diff options
| author | Philip Dubé <159546+serprex@users.noreply.github.com> | 2026-07-07 01:51:44 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-07-07 01:51:44 +0000 |
| commit | 5cf03a4cdadefe31d81cd324299ff5e0dc436748 (patch) | |
| tree | 4da4720a9fbd28a698dd53f79af83568c16cf35c /soh/include/functions.h | |
| parent | 8602c6d1540f50f4f8a99b52e92373c0dde08999 (diff) | |
pull decomp changes: actor functions, z_en_horse.c (#6877)
Diffstat (limited to 'soh/include/functions.h')
| -rw-r--r-- | soh/include/functions.h | 102 |
1 files changed, 51 insertions, 51 deletions
diff --git a/soh/include/functions.h b/soh/include/functions.h index 00af79748..d371bdd19 100644 --- a/soh/include/functions.h +++ b/soh/include/functions.h @@ -371,8 +371,8 @@ void ActorShadow_DrawHorse(Actor* actor, Lights* lights, PlayState* play); void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play); void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos); -void func_8002BE04(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3); -void func_8002C124(TargetContext* targetCtx, PlayState* play); +void Actor_ProjectPos(PlayState* play, Vec3f* arg1, Vec3f* arg2, f32* arg3); +void Attention_Draw(TargetContext* targetCtx, PlayState* play); s32 Flags_GetSwitch(PlayState* play, s32 flag); void Flags_SetSwitch(PlayState* play, s32 flag); void Flags_UnsetSwitch(PlayState* play, s32 flag); @@ -393,7 +393,7 @@ void TitleCard_InitBossName(PlayState* play, TitleCardContext* titleCtx, void* t u8 height, s16 hasTranslation); void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void* texture, s32 x, s32 y, s32 width, s32 height, s32 delay); -s32 func_8002D53C(PlayState* play, TitleCardContext* titleCtx); +s32 TitleCard_Clear(PlayState* play, TitleCardContext* titleCtx); void Actor_Kill(Actor* actor); void Actor_SetFocus(Actor* actor, f32 offset); void Actor_SetScale(Actor* actor, f32 scale); @@ -421,12 +421,12 @@ s32 func_8002DD6C(Player* player); s32 func_8002DD78(Player* player); s32 func_8002DDE4(PlayState* play); s32 func_8002DDF4(PlayState* play); -void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB); -void func_8002DE74(PlayState* play, Player* player); +void Actor_SwapHookshotAttachment(PlayState* play, Actor* actorA, Actor* actorB); +void Actor_RequestHorseCameraSetting(PlayState* play, Player* player); void Actor_MountHorse(PlayState* play, Player* player, Actor* horse); s32 func_8002DEEC(Player* player); -void func_8002DF18(PlayState* play, Player* player); -s32 func_8002DF38(PlayState* play, Actor* actor, u8 csMode); +void Actor_InitPlayerHorse(PlayState* play, Player* player); +s32 Player_SetCsAction(PlayState* play, Actor* actor, u8 csMode); s32 Player_SetCsActionWithHaltedActors(PlayState* play, Actor* actor, u8 arg2); void func_8002DF90(DynaPolyActor* dynaActor); void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2); @@ -445,14 +445,14 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag); PosRot* Actor_GetFocus(PosRot* arg0, Actor* actor); PosRot* Actor_GetWorld(PosRot* arg0, Actor* actor); PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor); -s32 func_8002F0C8(Actor* actor, Player* player, s32 arg2); +s32 Attention_ShouldReleaseLockOn(Actor* actor, Player* player, s32 arg2); u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play); -s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 arg4); -s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 arg3); -s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2); -s32 func_8002F2F4(Actor* actor, PlayState* play); +s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 arg4); +s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 arg2, u32 arg3); +s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 arg2); +s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play); u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play); -s8 func_8002F368(PlayState* play); +s8 Actor_GetPlayerExchangeItemId(PlayState* play); void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y); u32 Actor_HasParent(Actor* actor, PlayState* play); // TODO: Rename the follwing 3 functions using whatever scheme we use when we rename Actor_OfferGetItem and Actor_OfferGetItemNearby. @@ -464,30 +464,30 @@ void Actor_OfferGetItemNearby(Actor* actor, PlayState* play, s32 getItemId); void Actor_OfferCarry(Actor* actor, PlayState* play); u32 