diff --git a/include/functions.h b/include/functions.h index 48eef2922e..239bb91c67 100644 --- a/include/functions.h +++ b/include/functions.h @@ -439,7 +439,7 @@ void osViSetEvent(OSMesgQueue* mq, OSMesg m, u32 retraceCount); s32 osPfsIsPlug(OSMesgQueue* queue, u8* pattern); // void func_800925CC(void); // void func_80092680(void); -// void __osVoiceGetStatus(void); +s32 __osVoiceGetStatus(OSMesgQueue* mq, s32 port, u8* status); OSPiHandle* osCartRomInit(void); // void func_80092A80(void); // s32 __osPfsSelectBank(OSPfs* pfs, UNK_TYPE4 param_2); @@ -563,7 +563,7 @@ void func_800AE5A0(GlobalContext* globalCtx); // void func_800AE5E4(void); void func_800AE778(GlobalContext* globalCtx, Color_RGBA8* color, s16 param_3, s16 param_4); void func_800AE8EC(GlobalContext* globalCtx); -void func_800AE930(CollisionContext* bgCtxt, s32 param_2, float* param_3, f32 param_4, s16 param_5, CollisionPoly* param_6, s32 param_7); +void func_800AE930(CollisionContext* colCtx, s32 param_2, float* param_3, f32 param_4, s16 param_5, CollisionPoly* param_6, s32 param_7); // void func_800AEF44(void); void EffectTireMark_InitParticle(EffTireMarkParticle* particle); void EffectTireMark_Init(EffTireMarkParams* params, EffTireMarkInit* init); @@ -643,16 +643,20 @@ void EffectSsKiraKira_SpawnDispersed (GlobalContext * globalCtx, Vec3f * pos, Ve // void EffectSsGSpk_SpawnRandColor(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7); // void EffectSsGSpk_SpawnSmall(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // void EffectSsDFire_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10); -// void EffectSsBubble_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); +void EffectSsBubble_Spawn(GlobalContext* globalCtx, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale, + f32 scale); void EffectSsGRipple_Spawn(GlobalContext* globalCtx, Vec3f* pos, s16 radius, s16 radiusMax, s16 life); void EffectSsGSplash_Spawn(GlobalContext* globalCtx, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 scale); // void EffectSsGFire_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2); // void EffectSsLightning_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Color_RGBA8* pzParm3, Color_RGBA8* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8); // void EffectSsDtBubble_SpawnColorProfile(UNK_TYPE4 param_1, Vec3f* param_2, Vec3f* param_3, Vec3f* param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8); -// void EffectSsDtBubble_SpawnCustomColor(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9); -// void EffectSsHahen_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE4 param_9); -// void EffectSsHahen_SpawnBurst(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10); +void EffectSsDtBubble_SpawnCustomColor(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, + Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ); +void EffectSsHahen_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale, + s16 objId, s16 life, Gfx* dList); +void EffectSsHahen_SpawnBurst(GlobalContext* globalCtx, Vec3f* pos, f32 burstScale, s16 unused, s16 scale, + s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList); // void func_800B2364(void); // void EffectSsStick_Spawn(UNK_TYPE4 uParm1, UNK_PTR puParm2, UNK_TYPE2 uParm3); // void EffectSsSibuki_Spawn(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7); @@ -672,7 +676,8 @@ void EffectSsKakera_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, // void EffectSsEnIce_SpawnFlyingVec3f(UNK_TYPE4 uParm1, Actor* pzParm2, Vec3f* pzParm3, Color_RGBA8* pzParm4, Color_RGBA8* param_5, UNK_TYPE4 param_6); // void func_800B2B44(void); // void func_800B2B7C(void); -// void EffectSsEnIce_Spawn(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8); +void EffectSsEnIce_Spawn(GlobalContext* globalCtx, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, + Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life); // void EffectSsFireTail_Spawn(UNK_TYPE4 uParm1, UNK_TYPE4 uParm2, Vec3f* pzParm3, UNK_TYPE4 uParm4, Vec3f* param_5, UNK_TYPE2 param_6, Color_RGBA8* param_7, Color_RGBA8* param_8, UNK_TYPE2 param_9, UNK_TYPE2 param_10, UNK_TYPE4 param_11); // void EffectSsFireTail_SpawnFlame(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE4 param_6); // void EffectSsFireTail_SpawnFlameOnPlayer(void); @@ -681,17 +686,18 @@ void EffectSsKakera_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, // void EffectSsExtra_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6); void EffectSsDeadDb_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* prim, Color_RGBA8* env, s16 scale, s16 scaleStep, s32 unk); -// void func_800B3030(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE4 param_7); +void func_800B3030(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep, + s32 colorIndex); // void EffectSsDeadDd_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE1* param_5, UNK_TYPE1* param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9, UNK_TYPE4 param_10); // void EffectSsDeadDs_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE4 param_8); // void func_800B31BC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE4 param_6); -// void EffectSsIceSmoke_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5); +void EffectSsIceSmoke_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale); // void EffectSsIceBlock_Spawn(UNK_TYPE4 uParm1, Vec3f* pzParm2, Vec3f* pzParm3, Vec3f* pzParm4, UNK_TYPE2 param_5); -void func_800B32D0(GameState* ctxt); +void func_800B32D0(GameState* gamestate); // void func_800B3644(void); void DLF_LoadGameState(GameStateOverlay* gameState); void DLF_FreeGameState(GameStateOverlay* gameState); -void Actor_PrintLists(ActorContext* actCtxt); +void Actor_PrintLists(ActorContext* actorCtx); void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc func, f32 scale); void ActorShadow_Draw(Actor* actor, Lights* mapper, GlobalContext* globalCtx, Gfx* displayList, Color_RGBA8* color); void func_800B3FC0(Actor* actor, Lights* mapper, GlobalContext* globalCtx); @@ -707,8 +713,8 @@ void func_800B4EDC(GlobalContext* globalCtx, Vec3f* pzParm2, Vec3f* pzParm3, f32 // void func_800B4F40(TargetContext* targetContext, s32 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5); void func_800B4F78(TargetContext* targetContext, u8 type, GlobalContext* globalCtx); void func_800B5040(TargetContext* targetContext, Actor* actor, u8 type, GlobalContext* globalCtx); -void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* globalCtx); -void func_800B5208(TargetContext* targetCtxt, GlobalContext* globalCtx); +void Actor_TargetContextInit(TargetContext* targetCtx, Actor* actor, GlobalContext* globalCtx); +void func_800B5208(TargetContext* targetCtx, GlobalContext* globalCtx); void func_800B5814(TargetContext* targetContext, ActorPlayer* player, Actor* param_3, GlobalContext* globalCtx); u32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag); void Actor_SetSwitchFlag(GlobalContext* globalCtx, s32 flag); @@ -725,12 +731,12 @@ void Actor_SetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber); void Actor_UnsetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber); u32 Actor_GetCollectibleFlag(GlobalContext* globalCtx, s32 index); void Actor_SetCollectibleFlag(GlobalContext* globalCtx, s32 