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authorTom Overton <tom-overton@users.noreply.github.com>2022-02-13 17:07:26 -0800
committerGitHub <noreply@github.com>2022-02-13 20:07:26 -0500
commit3597e4809fa07f9f2fba445e56a1c8321afa2bfc (patch)
treed59fa4a4ec10ef7acd260a149e5786c6b12a0318 /src/boot_O2/stackcheck.c
parent45cee7d8af09395d8ab19461454b079748e2abae (diff)
En_Jg (Goron Elder) OK and documented. Also document object_jg (#594)
* Migrate data to C * Init / Destroy / Update / Draw * Functions called from Update * Better Init match * A few more functions * A few more functions * Drum-spawning function OK * EnJg OK * Name a few struct vars * Name some static vars * Name limbs * Name limb DLs * Name some textures * Name all remaining textures * First pass animation names + use object in actor file * Add drum to XML + clean it up * Better translations, thanks Emily! * Some more documentation * Improvements * Params accessor for s_goro * Proper object symbols for Jg_Gakki * Delete unnecessary undefined_syms * Text defines for my own sanity * Some more names * Document point/path stuff * Name every function, even if the names are bad * Params macro for if he's in goron shrine * Some misc improvements * Document EnJg_GetShrineGoronToFocusOn better * Final cleanup before PR * Change action name because this actor is dumb! * Run actorfixer * Rename some variables now that a function is named * ProcessTalkRequest takes GameState * Run actorfixer * Use new actor flags * Update text ID names to match my text ID PR * Define the limb enum in the object * Be consistent about where the EnumName is * Don't name limbs after the actor * Basic enum for drum limb * Fix stuff after merge * Do if/else if/else * Remove textId defines * Decimal weekEventReg accesses
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