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https://github.com/izzy2lost/2ship2harkinian-Android.git
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z_actor with some documentation, with 1 NON_EQUIVALENTs (#401)
* Match Player_GetHeight * Another bunch * Fix merge conflict * rename Gfx_DrawDListXlu * add WEEROR * Actor_Spawn * almost Actor_SpawnTransitionActors and Actor_Delete * A bunch of small actors * More renames * format * Some Player renames * a few more * import data * run formatter * func_800B7170 * whoops * Fix merge issues * Whoops 2 * func_800B83BC and func_800B83F8 * Actor_IsActorFacingPlayerAndWithinRange * add some prototypes * match Actor_UpdateBgCheckInfo * func_800B7678 * mark Actor_SpawnAsChildAndCutscene as non_matching * Actor_Draw * Update is chaotic * 2 new matches * func_800BC8B8 * Another bunch * function renames * run formatter * cleanup * remove unnecesary casts * add missing sfx * Fix renames * fix merge * func_800BF7CC * small bunch * another bunch * func_800BE184 non_matching * two more * split z_cheap_proc * Another bunch * another bunch * a few and a non matching * yeee * a * Actor_DrawAll non_equivalent * Actor_RecordUndrawnActor * i don't know what to put in this commit message * func_800B4B50 non matching * func_800B42F8 non matching * func_800B5040 * func_800B5814 non_equiv * func_800B6584 * func_800B6608 * func_800B6680 * func_800B7E04 * func_800B8118 * func_800b9170 * , * func_800BC4EC * func_800BA6FC * func_800BA798 * func_800BA8B8 * Actor_LoadOverlay * small cleanup * func_800BB2D0 * meh * func_800BBAC0 * func_800BC270 * func_800B5208 non matching * Fix warnings * meh * rename some ActorShadow_ functions * fairy * Flags_ * fix warnings * format * Actor_PickUp and family * func_800B8E58 * match Actor_RemoveFromCategory * another bit of docs * Match func_800B86C8 * And another bit * rename Player_GetRunSpeedLimit * func_800B9E84 * func_800BE63C * func_800BB8EC * match func_800B5814 * match func_800B9334 * cleanup * fix conflicts: first pass * another fix * actorfixer fix * fix conflicts * func_800BE680 non_equivalent * Improve func_800BE680 a bit * func_800BE680 equivalent (?) * func_800BE680 equivalent * Actor_UpdateActor equivalent * format * use some ExchangeItemID enum values * Some more cleaning * more cleanup * More name stealing from OoT * match func_800B82EC * match func_800B9D1C and a bit of cleanup * Add ACTOR_FLAGS placeholders * Renames and match func_800BE184 * last pass of name stealing * format * fix conflicts * more cleanup * more cleanup * cleanup and OVERLAY_RELOCATION_OFFSET macro * Remove prototypes of obviously internal-only functions, update variable names, forward declare where necessary, remove all `param_\d`s * remove newlines * minor rename * Use ACTOR_FLAGS in z_actor * Match func_800BE3D0 * Rename movement functions * Document Actor_CalcOffsetOrientedToDrawRotation * velX -> horizontalSpeed * A bit of documentation for actor movement functions * format * Fix merge issues * format * Format * Fix renames * fix warnings * fix conflicts * review :D * Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Fix * format * Actor_SpawnSetupActors * engineer review * Update src/code/z_actor.c Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * A bunch of Engineer's reviews * more Engineer's review * a * whoops * run actorfixer * c'mon * 😮💨 * whoops * warning * More engineer's review * run format * I'm dumb * a * match func_800BE680 * Match Actor_DrawZTarget * Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor * Fix merge issue * format * update actor * Steal a bit of @Thar0 documentation from OoT's z_message * Run actorfixer * Fix renames * Match func_800B4B50 thanks to @hensldm * Improve ActorShadow_DrawFeet thanks to @hensldm * whoops * Actor_PlaySfxAtProjectedPos * Actor_UpdateActor matched by @hensldm * Match func_800BA2FC by @hensldm * Match Actor_SpawnTransitionActors by @hensldm * Match func_800BB604 by @hensldm * Match Actor_DrawAll by @hensldm * ActorShadow_DrawFeet by @hensldm * Actor_UpdateAll by @hensldm * Match func_800BCCDC by @engineer124 * Small Actor_PlaySfxAtPos by @engineer124 * ACTOR_FLAGS_ALL and a bit of cleanup * Add invisible comment * Small docs pass * Fix merge * Engineer's review * format lol * Actor_DrawDoorLock docs * Actor_SpawnShieldParticlesMetal * fix merge issues * sActorFaultClient * fix * commit message * Run actorfixer.py && format.sh * Fix warnings * fixes * format * bss * Update include/functions.h Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * Address review * Fix merge issues, format and such * fix merge issues * Add ACTORCAT_MAX * actorList -> actorLists * Fix merge issues * format * Enable WERROR on jenkinsfile * Fix merge * Use object symbols * address review * format * review * fix merge issues * fix * VRAM_PTR_SIZE, small cleanup and format * review Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com> Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
This commit is contained in:
co-authored by
Elliptic Ellipsis
Derek Hensley
engineer124
engineer124
parent
b74bec0e1d
commit
6069a1585f
@@ -116,11 +116,11 @@ void func_80C1019C(EnRecepgirl *this, GlobalContext *globalCtx) {
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Animation_ChangeTransitionRepeat(temp_a0, &D_06009890, -4.0f);
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}
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}
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if (func_800B84D0((Actor *) this, globalCtx) != 0) {
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if (Actor_ProcessTalkRequest((Actor *) this, globalCtx) != 0) {
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func_80C10290(this);
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return;
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}
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if (Actor_IsActorFacingLink((Actor *) this, 0x2000) != 0) {
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if (Actor_IsFacingPlayer((Actor *) this, 0x2000) != 0) {
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func_800B8614((Actor *) this, globalCtx, 60.0f);
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if (Player_GetMask(globalCtx) == 2) {
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this->actor.textId = 0x2367;
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@@ -168,11 +168,11 @@ void func_80C1019C(EnRecepgirl *this, GlobalContext *globalCtx) {