index); -void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCtxt); -void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7); +void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCardCtx); +void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCardCtx, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7); // void Actor_Nop800B5E50(UNK_TYPE4 param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4); -void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCtxt); -void Actor_TitleCardDraw(GlobalContext* globalCtx, TitleCardContext* titleCtxt); -// UNK_TYPE4 func_800B6434(GlobalContext* globalCtx, TitleCardContext* titleCtxt); +void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCardCtx); +void Actor_TitleCardDraw(GlobalContext* globalCtx, TitleCardContext* titleCardCtx); +// UNK_TYPE4 func_800B6434(GlobalContext* globalCtx, TitleCardContext* titleCardCtx); // UNK_TYPE4 func_800B645C(void); void func_800B6468(GlobalContext* globalCtx); void func_800B6474(GlobalContext* globalCtx); @@ -825,7 +831,7 @@ UNK_TYPE4 func_800B8A1C(Actor* actor, GlobalContext* globalCtx, s32 iParm3, f32 // void func_800B8B84(void); // void func_800B8BB0(void); // void func_800B8BD0(void); -// void func_800B8BFC(void); +s32 func_800B8BFC(Actor* actor, GlobalContext* globalCtx); // void func_800B8C20(void); void func_800B8C50(Actor* actor, GlobalContext* globalCtx); // void func_800B8C78(void); @@ -836,20 +842,21 @@ void func_800B8C50(Actor* actor, GlobalContext* globalCtx); void func_800B8D98(GlobalContext* globalCtx, Actor* actor, f32 param_3, s16 param_4, f32 param_5); // void func_800B8DD4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800B8E1C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); -// void func_800B8E58(void); -void Audio_PlayActorSound2(Actor* actor, s16 sfxId); +void func_800B8E58(Actor* actor, u16 sfxId); +void Audio_PlayActorSound2(Actor* actor, u16 sfxId); // void func_800B8FC0(void); -void func_800B9010(Actor* actor, s16 sfxId); +void func_800B8F98(Actor* actor, u16 sfxId); +void func_800B9010(Actor* actor, u16 sfxId); // void func_800B9038(void); // void func_800B9084(void); void func_800B9098(Actor* actor); s32 func_800B90AC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYPE arg3, UNK_TYPE arg4); // void func_800B90F4(void); -void func_800B9120(ActorContext* actCtxt); -// void Actor_Init(GlobalContext* globalCtx, ActorContext* actCtxt, UNK_TYPE4 uParm3); -void func_800B9334(GlobalContext* globalCtx, ActorContext* actCtxt); +void func_800B9120(ActorContext* actorCtx); +// void Actor_Init(GlobalContext* globalCtx, ActorContext* actorCtx, UNK_TYPE4 uParm3); +void func_800B9334(GlobalContext* globalCtx, ActorContext* actorCtx); Actor* Actor_UpdateActor(s800B948C* params); -void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actCtxt); +void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx); void Actor_DrawActor(GlobalContext* globalCtx, Actor* actor); void func_800B9D1C(Actor* actor); void Actor_DrawAllSetup(GlobalContext* globalCtx); @@ -858,21 +865,21 @@ s32 Actor_RecordUndrawnActor(GlobalContext* globalCtx, Actor* actor); void func_800B9EF4(GlobalContext* globalCtx, s32 numActors, Actor** actors); s32 func_800BA2D8(GlobalContext* globalCtx, Actor* actor); s32 func_800BA2FC(GlobalContext* globalCtx, Actor* actor, Vec3f* param_3, f32 param_4); -void Actor_DrawAll(GlobalContext* globalCtx, ActorContext* aCtxt); -void func_800BA6FC(GlobalContext* globalCtx, ActorContext* aCtxt); -void func_800BA798(GlobalContext* globalCtx, ActorContext* aCtxt); -void func_800BA8B8(GlobalContext* globalCtx, ActorContext* actCtxt); +void Actor_DrawAll(GlobalContext* globalCtx, ActorContext* actorCtx); +void func_800BA6FC(GlobalContext* globalCtx, ActorContext* actorCtx); +void func_800BA798(GlobalContext* globalCtx, ActorContext* actorCtx); +void func_800BA8B8(GlobalContext* globalCtx, ActorContext* actorCtx); // void func_800BA9B4(void); -void Actor_InsertIntoTypeList(ActorContext* actCtxt, Actor* actor, u8 type); -Actor* Actor_RemoveFromTypeList(GlobalContext* globalCtx, ActorContext* actCtxt, Actor* actor); +void Actor_InsertIntoTypeList(ActorContext* actorCtx, Actor* actor, u8 type); +Actor* Actor_RemoveFromTypeList(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor); void Actor_FreeOverlay(ActorOverlay* entry); -Actor* Actor_Spawn(ActorContext* actCtxt, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10); -ActorInit* Actor_LoadOverlay(ActorContext* actCtxt, s16 index); -Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actCtxt, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent); -Actor* Actor_SpawnWithParent(ActorContext* actCtxt, Actor* parent, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable); -void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actCtxt); -void func_800BB2D0(ActorContext* aCtxt, u16* param_2, GlobalContext* globalCtx); -Actor* func_800BB498(ActorContext* actCtxt, Actor* actor, GlobalContext* globalCtx); +Actor* Actor_Spawn(ActorContext* actorCtx, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10); +ActorInit* Actor_LoadOverlay(ActorContext* actorCtx, s16 index); +Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actorCtx, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent); +Actor* Actor_SpawnWithParent(ActorContext* actorCtx, Actor* parent, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable); +void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actorCtx); +void func_800BB2D0(ActorContext* actorCtx, u16* param_2, GlobalContext* globalCtx); +Actor* func_800BB498(ActorContext* actorCtx, Actor* actor, GlobalContext* globalCtx); // void func_800BB59C(void); // void func_800BB604(void); // void func_800BB8EC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); @@ -881,7 +888,7 @@ void func_800BBA88(GlobalContext* globalCtx, Actor* actor); void func_800BBB74(s16* arg1, UNK_TYPE1 arg2, UNK_TYPE1 arg3, UNK_TYPE4 arg4); // void func_800BBC20(void); // void func_800BBCEC(void); -// void func_800BBDAC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE1 param_9); +// void func_800BBDAC(GlobalContext* globalCtx, UNK_PTR param_2, UNK_PTR param_3, f32 param_4, UNK_TYPE4 param_5, f32 param_6, s16 param_7, s16 param_8, u8 param_9); void func_800BBFB0(GlobalContext* globalCtx, Vec3f* position, f32 param3, s32 param_4, s16 param_5, s16 param_6, u8 param_7); void func_800BC154(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory); // void func_800BC188(void); @@ -948,7 +955,7 @@ void BgCheck_PolygonGetNormal(CollisionPoly* polygon, f32* normalX, f32* normalY void func_800C0094(struct CollisionPoly* param_1, f32 xOffset, f32 yOffset, f32 zOffset, MtxF* matrix); f32 func_800C01B8(CollisionPoly* param_1, Vec3f* param_2); void BgCheck_CreateColTriParamsFromPolygon(CollisionPoly* polygon, Vec3s* vertices, TriNorm* tri); -void func_800C02C0(CollisionPoly* poly, s32 index, CollisionContext* bgCtxt, TriNorm* tri); +void func_800C02C0(CollisionPoly* poly, s32 index, CollisionContext* colCtx, TriNorm* tri); // void func_800C0340(CollisionPoly* param_1, Vec3s* param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // UNK_TYPE4 func_800C0474(CollisionPoly* param_1, Vec3s* param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800C0668(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); @@ -956,8 +963,8 @@ void func_800C02C0(CollisionPoly* poly, s32 index, CollisionContext* bgCtxt, Tri // void func_800C074C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_800C07F0(void); void BgCheck_PolygonCollidesWithSphere(CollisionPoly* polygon, Vec3s* verticies, Vec3f* pos, f32 