Actor_HasNoParent(Actor* actor, PlayState* play); void func_8002F5C4(Actor* actorA, Actor* actorB, PlayState* play); -void func_8002F5F0(Actor* actor, PlayState* play); +void Actor_SetClosestSecretDistance(Actor* actor, PlayState* play); s32 Actor_IsMounted(PlayState* play, Actor* horse); u32 Actor_SetRideActor(PlayState* play, Actor* horse, s32 arg2); s32 Actor_NotMounted(PlayState* play, Actor* horse); -void func_8002F698(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6); -void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); -void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); -void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); -void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); +void Actor_SetPlayerKnockback(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6); +void Actor_SetPlayerKnockbackLarge(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); +void Actor_SetPlayerKnockbackLargeNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); +void Actor_SetPlayerKnockbackSmall(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5); +void Actor_SetPlayerKnockbackSmallNoDamage(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4); void Player_PlaySfx(Actor* actor, u16 sfxId); void Audio_PlayActorSound2(Actor* actor, u16 sfxId); -void func_8002F850(PlayState* play, Actor* actor); -void func_8002F8F0(Actor* actor, u16 sfxId); -void func_8002F91C(Actor* actor, u16 sfxId); -void func_8002F948(Actor* actor, u16 sfxId); -void func_8002F974(Actor* actor, u16 sfxId); -void func_8002F994(Actor* actor, s32 arg1); +void Actor_PlaySfx_SurfaceBomb(PlayState* play, Actor* actor); +void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId); +void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId); +void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId); +void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId); +void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 arg1); s32 func_8002F9EC(PlayState* play, Actor* actor, CollisionPoly* poly, s32 bgId, Vec3f* pos); void Actor_DisableLens(PlayState* play); -void func_800304DC(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry); +void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* actorEntry); void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx); -s32 func_800314D4(PlayState* play, Actor* actorB, Vec3f* arg2, f32 arg3); -void func_800315AC(PlayState* play, ActorContext* actorCtx); -void func_80031A28(PlayState* play, ActorContext* actorCtx); +s32 Actor_CullingVolumeTest(PlayState* play, Actor* actorB, Vec3f* arg2, f32 arg3); +void Actor_DrawAll(PlayState* play, ActorContext* actorCtx); +void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx); void func_80031B14(PlayState* play, ActorContext* actorCtx); void func_80031C3C(ActorContext* actorCtx, PlayState* play); Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, @@ -497,10 +497,10 @@ Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, PlayState* play void Actor_SpawnTransitionActors(PlayState* play, ActorContext* actorCtx); Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, PlayState* play); Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play); -Actor* func_80032AF0(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player); +Actor* Attention_FindActor(PlayState* play, ActorContext* actorCtx, Actor** actorPtr, Player* player); Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory); void Enemy_StartFinishingBlow(PlayState* play, Actor* actor); -s16 func_80032CB4(s16* arg0, s16 arg1, s16 arg2, s16 arg3); +s16 FaceChange_UpdateBlinking(s16* arg0, s16 arg1, s16 arg2, s16 arg3); void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play); void BodyBreak_SetInfo(BodyBreak* bodyBreak, s32 limbIndex, s32 minLimbIndex, s32 maxLimbIndex, u32 count, Gfx** dList, s16 objectId); @@ -519,9 +519,9 @@ s32 Actor_IsTargeted(PlayState* play, Actor* actor); s32 Actor_OtherIsTargeted(PlayState* play, Actor* actor); f32 func_80033AEC(Vec3f* arg0, Vec3f* arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5); void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play); -void func_80033DB8(PlayState* play, s16 arg1, s16 arg2); -void func_80033E1C(PlayState* play, s16 arg1, s16 arg2, s16 arg3); -void func_80033E88(Actor* actor, PlayState* play, s16 arg2, s16 arg3); +void