diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2022-01-10 14:04:28 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-01-10 12:04:28 -0500 |
| commit | 6069a1585f34d46178b38554c8d547a266bb4123 (patch) | |
| tree | b28cd716f0501c6a09c9d89d2fcbdf98aa55afd4 /docs/tutorial/documenting.md | |
| parent | b74bec0e1d9d6f46f7e218eb14e274fd05dc43cb (diff) | |
`z_actor` with some documentation, with 1 NON_EQUIVALENTs (#401)
* Match Player_GetHeight
* Another bunch
* Fix merge conflict
* rename Gfx_DrawDListXlu
* add WEEROR
* Actor_Spawn
* almost Actor_SpawnTransitionActors and Actor_Delete
* A bunch of small actors
* More renames
* format
* Some Player renames
* a few more
* import data
* run formatter
* func_800B7170
* whoops
* Fix merge issues
* Whoops 2
* func_800B83BC and func_800B83F8
* Actor_IsActorFacingPlayerAndWithinRange
* add some prototypes
* match Actor_UpdateBgCheckInfo
* func_800B7678
* mark Actor_SpawnAsChildAndCutscene as non_matching
* Actor_Draw
* Update is chaotic
* 2 new matches
* func_800BC8B8
* Another bunch
* function renames
* run formatter
* cleanup
* remove unnecesary casts
* add missing sfx
* Fix renames
* fix merge
* func_800BF7CC
* small bunch
* another bunch
* func_800BE184 non_matching
* two more
* split z_cheap_proc
* Another bunch
* another bunch
* a few and a non matching
* yeee
* a
* Actor_DrawAll non_equivalent
* Actor_RecordUndrawnActor
* i don't know what to put in this commit message
* func_800B4B50 non matching
* func_800B42F8 non matching
* func_800B5040
* func_800B5814 non_equiv
* func_800B6584
* func_800B6608
* func_800B6680
* func_800B7E04
* func_800B8118
* func_800b9170
* ,
* func_800BC4EC
* func_800BA6FC
* func_800BA798
* func_800BA8B8
* Actor_LoadOverlay
* small cleanup
* func_800BB2D0
* meh
* func_800BBAC0
* func_800BC270
* func_800B5208 non matching
* Fix warnings
* meh
* rename some ActorShadow_ functions
* fairy
* Flags_
* fix warnings
* format
* Actor_PickUp and family
* func_800B8E58
* match Actor_RemoveFromCategory
* another bit of docs
* Match func_800B86C8
* And another bit
* rename Player_GetRunSpeedLimit
* func_800B9E84
* func_800BE63C
* func_800BB8EC
* match func_800B5814
* match func_800B9334
* cleanup
* fix conflicts: first pass
* another fix
* actorfixer fix
* fix conflicts
* func_800BE680 non_equivalent
* Improve func_800BE680 a bit
* func_800BE680 equivalent (?)
* func_800BE680 equivalent
* Actor_UpdateActor equivalent
* format
* use some ExchangeItemID enum values
* Some more cleaning
* more cleanup
* More name stealing from OoT
* match func_800B82EC
* match func_800B9D1C and a bit of cleanup
* Add ACTOR_FLAGS placeholders
* Renames and match func_800BE184
* last pass of name stealing
* format
* fix conflicts
* more cleanup
* more cleanup
* cleanup and OVERLAY_RELOCATION_OFFSET macro
* Remove prototypes of obviously internal-only functions,
update variable names,
forward declare where necessary,
remove all `param_\d`s
* remove newlines
* minor rename
* Use ACTOR_FLAGS in z_actor
* Match func_800BE3D0
* Rename movement functions
* Document Actor_CalcOffsetOrientedToDrawRotation
* velX -> horizontalSpeed
* A bit of documentation for actor movement functions
* format
* Fix merge issues
* format
* Format
* Fix renames
* fix warnings
* fix conflicts
* review :D
* Update src/overlays/actors/ovl_En_Ma4/z_en_ma4.c
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Fix
* format
* Actor_SpawnSetupActors
* engineer review
* Update src/code/z_actor.c
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* A bunch of Engineer's reviews
* more Engineer's review
* a
* whoops
* run actorfixer
* c'mon
* :face_exhaling:
* whoops
* warning
* More engineer's review
* run format
* I'm dumb
* a
* match func_800BE680
* Match Actor_DrawZTarget
* Match Actor_SpawnAsChildAndCutscene, fix non-equivalent in Actor_UpdateActor
* Fix merge issue
* format
* update actor
* Steal a bit of @Thar0 documentation from OoT's z_message
* Run actorfixer
* Fix renames
* Match func_800B4B50 thanks to @hensldm
* Improve ActorShadow_DrawFeet thanks to @hensldm
* whoops
* Actor_PlaySfxAtProjectedPos
* Actor_UpdateActor matched by @hensldm
* Match func_800BA2FC by @hensldm
* Match Actor_SpawnTransitionActors by @hensldm