readius); -void BgCheck_ScenePolygonListsInsertSorted(CollisionContext* bgCtxt, u16* head, CollisionPoly* polygons, Vec3s* vertices, s16 index); -void BgCheck_ScenePolygonListsInsert(StaticLookup* subdivision, CollisionContext* bgCtxt, CollisionPoly* polygons, Vec3s* vertices, s16 index); +void BgCheck_ScenePolygonListsInsertSorted(CollisionContext* colCtx, u16* head, CollisionPoly* polygons, Vec3s* vertices, s16 index); +void BgCheck_ScenePolygonListsInsert(StaticLookup* subdivision, CollisionContext* colCtx, CollisionPoly* polygons, Vec3s* vertices, s16 index); // void func_800C0E74(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10); // void func_800C10FC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9); // void func_800C1238(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE1 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10, UNK_TYPE4 param_11); @@ -970,27 +977,27 @@ void BgCheck_ScenePolygonListsInsert(StaticLookup* subdivision, CollisionContext // void func_800C2460(void); // void func_800C2514(void); // void func_800C25E0(void); -void BgCheck_GetPolyMinSubdivisions(CollisionContext* bgCtxt, Vec3f* min, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision); -void BgCheck_GetPolyMaxSubdivisions(CollisionContext* bgCtxt, Vec3f* max, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision); -void BgCheck_GetPolyMinMaxSubdivisions(CollisionContext* bgCtxt, Vec3s* vertices, CollisionPoly* polygons, s32* minX, s32* minY, s32* minZ, s32* maxX, s32* maxY, s32* maxZ, s16 index); +void BgCheck_GetPolyMinSubdivisions(CollisionContext* colCtx, Vec3f* min, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision); +void BgCheck_GetPolyMaxSubdivisions(CollisionContext* colCtx, Vec3f* max, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision); +void BgCheck_GetPolyMinMaxSubdivisions(CollisionContext* colCtx, Vec3s* vertices, CollisionPoly* polygons, s32* minX, s32* minY, s32* minZ, s32* maxX, s32* maxY, s32* maxZ, s16 index); // UNK_TYPE4 func_800C2BE0(Vec3f* param_1, Vec3f* param_2, CollisionPoly* polygons, Vec3s* vertices, s16 index); -u32 BgCheck_SplitScenePolygonsIntoSubdivisions(CollisionContext* bgCtxt, GlobalContext* globalCtx, StaticLookup* subdivisions); +u32 BgCheck_SplitScenePolygonsIntoSubdivisions(CollisionContext* colCtx, GlobalContext* globalCtx, StaticLookup* subdivisions); s32 BgCheck_GetIsDefaultSpecialScene(GlobalContext* globalCtx); s32 BgCheck_GetSpecialSceneMaxMemory(s32 sceneId, u32* maxMemory); void BgCheck_CalcSubdivisionSize(f32 min, s32 subdivisions, f32* max, f32* subdivisionSize, f32* inverseSubdivisionSize); s32 BgCheck_GetSpecialSceneMaxObjects(GlobalContext* globalCtx, u32* maxNodes, u32* maxPolygons, u32* maxVertices); -void BgCheck_Init(CollisionContext* bgCtxt, GlobalContext* globalCtx, CollisionHeader* mesh); -void func_800C3C00(CollisionContext* bgCtxt, u32 param_2); -void func_800C3C14(CollisionContext* bgCtxt, u32 param_2); -CollisionHeader* BgCheck_GetActorMeshHeader(CollisionContext* bgCtxt, s32 index); +void BgCheck_Init(CollisionContext* colCtx, GlobalContext* globalCtx, CollisionHeader* mesh); +void func_800C3C00(CollisionContext* colCtx, u32 param_2); +void func_800C3C14(CollisionContext* colCtx, u32 param_2); +CollisionHeader* BgCheck_GetActorMeshHeader(CollisionContext* colCtx, s32 index); // void func_800C3C94(void); -f32 func_800C3D50(s32 arg0, CollisionContext* bgCtxt, s32 arg2, CollisionPoly** arg3, s32* arg4, Vec3f* pos, Actor* actor, s32 arg7, f32 arg8, s32 arg9); +f32 func_800C3D50(s32 arg0, CollisionContext* colCtx, s32 arg2, CollisionPoly** arg3, s32* arg4, Vec3f* pos, Actor* actor, s32 arg7, f32 arg8, s32 arg9); // void func_800C3F40(void); // void func_800C3FA0(void); // void func_800C4000(void); // void func_800C4058(void); // void func_800C40B4(void); -f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos); +f32 func_800C411C(CollisionContext* colCtx, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos); // void func_800C4188(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800C41E4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800C4240(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); @@ -1000,7 +1007,7 @@ f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Act // void func_800C4488(void); // void func_800C44F0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_800C455C(void); -s32 func_800C45C4(CollisionContext* bgCtxt, u32 param_2, Vec3f* param_3, Vec3f* param_4, Vec3f* param_5, f32 param_6, s32* param_7, s32* param_8, DynaPolyActor* param_9, f32 param_10, u8 param_11); +s32 func_800C45C4(CollisionContext* colCtx, u32 param_2, Vec3f* param_3, Vec3f* param_4, Vec3f* param_5, f32 param_6, s32* param_7, s32* param_8, DynaPolyActor* param_9, f32 param_10, u8 param_11); // void func_800C4C74(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // void func_800C4CD8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8); // void func_800C4D3C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9); @@ -1047,7 +1054,7 @@ s32 BgCheck_IsActorMeshIndexValid(s32 index); void BgCheck_DynaInit(GlobalContext* globalCtx, DynaCollisionContext* param_2); void BgCheck_DynaAlloc(GlobalContext* globalCtx, DynaCollisionContext* dyna); s32 BgCheck_AddActorMesh(GlobalContext* globalCtx, DynaCollisionContext* dyna, DynaPolyActor* actor, CollisionHeader* header); -DynaPolyActor* BgCheck_GetActorOfMesh(CollisionContext* bgCtxt, s32 index); +DynaPolyActor* BgCheck_GetActorOfMesh(CollisionContext* colCtx, s32 index); void func_800C62BC(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); void func_800C6314(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); void func_800C636C(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); @@ -1076,45 +1083,45 @@ void BgCheck_UpdateAllActorMeshes(GlobalContext* globalCtx, DynaCollisionContext // void func_800C9380(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE2 param_8); void BgCheck_RelocateMeshHeaderPointers(CollisionHeader* header); void BgCheck_RelocateMeshHeader(CollisionHeader* meshSegPtr, CollisionHeader** param_2); -void BgCheck_RelocateAllMeshHeaders(CollisionContext* bgCtxt, GlobalContext* globalCtx); +void BgCheck_RelocateAllMeshHeaders(CollisionContext* colCtx, GlobalContext* globalCtx); // void func_800C9640(void); -u32 BgCheck_GetPolygonAttributes(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index, s32 attributeIndex); -u32 func_800C9704(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); +u32 BgCheck_GetPolygonAttributes(CollisionContext* colCtx, CollisionPoly* polygon, s32 index, s32 attributeIndex); +u32 func_800C9704(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); // void func_800C9728(void); -// UNK_TYPE4 func_800C9770(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); +// UNK_TYPE4 func_800C9770(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); // void func_800C97F8(void); -// UNK_TYPE4 func_800C9844(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); +// UNK_TYPE4 func_800C9844(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); // void func_800C98CC(void); -// UNK_TYPE4 