diff options
| author | coco875 <59367621+coco875@users.noreply.github.com> | 2024-08-28 01:47:39 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-08-27 17:47:39 -0600 |
| commit | a1f0d32d666c07d0754d97f107a5be59153768fd (patch) | |
| tree | fcc84d9daa940274be8cf76715be902d93338e64 /include/actor_types.h | |
| parent | bb3cbe0500197f894c83230a9a170a2cbe7aa3e8 (diff) | |
Update decomp clang (#67)
* Update menus.c (#634)
* Update common_data.yml (#635)
* Renames for screenId and other changes (#636)
* screenId renames
* Rename surface map to collision mesh (#637)
* Rename some stack vars (#638)
* Fix syntax error (#639)
* Rename some stack vars
* Update collision.c
* Collision Documentation (#640)
* Collision related renames
* update doxygen (#649)
* change bool (#644)
Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
* Update (#642)
* Delete trig_tables_bss.c (#650)
* fix typo audio (#656)
* fix typo src actor (#657)
Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
* fix typo include (#658)
* fix course (#659)
* fix typo debug (#660)
* fix typo data (#661)
* replace number with const (#665)
* fix typo buffers (#655)
* fix typo buffers
* tweak ld file
* rename to sMemoryPool
* add a warning
---------
* fix typo src (#654)
* fix typo src
* fix non matcing
* Update code_80091750.c
---------
* fix typo racing (#653)
* fix typo racing
* get it match
* replace G_LINE3D to G_QUAD
---------
* fix typo src (#652)
* fix ending typo (#651)
* Action more info when it doesn't match and fix first diff (#662)
* Update linux-compile.yml
* fix first-diff
* Update first-diff.py
---------
* document texture of kart (#663)
* document texture of kart
* change screenPlayerId to screenId
* some documentation around object
* Revert "some documentation around object"
This reverts commit cbb39078e036bf2a417bed67359e910213acab28.
* more rename
---------
* Make evaluate_collision_players_palm_tree better (#667)
This matches just the same as before, but using those two casts instead of
shifts seems more likely to be accurate to the original source code
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
* add fedora instruciton (#666)
* start documenting animation (#668)
* start documenting animation
* Update course_data.c
* change comment
* update libultra asm (#648)
* update libultra asm
* fix gcc __osThreadTail
---------
* Document Vehicles (#641)
* start doc collision
* fix merge
* finish rename fonction related to vehicle
* document around waypoint of vehicle
* make some modification
* make some change and rename one
* copy_ to oldPos
* doc smoke ferry and train
* some rename
* fix some renaming
* precise index
* rename a funciton
* simplify waypoint_vehicles
* change some name
* change some name
* rename move_to_point_direction
* fix some conflict
* Update code_80005FD0.c
* Update code_80005FD0.h
---------
* Label a save info loop (#645)
* save info
* more gcc progress
* fix a value and do a rename (#669)
* update clang and add action (#664)
* update clang and add action
* try clang on course folder only
* forget two file
* Update course_displaylists.inc.c
* forget few other file
* Update course_vertices.inc.c
* format all code while get it match
* second pass
* format other dir
* disable clang format on bad ido code
* fix some tabulation
* revert format on tool dir
* Update clang-format.yml
* ignore gbi.h
* add some read me instruction
* fix error
* format and fixing error
* Update README.md
---------
* Update linkonly_generator.py (#670)
* format more file
* update
* fix compilation issue
* remove course_metadata folder
* re add course metadata folder
* fix banshee bordwalk crash
* fix windows eurk
* Update CMakeLists.txt
---------
Diffstat (limited to 'include/actor_types.h')
| -rw-r--r-- | include/actor_types.h | 55 |
1 files changed, 29 insertions, 26 deletions
diff --git a/include/actor_types.h b/include/actor_types.h index c8b611b88..9c41a2e0d 100644 --- a/include/actor_types.h +++ b/include/actor_types.h @@ -5,9 +5,9 @@ #include <macros.h> #include <common_structs.h> -//#pragma GCC diagnostic push -//#pragma GCC diagnostic ignored "-Wmicrosoft-extension" -//#pragma GCC diagnostic ignored "-Wmissing-member-name-in-structure-/-union" +// #pragma GCC diagnostic push +// #pragma GCC diagnostic ignored "-Wmicrosoft-extension" +// #pragma GCC diagnostic ignored "-Wmissing-member-name-in-structure-/-union" /** * gActorList should be understood to be populated by generic Actor structs. @@ -90,16 +90,16 @@ enum ActorType { // Actor shell->state (green, red and blue) enum ShellState { - HELD_SHELL, // Single shell that has not been dropped. (probably holding Z). - RELEASED_SHELL, // This is the short window where single shells aren't being held or launched. - MOVING_SHELL, // Moving towards its target after being shot. - RED_SHELL_LOCK_ON, // Red shell is targeting. - TRIPLE_GREEN_SHELL, // Loses triple shell state when shot. - GREEN_SHELL_HIT_A_RACER, // A racer has been