ char unk034[0x2C];
|
||||
@@ -15,7 +15,7 @@ typedef struct PlayState1938 {
|
||||
/* 0x0E0 */ char unk0E0[0x40];
|
||||
/* 0x120 */ s32 unk_120;
|
||||
/* 0x124 */ char unk124[0x4];
|
||||
} PlayState1938; // size = 0x128
|
||||
} Game_Play1938; // size = 0x128
|
||||
|
||||
typedef struct ScissorViewArg1 {
|
||||
/* 0x00 */ s32 unk_00;
|
||||
@@ -25,26 +25,26 @@ typedef struct ScissorViewArg1 {
|
||||
} ScissorViewArg1; // size = 0x10
|
||||
|
||||
// void set_viewport();
|
||||
void initView(PlayState1938* arg0, struct GraphicsContext* gfxCtx);
|
||||
void initView(Game_Play1938* arg0, struct GraphicsContext* gfxCtx);
|
||||
// void setLookAtView();
|
||||
// void getLookAtView();
|
||||
// void setScaleView();
|
||||
// void getScaleView();
|
||||
// void setPerspectiveView();
|
||||
// void getPerspectiveView();
|
||||
void setScissorView(PlayState1938* arg0, ScissorViewArg1* arg1);
|
||||
void setScissorView(Game_Play1938* arg0, ScissorViewArg1* arg1);
|
||||
// void getScissorView();
|
||||
// void setScissorX();
|
||||
// void setScissorOvl();
|
||||
// void setScissor();
|
||||
// void stretchViewInit();
|
||||
// void do_stretch_view();
|
||||
void showView(PlayState1938* arg0, s32 arg1, struct PlayState* play);
|
||||
void showView(Game_Play1938* arg0, s32 arg1, struct Game_Play* game_play);
|
||||
// void showPerspectiveView();
|
||||
// void showOrthoView();
|
||||
// void showOverLayView();
|
||||
// void showPerspectiveOverLayView();
|
||||
// void showOrthoView1();
|
||||
void showView1(PlayState1938* arg0, s32 arg1, Gfx** gfx);
|
||||
void showView1(Game_Play1938* arg0, s32 arg1, Gfx** gfx);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
#include "ultra64.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct GameState;
|
||||
struct Game;
|
||||
struct GraphicsContext;
|
||||
|
||||
typedef struct struct_80145020_jp {
|
||||
@@ -18,7 +18,7 @@ void func_800D88E0_jp(struct_80145020_jp *arg0);
|
||||
void func_800D8A54_jp(struct_80145020_jp *arg0, struct GraphicsContext* gfxCtx);
|
||||
// void func_800D8DD4_jp();
|
||||
// void func_800D8E18_jp();
|
||||
void func_800D9018_jp(struct_80145020_jp *arg0, struct GraphicsContext* gfxCtx, struct GameState *gameState);
|
||||
void func_800D9018_jp(struct_80145020_jp *arg0, struct GraphicsContext* gfxCtx, struct Game *gameState);
|
||||
// void func_800D93F4_jp();
|
||||
|
||||
#endif
|
||||
|
||||
@@ -5,14 +5,14 @@
|
||||
#include "z64math.h"
|
||||
|
||||
struct GraphicsContext;
|
||||
struct GameState;
|
||||
struct Game;
|
||||
|
||||
typedef enum {
|
||||
/* 0 */ MTXMODE_NEW, // generates a new matrix
|
||||
/* 1 */ MTXMODE_APPLY // applies transformation to the current matrix
|
||||
} MatrixMode;
|
||||
|
||||
void new_Matrix(struct GameState* gameState);
|
||||
void new_Matrix(struct Game* gameState);
|
||||
void Matrix_push(void);
|
||||
void Matrix_pull(void);
|
||||
void Matrix_get(MtxF* dest);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/* 0x00 */ DEFINE_GAMESTATE(FirstGame, GAMESTATE_FIRST_GAME, first_game)
|
||||
/* 0x01 */ DEFINE_GAMESTATE(MapSelect, GAMESTATE_MAP_SELECT, select)
|
||||
/* 0x01 */ DEFINE_GAMESTATE(Select, GAMESTATE_MAP_SELECT, select)
|
||||
/* 0x02 */ DEFINE_GAMESTATE(Play, GAMESTATE_PLAY, play)
|
||||
/* 0x03 */ DEFINE_GAMESTATE(SecondGame, GAMESTATE_SECOND_GAME, second_game)
|
||||
/* 0x04 */ DEFINE_GAMESTATE(_00743CD0, GAMESTATE_00743CD0, _00743CD0)
|
||||
|
||||
@@ -24,13 +24,13 @@ typedef struct CommonData_unk_1004C_unk_14_arg0 {
|
||||
/* 0x04 */ UNK_TYPE1 unk_04[0x60];
|
||||
} CommonData_unk_1004C_unk_14_arg0; // size >= 0x64, maybe less, guessed from stack usage
|
||||
|
||||
typedef struct PlayState_unk_0110 {
|
||||
typedef struct Game_Play_unk_0110 {
|
||||
/* 0x00 */ s16 unk_00;
|
||||
/* 0x02 */ UNK_TYPE1 unk_02[0x2];
|
||||
/* 0x04 */ void* segment;
|
||||
/* 0x08 */ UNK_TYPE1 unk_08[0x48];
|
||||
/* 0x50 */ s16 unk_50;
|
||||
/* 0x52 */ UNK_TYPE1 unk_52[0x2];
|
||||
} PlayState_unk_0110; // size = 0x54
|
||||
} Game_Play_unk_0110; // size = 0x54
|
||||
|
||||
#endif
|
||||
|
||||
@@ -59,7 +59,7 @@ ALMicroTime alEvtqNextEvent(ALEventQueue *evtq, ALEvent *evt)
|
||||
{
|
||||
/* sct 11/28/95 - If we get here, most like we overflowed the event queue */
|
||||
/* with non-self-perpetuating events. Eg. if we filled the evtq with volume */
|
||||
/* events, then when the seqp is told to play it will handle all the events */
|
||||
/* events, then when the seqp is told to game_play it will handle all the events */
|
||||
/* at once completely emptying out the queue. At this point this problem */
|
||||
/* must be treated as an out of resource error and the evtq should be increased. */
|
||||
evt->type = -1;
|
||||
|
||||
@@ -53,7 +53,7 @@ typedef struct {
|
||||
ALSound *sound; /* sound referenced here */
|
||||
s16 priority;
|
||||
f32 pitch; /* current playback pitch */
|
||||
s32 state; /* play state for this sound */
|
||||
s32 state; /* game_play state for this sound */
|
||||
s16 vol; /* volume - combined with volume from bank */
|
||||
ALPan pan; /* pan - 0 = left, 127 = right */
|
||||
u8 fxMix; /* wet/dry mix - 0 = dry, 127 = wet */
|
||||
|
||||
@@ -126,7 +126,7 @@ const char* __os_error_message[] = {
|
||||
"Synthesizer: no free updates",
|
||||
"alSndPDeallocate: attempt to deallocate a sound which is playing",
|
||||
"alSndpDelete: attempt to delete player with playing sounds",
|
||||
"alSndpPlay: attempt to play a sound which is playing",
|
||||
"alSndpPlay: attempt to game_play a sound which is playing",
|
||||
"alSndpSetSound: sound id (%d) out of range (0 - %d)",
|
||||
"alSndpSetPriority: sound id (%d) out of range (0 - %d)",
|
||||
"alSndpSet Parameter: target (%d) out of range (0 - %d)",
|
||||
|
||||
+15
-14
@@ -529,7 +529,7 @@ s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo) {
|
||||
return cKF_FrameControl_play(&skeletonInfo->frameControl);
|
||||
|
||||
} else if (skeletonInfo->morphCounter > 0.0f) {
|
||||
// A positive morphCounter will wait to play the animation until the morph has finished.
|
||||
// A positive morphCounter will wait to game_play the animation until the morph has finished.
|
||||
cKF_SkeletonInfo_R_morphJoint(skeletonInfo);
|
||||
|
||||
skeletonInfo->morphCounter -= 1.0f;
|
||||
@@ -539,7 +539,7 @@ s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo) {
|
||||
return 0;
|
||||
|
||||
} else {
|
||||
// A negative morphCounter will play the animation and morph at the same time.
|
||||
// A negative morphCounter will game_play the animation and morph at the same time.
|
||||
cKF_SkeletonInfo_R_morphJoint(skeletonInfo);
|
||||
|
||||
skeletonInfo->morphCounter += 1.0f;
|
||||
@@ -563,8 +563,8 @@ s32 cKF_SkeletonInfo_R_play(SkeletonInfoR* skeletonInfo) {
|
||||
*
|
||||
* @param jointIndex The index of the jointElem to draw.
