diff options
| author | coco875 <59367621+coco875@users.noreply.github.com> | 2023-12-25 14:43:47 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-12-25 06:43:47 -0700 |
| commit | 3638f19145086cfc494d9d506a032e4781b166b7 (patch) | |
| tree | 0d3476144896750b07f18b308feaafe624fd8566 /include/objects.h | |
| parent | 371516f918c0d3a3995f30b71b28c7703a0ec3cd (diff) | |
some rename in code_8006e9c0 (#512)
* some basic function renames
* Renaming player hud related variables.
Diffstat (limited to 'include/objects.h')
| -rw-r--r-- | include/objects.h | 22 |
1 files changed, 12 insertions, 10 deletions
diff --git a/include/objects.h b/include/objects.h index 328c52841..03995fa79 100644 --- a/include/objects.h +++ b/include/objects.h @@ -175,10 +175,10 @@ extern s32 D_80183DB8[]; // Appears to be a list of object list indices for the Item Window part of the HUD extern s32 gItemWindowObjectByPlayerId[]; -// Used for loop bounds when accessing D_80183EA0 +// Used for loop bounds when accessing indexObjectList1 extern s16 D_80165750; // These seem to be limits on different object types in Moo Moo Farm -// See func_80070780 in code_8006E9C0.c +// See init_course_object in code_8006E9C0.c // Maybe max number of active moles in a given group of moles? extern s32 D_8018D1C8; extern s32 D_8018D1D0; @@ -189,9 +189,9 @@ extern s32 D_8018D3C0; extern Collision D_8018C0B0[]; /** - * D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in gObjectList. - * func_80070190 initializes them in such a way that the indicies in each list are not adjacent. - * First D_80183EA0 gets an unused index, then D_80183F28, then D_8018BFA8, then D_8018C030, and then it loops. + * indexObjectList1, indexObjectList2, indexObjectList3, and indexObjectList4 are all lists of indices in gObjectList. + * init_object_list_index initializes them in such a way that the indicies in each list are not adjacent. + * First indexObjectList1 gets an unused index, then indexObjectList2, then indexObjectList3, then indexObjectList4, and then it loops. * * The objects found at the indices in each list appears to be course dependent **/ @@ -250,7 +250,7 @@ extern s16 gNumActiveThwomps; * Penguins in Sherbet Land? * Flag Poles in Yoshi Valley? **/ -extern s32 D_80183EA0[]; +extern s32 indexObjectList1[]; #define NUM_SEAGULLS 10 @@ -280,7 +280,7 @@ extern Vec3s gHedgehogPatrolPoints[]; * Hedgehogs in Yoshi Valley? * Spawn for big fire breath in Bowser's Castle **/ -extern s32 D_80183F28[]; +extern s32 indexObjectList2[]; #define NUM_BOOS 0xA #define NUM_FIRE_BREATHS 4 @@ -291,10 +291,12 @@ extern Vec3s gFireBreathsSpawns[]; * Boos in Banshee Boardwalk * Spawners for the 4 small fire breaths inside Bowser's Castle **/ -extern s32 D_8018BFA8[]; +extern s32 indexObjectList3[]; -// Appears to go entirely unused? -extern s32 D_8018C030[]; +/** + * Unused list of object indices +*/ +extern s32 indexObjectList4[]; #define D_8018C1B0_SIZE 128 #define NUM_MAX_MOLES 0x1F |