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Animation_ChangeTransitionRepeat(&this->skelAnime, &D_06009890, -4.0f);
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}
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}
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if (func_800B84D0(&this->actor, globalCtx) != 0) {
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if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) {
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func_80C10290(this);
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return;
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}
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if (Actor_IsActorFacingLink(&this->actor, 0x2000) != 0) {
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if (Actor_IsFacingPlayer(&this->actor, 0x2000) != 0) {
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func_800B8614(&this->actor, globalCtx, 60.0f);
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if (Player_GetMask(globalCtx) == 2) {
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this->actor.textId = 0x2367;
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@@ -203,9 +203,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) {
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}
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}
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if (func_800B84D0(&this->actor, globalCtx) != 0) {
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if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) {
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func_80C10290(this);
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} else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) {
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} else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) {
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func_800B8614(&this->actor, globalCtx, 60.0f);
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if (Player_GetMask(globalCtx) == 2) {
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this->actor.textId = 0x2367;
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@@ -282,7 +282,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) {
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Animation_MorphToPlayOnce(sp20, &D_0600A280, -4.0f);
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}
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}
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temp_v0_2 = func_80152498(&globalCtx->msgCtx);
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temp_v0_2 = Message_GetState(&globalCtx->msgCtx);
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if (temp_v0_2 == 2) {
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this->actor.textId = 0x2ADC;
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func_80C10148(this);
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@@ -291,7 +291,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) {
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if (((temp_v0_2 & 0xFF) == 5) && (func_80147624(globalCtx) != 0)) {
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temp_v0_3 = this->actor.textId;
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if (temp_v0_3 == 0x2AD9) {
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Actor_SetSwitchFlag(globalCtx, (s32) this->actor.params);
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Flags_SetSwitch(globalCtx, (s32) this->actor.params);
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Animation_MorphToPlayOnce(sp20, &D_0600AD98, 10.0f);
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if ((*(&gSaveContext + 0xF37) & 0x80) != 0) {
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this->actor.textId = 0x2ADF;
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@@ -340,7 +340,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) {
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}
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}
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temp_v0_2 = func_80152498(&globalCtx->msgCtx);
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temp_v0_2 = Message_GetState(&globalCtx->msgCtx);
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if (temp_v0_2 == 2) {
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this->actor.textId = 0x2ADC;
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func_80C10148(this);
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@@ -349,7 +349,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) {
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if (((temp_v0_2 & 0xFF) == 5) && (func_80147624(globalCtx) != 0)) {
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if (this->actor.textId == 0x2AD9) {
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Actor_SetSwitchFlag(globalCtx, this->actor.params);
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Flags_SetSwitch(globalCtx, this->actor.params);
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Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f);
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if ((*(&gSaveContext + 0xF37) & 0x80) != 0) {
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this->actor.textId = 0x2ADF;
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@@ -390,7 +390,7 @@ The yellow shows registers that don't match, the different colours on the regist
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```
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somehow we skipped over `t0`. Where is this in the code? The `153` in the middle is the line number in the C file (the `3f0`s are the offsets into the assembly file), we have `--source` if you want to see the code explicitly, or you can do it the old-fashioned way, and work it out from nearby function calls. In this case, `func_80C10148` is run straight after, and the only place that is called is
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```C
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temp_v0_2 = func_80152498(&globalCtx->msgCtx);
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temp_v0_2 = Message_GetState(&globalCtx->msgCtx);
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if (temp_v0_2 == 2) {
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this->actor.textId = 0x2ADC;
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func_80C10148(this);
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