|
||||
*/
|
||||
void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32* jointIndex, DrawCallback beforeCallback,
|
||||
DrawCallback afterCallback, void* arg, Mtx** mtx) {
|
||||
void cKF_Si3_draw_SV_R_child(Game_Play* game_play, SkeletonInfoR* skeletonInfo, s32* jointIndex,
|
||||
DrawCallback beforeCallback, DrawCallback afterCallback, void* arg, Mtx** mtx) {
|
||||
JointElemR* jointElem = *jointIndex + (JointElemR*)Lib_SegmentedToVirtual(skeletonInfo->skeleton->jointElemTable);
|
||||
s32 i;
|
||||
Gfx* newDlist;
|
||||
@@ -616,14 +616,14 @@ void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32*
|
||||
}
|
||||
}
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
OPEN_DISPS(game_play->state.gfxCtx);
|
||||
Matrix_push();
|
||||
newDlist = shape = jointElem->shape;
|
||||
displayBufferFlag = jointElem->displayBufferFlag;
|
||||
|
||||
if ((beforeCallback == NULL) ||
|
||||
(beforeCallback != NULL && beforeCallback(play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, arg,
|
||||
&rotation, &translation) != NULL)) {
|
||||
(beforeCallback != NULL && beforeCallback(game_play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag,
|
||||
arg, &rotation, &translation) != NULL)) {
|
||||
Matrix_softcv3_mult(&translation, &rotation);
|
||||
|
||||
if (newDlist != NULL) {
|
||||
@@ -647,17 +647,18 @@ void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32*
|
||||
}
|
||||
|
||||
if (afterCallback != NULL) {
|
||||
afterCallback(play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, arg, &rotation, &translation);
|
||||
afterCallback(game_play, skeletonInfo, *jointIndex, &newDlist, &displayBufferFlag, arg, &rotation,
|
||||
&translation);
|
||||
}
|
||||
|
||||
(*jointIndex)++;
|
||||
|
||||
for (i = 0; i < jointElem->numberOfChildren; i++) {
|
||||
cKF_Si3_draw_SV_R_child(play, skeletonInfo, jointIndex, beforeCallback, afterCallback, arg, mtx);
|
||||
cKF_Si3_draw_SV_R_child(game_play, skeletonInfo, jointIndex, beforeCallback, afterCallback, arg, mtx);
|
||||
}
|
||||
|
||||
Matrix_pull();
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
CLOSE_DISPS(game_play->state.gfxCtx);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -665,17 +666,17 @@ void cKF_Si3_draw_SV_R_child(PlayState* play, SkeletonInfoR* skeletonInfo, s32*
|
||||
*
|
||||
* This function calls cKF_Si3_draw_SV_R_child() to recursively draw each joint.
|
||||
*/
|
||||
void cKF_Si3_draw_R_SV(PlayState* play, SkeletonInfoR* skeletonInfo, Mtx* mtx, DrawCallback beforeCallback,
|
||||
void cKF_Si3_draw_R_SV(Game_Play* game_play, SkeletonInfoR* skeletonInfo, Mtx* mtx, DrawCallback beforeCallback,
|
||||
DrawCallback afterCallback, void* arg) {
|
||||
s32 jointIndex;
|
||||
|
||||
if (mtx != NULL) {
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
OPEN_DISPS(game_play->state.gfxCtx);
|
||||
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
|
||||
gSPSegment(POLY_XLU_DISP++, 0x0D, mtx);
|
||||
jointIndex = 0;
|
||||
cKF_Si3_draw_SV_R_child(play, skeletonInfo, &jointIndex, beforeCallback, afterCallback, arg, &mtx);
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
cKF_Si3_draw_SV_R_child(game_play, skeletonInfo, &jointIndex, beforeCallback, afterCallback, arg, &mtx);
|
||||
CLOSE_DISPS(game_play->state.gfxCtx);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+18
-18
@@ -17,17 +17,17 @@
|
||||
#include "overlays/gamestates/ovl_famicom_emu/famicom_emu.h"
|
||||
#include "macros.h"
|
||||
|
||||
GameState* gamePT = NULL;
|
||||
Game* gamePT = NULL;
|
||||
|
||||
struct_80145020_jp B_80145020_jp;
|
||||
s16 B_80145040_jp;
|
||||
GameState* game_class_p;
|
||||
Game* game_class_p;
|
||||
u8 game_GameFrame;
|
||||
f32 game_GameFrameF;
|
||||
f32 game_GameFrame_2F;
|
||||
f32 game_GameFrame__1F;
|
||||
|
||||
void func_800D2E00_jp(GameState* gameState) {
|
||||
void func_800D2E00_jp(Game* gameState) {
|
||||
if (zurumode_flag >= 2) {
|
||||
Debug_mode_input(CONTROLLER2(gameState));
|
||||
}
|
||||
@@ -82,7 +82,7 @@ void func_800D2E58_jp(u16 button, Gfx** gfxP) {
|
||||
*gfxP = gfx;
|
||||
}
|
||||
|
||||
void game_debug_draw_last(GameState* gameState, GraphicsContext* gfxCtx) {
|
||||
void game_debug_draw_last(Game* gameState, GraphicsContext* gfxCtx) {
|
||||
Gfx* gfx;
|
||||
Gfx* gfxHead;
|
||||
|
||||
@@ -172,7 +172,7 @@ void game_draw_last(GraphicsContext* gfxCtx) {
|
||||
CLOSE_DISPS(gfxCtx);
|
||||
}
|
||||
|
||||
void game_get_controller(GameState* gameState) {
|
||||
void game_get_controller(Game* gameState) {
|
||||
if (gameState->unk_74 == 1) {
|
||||
padmgr_RequestPadData(gameState->input, 1);
|
||||
} else {
|
||||
@@ -190,7 +190,7 @@ void SetGameFrame(s32 divisor) {
|
||||
}
|
||||
}
|
||||
|
||||
void game_main(GameState* gameState) {
|
||||
void game_main(Game* gameState) {
|
||||
GraphicsContext* gfxCtx = gameState->gfxCtx;
|
||||
u8 gameframe = game_GameFrame;
|
||||
|
||||
@@ -213,7 +213,7 @@ void game_main(GameState* gameState) {
|
||||
gameState->unk_A0++;
|
||||
}
|
||||
|
||||
void game_init_hyral(GameState* gameState, size_t size) {
|
||||
void game_init_hyral(Game* gameState, size_t size) {
|
||||
void* buf = gamealloc_malloc(&gameState->alloc, size);
|
||||
|
||||
if (buf != NULL) {
|
||||
@@ -225,7 +225,7 @@ void game_init_hyral(GameState* gameState, size_t size) {
|
||||
_dbg_hungup("../game.c", 462);
|
||||
}
|
||||
|
||||
void game_resize_hyral(GameState* gameState, size_t size) {
|
||||
void game_resize_hyral(Game* gameState, size_t size) {
|
||||
GameAlloc* alloc = &gameState->alloc;
|
||||
void* gameArena;
|
||||
size_t maxFree;
|
||||
@@ -254,7 +254,7 @@ void game_resize_hyral(GameState* gameState, size_t size) {
|
||||
_dbg_hungup("../game.c", 508);
|
||||
}
|
||||
|
||||
void game_ct(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx) {
|
||||
void game_ct(Game* gameState, GameStateFunc init, GraphicsContext* gfxCtx) {
|
||||
gamePT = gameState;
|
||||
|
||||
gfxCtx->unk_2F2 = 1;
|
||||
@@ -291,7 +291,7 @@ void game_ct(GameState* gameState, GameStateFunc init, GraphicsContext* gfxCtx)
|
||||
func_800D3E14_jp(gameState->gfxCtx);
|
||||
}
|
||||
|
||||
void game_dt(GameState* gameState) {
|
||||
void game_dt(Game* gameState) {
|
||||
mCon_dt(gameState);
|
||||
func_800D3E40_jp(gameState->gfxCtx);
|
||||
mBGM_cleanup();
|
||||
@@ -306,28 +306,28 @@ void game_dt(GameState* gameState) {
|
||||
gamePT = NULL;
|
||||
}
|
||||
|
||||
GameStateFunc game_get_next_game_init(GameState* gameState) {
|
||||
GameStateFunc game_get_next_game_init(Game* gameState) {
|
||||
return gameState->init;
|
||||
}
|
||||
|
||||
size_t game_get_next_game_class_size(GameState* gameState) {
|
||||
size_t game_get_next_game_class_size(Game* gameState) {
|
||||
return gameState->size;
|
||||
}
|
||||
|
||||
s32 game_is_doing(GameState* gameState) {
|
||||
s32 game_is_doing(Game* gameState) {
|
||||
return gameState->running;
|
||||
}
|
||||
|
||||
s32 game_getFreeBytes(GameState* gameState) {
|
||||
s32 game_getFreeBytes(Game* gameState) {
|
||||
return THA_getFreeBytes(&gameState->heap);
|
||||
}
|
||||
|
||||
void game_goto_next_game_play(GameState* gameState) {
|
||||
void game_goto_next_game_play(Game* gameState) {
|
||||
STOP_GAMESTATE(gameState);
|
||||
SET_NEXT_GAMESTATE(gameState, play_init, sizeof(PlayState));
|
||||
SET_NEXT_GAMESTATE(gameState, play_init, sizeof(Game_Play));
|
||||
}
|
||||
|
||||
void game_goto_next_game_name_famicom_emu(GameState* gameState) {
|
||||
void game_goto_next_game_name_famicom_emu(Game* gameState) {
|
||||
STOP_GAMESTATE(gameState);
|
||||
SET_NEXT_GAMESTATE(gameState, famicom_emu_init, sizeof(FamicomEmuState));
|
||||