func_800C9924(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C99AC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C99D4(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C99FC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9A24(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9A4C(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9A7C(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9AB0(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9AE4(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9B18(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9B40(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9B68(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9B90(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9BB8(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9BDC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -// u32 func_800C9C24(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index, UNK_TYPE4 param_4); -u32 func_800C9C74(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9C9C(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9CC4(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9CEC(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); +// UNK_TYPE4 func_800C9924(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C99AC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C99D4(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C99FC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9A24(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9A4C(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9A7C(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9AB0(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9AE4(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9B18(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9B40(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9B68(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9B90(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9BB8(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9BDC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +// u32 func_800C9C24(CollisionContext* colCtx, CollisionPoly* polygon, s32 index, UNK_TYPE4 param_4); +u32 func_800C9C74(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9C9C(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9CC4(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9CEC(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); // void func_800C9D14(void); // void func_800C9D50(void); u32 func_800C9D8C(CollisionContext* param_1, CollisionPoly* param_2, s32 param_3); // void func_800C9DDC(void); -u32 func_800C9E18(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9E40(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -u32 func_800C9E88(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); -// void func_800C9EBC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); -// void func_800CA1AC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); -void func_800CA1E8(GlobalContext* globalCtx, CollisionContext* bgCtxt, f32 arg2, f32 arg3, f32* arg4, UNK_PTR arg5); +u32 func_800C9E18(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9E40(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +u32 func_800C9E88(CollisionContext* colCtx, CollisionPoly* polygon, s32 index); +// void func_800C9EBC(GlobalContext* globalCtx, CollisionContext* colCtx, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); +// void func_800CA1AC(GlobalContext* globalCtx, CollisionContext* colCtx, f32 param_3, f32 param_4, f32* param_5, UNK_PTR param_6); +void func_800CA1E8(GlobalContext* globalCtx, CollisionContext* colCtx, f32 arg2, f32 arg3, f32* arg4, UNK_PTR arg5); // void func_800CA22C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800CA568(void); // void func_800CA634(void); @@ -1124,18 +1131,18 @@ void func_800CA1E8(GlobalContext* globalCtx, CollisionContext* bgCtxt, f32 arg2, // void func_800CA6F0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // void func_800CA9D0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800CAA14(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); -void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* actor); -void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* actor); -void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index); -u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Actor* actor); +void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* actor); +void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* actor); +void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index); +u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Actor* actor); void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2); void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader); void BgCheck3_ResetFlags(DynaPolyActor* actor); void func_800CAE88(DynaPolyActor* actor); void func_800CAE9C(DynaPolyActor* actor); -void func_800CAEB0(CollisionContext* bgCtxt, s32 index); +void func_800CAEB0(CollisionContext* colCtx, s32 index); void func_800CAEE0(DynaPolyActor* actor); -void func_800CAEF4(CollisionContext* bgCtxt, s32 index); +void func_800CAEF4(CollisionContext* colCtx, s32 index); void func_800CAF24(DynaPolyActor* actor); void func_800CAF38(DynaPolyActor* actor); s32 func_800CAF4C(DynaPolyActor* actor); @@ -1689,7 +1696,7 @@ s16 ActorCutscene_GetAdditionalCutscene(s16 index); s16 ActorCutscene_GetLength(s16 index); // void func_800F2138(void); // void func_800F2178(void); -// s16 ActorCutscene_GetCurrentCamera(void); +s16 ActorCutscene_GetCurrentCamera(s16 index); // void func_800F21CC(void); // UNK_TYPE4 func_800F22C4(s16 param_1, Actor* actor); void ActorCutscene_SetReturnCamera(s16 index); @@ -1740,7 +1747,7 @@ void Kanfont_LoadMessageBoxEnd(Font* font, u16 type); void Kanfont_LoadOrderedFont(Font* font); // void func_800F5090(void); // void func_800F50D4(void); -void Kankyo_Init(GlobalContext* globalCtx, KankyoContext* kanCtxt); +void Kankyo_Init(GlobalContext* globalCtx, KankyoContext* envCtx); u32 func_800F5954(u8* param_1, u32 param_2, u32 param_3, u8 param_4, u8 param_5); // void func_800F5A8C(void); // void func_800F5B10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5); @@ -1750,16 +1757,16 @@ u32 func_800F5954(u8* param_1, u32 param_2, u32 param_3, u8 param_4, u8 param_5) // void func_800F6A04(void); // void func_800F6A40(void); // void func_800F6AB8(void); -void func_800F6B44(GlobalContext* globalCtx, KankyoContext* kanCtxt, s32 iParm3, s32 iParm4, s16* param_5); +void func_800F6B44(GlobalContext* globalCtx, KankyoContext* envCtx, s32 iParm3, s32 iParm4, s16* param_5); // void func_800F6CEC(void); // void func_800F6EA4(void); // UNK_TYPE4 Kankyo_IsSceneUpsideDown(GlobalContext* globalCtx); -void func_800F6FF8(GlobalContext* globalCtx, KankyoContext* kanCtxt, LightContext* lCtxt); +void func_800F6FF8(GlobalContext* globalCtx, KankyoContext* envCtx, LightContext* lightCtx); // void func_800F8554(void); // void func_800F88C4(void); // void func_800F8970(void); // void func_800F8A9C(void); -// void func_800F8CD4(GlobalContext* globalCtx, KankyoContext* kanCtxt, LightContext* lCtxt, s32 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); +// void func_800F8CD4(GlobalContext* globalCtx, KankyoContext* envCtx, LightContext* lightCtx, s32 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800F8D84(void); // void func_800F9728(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // void func_800F9824(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE2 param_10, UNK_TYPE1 param_11); @@ -2205,7 +2212,7 @@ s32 func_801224E0(s32 param_1, s16 param_2, s16 param_3); // void