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* Finish `EnNutsball` documentation
* Rename things
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* Document `EnSa`
* Rename INFTABLE entries
* Animation set -> group
* Remove trailing commas
* Rename textState field
* Remove trailing comma
* Rename EVENTCHKINF flag
* Correct frowning/closed swap of enum
* Rename INFTABLE flag
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* Document DemoSa (Saria's cutscene actions)
* Add missing include
* Add another missing include
* Change struct to enum
* add action enum comments to action funcs array
* comment on `DemoSa_InitChamberOfSages` not setting action and relying on the struct being zerod
* fixup demosa action enum numbering formatting
* Rename Unknown -> Unused
* Rename init function
* Missed rename
* Use `ANIMMODE` enum
Co-authored-by: Copilot <copilot@github.com>
* Remove redundant includes
* Rename Ganon actions to SageAction
* Rename sage-related actions
* More renames
* SageAction -> SageMagic
* Restore duplicate eye/mouth enums
* Minor style fixes
* Better action function name matching
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: Copilot <copilot@github.com>
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* Document `EnHs` and `EnHs2` (Carpenter's son)
* focusOffset -> sFocusOffset
* Rename tracking flag fields
* Roll back subrepo changes
* Remove comment on trackingFlags
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Child Ruto Actions Part 6: Sitting
* Format
* Enum indices in comments
* Remove trailing whitespace
* Rename room number fields
* Rename to EnRu1_UpdateBgCheckInfo
* Revert "Rename to EnRu1_UpdateBgCheckInfo"
This reverts commit 7926cfeeca3e27166e7eeebc65d6d6832a6d9202.
* Rename to UpdateBouncing
* Rename INFTABLE flags
* Rename to actorIter
* Remove unneeded parentheses
* Rectify comments in `EnRu1_UpdateSittingAction`
* Reformat
* Proposed name changes
* Change comment
* Multiple reversions
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* EnBox: name unknown functions and struct fields
* ovl_En_Box: name ENBOX_TYPE_9/10, rename render mode DList functions
* ovl_En_Box: formatting
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* BgSpot09Obj: document params type enum
* Address review comments
- Remove "objects" from description (has specific meaning in Zelda64 engine)
- Move BgSpot09ObjType enum to .h for use by external files
- Replace return 0/1 literals with false/true in func_808B1AE0
- Fix enum comments: remove "visible" terminology, correct tent is adult-only
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Document CIC6105
* Changes, AUDIOMGR_DEBUG_LEVEL -> AUDIOMGR_ACTIVITY_LEVEL
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* Finish `EnDivingGame` documentation
* Rupee phase enum
* Fix overlooked field rename
* Shorten some field names for formatting
* Reformat
* Revert "unthrown Rupees" rename
* Parenthesize textId conditions
* Rename `GiveScale` functions
* Rename `nextTextState`
* Clang-format
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* ObjSwitch params macros
* format extracted ObjSwitch params
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* `Item_DropCollectibleRandom`: params macro and drop tables enum
* fixup
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* Simplify or comment on the remaining complex render mode settings
* Suggested changes
* Format
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* Finish `EnExRuppy` documentation
* Rename throw distance field
* Move comments to enum type
* Use `EnHeishi1` type for guard
* Add comment on `EnHeishi1` supposition
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* Finish `EnMThunder` documentation
* Boolean conversion
* Hex to decimal conversions
* Rename static variables
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(#2706)
* Make bool return values of SkelAnime_Update and LinkAnimation_Update clear
* formatting: empty line after decl
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Use `OOT_NTSC` instead of `OOT_REGION` to check for ntsc in gkeep
* bss
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* Fix F3DEX2 ucode name on N64 versions (not PosLight)
* put the not-PosLight / PosLight differences under F3DEX_GBI_PL
* revert bss changes
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* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64
* remove duplicate declarations in sfx.h
* use render mode presets more
* decimal for alpha values
* fix some z_camera comments typos
* fix references to preprocess.sh (used to be preprocess.py)
* remove outdated comment on deps in makefile
* code_800AD920 was renamed to z_viszbuf
* fix capitalization typo: gOcarinaofTimeDesignTex -> gOcarinaOfTimeDesignTex
* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -> remove extra f
* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -> gCrystal
* fix PARAMS_GET_U amount of bits
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* Assets system: format extracted actor params (and EnDoor params)
* and actor list too...
* and actor list required inclues too...