SET_NEXT_GAMESTATE(gameState, famicom_emu_init, sizeof(Game_FamicomEmu));
|
||||
}
|
||||
|
||||
+143
-141
@@ -40,8 +40,8 @@ void func_80056380_jp(void* arg0, void* arg1 UNUSED) {
|
||||
FaultDrawer_Printf("ACTOR NAME %08x:%s", actor, name);
|
||||
}
|
||||
|
||||
void projection_pos_set(PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
|
||||
Skin_Matrix_PrjMulVector(&play->viewProjectionMtxF, worldPos, projectedPos, invW);
|
||||
void projection_pos_set(Game_Play* game_play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
|
||||
Skin_Matrix_PrjMulVector(&game_play->viewProjectionMtxF, worldPos, projectedPos, invW);
|
||||
|
||||
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
|
||||
}
|
||||
@@ -56,7 +56,7 @@ void Actor_world_to_eye(Actor* actor, f32 arg1) {
|
||||
}
|
||||
|
||||
void Actor_position_move(Actor* actor) {
|
||||
Kankyo* kankyo = &((PlayState*)gamePT)->kankyo;
|
||||
Kankyo* kankyo = &((Game_Play*)gamePT)->kankyo;
|
||||
f32 speedRate;
|
||||
|
||||
speedRate = game_GameFrame_2F;
|
||||
@@ -80,34 +80,34 @@ void Actor_position_moveF(Actor* actor) {
|
||||
Actor_position_move(actor);
|
||||
}
|
||||
|
||||
s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, PlayState* play) {
|
||||
s16 yawDiff = BINANG_ROT180(actor->yawTowardsPlayer) - get_player_actor_withoutCheck(play)->actor.shape.rot.y;
|
||||
s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, Game_Play* game_play) {
|
||||
s16 yawDiff = BINANG_ROT180(actor->yawTowardsPlayer) - get_player_actor_withoutCheck(game_play)->actor.shape.rot.y;
|
||||
|
||||
return ABS(yawDiff) < maxAngleDiff;
|
||||
}
|
||||
|
||||
void Actor_display_position_set(PlayState* play, Actor* actor, s16* x, s16* y) {
|
||||
void Actor_display_position_set(Game_Play* game_play, Actor* actor, s16* x, s16* y) {
|
||||
Vec3f projectedPos;
|
||||
f32 invW;
|
||||
|
||||
projection_pos_set(play, &actor->world.pos, &projectedPos, &invW);
|
||||
projection_pos_set(game_play, &actor->world.pos, &projectedPos, &invW);
|
||||
|
||||
// Explicit cast to avoid implicit cast from f32 to s16
|
||||
*x = (s32)PROJECTED_TO_SCREEN_X(projectedPos, invW);
|
||||
*y = (s32)PROJECTED_TO_SCREEN_Y(projectedPos, invW);
|
||||
}
|
||||
|
||||
s32 Actor_data_bank_dma_end_check(Actor* actor, PlayState* play) {
|
||||
s32 Actor_data_bank_dma_end_check(Actor* actor, Game_Play* game_play) {
|
||||
s32 var_v1;
|
||||
|
||||
switch (ACTOR_FGNAME_GET_F000(actor->fgName)) {
|
||||
case FGNAME_F000_D:
|
||||
case FGNAME_F000_E:
|
||||
var_v1 = common_data.unk_1004C->unk_F4(play->unk_0110, actor);
|
||||
var_v1 = common_data.unk_1004C->unk_F4(game_play->unk_0110, actor);
|
||||
break;
|
||||
|
||||
default:
|
||||
var_v1 = play->unk_0110[actor->unk_026].unk_00 > 0;
|
||||
var_v1 = game_play->unk_0110[actor->unk_026].unk_00 > 0;
|
||||
break;
|
||||
}
|
||||
|
||||
@@ -145,14 +145,14 @@ void Actor_delete(Actor* actor) {
|
||||
}
|
||||
}
|
||||
|
||||
void Actor_ct(Actor* actor, PlayState* play) {
|
||||
void Actor_ct(Actor* actor, Game_Play* game_play) {
|
||||
s32 pad[2] UNUSED;
|
||||
PlayState_unk_0110* temp;
|
||||
Game_Play_unk_0110* temp;
|
||||
Npc* npc;
|
||||
CommonData_unk_1004C_unk_14_arg0 sp34;
|
||||
PlayState_unk_0110* temp_a0;
|
||||
Game_Play_unk_0110* temp_a0;
|
||||
|
||||
temp_a0 = play->unk_0110;
|
||||
temp_a0 = game_play->unk_0110;
|
||||
|
||||
temp = temp_a0;
|
||||
temp += actor->unk_026;
|
||||
@@ -192,25 +192,25 @@ void Actor_ct(Actor* actor, PlayState* play) {
|
||||
CollisionCheck_Status_ct(&actor->colStatus);
|
||||
Shape_Info_init(actor, 0.0f, NULL, 0.0f, 0.0f);
|
||||
|
||||
if (Actor_data_bank_dma_end_check(actor, play) == 1) {
|
||||
if (Actor_data_bank_dma_end_check(actor, game_play) == 1) {
|
||||
gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(temp_a0[actor->unk_026].segment);
|
||||
actor->ct(actor, play);
|
||||
actor->ct(actor, game_play);
|
||||
actor->ct = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef NON_MATCHING
|
||||
void Actor_dt(Actor* actor, PlayState* play) {
|
||||
PlayState_unk_0110* temp_v0_6;
|
||||
void Actor_dt(Actor* actor, Game_Play* game_play) {
|
||||
Game_Play_unk_0110* temp_v0_6;
|
||||
s32 new_var;
|
||||
|
||||
if (actor->save != NULL) {
|
||||
actor->save(actor, play);
|
||||
actor->save(actor, game_play);
|
||||
actor->save = NULL;
|
||||
}
|
||||
|
||||
if (actor->dt != NULL) {
|
||||
actor->dt(actor, play);
|
||||
actor->dt(actor, game_play);
|
||||
actor->dt = NULL;
|
||||
}
|
||||
|
||||
@@ -222,7 +222,7 @@ void Actor_dt(Actor* actor, PlayState* play) {
|
||||
actor->parent->child = NULL;
|
||||
}
|
||||
|
||||
temp_v0_6 = play->unk_0110;
|
||||
temp_v0_6 = game_play->unk_0110;
|
||||
if (0) {}
|
||||
|
||||
switch ((actor->fgName & 0xF000) >> 0xC) {
|
||||
@@ -232,7 +232,7 @@ void Actor_dt(Actor* actor, PlayState* play) {
|
||||
break;
|
||||
|
||||
default:
|
||||
new_var = play->unk_190C;
|
||||
new_var = game_play->unk_190C;
|
||||
|
||||
if (actor->unk_026 >= new_var) {
|
||||
temp_v0_6 = &temp_v0_6[(void)0, actor->unk_026];
|
||||
@@ -245,11 +245,11 @@ void Actor_dt(Actor* actor, PlayState* play) {
|
||||
}
|
||||
}
|
||||
#else
|
||||
void Actor_dt(Actor* actor, struct PlayState* play);
|
||||
void Actor_dt(Actor* actor, struct Game_Play* game_play);
|
||||
#pragma GLOBAL_ASM("asm/jp/nonmatchings/code/m_actor/Actor_dt.s")
|
||||
#endif
|
||||
|
||||
void Actor_draw(PlayState* play, Actor* actor) {
|
||||
void Actor_draw(Game_Play* game_play, Actor* actor) {
|
||||
FaultClient faultClient;
|
||||
Lights* light;
|
||||
|
||||
@@ -261,18 +261,19 @@ void Actor_draw(PlayState* play, Actor* actor) {
|
||||
if (1) {}
|
||||
if (1) {}
|
||||
|
||||
OPEN_DISPS(play->state.gfxCtx);
|
||||
OPEN_DISPS(game_play->state.gfxCtx);
|
||||
|
||||
light = Global_light_read(&play->lightCtx, play->state.gfxCtx);
|
||||
LightsN_list_check(light, play->lightCtx.listHead, (actor->flags & ACTOR_FLAG_400000) ? NULL : &actor->world.pos);
|
||||
LightsN_disp(light, play->state.gfxCtx);
|
||||
light = Global_light_read(&game_play->lightCtx, game_play->state.gfxCtx);
|
||||
LightsN_list_check(light, game_play->lightCtx.listHead,
|
||||
(actor->flags & ACTOR_FLAG_400000) ? NULL : &actor->world.pos);
|
||||
LightsN_disp(light, game_play->state.gfxCtx);
|
||||
|
||||
Matrix_softcv3_load(actor->world.pos.x, actor->world.pos.y + actor->shape.unk_08 * actor->scale.y,
|
||||
actor->world.pos.z, &actor->shape.rot);
|
||||
Matrix_scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
|
||||
|
||||
{
|
||||
void* segment = play->unk_0110[(void)0, actor->unk_026].segment;
|
||||
void* segment = game_play->unk_0110[(void)0, actor->unk_026].segment;
|
||||
|
||||
gSegments[6] = (uintptr_t)OS_PHYSICAL_TO_K0(segment);
|
||||
|
||||
@@ -281,13 +282,13 @@ void Actor_draw(PlayState* play, Actor* actor) {
|
||||
gSPSegment(UNK_2C0_DISP++, 0x06, segment);
|
||||
}
|
||||
|
||||
actor->draw(actor, play);
|
||||
actor->draw(actor, game_play);
|
||||
|
||||
if (actor->shape.unk_0C != NULL) {
|
||||
actor->shape.unk_0C(actor, light, play);
|
||||
actor->shape.unk_0C(actor, light, game_play);
|
||||
}
|
||||
|
||||
CLOSE_DISPS(play->state.gfxCtx);
|
||||
CLOSE_DISPS(game_play->state.gfxCtx);
|
||||
|
||||
Fault_RemoveClient(&faultClient);
|
||||
}
|
||||
@@ -328,7 +329,7 @@ void Actor_cull_check(Actor* actor) {
|
||||
}
|
||||
}
|
||||
|
||||
void Actor_delete_check(Actor* actor, PlayState* play) {
|
||||
void Actor_delete_check(Actor* actor, Game_Play* game_play) {
|
||||
if ((actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_20 | ACTOR_FLAG_10)) || (actor->fgName == 0)) {
|
||||
return;
|
||||
}
|
||||