func_80122660(void); // UNK_TYPE4 func_80122670(s32* param_1, Input* input); // void func_801226E0(void); -// void func_80122744(void); +void func_80122744(GlobalContext* globalCtx, UNK_PTR arg1, u32 arg2, Vec3s* arg3); s32 func_80122760(GlobalContext* globalCtx, UNK_PTR arg1, f32 arg2); void func_80122868(GlobalContext* globalCtx, ActorPlayer* player); void func_801229A0(GlobalContext* globalCtx, ActorPlayer* player); @@ -2429,12 +2436,12 @@ void func_8012DEE8(GlobalContext* globalCtx, Room* room, u32 flags); u32 func_8012E254(s32 param_1, GlobalContext* globalCtx); void func_8012E32C(GlobalContext* globalCtx, Room* room, u32 flags); void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags); -void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtxt); -u32 Room_AllocateAndLoad(GlobalContext* globalCtx, RoomContext* roomCtxt); -s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s32 index); -s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtxt); +void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtx); +u32 Room_AllocateAndLoad(GlobalContext* globalCtx, RoomContext* roomCtx); +s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtx, s32 index); +s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx); void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags); -void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtxt); +void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtx); s32 func_8012EC80(GlobalContext* globalCtx); void func_8012ED34(s16 equipment); u8 func_8012ED78(GlobalContext* globalCtx, s16 equipment); @@ -2446,7 +2453,7 @@ void func_8012F1BC(s16 sceneIndex); s16 func_8012F22C(s16 sceneIndex); void func_8012F278(GlobalContext* globalCtx); s32 Object_Spawn(ObjectContext* objectCtx, s16 id); -void Object_InitBank(GameState* state, ObjectContext* objectCtx); +void Object_InitBank(GameState* gamestate, ObjectContext* objectCtx); void Object_UpdateBank(ObjectContext* objectCtx); s32 Object_GetIndex(ObjectContext* objectCtx, s16 id); s32 Object_IsLoaded(ObjectContext* objectCtx, s32 index); @@ -2465,7 +2472,7 @@ void Scene_HeaderCmdObjectList(GlobalContext* globalCtx, SceneCmd* cmd); void Scene_HeaderCmdLightList(GlobalContext* globalCtx, SceneCmd* cmd); void Scene_HeaderCmdPathList(GlobalContext* globalCtx, SceneCmd* cmd); void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd); -void Transition_Init(GameState* state, TransitionContext* transitionCtx); +void Transition_Init(GameState* gamestate, TransitionContext* transitionCtx); void Scene_HeaderCmdEnvLightSettings(GlobalContext* globalCtx, SceneCmd* cmd); s32 Scene_LoadAreaTextures(GlobalContext* globalCtx, s32 fileIndex); void Scene_HeaderCmdSkyboxSettings(GlobalContext* globalCtx, SceneCmd* cmd); @@ -2809,9 +2816,9 @@ void func_801420F4(void* arg0); void func_80142100(void* arg0, Gfx** gfx, u32 arg2); s32 func_80142440(SkyboxContext* skyboxCtx, Vtx* vtx, s32 arg2, s32 arg3, s32 arg4, s32 arg5, s32 arg6, s32 arg7, s32 arg8); // func_80142440 void func_80143148(SkyboxContext* skyboxCtx, s32 arg1); // func_80143148 -void func_801431E8(GameState* state, SkyboxContext* skyboxCtx, s16 skyType); // func_801431E8 +void func_801431E8(GameState* gamestate, SkyboxContext* skyboxCtx, s16 skyType); // func_801431E8 void func_80143324(GlobalContext* globalCtx, SkyboxContext* skyboxCtx, s16 skyType); // func_80143324 -void func_801434E4(GameState* state, SkyboxContext* skyboxCtx, s16 skyType); // func_801434E4 +void func_801434E4(GameState* gamestate, SkyboxContext* skyboxCtx, s16 skyType); // func_801434E4 // void func_801435A0(void); // void func_80143624(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE1 param_5, UNK_TYPE1 param_6, UNK_TYPE1 param_7); // void func_80143668(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); @@ -2830,13 +2837,13 @@ u32 Sram_CalcChecksum(u8* data, u32 length); // void func_80144E78(void); // void func_8014546C(void); // void func_80145698(void); -void func_801457CC(GameState* ctxt, SramContext* param_2); +void func_801457CC(GameState* gamestate, SramContext* param_2); void func_80146580(s32 param_1, SramContext* param_2, s32 param_3); // void func_80146628(void); // void func_80146AA0(void); // void func_80146DF8(void); // void func_80146E40(void); -void Sram_Alloc(GameState* ctxt, SramContext* iParm2); +void Sram_Alloc(GameState* gamestate, SramContext* iParm2); // void func_80146EBC(SramContext* param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3); // void func_80146EE8(void); // void func_80146F5C(void); @@ -3052,10 +3059,10 @@ void func_801699D4(GlobalContext* globalCtx, s16 param_2, s16 param_3); // void func_80169C84(void); // void convert_scene_number_among_shared_scenes(void); void func_80169D40(GlobalContext* globalCtx); -// void func_80169DCC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7); +void func_80169DCC(GlobalContext* globalCtx, s32 arg1, u16 arg2, s32 arg3, s32 arg4, Vec3f *arg5, s16 arg6); void func_80169E6C(GlobalContext* globalCtx, s32 param_1, s32 param_2); // void func_80169ECC(void); -// void func_80169EFC(void); +void func_80169EFC(GlobalContext* globalCtx); // void func_80169F78(void); // void func_80169FDC(void); // void func_80169FFC(void); @@ -3149,22 +3156,22 @@ void TitleSetup_Init(GameState* gameState); void Game_UpdateFramerateVariables(s32 divisor); void Game_SetFramerateDivisor(GameState* gameState, s32 divisor); void GameState_SetFBFilter(Gfx** gfx, u32 arg1); -void Game_Nop80173534(GameState* ctxt); -void GameState_Draw(GameState* ctxt, GraphicsContext* gfxCtx); +void Game_Nop80173534(GameState* gamestate); +void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx); void Game_ResetSegments(GraphicsContext* gfxCtx); void func_801736DC(GraphicsContext* gfxCtx); -void Game_UpdateInput(GameState* ctxt); -void Game_Update(GameState* ctxt); -void Game_IncrementFrameCount(GameState* ctxt); -void Game_InitHeap(GameState* ctxt, u32 size); -void Game_ResizeHeap(GameState* ctxt, u32 size); -void Game_StateInit(GameState* ctxt, GameStateFunc gameStateInit, GraphicsContext* gfxCtx); -void Game_StateFini(GameState* ctxt); -GameStateFunc Game_GetNextStateInit(GameState* ctxt); -u32 Game_GetNextStateSize(GameState* ctxt); -u32 Game_GetShouldContinue(GameState* ctxt); -s32 Game_GetHeapFreeSize(GameState* ctxt); -s32 func_80173B48(GameState* ctxt); +void Game_UpdateInput(GameState* gamestate); +void Game_Update(GameState* gamestate); +void Game_IncrementFrameCount(GameState* gamestate); +void Game_InitHeap(GameState* gamestate, u32 size); +void Game_ResizeHeap(GameState* gamestate, u32 size); +void Game_StateInit(GameState* gamestate, GameStateFunc gameStateInit, GraphicsContext* gfxCtx); +void Game_StateFini(GameState* gamestate); +GameStateFunc Game_GetNextStateInit(GameState* gamestate); +u32 Game_GetNextStateSize(GameState* gamestate); +u32 Game_GetShouldContinue(GameState* gamestate); +s32 Game_GetHeapFreeSize(GameState* gamestate); +s32 func_80173B48(GameState* gamestate); GameAlloc* func_80173BF0(GameAlloc* heap); void* Gamealloc_Alloc(GameAlloc* heap, u32 size); void Gamealloc_Free(GameAlloc* heap, void* ptr); @@ -3173,14 +3180,14 @@ void Gamealloc_Init(GameAlloc* iParm1); // void Graph_FaultClient(void); void Graph_DlAlloc(TwoHeadGfxArena* dl, void* memoryBlock, u32 size); void Graph_InitTHGA(GraphicsContext* gfxCtx); -GameStateOverlay* Graph_GetNextGameState(GameState* ctxt); +GameStateOverlay* Graph_GetNextGameState(GameState* gamestate); void* Graph_FaultAddrConvFunc(void* addr); void