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authorcoco875 <59367621+coco875@users.noreply.github.com>2024-08-28 01:47:39 +0200
committerGitHub <noreply@github.com>2024-08-27 17:47:39 -0600
commita1f0d32d666c07d0754d97f107a5be59153768fd (patch)
treefcc84d9daa940274be8cf76715be902d93338e64 /include/actor_types.h
parentbb3cbe0500197f894c83230a9a170a2cbe7aa3e8 (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.h55
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