@@ -337,15 +338,15 @@ void Actor_delete_check(Actor* actor, PlayState* play) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ((actor->unk_008 == play->unk_00E4) && (actor->unk_009 == play->unk_00E5)) {
|
||||
if ((actor->unk_008 == game_play->unk_00E4) && (actor->unk_009 == game_play->unk_00E5)) {
|
||||
return;
|
||||
}
|
||||
|
||||
Actor_delete(actor);
|
||||
}
|
||||
|
||||
void Actor_info_ct(PlayState* play2, ActorInfo* actorInfo, ActorEntry* actorEntry) {
|
||||
PlayState* play = play2;
|
||||
void Actor_info_ct(Game_Play* play2, ActorInfo* actorInfo, ActorEntry* actorEntry) {
|
||||
Game_Play* game_play = play2;
|
||||
Actor* temp_v0;
|
||||
ActorOverlay* var_v0;
|
||||
ActorEntry* var_s0_2;
|
||||
@@ -355,8 +356,8 @@ void Actor_info_ct(PlayState* play2, ActorInfo* actorInfo, ActorEntry* actorEntr
|
||||
bzero(actorInfo, sizeof(ActorInfo));
|
||||
|
||||
actor_dlftbls_init();
|
||||
Matrix_copy_MtxF(&play->billboardMtxF, &MtxF_clear);
|
||||
Matrix_copy_MtxF(&play->viewProjectionMtxF, &MtxF_clear);
|
||||
Matrix_copy_MtxF(&game_play->billboardMtxF, &MtxF_clear);
|
||||
Matrix_copy_MtxF(&game_play->viewProjectionMtxF, &MtxF_clear);
|
||||
|
||||
var_v0 = actor_dlftbls;
|
||||
for (var_s1 = 0; var_s1 < 0xC9; var_s1++) {
|
||||
@@ -370,59 +371,59 @@ void Actor_info_ct(PlayState* play2, ActorInfo* actorInfo, ActorEntry* actorEntr
|
||||
}
|
||||
|
||||
if (common_data.unk_107B6 != 0xC9) {
|
||||
Actor_info_make_actor(actorInfo, play, common_data.unk_107B6, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, -1,
|
||||
-1);
|
||||
Actor_info_make_actor(actorInfo, game_play, common_data.unk_107B6, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1,
|
||||
-1, -1);
|
||||
}
|
||||
common_data.unk_107B6 = 0xC9;
|
||||
|
||||
label:
|
||||
|
||||
temp_v0 = Actor_info_make_actor(actorInfo, play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y,
|
||||
temp_v0 = Actor_info_make_actor(actorInfo, game_play, actorEntry->id, actorEntry->pos.x, actorEntry->pos.y,
|
||||
actorEntry->pos.z, actorEntry->rot.x, actorEntry->rot.y, actorEntry->rot.z, -1, -1,
|
||||
-1, 0, actorEntry->params, -1, -1);
|
||||
if (temp_v0 != NULL) {
|
||||
temp_v0->world.pos.y = mCoBG_GetBgY_OnlyCenter_FromWpos2(temp_v0->world.pos, 0.0f);
|
||||
mFI_SetBearActor(play, temp_v0->world.pos, 0);
|
||||
mFI_SetBearActor(game_play, temp_v0->world.pos, 0);
|
||||
}
|
||||
|
||||
if (common_data.unk_1014E != 0) {
|
||||
Actor_info_make_actor(actorInfo, play, common_data.unk_1014E, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, -1,
|
||||
-1);
|
||||
Actor_info_make_actor(actorInfo, game_play, common_data.unk_1014E, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1,
|
||||
-1, -1);
|
||||
}
|
||||
|
||||
if (play->unk_1EA6 != 0) {
|
||||
var_s0 = play->unk_1EB0;
|
||||
if (game_play->unk_1EA6 != 0) {
|
||||
var_s0 = game_play->unk_1EB0;
|
||||
|
||||
for (var_s1 = 0; var_s1 < play->unk_1EA6; var_s1++) {
|
||||
Actor_info_make_actor(&play->actorInfo, play, *var_s0, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0, -1, -1,
|
||||
-1);
|
||||
for (var_s1 = 0; var_s1 < game_play->unk_1EA6; var_s1++) {
|
||||
Actor_info_make_actor(&game_play->actorInfo, game_play, *var_s0, 0.0f, 0.0f, 0.0f, 0, 0, 0, -1, -1, -1, 0,
|
||||
-1, -1, -1);
|
||||
var_s0 += 1;
|
||||
}
|
||||
play->unk_1EA6 = 0;
|
||||
game_play->unk_1EA6 = 0;
|
||||
}
|
||||
|
||||
mSc_regist_initial_exchange_bank(play);
|
||||
mSc_regist_initial_exchange_bank(game_play);
|
||||
|
||||
if (play->unk_1EA5 != 0) {
|
||||
var_s0_2 = play->unk_1EAC;
|
||||
for (var_s1 = 0; var_s1 < play->unk_1EA5; var_s1++) {
|
||||
Actor_info_make_actor(&play->actorInfo, play, var_s0_2->id, var_s0_2->pos.x, var_s0_2->pos.y,
|
||||
if (game_play->unk_1EA5 != 0) {
|
||||
var_s0_2 = game_play->unk_1EAC;
|
||||
for (var_s1 = 0; var_s1 < game_play->unk_1EA5; var_s1++) {
|
||||
Actor_info_make_actor(&game_play->actorInfo, game_play, var_s0_2->id, var_s0_2->pos.x, var_s0_2->pos.y,
|
||||
var_s0_2->pos.z, var_s0_2->rot.x, var_s0_2->rot.y, var_s0_2->rot.z, -1, -1, -1, 0,
|
||||
var_s0_2->params, -1, -1);
|
||||
var_s0_2 += 1;
|
||||
}
|
||||
play->unk_1EA5 = 0;
|
||||
game_play->unk_1EA5 = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void Actor_info_dt(ActorInfo* actorInfo, PlayState* play) {
|
||||
void Actor_info_dt(ActorInfo* actorInfo, Game_Play* game_play) {
|
||||
s32 i;
|
||||
|
||||
for (i = 0; i < ARRAY_COUNT(actorInfo->actorLists); i++) {
|
||||
Actor* actor = actorInfo->actorLists[i].head;
|
||||
|
||||
while (actor != NULL) {
|
||||
Actor_info_delete(actorInfo, actor, play);
|
||||
Actor_info_delete(actorInfo, actor, game_play);
|
||||
actor = actorInfo->actorLists[i].head;
|
||||
}
|
||||
}
|
||||
@@ -430,12 +431,12 @@ void Actor_info_dt(ActorInfo* actorInfo, PlayState* play) {
|
||||
actor_dlftbls_cleanup();
|
||||
}
|
||||
|
||||
void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
void Actor_info_call_actor(Game_Play* game_play, ActorInfo* actorInfo) {
|
||||
s32 pad[1] UNUSED;
|
||||
ActorPart part;
|
||||
Player* player;
|
||||
|
||||
player = get_player_actor_withoutCheck(play);
|
||||
player = get_player_actor_withoutCheck(game_play);
|
||||
func_8008E5F4_jp(player->actor.world.pos);
|
||||
|
||||
for (part = 0; part < ACTOR_PART_MAX; part++) {
|
||||
@@ -443,41 +444,41 @@ void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
Actor* next;
|
||||
|
||||
for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = next) {
|
||||
play->state.unk_9C = actor->name;
|
||||
play->state.unk_9D = 0x97;
|
||||
game_play->state.unk_9C = actor->name;
|
||||
game_play->state.unk_9D = 0x97;
|
||||
|
||||
if (actor->world.pos.y < -25000.0f) {
|
||||
actor->world.pos.y = -25000.0f;
|
||||
}
|
||||
|
||||
if (actor->ct != NULL) {
|
||||
if (Actor_data_bank_dma_end_check(actor, play) == 1) {
|
||||
gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(play->unk_0110[actor->unk_026].segment);
|
||||
if (Actor_data_bank_dma_end_check(actor, game_play) == 1) {
|
||||
gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(game_play->unk_0110[actor->unk_026].segment);
|
||||
|
||||
play->state.unk_9D = 0x98;
|
||||
actor->ct(actor, play);
|
||||
play->state.unk_9D = 0x99;
|
||||
game_play->state.unk_9D = 0x98;
|
||||
actor->ct(actor, game_play);
|
||||
game_play->state.unk_9D = 0x99;
|
||||
actor->ct = NULL;
|
||||
}
|
||||
next = actor->next;
|
||||
} else if (Actor_data_bank_dma_end_check(actor, play) == 0) {
|
||||
play->state.unk_9D = 0x9A;
|
||||
} else if (Actor_data_bank_dma_end_check(actor, game_play) == 0) {
|
||||
game_play->state.unk_9D = 0x9A;
|
||||
Actor_delete(actor);
|
||||
play->state.unk_9D = 0x9B;
|
||||
game_play->state.unk_9D = 0x9B;
|
||||
next = actor->next;
|
||||
} else if (actor->update == NULL) {
|
||||
if (!actor->isDrawn) {
|
||||
play->state.unk_9D = 0x9C;
|
||||
next = Actor_info_delete(&play->actorInfo, actor, play);
|
||||
play->state.unk_9D = 0x9D;
|
||||
game_play->state.unk_9D = 0x9C;
|
||||
next = Actor_info_delete(&game_play->actorInfo, actor, game_play);
|
||||
game_play->state.unk_9D = 0x9D;
|
||||
} else {
|
||||
play->state.unk_9D = 0x9E;
|
||||
Actor_dt(actor, play);
|
||||
play->state.unk_9D = 0x9F;
|
||||
game_play->state.unk_9D = 0x9E;
|
||||
Actor_dt(actor, game_play);
|
||||
game_play->state.unk_9D = 0x9F;
|
||||
next = actor->next;
|
||||
}
|
||||
} else {
|
||||
play->state.unk_9D = 0xA0;
|
||||
game_play->state.unk_9D = 0xA0;
|
||||
xyz_t_move(&actor->prevPos, &actor->world.pos);
|
||||
|
||||
actor->xzDistToPlayer = search_position_distanceXZ(&actor->world.pos, &player->actor.world.pos);
|
||||
@@ -488,10 +489,10 @@ void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