Graph_Init(GraphicsContext* gfxCtx); // void Graph_Destroy(void); -void Graph_Render(GraphicsContext* gfxCtx, GameState* ctxt); -void Graph_FrameSetup(GameState* ctxt); -void Graph_RenderFrame(GraphicsContext* gfxCtx, GameState* ctxt); -void Graph_DoFrame(GraphicsContext* gfxCtx, GameState* ctxt); +void Graph_Render(GraphicsContext* gfxCtx, GameState* gamestate); +void Graph_FrameSetup(GameState* gamestate); +void Graph_RenderFrame(GraphicsContext* gfxCtx, GameState* gamestate); +void Graph_DoFrame(GraphicsContext* gfxCtx, GameState* gamestate); void Graph_ThreadEntry(void* arg); Gfx* Graph_GfxPlusOne(Gfx* gfx); Gfx* Graph_BranchDlist(Gfx* gfx, Gfx* dst); @@ -3381,12 +3388,12 @@ s16 Math_Atan2S(f32 opposite, f32 adjacent); f32 Math_Atan2F(f32 opposite, f32 adjacent); s16 Math_FAtan2F(f32 adjacent, f32 opposite); f32 Math_Acot2F(f32 adjacent, f32 opposite); -void SysMatrix_StateAlloc(GameState* ctxt); +void SysMatrix_StateAlloc(GameState* gamestate); void SysMatrix_StatePush(void); void SysMatrix_StatePop(void); void SysMatrix_CopyCurrentState(MtxF* matrix); void SysMatrix_SetCurrentState(MtxF* matrix); -// MtxF* SysMatrix_GetCurrentState(void); +MtxF* SysMatrix_GetCurrentState(void); void SysMatrix_InsertMatrix(MtxF* matrix, s32 appendToState); void SysMatrix_InsertTranslation(f32 x, f32 y, f32 z, s32 appendToState); void Matrix_Scale(f32 xScale, f32 yScale, f32 zScale, u8 appendToState); @@ -3405,7 +3412,7 @@ RSPMatrix* SysMatrix_ToRSPMatrix(MtxF* src, RSPMatrix* dst); RSPMatrix* SysMatrix_GetStateAsRSPMatrix(RSPMatrix* matrix); Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx); RSPMatrix* SysMatrix_AppendStateToPolyOpaDisp(GraphicsContext* gfxCtx); -void SysMatrix_AppendToPolyOpaDisp(MtxF* ctxt, GraphicsContext* gfxCtx); +void SysMatrix_AppendToPolyOpaDisp(MtxF* mtx, GraphicsContext* gfxCtx); void SysMatrix_MultiplyVector3fByState(Vec3f* src, Vec3f* dst); void SysMatrix_GetStateTranslation(Vec3f* dst); void SysMatrix_GetStateTranslationAndScaledX(f32 scale, Vec3f* dst); @@ -3904,8 +3911,8 @@ void func_8019FAD8(Vec3f* param_1, u16 param_2, f32 param_3); // void func_801A1D44(void); // void func_801A1DB8(void); // void func_801A1E0C(void); -// void func_801A1F00(void); -// void func_801A1F88(void); +void func_801A1F00(s32 arg0, s32 arg1); +void func_801A1F88(void); // void func_801A1FB4(void); // void func_801A2090(void); void func_801A246C(u8 param_1, u8 param_2); @@ -4020,7 +4027,7 @@ void func_801A7794(u32 param_1, u32 param_2, u32 param_3); // void func_801A7B10(void); // void func_801A7D04(void); // void func_801A7D84(void); -// void func_801A89A8(void); +// void func_801A89A8(UNK_TYPE arg0); // void func_801A89D0(void); s32 func_801A8A50(s32 param1); // void func_801A8ABC(void); @@ -4050,6 +4057,6 @@ void nop_801AAAA0(GlobalContext* globalCtx); // overlays -void Title_Init(TitleContext* ctxt); +void Title_Init(TitleContext* titleCtx); #endif diff --git a/src/code/code_0x800CAAD0.c b/src/code/code_0x800CAAD0.c index a21e3885ac..0db62aca08 100644 --- a/src/code/code_0x800CAAD0.c +++ b/src/code/code_0x800CAAD0.c @@ -5,7 +5,7 @@ // Perhaps it is called something like z_bgcheck_attach.c // The functions will use the BgCheck2 prefix for now. -void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* actor) { +void BgCheck2_UpdateActorPosition(CollisionContext* colCtx, s32 index, Actor* actor) { MtxF prevMatrix; MtxF prevMatrixInv; MtxF currMatrix; @@ -17,22 +17,22 @@ void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* ac } SkinMatrix_SetScaleRotateYRPTranslate( - &prevMatrix, bgCtxt->dyna.bgActors[index].prevTransform.scale.x, - bgCtxt->dyna.bgActors[index].prevTransform.scale.y, bgCtxt->dyna.bgActors[index].prevTransform.scale.z, - bgCtxt->dyna.bgActors[index].prevTransform.rot.x, bgCtxt->dyna.bgActors[index].prevTransform.rot.y, - bgCtxt->dyna.bgActors[index].prevTransform.rot.z, bgCtxt->dyna.bgActors[index].prevTransform.pos.x, - bgCtxt->dyna.bgActors[index].prevTransform.pos.y, bgCtxt->dyna.bgActors[index].prevTransform.pos.z); + &prevMatrix, colCtx->dyna.bgActors[index].prevTransform.scale.x, + colCtx->dyna.bgActors[index].prevTransform.scale.y, colCtx->dyna.bgActors[index].prevTransform.scale.z, + colCtx->dyna.bgActors[index].prevTransform.rot.x, colCtx->dyna.bgActors[index].prevTransform.rot.y, + colCtx->dyna.bgActors[index].prevTransform.rot.z, colCtx->dyna.bgActors[index].prevTransform.pos.x, + colCtx->dyna.bgActors[index].prevTransform.pos.y, colCtx->dyna.bgActors[index].prevTransform.pos.z); if (SkinMatrix_Invert(&prevMatrix, &prevMatrixInv) == 2) { return; } SkinMatrix_SetScaleRotateYRPTranslate( - &currMatrix, bgCtxt->dyna.bgActors[index].curTransform.scale.x, - bgCtxt->dyna.bgActors[index].curTransform.scale.y, bgCtxt->dyna.bgActors[index].curTransform.scale.z, - bgCtxt->dyna.bgActors[index].curTransform.rot.x, bgCtxt->dyna.bgActors[index].curTransform.rot.y, - bgCtxt->dyna.bgActors[index].curTransform.rot.z, bgCtxt->dyna.bgActors[index].curTransform.pos.x, - bgCtxt->dyna.bgActors[index].curTransform.pos.y, bgCtxt->dyna.bgActors[index].curTransform.pos.z); + &currMatrix, colCtx->dyna.bgActors[index].curTransform.scale.x, + colCtx->dyna.bgActors[index].curTransform.scale.y, colCtx->dyna.bgActors[index].curTransform.scale.z, + colCtx->dyna.bgActors[index].curTransform.rot.x, colCtx->dyna.bgActors[index].curTransform.rot.y, + colCtx->dyna.bgActors[index].curTransform.rot.z, colCtx->dyna.bgActors[index].curTransform.pos.x, + colCtx->dyna.bgActors[index].curTransform.pos.y, colCtx->dyna.bgActors[index].curTransform.pos.z); SkinMatrix_Vec3fMtxFMultXYZ(&prevMatrixInv, &actor->world.pos, &posWithInv); SkinMatrix_Vec3fMtxFMultXYZ(&currMatrix, &posWithInv, &newPos); @@ -40,14 +40,14 @@ void BgCheck2_UpdateActorPosition(CollisionContext* bgCtxt, s32 index, Actor* ac actor->world.pos = newPos; } -void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* actor) { +void BgCheck2_UpdateActorYRotation(CollisionContext* colCtx, s32 index, Actor* actor) { s16 angleChange; if (BgCheck_IsActorMeshIndexValid(index) == 0) { return; } - angleChange = bgCtxt->dyna.bgActors[index].curTransform.rot.y - bgCtxt->dyna.bgActors[index].prevTransform.rot.y; + angleChange = colCtx->dyna.bgActors[index].curTransform.rot.y - colCtx->dyna.bgActors[index].prevTransform.rot.y; if (actor->id == 0) { ((ActorPlayer*)actor)->unkAD4 += angleChange; @@ -57,14 +57,14 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* a actor->world.rot.y += angleChange; } -void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index) { +void BgCheck2_AttachToMesh(CollisionContext* colCtx, Actor* actor, s32 index) { DynaPolyActor* meshActor; if (BgCheck_IsActorMeshIndexValid(index) == 0) { return; } - meshActor = BgCheck_GetActorOfMesh(bgCtxt, index); + meshActor = BgCheck_GetActorOfMesh(colCtx, index); if (meshActor != NULL) { func_800CAE88(meshActor); @@ -77,7 +77,7 @@ void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index) { } } -u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Actor* actor) { +u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* colCtx, s32 index, Actor* actor) { u32 wasUpdated = 0; DynaPolyActor* meshActor; @@ -85,23 +85,23 @@ u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Acto return 0; } - if (((bgCtxt->dyna.bgActorFlags[index] & 2) != 0) || ((bgCtxt->dyna.bgActorFlags[index] & 