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DmChar08 OK (#1085)
* progress * progress * about to merge data. probably a bad idea * matches with ZAPD * docs * done for now * progress * about to merge data. probably a bad idea * matches with ZAPD * docs * done for now * Fix makefile and add non matching to spec * did some git stuff * Git being a problem as usual * format * PR fixes * PR fixes * PR fixes * Merge master and fixes * going to merge play * merged in the big one * docs * PR fixes * format * Clean up * transition * Better init * Glitchy animations * PR * Format * PR comments * Missed one * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * Update src/overlays/actors/ovl_Dm_Char08/z_dm_char08.c Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com> * fix conflicts * Fix conflicts * format * PR Co-authored-by: louist103 <louist103@gmail.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
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louist103
louist103
Anghelo Carvajal
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@@ -882,6 +882,7 @@ void func_800C636C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C63C4(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C641C(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C6474(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void func_800C6554(PlayState* play, DynaCollisionContext* dyna);
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void DynaPoly_DeleteBgActor(PlayState* play, DynaCollisionContext* dyna, s32 bgId);
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void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength);
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void DynaPoly_ExpandSRT(PlayState* play, DynaCollisionContext* dyna, s32 bgId, s32* vtxStartIndex, s32* polyStartIndex, s32* waterBoxStartIndex);
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