|
||||
actor->flags &= ~ACTOR_FLAG_1000000;
|
||||
if ((actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_10)) || (actor->part == ACTOR_PART_NPC)) {
|
||||
gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(play->unk_0110[actor->unk_026].segment);
|
||||
play->state.unk_9D = 0xA1;
|
||||
actor->update(actor, play);
|
||||
play->state.unk_9D = 0xA2;
|
||||
gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(game_play->unk_0110[actor->unk_026].segment);
|
||||
game_play->state.unk_9D = 0xA1;
|
||||
actor->update(actor, game_play);
|
||||
game_play->state.unk_9D = 0xA2;
|
||||
}
|
||||
|
||||
CollisionCheck_Status_Clear(&actor->colStatus);
|
||||
@@ -500,11 +501,11 @@ void Actor_info_call_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
}
|
||||
}
|
||||
|
||||
play->state.unk_9D = 0xA3;
|
||||
game_play->state.unk_9D = 0xA3;
|
||||
}
|
||||
|
||||
void Actor_info_draw_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
PlayState_unk_2208 temp_s4 = play->unk_2208;
|
||||
void Actor_info_draw_actor(Game_Play* game_play, ActorInfo* actorInfo) {
|
||||
Game_Play_unk_2208 temp_s4 = game_play->unk_2208;
|
||||
ActorListEntry* actorEntry = actorInfo->actorLists;
|
||||
ActorPart part = 0;
|
||||
|
||||
@@ -516,11 +517,11 @@ void Actor_info_draw_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
for (actor = actorEntry->head; actor != NULL; actor = actor->next) {
|
||||
s32 temp;
|
||||
|
||||
Skin_Matrix_PrjMulVector(&play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos,
|
||||
Skin_Matrix_PrjMulVector(&game_play->viewProjectionMtxF, &actor->world.pos, &actor->projectedPos,
|
||||
&actor->projectedW);
|
||||
Actor_cull_check(actor);
|
||||
|
||||
temp = temp_s4(actor, play);
|
||||
temp = temp_s4(actor, game_play);
|
||||
actor->isDrawn = false;
|
||||
|
||||
if (temp != 0) {
|
||||
@@ -533,17 +534,17 @@ void Actor_info_draw_actor(PlayState* play, ActorInfo* actorInfo) {
|
||||
|
||||
if (actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_20)) {
|
||||
if (!(actor->flags & ACTOR_FLAG_80) && (actor->unk_148 == 0) && (actor->unk_149 == 0)) {
|
||||
Actor_draw(play, actor);
|
||||
Actor_draw(game_play, actor);
|
||||
actor->isDrawn = true;
|
||||
}
|
||||
} else {
|
||||
Actor_delete_check(actor, play);
|
||||
Actor_delete_check(actor, game_play);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (debug_mode->r[0x380] == 0) {
|
||||
Light_list_point_draw(play);
|
||||
Light_list_point_draw(game_play);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -673,7 +674,8 @@ s32 func_80057940_jp(ActorProfile** profileP, ActorOverlay* overlayEntry, const
|
||||
}
|
||||
|
||||
// this function may be Actor_data_bank_regist_check_npc
|
||||
s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* overlayEntry, PlayState* play, u16 fgName) {
|
||||
s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* overlayEntry, Game_Play* game_play,
|
||||
u16 fgName) {
|
||||
s32 pad UNUSED;
|
||||
s16 sp92;
|
||||
s16 sp90;
|
||||
@@ -691,8 +693,8 @@ s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* over
|
||||
sp90 = sp24.unk_02;
|
||||
}
|
||||
|
||||
*arg0 = mSc_bank_regist_check(play->unk_0110, sp92);
|
||||
temp_v0 = mSc_bank_regist_check(play->unk_0110, sp90);
|
||||
*arg0 = mSc_bank_regist_check(game_play->unk_0110, sp92);
|
||||
temp_v0 = mSc_bank_regist_check(game_play->unk_0110, sp90);
|
||||
|
||||
if ((*arg0 < 0) || (temp_v0 < 0)) {
|
||||
if (*arg0 >= 0) {
|
||||
@@ -701,21 +703,21 @@ s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* over
|
||||
if (temp_v0 >= 0) {
|
||||
sp90 = 0;
|
||||
}
|
||||
common_data.unk_1004C->unk_EC(play->unk_0110, sp92, sp90);
|
||||
common_data.unk_1004C->unk_EC(game_play->unk_0110, sp92, sp90);
|
||||
actor_free_check(overlayEntry, fgName);
|
||||
ret = 0;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, PlayState* play, u16 fgName) {
|
||||
s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play, u16 fgName) {
|
||||
s32 pad UNUSED;
|
||||
s32 ret = 1;
|
||||
|
||||
*arg0 = mSc_bank_regist_check(play->unk_0110, profile->objectId);
|
||||
*arg0 = mSc_bank_regist_check(game_play->unk_0110, profile->objectId);
|
||||
|
||||
if (*arg0 == -1) {
|
||||
func_800C6144_jp(play->unk_0110, profile->objectId);
|
||||
func_800C6144_jp(game_play->unk_0110, profile->objectId);
|
||||
actor_free_check(overlayEntry, fgName);
|
||||
ret = 0;
|
||||
}
|
||||
@@ -723,15 +725,15 @@ s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntr
|
||||
return ret;
|
||||
}
|
||||
|
||||
s32 Actor_data_bank_regist_check(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, PlayState* play,
|
||||
s32 Actor_data_bank_regist_check(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play,
|
||||
u16 fgName) {
|
||||
s32 var_v1 = 1;
|
||||
|
||||
if (*arg0 == -1) {
|
||||
if (profile->part == ACTOR_PART_NPC) {
|
||||
var_v1 = func_80057A8C_jp(arg0, profile, overlayEntry, play, fgName);
|
||||
var_v1 = func_80057A8C_jp(arg0, profile, overlayEntry, game_play, fgName);
|
||||
} else {
|
||||
var_v1 = func_80057B70_jp(arg0, profile, overlayEntry, play, fgName);
|
||||
var_v1 = func_80057B70_jp(arg0, profile, overlayEntry, game_play, fgName);
|
||||
}
|
||||
}
|
||||
return var_v1;
|
||||
@@ -768,9 +770,9 @@ s32 Actor_malloc_actor_class(Actor** actorP, ActorProfile* profile, ActorOverlay
|
||||
return 1;
|
||||
}
|
||||
|
||||
void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* overlayEntry, PlayState* play, s32 arg4,
|
||||
f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD, u16 fgName,
|
||||
s16 params) {
|
||||
void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play,
|
||||
s32 arg4, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD,
|
||||
u16 fgName, s16 params) {
|
||||
mem_clear(actor, profile->instanceSize, 0);
|
||||
|
||||
actor->overlayEntry = overlayEntry;
|
||||
@@ -788,7 +790,7 @@ void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* o
|
||||
|
||||
actor->params = params;
|
||||
|
||||
actor->unk_004 = play->unk_00E0;
|
||||
actor->unk_004 = game_play->unk_00E0;
|
||||
|
||||
actor->home.pos.x = x;
|
||||
actor->home.pos.y = y;
|
||||
@@ -806,7 +808,7 @@ void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* o
|
||||
extern const struct_801161E8_jp RO_801161E8_jp;
|
||||
#pragma GLOBAL_ASM("asm/jp/nonmatchings/code/m_actor/RO_801161E8_jp.s")
|
||||
|
||||
Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX,
|
||||
Actor* Actor_info_make_actor(ActorInfo* actorInfo, Game_Play* game_play, s16 actorId, f32 x, f32 y, f32 z, s16 rotX,
|
||||
s16 rotY, s16 rotZ, s8 arg9, s8 argA, s16 argB, u16 fgName, s16 params, s8 argE,
|
||||
s32 argF) {
|
||||
u16* new_var = &fgName;
|
||||
@@ -822,7 +824,7 @@ Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId,
|
||||
if (func_80057940_jp(&profile, temp_s0, &RO_801161E8_jp, size, *new_var) == 0) {
|
||||
return NULL;
|
||||
}
|
||||
if (Actor_data_bank_regist_check(&argF, profile, temp_s0, play, fgName) == 0) {
|
||||
if (Actor_data_bank_regist_check(&argF, profile, temp_s0, game_play, fgName) == 0) {
|
||||
return NULL;
|
||||
}
|
||||
if (Actor_malloc_actor_class(&sp68, profile, temp_s0, &RO_801161E8_jp, fgName) == 0) {
|
||||
@@ -830,7 +832,7 @@ Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId,
|
||||
}
|
||||
|
||||
temp_s0->numLoaded++;
|
||||
Actor_init_actor_class(sp68, profile, temp_s0, play, argF, x, y, z, rotX, rotY, rotZ, arg9, argA, argB, fgName,
|
||||
Actor_init_actor_class(sp68, profile, temp_s0, game_play, argF, x, y, z, rotX, rotY, rotZ, arg9, argA, argB, fgName,
|
||||
params);
|
||||
|
||||
Actor_info_part_new(actorInfo, sp68, profile->part);