1) == 0)) { + if (((colCtx->dyna.bgActorFlags[index] & 2) != 0) || ((colCtx->dyna.bgActorFlags[index] & 1) == 0)) { return 0; } - meshActor = BgCheck_GetActorOfMesh(bgCtxt, index); + meshActor = BgCheck_GetActorOfMesh(colCtx, index); if (meshActor == NULL) { return 0; } if ((meshActor->unk154 & 1) != 0) { - BgCheck2_UpdateActorPosition(bgCtxt, index, actor); + BgCheck2_UpdateActorPosition(colCtx, index, actor); wasUpdated = 1; } if ((meshActor->unk154 & 2) != 0) { - BgCheck2_UpdateActorYRotation(bgCtxt, index, actor); + BgCheck2_UpdateActorYRotation(colCtx, index, actor); wasUpdated = 1; } diff --git a/src/code/code_0x800CAE10.c b/src/code/code_0x800CAE10.c index 21758e1646..472d31b601 100644 --- a/src/code/code_0x800CAE10.c +++ b/src/code/code_0x800CAE10.c @@ -29,10 +29,10 @@ void func_800CAE9C(DynaPolyActor* actor) { actor->unk_158 |= 2; } -void func_800CAEB0(CollisionContext* bgCtxt, s32 index) { +void func_800CAEB0(CollisionContext* colCtx, s32 index) { DynaPolyActor* actor; - actor = BgCheck_GetActorOfMesh(bgCtxt, index); + actor = BgCheck_GetActorOfMesh(colCtx, index); if (actor != (DynaPolyActor*)0x0) { func_800CAE9C(actor); } @@ -42,10 +42,10 @@ void func_800CAEE0(DynaPolyActor* actor) { actor->unk_158 |= 4; } -void func_800CAEF4(CollisionContext* bgCtxt, s32 index) { +void func_800CAEF4(CollisionContext* colCtx, s32 index) { DynaPolyActor* actor; - actor = BgCheck_GetActorOfMesh(bgCtxt, index); + actor = BgCheck_GetActorOfMesh(colCtx, index); if (actor != (DynaPolyActor*)0x0) { func_800CAEE0(actor); } diff --git a/src/code/game.c b/src/code/game.c index 2100f99a9f..a26cff4242 100644 --- a/src/code/game.c +++ b/src/code/game.c @@ -63,11 +63,11 @@ void GameState_SetFBFilter(Gfx** gfx, u32 arg1) { *gfx = _gfx; } -void Game_Nop80173534(GameState* ctxt) { +void Game_Nop80173534(GameState* gamestate) { ; } -void GameState_Draw(GameState* ctxt, GraphicsContext* gfxCtx) { +void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx) { Gfx* nextDisplayList; Gfx* _polyOpa; // Unused vars impact regalloc @@ -95,7 +95,7 @@ lblUnk:; // Label prevents reordering, if(1) around the above block don't seem t if (R_ENABLE_ARENA_DBG != 0) { SpeedMeter_DrawTimeEntries(&D_801F7FF0, gfxCtx); - SpeedMeter_DrawAllocEntries(&D_801F7FF0, gfxCtx, ctxt); + SpeedMeter_DrawAllocEntries(&D_801F7FF0, gfxCtx, gamestate); } } @@ -120,46 +120,46 @@ void func_801736DC(GraphicsContext* gfxCtx) { gfxCtx->polyOpa.p = nextDisplayList; } -void Game_UpdateInput(GameState* ctxt) { - Padmgr_GetInput(ctxt->input, 1); +void Game_UpdateInput(GameState* gamestate) { + Padmgr_GetInput(gamestate->input, 1); } -void Game_Update(GameState* ctxt) { +void Game_Update(GameState* gamestate) { GraphicsContext* _gCtx; - _gCtx = ctxt->gfxCtx; + _gCtx = gamestate->gfxCtx; - Game_ResetSegments(ctxt->gfxCtx); + Game_ResetSegments(gamestate->gfxCtx); - ctxt->main(ctxt); + gamestate->main(gamestate); if (R_PAUSE_MENU_MODE != 2) { - GameState_Draw(ctxt, _gCtx); + GameState_Draw(gamestate, _gCtx); func_801736DC(_gCtx); } } -void Game_IncrementFrameCount(GameState* ctxt) { - Game_Nop80173534(ctxt); - ctxt->frames++; +void Game_IncrementFrameCount(GameState* gamestate) { + Game_Nop80173534(gamestate); + gamestate->frames++; } -void Game_InitHeap(GameState* ctxt, u32 size) { +void Game_InitHeap(GameState* gamestate, u32 size) { GameState* _ctx; void* buf; - _ctx = ctxt; + _ctx = gamestate; buf = Gamealloc_Alloc(&_ctx->alloc, size); if (buf) { - THA_Ct(&ctxt->heap, buf, size); + THA_Ct(&gamestate->heap, buf, size); return; } - THA_Ct(&ctxt->heap, NULL, 0); + THA_Ct(&gamestate->heap, NULL, 0); assert_fail("../game.c", 0x40B); } -void Game_ResizeHeap(GameState* ctxt, u32 size) { +void Game_ResizeHeap(GameState* gamestate, u32 size) { GameAlloc* alloc; void* buf; u32 systemMaxFree; @@ -167,9 +167,9 @@ void Game_ResizeHeap(GameState* ctxt, u32 size) { u32 bytesAllocated; void* heapStart; - heapStart = ctxt->heap.bufp; - alloc = &ctxt->alloc; - THA_Dt(&ctxt->heap); + heapStart = gamestate->heap.bufp; + alloc = &gamestate->alloc; + THA_Dt(&gamestate->heap); Gamealloc_Free(alloc, heapStart); StartHeap_AnalyzeArena(&systemMaxFree, &bytesFree, &bytesAllocated); size = ((systemMaxFree - (sizeof(ArenaNode))) < size) ? (0) : (size); @@ -178,32 +178,32 @@ void Game_ResizeHeap(GameState* ctxt, u32 size) { } if (buf = Gamealloc_Alloc(alloc, size)) { - THA_Ct(&ctxt->heap, buf, size); + THA_Ct(&gamestate->heap, buf, size); } else { - THA_Ct(&ctxt->heap, 0, 0); + THA_Ct(&gamestate->heap, 0, 0); assert_fail("../game.c", 0x432); } } -void Game_StateInit(GameState* ctxt, GameStateFunc gameStateInit, GraphicsContext* gfxCtx) { - ctxt->gfxCtx = gfxCtx; - ctxt->frames = 0U; - ctxt->main = NULL; - ctxt->destroy = NULL; - ctxt->running = 1; +void Game_StateInit(GameState* gamestate, GameStateFunc gameStateInit, GraphicsContext* gfxCtx) { + gamestate->gfxCtx = gfxCtx; + gamestate->frames = 0U; + gamestate->main = NULL; + gamestate->destroy = NULL; + gamestate->running = 1; gfxCtx->unk274 = D_801FBB88; gfxCtx->viConfigFeatures = gViConfigFeatures; gfxCtx->viConfigXScale = gViConfigXScale; gfxCtx->viConfigYScale = gViConfigYScale; - ctxt->nextGameStateInit = NULL; - ctxt->nextGameStateSize = 0U; + gamestate->nextGameStateInit = NULL; + gamestate->nextGameStateSize = 0U; lblUnk:; - Gamealloc_Init(&ctxt->alloc); - Game_InitHeap(ctxt, 0x100000); - Game_SetFramerateDivisor(ctxt, 3); + Gamealloc_Init(&gamestate->alloc); + Game_InitHeap(gamestate, 0x100000); + Game_SetFramerateDivisor(gamestate, 3); - gameStateInit(ctxt); + gameStateInit(gamestate); func_80140CE0(&D_801F8010); func_801420C0(&D_801F8020); @@ -212,16 +212,16 @@ lblUnk:; func_801773A0(&D_801F7FF0); func_8013ED9C(); - osSendMesg(&ctxt->gfxCtx->unk5C, NULL, 1); + osSendMesg(&gamestate->gfxCtx->unk5C, NULL, 1); } -void Game_StateFini(GameState* ctxt) { +void Game_StateFini(GameState* gamestate) { func_80172BC0(); func_8019E014(); - osRecvMesg(&ctxt->gfxCtx->unk5C, 0, 1); + osRecvMesg(&gamestate->gfxCtx->unk5C, 0, 1); - if (ctxt->destroy != 0) { - ctxt->destroy(ctxt); + if (gamestate->destroy != 0) { + gamestate->destroy(gamestate); } func_8013EDD0(); @@ -230,28 +230,28 @@ void Game_StateFini(GameState* ctxt) { func_801420F4(&D_801F8020); func_80141900(&sMonoColors); func_80140900(&D_801F8048); - THA_Dt(&ctxt->heap); - Gamealloc_FreeAll(&ctxt->alloc); + THA_Dt(&gamestate->heap); + Gamealloc_FreeAll(&gamestate->alloc); } -GameStateFunc Game_GetNextStateInit(GameState* ctxt) { - return ctxt->nextGameStateInit; +GameStateFunc Game_GetNextStateInit(GameState* gamestate) { + return gamestate->nextGameStateInit; } -u32 Game_GetNextStateSize(GameState* ctxt) { - return ctxt->nextGameStateSize; +u32 Game_GetNextStateSize(GameState* gamestate) { + return gamestate->nextGameStateSize; } -u32 Game_GetShouldContinue(GameState* ctxt) { - return ctxt->running; +u32 Game_GetShouldContinue(GameState* gamestate) { + return gamestate->running; } -s32 Game_GetHeapFreeSize(GameState* ctxt) { - return THA_GetSize(&ctxt->heap); +s32 Game_GetHeapFreeSize(GameState* gamestate) { + return THA_GetSize(&gamestate->heap); } -s32 func_80173B48(GameState* ctxt) { +s32 func_80173B48(GameState* gamestate) { s32 result; - result = OS_CYCLES_TO_NSEC(ctxt->framerateDivisor * sIrqMgrRetraceTime) - OS_CYCLES_TO_NSEC(D_801FBAF0); + result = OS_CYCLES_TO_NSEC(gamestate->framerateDivisor * sIrqMgrRetraceTime) - OS_CYCLES_TO_NSEC(D_801FBAF0); return