z_parameter: Main (#1157)

* main docs

* formatting and bss issues

* PR Suggestions

* missed enums

* better macros/enums

* restrictions improvement, still wip

* fix name, more common restriction patterns

* more restrictions cleanup

* rm comment
This commit is contained in:
engineer124
2022-12-08 15:54:38 -03:00
committed by GitHub
parent ea83e49e6e
commit b73d18b154
36 changed files with 1624 additions and 527 deletions
+8 -11
View File
@@ -1621,9 +1621,9 @@ s32 func_8010A0A4(PlayState* play);
void Minimap_SavePlayerRoomInitInfo(PlayState* play);
void Map_InitRoomData(PlayState* play, s16 room);
void Map_Destroy(PlayState* play);
// void Map_Init(PlayState* play);
// void Minimap_Draw(PlayState* play);
// void Map_Update(PlayState* play);
void Map_Init(PlayState* play);
void Minimap_Draw(PlayState* play);
void Map_Update(PlayState* play);
// void func_8010A760(void);
// void func_8010A7CC(void);
// void func_8010A814(void);
@@ -1710,8 +1710,7 @@ void Interface_StartPostmanTimer(s16 seconds, s16 bunnyHoodState);
void Interface_NewDay(PlayState* play, s32 day);
void Interface_SetHudVisibility(u16 hudVisibility);
void func_80110038(PlayState* play);
// void func_80111CB4(void);
// void func_801129E4(void);
void Interface_SetSceneRestrictions(PlayState* play);
void Interface_InitMinigame(PlayState* play);
void Interface_LoadItemIconImpl(PlayState* play, u8 btn);
void Interface_LoadItemIcon(PlayState* play, u8 btn);
@@ -1727,12 +1726,10 @@ s32 Inventory_HasItemInBottle(u8 item);
void Inventory_UpdateBottleItem(PlayState* play, u8 item, u8 btn);
s32 Inventory_ConsumeFairy(PlayState* play);
void Inventory_UpdateItem(PlayState* play, s16 slot, s16 item);
// void func_801153C8(void);
// void func_80115428(void);
void func_8011552C(PlayState* play, u16 arg1);
void func_801155B4(PlayState* play, s16 arg1);
void func_80115764(PlayState* play, UNK_TYPE arg1);
void func_80115844(PlayState* play, s16 param_2);
void func_80115844(PlayState* play, s16 doAction);
s32 Health_ChangeBy(PlayState* play, s16 healthChange);
void Health_GiveHearts(s16 hearts);
void Rupees_ChangeBy(s16 rupeeChange);
@@ -1812,7 +1809,7 @@ s32 Player_ActionToExplosive(Player* player, PlayerItemAction itemAction);
s32 Player_GetExplosiveHeld(Player* player);
s32 Player_ActionToSword(Actor* actor, PlayerItemAction itemAction);
s32 func_801242B4(Player* player);
s32 Player_GetEnvTimerType(PlayState* play);
s32 Player_GetEnvironmentalHazard(PlayState* play);
void func_80124420(Player* player);
void func_80124618(struct_80124618 arg0[], f32 curFrame, Vec3f* arg2);
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, PlayerTransformation playerForm, s32 boots, s32 face, OverrideLimbDrawFlex overrideLimbDraw, PostLimbDrawFlex postLimbDraw, Actor* actor);
@@ -2327,8 +2324,8 @@ void func_80165DF0(void);
// void func_80166060(void);
Gfx* func_801660B8(PlayState* play, Gfx* gfx);
void Play_Destroy(GameState* thisx);
// void func_801663C4(void);
// void func_80166644(void);
void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size);
void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size);
// void func_801668B4(void);
void func_80166968(PlayState* play, Camera* camera);
void func_80166B30(PlayState* play);