|
||||
@@ -841,17 +843,17 @@ Actor* Actor_info_make_actor(ActorInfo* actorInfo, PlayState* play, s16 actorId,
|
||||
uintptr_t segmentTemp;
|
||||
|
||||
segmentTemp = gSegments[6];
|
||||
Actor_ct(sp68, play);
|
||||
Actor_ct(sp68, game_play);
|
||||
gSegments[6] = segmentTemp;
|
||||
}
|
||||
|
||||
return sp68;
|
||||
}
|
||||
|
||||
Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, PlayState* play, s16 actorId, f32 x, f32 y, f32 z,
|
||||
s16 rotX, s16 rotY, s16 rotZ, s16 argA, u16 fgName, s16 params, s32 argD) {
|
||||
Actor* temp_v0 = Actor_info_make_actor(actorInfo, play, actorId, x, y, z, rotX, rotY, rotZ, -1, -1, argA, fgName,
|
||||
params, -1, argD);
|
||||
Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, Game_Play* game_play, s16 actorId, f32 x, f32 y,
|
||||
f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 argA, u16 fgName, s16 params, s32 argD) {
|
||||
Actor* temp_v0 = Actor_info_make_actor(actorInfo, game_play, actorId, x, y, z, rotX, rotY, rotZ, -1, -1, argA,
|
||||
fgName, params, -1, argD);
|
||||
|
||||
if (temp_v0 != NULL) {
|
||||
arg1->child = temp_v0;
|
||||
@@ -861,7 +863,7 @@ Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, PlayState*
|
||||
return temp_v0;
|
||||
}
|
||||
|
||||
void restore_fgdata(Actor* actor, PlayState* play UNUSED) {
|
||||
void restore_fgdata(Actor* actor, Game_Play* game_play UNUSED) {
|
||||
Vec3f sp34;
|
||||
|
||||
if ((actor->fgName == 0) || (actor->unk_00A != -1)) {
|
||||
@@ -897,16 +899,16 @@ s32 restore_flag[ACTOR_PART_MAX] = {
|
||||
0, // ACTOR_PART_7
|
||||
};
|
||||
|
||||
void restore_fgdata_one(Actor* actor, PlayState* play) {
|
||||
void restore_fgdata_one(Actor* actor, Game_Play* game_play) {
|
||||
if (restore_flag[actor->part] == 1) {
|
||||
restore_fgdata(actor, play);
|
||||
restore_fgdata(actor, game_play);
|
||||
} else if (actor->unk_003 == 1) {
|
||||
restore_fgdata(actor, play);
|
||||
restore_fgdata(actor, game_play);
|
||||
}
|
||||
}
|
||||
|
||||
void restore_fgdata_all(PlayState* play) {
|
||||
ActorInfo* actorInfo = &play->actorInfo;
|
||||
void restore_fgdata_all(Game_Play* game_play) {
|
||||
ActorInfo* actorInfo = &game_play->actorInfo;
|
||||
ActorPart part;
|
||||
|
||||
for (part = 0; part < ACTOR_PART_MAX; part++) {
|
||||
@@ -914,20 +916,20 @@ void restore_fgdata_all(PlayState* play) {
|
||||
|
||||
if (restore_flag[part] == 1) {
|
||||
for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = actor->next) {
|
||||
restore_fgdata(actor, play);
|
||||
restore_fgdata(actor, game_play);
|
||||
}
|
||||
} else {
|
||||
for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = actor->next) {
|
||||
if (actor->unk_003 == 1) {
|
||||
restore_fgdata(actor, play);
|
||||
restore_fgdata(actor, game_play);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Actor_info_save_actor(PlayState* play) {
|
||||
ActorInfo* actorInfo = &play->actorInfo;
|
||||
void Actor_info_save_actor(Game_Play* game_play) {
|
||||
ActorInfo* actorInfo = &game_play->actorInfo;
|
||||
ActorPart part;
|
||||
|
||||
for (part = 0; part < ACTOR_PART_MAX; part++) {
|
||||
@@ -935,16 +937,16 @@ void Actor_info_save_actor(PlayState* play) {
|
||||
|
||||
for (actor = actorInfo->actorLists[part].head; actor != NULL; actor = actor->next) {
|
||||
if (actor->save != NULL) {
|
||||
actor->save(actor, play);
|
||||
actor->save(actor, game_play);
|
||||
actor->save = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
restore_fgdata_all(play);
|
||||
restore_fgdata_all(game_play);
|
||||
}
|
||||
|
||||
Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, PlayState* play) {
|
||||
Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, Game_Play* game_play) {
|
||||
Actor* newHead;
|
||||
s32 pad UNUSED;
|
||||
ActorOverlay* overlayEntry;
|
||||
@@ -952,8 +954,8 @@ Actor* Actor_info_delete(ActorInfo* actorInfo, Actor* actor, PlayState* play) {
|
||||
|
||||
overlayEntry = actor->overlayEntry;
|
||||
|
||||
restore_fgdata_one(actor, play);
|
||||
Actor_dt(actor, play);
|
||||
restore_fgdata_one(actor, game_play);
|
||||
Actor_dt(actor, game_play);
|
||||
|
||||
newHead = Actor_info_part_delete(actorInfo, actor);
|
||||
|
||||
@@ -1115,29 +1117,29 @@ Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, Gra
|
||||
return hilite;
|
||||
}
|
||||
|
||||
Hilite* Setpos_HiliteReflect_init(Vec3f* object, PlayState* play) {
|
||||
Hilite* Setpos_HiliteReflect_init(Vec3f* object, Game_Play* game_play) {
|
||||
Vec3f sp24;
|
||||
|
||||
sp24.x = play->kankyo.unk_02;
|
||||
sp24.y = play->kankyo.unk_03;
|
||||
sp24.z = play->kankyo.unk_04;
|
||||
return HiliteReflect_init(object, &play->unk_1938.unk_028, &sp24, play->state.gfxCtx);
|
||||
sp24.x = game_play->kankyo.unk_02;
|
||||
sp24.y = game_play->kankyo.unk_03;
|
||||
sp24.z = game_play->kankyo.unk_04;
|
||||
return HiliteReflect_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx);
|
||||
}
|
||||
|
||||
Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, PlayState* play) {
|
||||
Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, Game_Play* game_play) {
|
||||
Vec3f sp24;
|
||||
|
||||
sp24.x = play->kankyo.unk_02;
|
||||
sp24.y = play->kankyo.unk_03;
|
||||
sp24.z = play->kankyo.unk_04;
|
||||
return HiliteReflect_xlu_init(object, &play->unk_1938.unk_028, &sp24, play->state.gfxCtx);
|
||||
sp24.x = game_play->kankyo.unk_02;
|
||||
sp24.y = game_play->kankyo.unk_03;
|
||||
sp24.z = game_play->kankyo.unk_04;
|
||||
return HiliteReflect_xlu_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx);
|
||||
}
|
||||
|
||||
Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, PlayState* play) {
|
||||
Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, Game_Play* game_play) {
|
||||
Vec3f sp24;
|
||||
|
||||
sp24.x = play->kankyo.unk_02;
|
||||
sp24.y = play->kankyo.unk_03;
|
||||
sp24.z = play->kankyo.unk_04;
|
||||
return HiliteReflect_xlu_init(object, &play->unk_1938.unk_028, &sp24, play->state.gfxCtx);
|
||||
sp24.x = game_play->kankyo.unk_02;
|
||||
sp24.y = game_play->kankyo.unk_03;
|
||||
sp24.z = game_play->kankyo.unk_04;
|
||||
return HiliteReflect_xlu_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx);
|
||||
}
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "sys_math_atan.h"
|
||||
#include "attributes.h"
|
||||
|
||||
void mCon_ct(UNUSED GameState* game) {
|
||||
void mCon_ct(UNUSED Game* game) {
|
||||
}
|
||||
|
||||
void mCon_dt(UNUSED GameState* game) {
|
||||
void mCon_dt(UNUSED Game* game) {
|
||||
}
|
||||
|
||||
void mCon_calc(Controller* controller, f32 x, f32 y) {
|
||||
@@ -54,7 +54,7 @@ void mCon_calc(Controller* controller, f32 x, f32 y) {
|
||||
}
|
||||
}
|
||||
|
||||
void mCon_main(GameState* game) {
|
||||
void mCon_main(Game* game) {
|
||||
Controller* controller = &game->controller;
|
||||
f32 x = getJoystick_X();
|
||||
f32 y = getJoystick_Y();
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
|
||||
// Gamestate Overlay Table definition
|
||||
#define DEFINE_GAMESTATE_INTERNAL(typeName, _enumName) \
|
||||
{ NULL, 0, 0, NULL, NULL, NULL, typeName##_Init, typeName##_Destroy, NULL, NULL, 0, sizeof(typeName##State) },
|
||||
{ NULL, 0, 0, NULL, NULL, NULL, typeName##_Init, typeName##_Destroy, NULL, NULL, 0, sizeof(Game_##typeName) },
|
||||
|
||||
#define DEFINE_GAMESTATE(typeName, _enumName, segmentName) \
|
||||
{ NULL, \
|
||||
@@ -36,7 +36,7 @@
|
||||
NULL, \
|
||||
NULL, \
|
||||
0, \
|
||||
sizeof(typeName##State) },
|
||||
sizeof(Game_##typeName) },
|
||||
|
||||
GameStateOverlay game_dlftbls[GAMESTATE_ID_MAX] = {
|
||||
#include "tables/gamestate_table.h"
|
||||
|
||||
@@ -75,7 +75,7 @@ MtxF* Matrix_now; // Top of the stack.
