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More documenting and labelling things I've learned, suddenly and unsuddenly. (#645)
* ooh * race * Update menu.c * fix more menu UB * fix some warns * fix symbols * more model stuff * confusion * format le code * Update racer.h * Update src/objects.c Co-authored-by: Ryan Myers <ryan.p.myers@gmail.com> * Update src/racer.c Co-authored-by: Ryan Myers <ryan.p.myers@gmail.com> * improve vehicle anim func * clean up another function * Update tools/python/calc_func_checksums.py Co-authored-by: Dominik Peters <github@d-peters.com> * Update tools/python/calc_func_checksums.py Co-authored-by: Dominik Peters <github@d-peters.com> * oop * Update object_functions.c --------- Co-authored-by: Ryan Myers <ryan.p.myers@gmail.com> Co-authored-by: Dominik Peters <github@d-peters.com>
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co-authored by
Ryan Myers
Dominik Peters
parent
9e9b607722
commit
9fd0885200
+10
-10
@@ -665,7 +665,7 @@ typedef struct ObjectModel {
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/* 0x34 */ u8 pad34[4];
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/* 0x38 */ TriangleBatchInfo* batches;
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/* 0x3C */ f32 unk3C;
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/* 0x40 */ Vec3s* unk40;
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/* 0x40 */ Vec3s* normals;
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/* 0x44 */ ObjectModel_44* animations;
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/* 0x48 */ s16 numberOfAnimations;
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/* 0x4A */ s16 unk4A;
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@@ -841,7 +841,7 @@ typedef struct ObjectHeader {
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/* 0x53 */ s8 modelType;
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/* 0x54 */ s8 behaviorId;
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/* 0x55 */ s8 numberOfModelIds; // size of array pointed by Object->unk68
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/* 0x56 */ s8 unk56;
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/* 0x56 */ s8 attachPointCount;
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/* 0x57 */ s8 particleCount; // Number of different particle types that are attached
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/* 0x58 */ s8 unk58;
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/* 0x59 */ u8 pad59;
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@@ -940,11 +940,11 @@ typedef struct Object_5C {
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/* 0x0108 */ s32 unk108;
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} Object_5C;
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typedef struct Object_60 {
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s32 unk0;
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struct Object *unk4[10];
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s8 *unk2C;
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} Object_60;
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typedef struct AttachPoint {
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s32 count; // Number of active attach points.
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struct Object *obj[10]; // Object Ptr List for attachments.
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s8 *unk2C; // Attachment indices.
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} AttachPoint;
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typedef struct Object_LaserGun {
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/* 0x00 */ s32 unk0;
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@@ -1378,9 +1378,9 @@ typedef struct Object_Racer {
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/* 0x1A4 */ s16 x_rotation_vel;
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/* 0x1A6 */ s16 z_rotation_vel;
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/* 0x1A8 */ s16 unk1A8;
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/* 0x1AA */ s16 unk1AA;
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/* 0x1AA */ s16 racerOrder; // Current racer index order, but doesn't necessarily mean their exact race place.
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/* 0x1AC */ s16 finishPosition;
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/* 0x1AE */ s16 racePosition;
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/* 0x1AE */ s16 racePosition; // Current decided race position.
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/* 0x1B0 */ s16 unk1B0;
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/* 0x1B2 */ s16 unk1B2;
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/* 0x1B4 */ s32 unk1B4;
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@@ -1840,7 +1840,7 @@ typedef struct Object {
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/* 0x0054 */ ShadeProperties *shading; //player + 0x2C0
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/* 0x0058 */ WaterEffect *waterEffect; //player + 0x304
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/* 0x005C */ Object_5C *unk5C;
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/* 0x0060 */ Object_60 *unk60; //player + 0x340
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/* 0x0060 */ AttachPoint *attachPoints; // Object attachments. This includes vehicle parts.
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/* 0x0064 */ Object_64 *unk64; //player + 0x98
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/* 0x0068 */ union {
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ModelInstance **modelInstances;
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