hit by a green shell. - TRIPLE_RED_SHELL, // Loses triple shell state when shot. - DESTROYED_SHELL, // Collision with the shell. - BLUE_SHELL_LOCK_ON, // A blue shell has found a target and is hastily approaching it. - BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss. + HELD_SHELL, // Single shell that has not been dropped. (probably holding Z). + RELEASED_SHELL, // This is the short window where single shells aren't being held or launched. + MOVING_SHELL, // Moving towards its target after being shot. + RED_SHELL_LOCK_ON, // Red shell is targeting. + TRIPLE_GREEN_SHELL, // Loses triple shell state when shot. + GREEN_SHELL_HIT_A_RACER, // A racer has been hit by a green shell. + TRIPLE_RED_SHELL, // Loses triple shell state when shot. + DESTROYED_SHELL, // Collision with the shell. + BLUE_SHELL_LOCK_ON, // A blue shell has found a target and is hastily approaching it. + BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss. }; // Actor banana->state @@ -113,7 +113,7 @@ enum BananaState { }; // Actor fakeItemBox->state -#define HELD_FAKE_ITEM_BOX 0 // Item box is being held be Z. +#define HELD_FAKE_ITEM_BOX 0 // Item box is being held be Z. #define FAKE_ITEM_BOX_ON_GROUND 1 // Item box is on the ground. #define DESTROYED_FAKE_ITEM_BOX 2 // Collision with fake item box. @@ -200,7 +200,7 @@ struct ActorSpawnData { * So, this struct type acts as both spawn data AND a stripped down Actor for those trees. * Give the tree a position, a byte for flags stuffed into an s16 used to indicate tree sub-type, * and an s16 containing as the tree's original Y position. -**/ + **/ struct UnkActorSpawnData { /* 0x00 */ Vec3s pos; // Techinically only the bottom byte of someId is the "id". The top byte is used for flags. @@ -230,9 +230,11 @@ struct YoshiValleyEgg { struct KiwanoFruit { /* 0x00 */ s16 type; /* 0x02 */ s16 flags; - /* 0x04 */ s16 targetPlayer; // Id of the player this actor tracks. Each player has their own kiwano actor just for them + /* 0x04 */ s16 + targetPlayer; // Id of the player this actor tracks. Each player has their own kiwano actor just for them /* 0x06 */ s16 state; - /* 0x08 */ f32 bonkTimer; // bonkState? Not sure what this is tracking, but its some form of count down that starts after the fruit hits you + /* 0x08 */ f32 bonkTimer; // bonkState? Not sure what this is tracking, but its some form of count down that starts + // after the fruit hits you /* 0x0C */ f32 boundingBoxSize; /* 0x10 */ s16 animState; /* 0x12 */ s16 animTimer; @@ -315,8 +317,9 @@ struct ShellActor { /* 0x0C */ f32 boundingBoxSize; /* 0x10 */ s16 rotVelocity; // Change in rotAngle on a per-update basis union { - /* 0x12 */ s16 rotAngle; // Angle of rotation around player (or parent?), not the rotation of the shell itself - /* 0x12 */ u16 pathIndex; // Index in the set of points that make up the "path" the red/blue shell follows (may be GP mode exclusive) + /* 0x12 */ s16 rotAngle; // Angle of rotation around player (or parent?), not the rotation of the shell itself + /* 0x12 */ u16 pathIndex; // Index in the set of points that make up the "path" the red/blue shell follows (may + // be GP mode exclusive) }; /* 0x14 */ s16 playerId; // Id of the player that "owns" the shell /* 0x16 */ s16 unk_16; @@ -331,8 +334,8 @@ struct ItemBox { /* 0x04 */ s16 someTimer; /* 0x06 */ s16 state; /* 0x08 */ f32 resetDistance; // Value added to the Y position when box is touched. Expected to be negative - // Distance at which a player can activate the item box - // Named "bounding box" to match the name used for the "size" of a kart + // Distance at which a player can activate the item box + // Named "bounding box" to match the name used for the "size" of a kart /* 0x0C */ f32 boundingBoxSize; /* 0x10 */ Vec3s rot; /* 0x16 */ s16 unk_16; @@ -366,7 +369,7 @@ struct BananaBunchParent { /* 0x06 */ s16 state; /* 0x08 */ f32 unk_08; /* 0x0C */ f32 unk_0C; - /* 0x10 */ s16 playerId; // Player that own the bananas + /* 0x10 */ s16 playerId; // Player that own the bananas /* 0x12 */ s16 bananaIndices[5]; // Indices in gActorList for the bananas owned by this parent /* 0x1C */ s16 bananasAvailable; /* 0x1E */ s16 unk_1E; @@ -385,9 +388,9 @@ struct BananaActor { union { /* 0x10 */ Vec3s rot; struct { - /* 0x10 */ s16 playerId; // Id of the player that owns this banana - /* 0x12 */ s16 elderIndex; // Index in gActorList of the next-oldest banana in the bunch - /* 0x14 */ s16 youngerIndex; // Index in gActorList of the next-youngest banana in the bunch + /* 0x10 */ s16 playerId; // Id of the player that owns this banana + /* 0x12 */ s16 elderIndex; // Index in gActorList of the next-oldest banana in the bunch + /* 0x14 */ s16 youngerIndex; // Index in gActorList of the next-youngest banana in the bunch }; }; /* 0x16 */ s16 unk_16; @@ -396,6 +399,6 @@ struct BananaActor { /* 0x30 */ Collision unk30; }; // size = 0x70 -//#pragma GCC diagnostic pop +// #pragma GCC diagnostic pop #endif // ACTOR_TYPES_H |