|
||||
/**
|
||||
* Create the matrix stack and set the pointer to the top of it.
|
||||
*/
|
||||
void new_Matrix(GameState* gameState) {
|
||||
void new_Matrix(Game* gameState) {
|
||||
Matrix_now = THA_alloc16(&gameState->heap, MATRIX_STACK_SIZE * sizeof(MtxF));
|
||||
Matrix_stack = Matrix_now;
|
||||
}
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_airplane.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void Airplane_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void Airplane_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void Airplane_Actor_move(Actor* thisx, PlayState* play);
|
||||
void Airplane_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void Airplane_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void Airplane_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void Airplane_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void Airplane_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Airplane_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Airplane;
|
||||
|
||||
typedef void (*AirplaneActionFunc)(struct Airplane*, struct PlayState*);
|
||||
typedef void (*AirplaneActionFunc)(struct Airplane*, struct Game_Play*);
|
||||
|
||||
typedef struct Airplane {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_animal_logo.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aAL_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aAL_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aAL_actor_move(Actor* thisx, PlayState* play);
|
||||
void aAL_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aAL_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aAL_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aAL_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void aAL_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Animal_Logo_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Animal_Logo;
|
||||
|
||||
typedef void (*Animal_LogoActionFunc)(struct Animal_Logo*, struct PlayState*);
|
||||
typedef void (*Animal_LogoActionFunc)(struct Animal_Logo*, struct Game_Play*);
|
||||
|
||||
typedef struct Animal_Logo {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_arrange_ftr.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void Arrange_Furniture_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void Arrange_Furniture_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void Arrange_Furniture_Actor_move(Actor* thisx, PlayState* play);
|
||||
void Arrange_Furniture_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void Arrange_Furniture_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void Arrange_Furniture_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void Arrange_Furniture_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void Arrange_Furniture_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Arrange_Furniture_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Arrange_Furniture;
|
||||
|
||||
typedef void (*Arrange_FurnitureActionFunc)(struct Arrange_Furniture*, struct PlayState*);
|
||||
typedef void (*Arrange_FurnitureActionFunc)(struct Arrange_Furniture*, struct Game_Play*);
|
||||
|
||||
typedef struct Arrange_Furniture {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_arrange_room.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void Arrange_Room_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void Arrange_Room_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void Arrange_Room_Actor_move(Actor* thisx, PlayState* play);
|
||||
void Arrange_Room_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void Arrange_Room_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void Arrange_Room_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void Arrange_Room_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void Arrange_Room_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Arrange_Room_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Arrange_Room;
|
||||
|
||||
typedef void (*Arrange_RoomActionFunc)(struct Arrange_Room*, struct PlayState*);
|
||||
typedef void (*Arrange_RoomActionFunc)(struct Arrange_Room*, struct Game_Play*);
|
||||
|
||||
typedef struct Arrange_Room {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_ball.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aBALL_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aBALL_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aBALL_actor_move(Actor* thisx, PlayState* play);
|
||||
void aBALL_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aBALL_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aBALL_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aBALL_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void aBALL_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Ball_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Ball;
|
||||
|
||||
typedef void (*BallActionFunc)(struct Ball*, struct PlayState*);
|
||||
typedef void (*BallActionFunc)(struct Ball*, struct Game_Play*);
|
||||
|
||||
typedef struct Ball {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_bee.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aBEE_actor_ct(Actor* thisx, PlayState* play);
|
||||
void func_80A93DD0_jp(Actor* thisx, PlayState* play);
|
||||
void aBEE_actor_move(Actor* thisx, PlayState* play);
|
||||
void aBEE_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aBEE_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void func_80A93DD0_jp(Actor* thisx, Game_Play* game_play);
|
||||
void aBEE_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void aBEE_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Bee_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Bee;
|
||||
|
||||
typedef void (*BeeActionFunc)(struct Bee*, struct PlayState*);
|
||||
typedef void (*BeeActionFunc)(struct Bee*, struct Game_Play*);
|
||||
|
||||
typedef struct Bee {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "bg_cherry_item.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void bCI_actor_ct(Actor* thisx, PlayState* play);
|
||||
void bCI_actor_dt(Actor* thisx, PlayState* play);
|
||||
void bCI_actor_move(Actor* thisx, PlayState* play);
|
||||
void bCI_actor_draw(Actor* thisx, PlayState* play);
|
||||
void bCI_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void bCI_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void bCI_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void bCI_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BgCherryItem_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BgCherryItem;
|
||||
|
||||
typedef void (*BgCherryItemActionFunc)(struct BgCherryItem*, struct PlayState*);
|
||||
typedef void (*BgCherryItemActionFunc)(struct BgCherryItem*, struct Game_Play*);
|
||||
|
||||
typedef struct BgCherryItem {
|
||||
/* 0x00000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "bg_item.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void bIT_actor_ct(Actor* thisx, PlayState* play);
|
||||
void bIT_actor_dt(Actor* thisx, PlayState* play);
|
||||
void bIT_actor_move(Actor* thisx, PlayState* play);
|
||||
void bIT_actor_draw(Actor* thisx, PlayState* play);
|
||||
void bIT_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void bIT_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void bIT_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void bIT_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BgItem_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BgItem;
|
||||
|
||||
typedef void (*BgItemActionFunc)(struct BgItem*, struct PlayState*);
|
||||
typedef void (*BgItemActionFunc)(struct BgItem*, struct Game_Play*);
|
||||
|
||||
typedef struct BgItem {
|
||||
/* 0x00000 */ Actor actor;
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
#include "m_lib.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void bPI_actor_move(Actor* thisx, PlayState* play);
|
||||
void bPI_actor_draw(Actor* thisx, PlayState* play);
|
||||
void bPI_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void bPI_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BgPoliceItem_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BgPoliceItem;
|
||||
|
||||
typedef void (*BgPoliceItemActionFunc)(struct BgPoliceItem*, struct PlayState*);
|
||||
typedef void (*BgPoliceItemActionFunc)(struct BgPoliceItem*, struct Game_Play*);
|
||||
|
||||
typedef struct BgPoliceItem {
|
||||
/* 0x0000 */ Actor actor;
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
#include "m_lib.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void bPTI_actor_ct(Actor* thisx, PlayState* play);
|
||||
void bPTI_actor_draw(Actor* thisx, PlayState* play);
|
||||
void bPTI_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void bPTI_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BgPostItem_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BgPostItem;
|
||||
|
||||
typedef void (*BgPostItemActionFunc)(struct BgPostItem*, struct PlayState*);
|
||||
typedef void (*BgPostItemActionFunc)(struct BgPostItem*, struct Game_Play*);
|
||||
|
||||
typedef struct BgPostItem {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "bg_winter_item.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void bWI_actor_ct(Actor* thisx, PlayState* play);
|
||||
void bWI_actor_dt(Actor* thisx, PlayState* play);
|
||||
void bWI_actor_move(Actor* thisx, PlayState* play);
|
||||
void bWI_actor_draw(Actor* thisx, PlayState* play);
|
||||
void bWI_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void bWI_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void bWI_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void bWI_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BgWinterItem_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BgWinterItem;
|
||||
|
||||
typedef void (*BgWinterItemActionFunc)(struct BgWinterItem*, struct PlayState*);
|
||||
typedef void (*BgWinterItemActionFunc)(struct BgWinterItem*, struct Game_Play*);
|
||||
|
||||
typedef struct BgWinterItem {
|
||||
/* 0x00000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "bg_xmas_item.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void bXI_actor_ct(Actor* thisx, PlayState* play);
|
||||
void bXI_actor_dt(Actor* thisx, PlayState* play);
|
||||
void bXI_actor_move(Actor* thisx, PlayState* play);
|
||||
void bXI_actor_draw(Actor* thisx, PlayState* play);
|
||||
void bXI_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void bXI_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void bXI_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void bXI_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BgXmasItem_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BgXmasItem;
|
||||
|
||||
typedef void (*BgXmasItemActionFunc)(struct BgXmasItem*, struct PlayState*);
|
||||
typedef void (*BgXmasItemActionFunc)(struct BgXmasItem*, struct Game_Play*);
|
||||
|
||||
typedef struct BgXmasItem {
|
||||
/* 0x00000 */ Actor actor;
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#include "m_lib.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aBC_actor_move(Actor* thisx, PlayState* play);
|
||||
void aBC_actor_move(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Birth_Control_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Birth_Control;
|
||||
|
||||
typedef void (*Birth_ControlActionFunc)(struct Birth_Control*, struct PlayState*);
|
||||
typedef void (*Birth_ControlActionFunc)(struct Birth_Control*, struct Game_Play*);
|
||||
|
||||
typedef struct Birth_Control {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_boxManager.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void BoxManager_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void BoxManager_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void BoxManager_Actor_move(Actor* thisx, PlayState* play);
|
||||
void BoxManager_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void BoxManager_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void BoxManager_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void BoxManager_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void BoxManager_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BoxManager_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BoxManager;
|
||||
|
||||
typedef void (*BoxManagerActionFunc)(struct BoxManager*, struct PlayState*);
|
||||
typedef void (*BoxManagerActionFunc)(struct BoxManager*, struct Game_Play*);
|
||||
|
||||