* ENDOOR_PARAMS_GENERAL, ENDOOR_PARAMS -> ENDOOR_PARAMS, ENDOOR_PARAMS_NODATA
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* document z_bg_haka_meganebg
* Dragorn suggestions and @bug documentation
* i swear i was good at grammar as a child
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* Child Ruto Actions Part 5: Speakable
* Rename to "Speakable Jabu"
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* Child Ruto Actions Part 4: Sapphire platform
* One more function rename
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* document bg_haka_megane
* BGHAKAMEGANE_TYPE_MAX
* dragorn suggestion
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* document pass on bg_haka_trap
* formatting
* suggestions
* dragorn suggestions
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* document z_bg_haka_zou
* suggestions
* dragorn suggestions
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* Commit and split gameplay_keep
* Remove debugging bits
* format
* bss
* merge gameplay_keep_0x400 into link_textures
* Name some unused NTSC stuff
* Rename files for some of the newly named unused NTSC stuff
* name more gkeep files
* format
* spin_attack
* name fish anims files
* name some eff_ files
* name a bunch more files
* Add underscore in not-final names
* cleanup limb enum names (remove g prefix)
* split gameplay_keep_0x34020.c into gBugCrawlAnim.c + bug_skel.c
* door.h -> door_skel.h
* gArrowNAnim -> gArrowN_Anim
* split arrow_anims into gArrow1_Anim + gArrow2_Anim
* fix merge
* bss
* bss
* Fix bss
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Label `EnEiyer` as Stinger
* Change to Ground
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* Document `EnWeiyer`
* Rename function
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* Document Dampé
* Format
* Address review
* Format
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* Child Ruto Actions Part 3: Boss room
* Rename action enum members
* Subtle rename of enum members
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* Child Ruto Actions Part 2: First encounter
* Rename action enum entries
* Rename to Sfx
* Rename "first encounter" to "meeting"
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* Child Ruto Actions Part 1: Zora's Fountain
* Oops, forgot sound effects
* Reformat
* Rename action enum entries
* Suggested changes
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names (#2646)
* Cleanup extracted colliders 3: Use `HIT_SPECIAL_EFFECT_`, `HIT_BACKLASH_` names
* revert removing FLARE_DANCER_BODY_DMG (oops)
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* PlayerHitResponseType
* PLAYER_HIT_RESPONSE_ICE_TRAP -> FROZEN
* PLAYER_KNOCKBACK_LARGE_SHOCK, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK -> PLAYER_KNOCKBACK_LARGE_ELECTRIFIED, PLAYER_HIT_RESPONSE_ELECTRIFIED
* damageResponseType -> hitResponseType
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* Name HIT_BACKLASH_ and HIT_SPECIAL_EFFECT_ values
* SHOCK -> ELECTRIC
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* Rename AT `effect` to `hitSpecialEffect`
* bss
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* introduce `enum CutsceneIndex` as a first step
* crudely rename `enum CutsceneIndex` entries
* run `check_format.py ...` separetely
so that it doesn't clutter previous commit. still, allowing `clangd LSP` to run format-on-save yields inconsistent results for me with the project's tooling, especially for header files
* apply a draft PR suggestion
Co-authored-by: mzxrules <mzxrules@gmail.com>
* rename `CS_INDEX_*` with PR suggestions
and some additional observations
reverified with
> `check_format.py ...`
> `make ...`
additionally:
- current clang-format lacks a rule for trailing commas
- compiler says about them `cfe: Warning 624`
* improve `CS_INDEX_*` naming, rem `ENTRANCE` suffix
https://github.com/zeldaret/oot/pull/2286#discussion_r1829165205
reverified with
> `check_format.py ...`
> `make ...`
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/4/console
hmm, i do need this automation locally to
* apply a PR suggestion
https://github.com/zeldaret/oot/pull/2286#discussion_r1829219841
* remove redundant comments, fix the header comment
and add a comment chunk from https://github.com/zeldaret/oot/pull/2286#discussion_r1829108940
* rename the flag for freeing `nextCutsceneIndex`
* rename the flag for automatic `sceneLayer` calc
it gets assigned to the `nextCutsceneIndex`,
so `CS_INDEX_NONE` name was misleading
* use explicit scene layer names instead of numbers
* ok, now the last two `CS_INDEX_*` are less unknown
the purpose of `CS_INDEX_BARRIER` is not quite clear still
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/14/console
* run `fix_bss` locally
`ntsc-1.2` refused to comply though
* revert all local to the branch bss shifts
* ugh, use defines instead of an enum
probably size of enum entries doesn't match well? originally these were
just numbers. besides, not like it's a real enumeration from zero to a
value or some bit flags
* still, add a BSS pragma for `z_demo.c`
* apply review changes
* factor out a cutscene layer formula
* give scene layers names throughout code
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/32/console
* tweak `CS_INDEX` descriptions
* apply PR review suggestions
* rename "auto" -> "default"
* apply PR review suggestions
https://github.com/zeldaret/oot/pull/2286#discussion_r1868693980
essentially reverts 106cb1021be88f745ee303838c11c7d7cbf9c79d, except for 2 generic `z_scene.c` lines
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/77/console
* Apply suggestions from code review
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: mzxrules <mzxrules@gmail.com>
* apply Jenkins fixes
https://jenkins.deco.mp/job/OOT/job/PR-2286/175/console
* Move CS_INDEX_* macros to z64save.h, with the definition of gSaveContext.save.cutsceneIndex
* `#define CS_INDEX_D 0xFFFD` and co.
Co-authored-by: cadmic <cadmic24@gmail.com>
* add comment on CS_INDEX_D
* review
* CS_INDEX_NONE is back
* bss
* expand comment about 0xFFFD
* fix comment about 0xFFFF usage
* review
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Co-authored-by: mzxrules <mzxrules@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
Co-authored-by: cadmic <cadmic24@gmail.com>
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* CollisionCheckInfo.atHitEffect -> atHitBacklash
* ColliderElementDamageInfoAC.effect -> hitBacklash
* add HIT_BACKLASH_ enum
* bss
* bss
* bss
* bss
* bss
* Update comments
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`SFX_PLAY_AT_POS` (#2633)
* Add `SFX_PLAY_CENTERED`
* Add `SFX_PLAY_AT_POS`
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