* Match func_800BB604 by @hensldm
* Match Actor_DrawAll by @hensldm
* ActorShadow_DrawFeet by @hensldm
* Actor_UpdateAll by @hensldm
* Match func_800BCCDC by @engineer124
* Small Actor_PlaySfxAtPos by @engineer124
* ACTOR_FLAGS_ALL and a bit of cleanup
* Add invisible comment
* Small docs pass
* Fix merge
* Engineer's review
* format lol
* Actor_DrawDoorLock docs
* Actor_SpawnShieldParticlesMetal
* fix merge issues
* sActorFaultClient
* fix
* commit message
* Run actorfixer.py && format.sh
* Fix warnings
* fixes
* format
* bss
* Update include/functions.h
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Address review
* Fix merge issues, format and such
* fix merge issues
* Add ACTORCAT_MAX
* actorList -> actorLists
* Fix merge issues
* format
* Enable WERROR on jenkinsfile
* Fix merge
* Use object symbols
* address review
* format
* review
* fix merge issues
* fix
* VRAM_PTR_SIZE, small cleanup and format
* review
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <engineer124engineer124@gmail.com>
Diffstat (limited to 'docs/tutorial/documenting.md')
| -rw-r--r-- | docs/tutorial/documenting.md | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/docs/tutorial/documenting.md b/docs/tutorial/documenting.md index 9b2c8e177..de82b54f9 100644 --- a/docs/tutorial/documenting.md +++ b/docs/tutorial/documenting.md @@ -148,9 +148,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == 2) { this->actor.textId = 0x2367; @@ -188,7 +188,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; func_80C10148(this); @@ -197,7 +197,7 @@ void func_80C102D4(EnRecepgirl *this, GlobalContext *globalCtx) { if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if ((gSaveContext.weekEventReg[63] & 0x80)) { this->actor.textId = 0x2ADF; @@ -476,9 +476,9 @@ void func_80C1019C(EnRecepgirl* this, GlobalContext* globalCtx) { } } - if (func_800B84D0(&this->actor, globalCtx) != 0) { + if (Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0) { func_80C10290(this); - } else if (Actor_IsActorFacingLink(&this->actor, 0x2000)) { + } else if (Actor_IsFacingPlayer(&this->actor, 0x2000)) { func_800B8614(&this->actor, globalCtx, 60.0f); if (Player_GetMask(globalCtx) == PLAYER_MASK_KAFEIS_MASK) { this->actor.textId = 0x2367; // "... doesn't Kafei want to break off his engagement ... ?" @@ -514,13 +514,13 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) { } } - temp_v0_2 = func_80152498(&globalCtx->msgCtx); + temp_v0_2 = Message_GetState(&globalCtx->msgCtx); if (temp_v0_2 == 2) { this->actor.textId = 0x2ADC; // hear directions again? func_80C10148(this); } else if ((temp_v0_2 == 5) && (func_80147624(globalCtx) != 0)) { if (this->actor.textId == 0x2AD9) { // "Welcome..." - Actor_SetSwitchFlag(globalCtx, this->actor.params); + Flags_SetSwitch(globalCtx, this->actor.params); Animation_MorphToPlayOnce(&this->skelAnime, &D_0600AD98, 10.0f); if (gSaveContext.weekEventReg[63] & 0x80) { // showed Couple's Mask to meeting this->actor.textId = 0x2ADF; // Mayor's office is on the left (meeting ended) @@ -546,7 +546,7 @@ void func_80C102D4(EnRecepgirl* this, GlobalContext* globalCtx) { } } ``` -All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `func_800B84D0(&this->actor, globalCtx) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `func_80152498(&globalCtx->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`. +All this branching is to make the conversation look more diverse and interesting. Notably, though, `func_80C1019C` is set to start with, and is only changed when `Actor_ProcessTalkRequest(&this->actor, &globalCtx->state) != 0`. This is something to do with talking. The other function handles the rest of the conversation, and hands back to the first if `Message_GetState(&globalCtx->msgCtx) == 2`. This function is *something* to do with the text state, which will require `z_message` to be decomped. However, observation in-game will reveal this is something to do with ending dialogue. So we can conclude that the action functions are `EnRecepgirl_Wait` and `EnRecepgirl_Talk`. The setup functions are thus `EnRecepgirl_SetupWait` and `EnRecepgirl_SetupTalk`. For more complex actors, we have a tool called `graphovl.py` that can produce function flow graphs for actors: running ``` |