typedef struct BoxManager {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_boxMove.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void BoxMove_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void BoxMove_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void BoxMove_Actor_move(Actor* thisx, PlayState* play);
|
||||
void BoxMove_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void BoxMove_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void BoxMove_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void BoxMove_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void BoxMove_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BoxMove_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BoxMove;
|
||||
|
||||
typedef void (*BoxMoveActionFunc)(struct BoxMove*, struct PlayState*);
|
||||
typedef void (*BoxMoveActionFunc)(struct BoxMove*, struct Game_Play*);
|
||||
|
||||
typedef struct BoxMove {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -2,9 +2,9 @@
|
||||
#include "m_lib.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void BoxTrick01_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void BoxTrick01_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void BoxTrick01_Actor_move(Actor* thisx, PlayState* play);
|
||||
void BoxTrick01_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void BoxTrick01_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void BoxTrick01_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BoxTrick01_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BoxTrick01;
|
||||
|
||||
typedef void (*BoxTrick01ActionFunc)(struct BoxTrick01*, struct PlayState*);
|
||||
typedef void (*BoxTrick01ActionFunc)(struct BoxTrick01*, struct Game_Play*);
|
||||
|
||||
typedef struct BoxTrick01 {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_br_shop.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aBRS_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aBRS_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aBRS_actor_init(Actor* thisx, PlayState* play);
|
||||
void aBRS_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aBRS_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aBRS_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aBRS_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aBRS_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile BrShop_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct BrShop;
|
||||
|
||||
typedef void (*BrShopActionFunc)(struct BrShop*, struct PlayState*);
|
||||
typedef void (*BrShopActionFunc)(struct BrShop*, struct Game_Play*);
|
||||
|
||||
typedef struct BrShop {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_broker_design.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void Broker_Design_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void Broker_Design_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void Broker_Design_Actor_move(Actor* thisx, PlayState* play);
|
||||
void Broker_Design_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void Broker_Design_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void Broker_Design_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void Broker_Design_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void Broker_Design_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Broker_Design_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Broker_Design;
|
||||
|
||||
typedef void (*Broker_DesignActionFunc)(struct Broker_Design*, struct PlayState*);
|
||||
typedef void (*Broker_DesignActionFunc)(struct Broker_Design*, struct Game_Play*);
|
||||
|
||||
typedef struct Broker_Design {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_buggy.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aBGY_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aBGY_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aBGY_actor_init(Actor* thisx, PlayState* play);
|
||||
void aBGY_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aBGY_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aBGY_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aBGY_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aBGY_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Buggy_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Buggy;
|
||||
|
||||
typedef void (*BuggyActionFunc)(struct Buggy*, struct PlayState*);
|
||||
typedef void (*BuggyActionFunc)(struct Buggy*, struct Game_Play*);
|
||||
|
||||
typedef struct Buggy {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_conveni.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aCNV_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aCNV_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aCNV_actor_init(Actor* thisx, PlayState* play);
|
||||
void aCNV_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aCNV_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aCNV_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aCNV_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aCNV_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Conveni_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Conveni;
|
||||
|
||||
typedef void (*ConveniActionFunc)(struct Conveni*, struct PlayState*);
|
||||
typedef void (*ConveniActionFunc)(struct Conveni*, struct Game_Play*);
|
||||
|
||||
typedef struct Conveni {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_countdown.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void func_805ac0ac(Actor* thisx, PlayState* play);
|
||||
void func_805ac120(Actor* thisx, PlayState* play);
|
||||
void func_805ac5ec(Actor* thisx, PlayState* play);
|
||||
void func_805ac7b0(Actor* thisx, PlayState* play);
|
||||
void func_805ac0ac(Actor* thisx, Game_Play* game_play);
|
||||
void func_805ac120(Actor* thisx, Game_Play* game_play);
|
||||
void func_805ac5ec(Actor* thisx, Game_Play* game_play);
|
||||
void func_805ac7b0(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Count_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Count;
|
||||
|
||||
typedef void (*CountActionFunc)(struct Count*, struct PlayState*);
|
||||
typedef void (*CountActionFunc)(struct Count*, struct Game_Play*);
|
||||
|
||||
typedef struct Count {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_count02.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void func_805ab8b8(Actor* thisx, PlayState* play);
|
||||
void func_805ab988(Actor* thisx, PlayState* play);
|
||||
void func_805abdac(Actor* thisx, PlayState* play);
|
||||
void func_805abe88(Actor* thisx, PlayState* play);
|
||||
void func_805ab8b8(Actor* thisx, Game_Play* game_play);
|
||||
void func_805ab988(Actor* thisx, Game_Play* game_play);
|
||||
void func_805abdac(Actor* thisx, Game_Play* game_play);
|
||||
void func_805abe88(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Count02_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Count02;
|
||||
|
||||
typedef void (*Count02ActionFunc)(struct Count02*, struct PlayState*);
|
||||
typedef void (*Count02ActionFunc)(struct Count02*, struct Game_Play*);
|
||||
|
||||
typedef struct Count02 {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -2,10 +2,10 @@
|
||||
#include "m_lib.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aCD0_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aCD0_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aCD0_actor_init(Actor* thisx, PlayState* play);
|
||||
void aCD0_actor_save(Actor* thisx, PlayState* play);
|
||||
void aCD0_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aCD0_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aCD0_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aCD0_actor_save(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Countdown_Npc0_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Countdown_Npc0;
|
||||
|
||||
typedef void (*Countdown_Npc0ActionFunc)(struct Countdown_Npc0*, struct PlayState*);
|
||||
typedef void (*Countdown_Npc0ActionFunc)(struct Countdown_Npc0*, struct Game_Play*);
|
||||
|
||||
typedef struct Countdown_Npc0 {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -2,10 +2,10 @@
|
||||
#include "m_lib.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aCD1_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aCD1_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aCD1_actor_init(Actor* thisx, PlayState* play);
|
||||
void aCD1_actor_save(Actor* thisx, PlayState* play);
|
||||
void aCD1_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aCD1_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aCD1_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aCD1_actor_save(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Countdown_Npc1_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Countdown_Npc1;
|
||||
|
||||
typedef void (*Countdown_Npc1ActionFunc)(struct Countdown_Npc1*, struct PlayState*);
|
||||
typedef void (*Countdown_Npc1ActionFunc)(struct Countdown_Npc1*, struct Game_Play*);
|
||||
|
||||
typedef struct Countdown_Npc1 {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_depart.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aDPT_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aDPT_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aDPT_actor_init(Actor* thisx, PlayState* play);
|
||||
void aDPT_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aDPT_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aDPT_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aDPT_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aDPT_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Depart_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Depart;
|
||||
|
||||
typedef void (*DepartActionFunc)(struct Depart*, struct PlayState*);
|
||||
typedef void (*DepartActionFunc)(struct Depart*, struct Game_Play*);
|
||||
|
||||
typedef struct Depart {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_douzou.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aDOU_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aDOU_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aDOU_actor_init(Actor* thisx, PlayState* play);
|
||||
void aDOU_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aDOU_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aDOU_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aDOU_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aDOU_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Douzou_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Douzou;
|
||||
|
||||
typedef void (*DouzouActionFunc)(struct Douzou*, struct PlayState*);
|
||||
typedef void (*DouzouActionFunc)(struct Douzou*, struct Game_Play*);
|
||||
|
||||
typedef struct Douzou {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_dumm.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void Dummy_Actor_ct(Actor* thisx, PlayState* play);
|
||||
void Dummy_Actor_dt(Actor* thisx, PlayState* play);
|
||||
void Dummy_Actor_move(Actor* thisx, PlayState* play);
|
||||
void Dummy_Actor_draw(Actor* thisx, PlayState* play);
|
||||
void Dummy_Actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void Dummy_Actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void Dummy_Actor_move(Actor* thisx, Game_Play* game_play);
|
||||
void Dummy_Actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Dummy_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Dummy;
|
||||
|
||||
typedef void (*DummyActionFunc)(struct Dummy*, struct PlayState*);
|
||||
typedef void (*DummyActionFunc)(struct Dummy*, struct Game_Play*);
|
||||
|
||||
typedef struct Dummy {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#include "ac_dump.h"
|
||||
#include "overlays/gamestates/ovl_play/m_play.h"
|
||||
|
||||
void aDUM_actor_ct(Actor* thisx, PlayState* play);
|
||||
void aDUM_actor_dt(Actor* thisx, PlayState* play);
|
||||
void aDUM_actor_init(Actor* thisx, PlayState* play);
|
||||
void aDUM_actor_draw(Actor* thisx, PlayState* play);
|
||||
void aDUM_actor_ct(Actor* thisx, Game_Play* game_play);
|
||||
void aDUM_actor_dt(Actor* thisx, Game_Play* game_play);
|
||||
void aDUM_actor_init(Actor* thisx, Game_Play* game_play);
|
||||
void aDUM_actor_draw(Actor* thisx, Game_Play* game_play);
|
||||
|
||||
#if 0
|
||||
ActorProfile Dump_Profile = {
|
||||
|
||||
@@ -5,10 +5,10 @@
|
||||
#include "m_actor.h"
|
||||
#include "unk.h"
|
||||
|
||||
struct PlayState;
|
||||
struct Game_Play;
|
||||
struct Dump;
|
||||
|
||||
typedef void (*DumpActionFunc)(struct Dump*, struct PlayState*);
|
||||
typedef void (*DumpActionFunc)(struct Dump*, struct Game_Play*);
|
||||
|
||||
typedef struct Dump {
|
||||
/* 0x000 */ Actor actor;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user