Merge remote-tracking branch 'upstream/main' into ovl_En_An

This commit is contained in:
angie
2023-10-29 08:15:12 -03:00
593 changed files with 9559 additions and 6268 deletions
+5 -7
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@@ -23,7 +23,7 @@ struct CollisionPoly;
struct EnBox;
struct EnTorch2;
typedef void(*ActorFunc)(struct Actor* this, struct PlayState* play);
typedef void (*ActorFunc)(struct Actor* this, struct PlayState* play);
typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
@@ -67,7 +67,7 @@ typedef struct ActorOverlay {
/* 0x1E */ s8 numLoaded; // original name: "clients"
} ActorOverlay; // size = 0x20
typedef void(*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct PlayState* play);
typedef void (*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct PlayState* play);
typedef struct {
/* 0x00 */ Vec3s rot; // Current actor shape rotation
@@ -196,7 +196,6 @@ typedef struct {
/* 0x158 */ u8 interactFlags;
} DynaPolyActor; // size = 0x15C
typedef enum Item00Type {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
@@ -451,7 +450,6 @@ typedef enum {
/* 32 */ ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_LARGE
} ActorDrawDamageEffectType;
#define DEFINE_ACTOR(_name, enumValue, _allocType, _debugName) enumValue,
#define DEFINE_ACTOR_INTERNAL(_name, enumValue, _allocType, _debugName) enumValue,
#define DEFINE_ACTOR_UNSET(enumValue) enumValue,
@@ -651,12 +649,12 @@ typedef enum {
/* 0x5B */ TATL_HINT_ID_SKULLFISH,
/* 0x5C */ TATL_HINT_ID_DESBREKO,
/* 0x5D */ TATL_HINT_ID_GREEN_CHUCHU,
/* 0x5E */ TATL_HINT_ID_ODOLWA_1,
/* 0x5E */ TATL_HINT_ID_ODOLWA_PHASE_ONE, // 799 or fewer frames have passed, says Odolwa is dangerous to get close to
/* 0x5F */ TATL_HINT_ID_GEKKO_GIANT_SLIME,
/* 0x60 */ TATL_HINT_ID_BAD_BAT,
/* 0x61 */ TATL_HINT_ID_REAL_BOMBCHU,
/* 0x62 */ TATL_HINT_ID_ODOLWA_2,
/* 0x63 */ TATL_HINT_ID_ODOLWA_3,
/* 0x62 */ TATL_HINT_ID_ODOLWA_CLOSE_TO_PHASE_TWO, // 800 frames have passed, warns that Odolwa will attack after dancing
/* 0x63 */ TATL_HINT_ID_ODOLWA_PHASE_TWO, // 1000 or more frames have passed, explains that the bugs are drawn to fire
/* 0x64 */ TATL_HINT_ID_MUSHROOM,
/* 0xFF */ TATL_HINT_ID_NONE = 0xFF
} TatlHintId;
+2 -1
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@@ -394,7 +394,8 @@ typedef enum {
#define DMG_ENTRY(damage, effect) ((damage) | ((effect) << 4))
// These flags are not to be used in code until we figure out how we want to format them. They are only here for reference
// Don't use combinations of these flags in code until we figure out how we want to format them.
// It's okay to use these flags if the code is only checking a single flag, though.
#define DMG_DEKU_NUT (1 << 0x00)
#define DMG_DEKU_STICK (1 << 0x01)
#define DMG_HORSE_TRAMPLE (1 << 0x02)
+9 -5
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@@ -1151,9 +1151,9 @@ typedef struct Player {
/* 0x3AC */ Vec3f unk_3AC;
/* 0x3B8 */ u16 unk_3B8;
/* 0x3BA */ union {
s16 doorBgCamIndex;
s16 unk_3BA; // When in a cutscene, boolean to determine if `PLAYER_STATE1_20000000` is set
};
s16 haltActorsDuringCsAction; // If true, halt actors belonging to certain categories during a `csAction`
s16 doorBgCamIndex; // `BgCamIndex` used during a sliding door and spiral staircase cutscenes
} cv; // "Cutscene Variable": context dependent variable that has different meanings depending on what function is called
/* 0x3BC */ s16 subCamId;
/* 0x3BE */ char unk_3BE[2];
/* 0x3C0 */ Vec3f unk_3C0;
@@ -1221,8 +1221,12 @@ typedef struct Player {
/* 0xADE */ u8 unk_ADE;
/* 0xADF */ s8 unk_ADF[4]; // Circular buffer used for testing for triggering a quickspin
/* 0xAE3 */ s8 unk_AE3[4]; // Circular buffer used for ?
/* 0xAE7 */ s8 actionVar1; // context dependent variable that has different meanings depending on what action is currently running
/* 0xAE8 */ s16 actionVar2; // context dependent variable that has different meanings depending on what action is currently running
/* 0xAE7 */ union {
s8 actionVar1;
} av1; // "Action Variable 1": context dependent variable that has different meanings depending on what action is currently running
/* 0xAE8 */ union {
s16 actionVar2;
} av2; // "Action Variable 2": context dependent variable that has different meanings depending on what action is currently running
/* 0xAEC */ f32 unk_AEC;
/* 0xAF0 */ union {
Vec3f unk_AF0[2];