Actor_RequestQuake(PlayState* play, s16 arg1, s16 arg2); +void Actor_RequestQuakeWithSpeed(PlayState* play, s16 arg1, s16 arg2, s16 arg3); +void Actor_RequestQuakeAndRumble(Actor* actor, PlayState* play, s16 arg2, s16 arg3); f32 Rand_ZeroFloat(f32 f); f32 Rand_CenteredFloat(f32 f); void Actor_DrawDoorLock(PlayState* play, s32 arg1, s32 arg2); @@ -539,7 +539,7 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); s16 Actor_UpdateAlphaByDistance(Actor* actor, PlayState* play, s16 arg2, f32 arg3); void Animation_ChangeByInfo(SkelAnime* skelAnime, AnimationInfo* animationInfo, s32 index); -void func_80034F54(PlayState* play, s16* arg1, s16* arg2, s32 arg3); +void Actor_UpdateFidgetTables(PlayState* play, s16* arg1, s16* arg2, s32 arg3); void Actor_Noop(Actor* actor, PlayState* play); void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist); void Gfx_DrawDListXlu(PlayState* play, Gfx* dlist); @@ -572,7 +572,7 @@ void Flags_SetRandomizerInf(RandomizerInf flag); void Flags_UnsetRandomizerInf(RandomizerInf flag); u16 func_80037C30(PlayState* play, s16 arg1); s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3); -s32 func_80038290(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4); +s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4); // ? func_80038600(?); u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList*); @@ -678,7 +678,7 @@ u16 SurfaceType_GetNumCameras(CollisionContext* colCtx, CollisionPoly* poly, s32 Vec3s* func_80041C10(CollisionContext* colCtx, s32 camId, s32 bgId); Vec3s* SurfaceType_GetCamPosData(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetSceneExitIndex(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); -u32 func_80041D4C(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); +u32 SurfaceType_GetFloorType(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 func_80041D70(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 func_80041D94(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); s32 func_80041DB8(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); @@ -1379,7 +1379,7 @@ void Sram_InitSram(GameState* gameState); void SsSram_ReadWrite(uintptr_t addr, void* dramAddr, size_t size, s32 direction); void func_800A9F30(PadMgr*, s32); void func_800A9F6C(f32, u8, u8, u8); -void func_800AA000(f32, u8, u8, u8); +void Rumble_Request(f32, u8, u8, u8); void func_800AA0B4(); void func_800AA0F0(void); u32 func_800AA148(); @@ -2092,14 +2092,14 @@ void Audio_ClearSariaBgm(void); void Audio_ClearSariaBgmAtPos(Vec3f* pos); void Audio_PlaySariaBgm(Vec3f* pos, u16 seqId, u16 distMax); void Audio_ClearSariaBgm2(void); -void func_800F5510(u16 seqId); -void func_800F5550(u16 seqId); -void func_800F574C(f32 arg0, u8 arg2); -void func_800F5718(void); -void func_800F5918(void); -void func_800F595C(u16); -void func_800F59E8(u16); -s32 func_800F5A58(u8); +void Audio_PlayMorningSceneSequence(u16 seqId); +void Audio_PlaySceneSequence(u16 seqId); +void Audio_SetMainBgmTempoFreqAfterFanfare(f32 arg0, u8 arg2); +void Audio_PlayWindmillBgm(void); +void Audio_SetFastTempoForTimedMinigame(void); +void Audio_PlaySequenceInCutscene(u16); +void Audio_StopSequenceInCutscene(u16); +s32 Audio_IsSequencePlaying(u8); void func_800F5ACC(u16 seqId); void PreviewSequence(u16 seqId); void func_800F5B58(void); @@ -2107,21 +2107,21 @@ void func_800F5BF0(u8 natureAmbienceId); void Audio_PlayFanfare(u16); void Audio_PlayFanfare_Rando(GetItemEntry getItem); void func_800F5C2C(void); -void func_800F5E18(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4); +void Audio_PlaySequenceWithSeqPlayerIO(u8 playerIdx, u16 seqId, u8 fadeTimer, s8 arg3, s8 arg4); void Audio_SetSequenceMode(u8 seqMode); void Audio_SetBgmEnemyVolume(f32 dist); -void func_800F6268(f32 dist, u16); +void Audio_UpdateMalonSinging(f32 dist, u16); void func_800F64E0(u8 arg0); -void func_800F6584(u8 arg0); +void Audio_ToggleMalonSinging(u8 arg0); void Audio_SetEnvReverb(s8 reverb); void Audio_SetCodeReverb(s8 reverb); -void func_800F6700(s8 outputMode); +void Audio_SetSoundOutputMode(s8 outputMode); void Audio_SetBaseFilter(u8); void Audio_SetExtraFilter(u8); void Audio_SetCutsceneFlag(s8 flag); void Audio_PlaySoundIfNotInCutscene(u16 sfxId); void func_800F6964(u16); -void func_800F6AB0(u16); +void Audio_StopBgmAndFanfare(u16); // ? Audio_DisableAllSeq(?); // ? func_800F6BB8(?); void Audio_PreNMI(); |