result; } diff --git a/src/code/sys_matrix.c b/src/code/sys_matrix.c index d626da4554..20283638a4 100644 --- a/src/code/sys_matrix.c +++ b/src/code/sys_matrix.c @@ -1,25 +1,25 @@ #include #include -void Matrix_Init(GameState* state) { - sMatrixStack = (MtxF*)THA_AllocEndAlign16(&state->heap, 0x500); +void SysMatrix_StateAlloc(GameState* gamestate) { + sMatrixStack = (MtxF*)THA_AllocEndAlign16(&gamestate->heap, 0x500); sCurrentMatrix = sMatrixStack; } -void Matrix_Push(void) { +void SysMatrix_StatePush(void) { MtxF* prev = sCurrentMatrix; sCurrentMatrix++; Matrix_MtxFCopy(sCurrentMatrix, prev); } -void Matrix_Pop(void) { +void SysMatrix_StatePop(void) { sCurrentMatrix--; } #pragma GLOBAL_ASM("./asm/non_matchings/code/sys_matrix/SysMatrix_CopyCurrentState.asm") -#pragma GLOBAL_ASM("./asm/non_matchings/code/sys_matrix/Matrix_Put.asm") +#pragma GLOBAL_ASM("./asm/non_matchings/code/sys_matrix/SysMatrix_SetCurrentState.asm") #pragma GLOBAL_ASM("./asm/non_matchings/code/sys_matrix/SysMatrix_GetCurrentState.asm") diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 5162f95b2b..b0a92b62eb 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -54,7 +54,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, GlobalContext* globalCtx, Gf } func_800C0094(actor->floorPoly, actor->world.pos.x, actor->floorHeight, actor->world.pos.z, &mtx); - Matrix_Put(&mtx); + SysMatrix_SetCurrentState(&mtx); if (dlist != D_04076BC0) { Matrix_RotateY((f32)actor->shape.rot.y * (M_PI / 32768), MTXMODE_APPLY); @@ -118,7 +118,7 @@ void func_800B40E0(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, sp58 = Math_FAtan2F(light->l.dir[0], light->l.dir[2]); arg6 *= (4.5f - (light->l.dir[1] * D_801DCA1C)); arg6 = (arg6 < 1.0f) ? 1.0f : arg6; - Matrix_Put(arg2); + SysMatrix_SetCurrentState(arg2); Matrix_RotateY(sp58, MTXMODE_APPLY); Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY); @@ -147,16 +147,16 @@ void func_800B40E0(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5040.asm") -void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* globalCtx) { - targetCtxt->unk90 = NULL; - targetCtxt->unk8C = NULL; - targetCtxt->unk3C = NULL; - targetCtxt->unk38 = NULL; - targetCtxt->unk4B = 0; - targetCtxt->unk4C = 0; - targetCtxt->unk40 = 0; - func_800B5040(targetCtxt, actor, actor->category, globalCtx); - func_800B4F78(targetCtxt, actor->category, globalCtx); +void Actor_TargetContextInit(TargetContext* targetCtx, Actor* actor, GlobalContext* globalCtx) { + targetCtx->unk90 = NULL; + targetCtx->unk8C = NULL; + targetCtx->unk3C = NULL; + targetCtx->unk38 = NULL; + targetCtx->unk4B = 0; + targetCtx->unk4C = 0; + targetCtx->unk40 = 0; + func_800B5040(targetCtx, actor, actor->category, globalCtx); + func_800B4F78(targetCtx, actor->category, globalCtx); } #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5208.asm") @@ -235,34 +235,34 @@ void Actor_SetCollectibleFlag(GlobalContext* globalCtx, s32 index) { } } -void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCtxt) { - titleCtxt->fadeOutDelay = 0; - titleCtxt->fadeInDelay = 0; - titleCtxt->color = 0; - titleCtxt->alpha = 0; +void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCardCtx) { + titleCardCtx->fadeOutDelay = 0; + titleCardCtx->fadeInDelay = 0; + titleCardCtx->color = 0; + titleCardCtx->alpha = 0; } -void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, +void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCardCtx, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7) { - titleCtxt->texture = texture; - titleCtxt->unk4 = param_4; - titleCtxt->unk6 = param_5; - titleCtxt->unk8 = param_6; - titleCtxt->unk9 = param_7; - titleCtxt->fadeOutDelay = 80; - titleCtxt->fadeInDelay = 0; + titleCardCtx->texture = texture; + titleCardCtx->unk4 = param_4; + titleCardCtx->unk6 = param_5; + titleCardCtx->unk8 = param_6; + titleCardCtx->unk9 = param_7; + titleCardCtx->fadeOutDelay = 80; + titleCardCtx->fadeInDelay = 0; } #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_Nop800B5E50.asm") -void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCtxt) { - if (DECR(titleCtxt->fadeInDelay) == 0) { - if (DECR(titleCtxt->fadeOutDelay) == 0) { - Math_StepToS(&titleCtxt->alpha, 0, 30); - Math_StepToS(&titleCtxt->color, 0, 70); +void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCardCtx) { + if (DECR(titleCardCtx->fadeInDelay) == 0) { + if (DECR(titleCardCtx->fadeOutDelay) == 0) { + Math_StepToS(&titleCardCtx->alpha, 0, 30); + Math_StepToS(&titleCardCtx->color, 0, 70); } else { - Math_StepToS(&titleCtxt->alpha, 255, 10); - Math_StepToS(&titleCtxt->color, 255, 20); + Math_StepToS(&titleCardCtx->alpha, 255, 10); + Math_StepToS(&titleCardCtx->color, 255, 20); } } } diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index 180a749c2e..17853d3b8a 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -162,8 +162,8 @@ void BgCheck_CreateVertexFromVec3f(Vec3s* vertex, Vec3f* vector) { #pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/func_800C40B4.asm") -f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos) { - return func_800C3D50(0, bgCtxt, 2, arg1, arg2, pos, actor, 28, 1.0f, 0); +f32 func_800C411C(CollisionContext* colCtx, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos) { + return func_800C3D50(0, colCtx, 2, arg1, arg2, pos, actor, 28, 1.0f, 0); } #pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/func_800C4188.asm") diff --git a/src/code/z_eff_footmark.c b/src/code/z_eff_footmark.c index 538a98e7f9..279b65a604 100644 --- a/src/code/z_eff_footmark.c +++ b/src/code/z_eff_footmark.c @@ -107,7 +107,7 @@ void EffFootmark_Draw(GlobalContext* globalCtx) { for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) { if (footmark->actor != NULL) { - Matrix_Put(&footmark->displayMatrix); + SysMatrix_SetCurrentState(&footmark->displayMatrix); Matrix_Scale(footmark->size * 0.00390625f * 0.7f, 1, footmark->size * 0.00390625f, 1); gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD); diff --git a/src/code/z_effect.c b/src/code/z_effect.c index 8f8b99efe7..be1225bb90 100644 --- a/src/code/z_effect.c +++ b/src/code/z_effect.c @@ -187,7 +187,7 @@ void Effect_Add(GlobalContext* globalCtx, s32* index, s32 type, u8 param_4, u8 p void Effect_DrawAll(GraphicsContext* gfxCtx) { s32 i; - for (i = 0; i < SPARK_COUNT; i++) { + for (i = 0; i < SPARK_COUNT; i++) { if (1) {} // necessary to match if (sEffTable.sparks[i].base.active) { sEffInfoTable[0].draw(&sEffTable.sparks[i].params, gfxCtx); @@ -195,8 +195,10 @@ void Effect_DrawAll(GraphicsContext* gfxCtx) { } for (i = 0; i < BLURE_COUNT; i++) { - if (1) { if (gfxCtx) {} } // necessary to match - if (sEffTable.blures[i].base.active) { + if (1) { + if (gfxCtx) {} + } // necessary to match + if (sEffTable.blures[i].base.active) { sEffInfoTable[1].draw(&sEffTable.blures[i].params, gfxCtx); } } diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c index 7546f6ed91..73bd5b4bdb 100644 --- a/src/code/z_effect_soft_sprite.c +++ b/src/code/z_effect_soft_sprite.c @@ -10,7 +10,8 @@ void EffectSS_Init(GlobalContext* globalCtx, s32 numEntries) { EffectSS2Info.searchIndex = 0; EffectSS2Info.size = numEntries; - for (effectsSs = &EffectSS2Info.data_table[0]; effectsSs < &EffectSS2Info.data_table[EffectSS2Info.size]; effectsSs++) { + for (effectsSs = &EffectSS2Info.data_table[0]; effectsSs < &EffectSS2Info.data_table[EffectSS2Info.size]; + effectsSs++) { EffectSS_ResetEntry(effectsSs); } @@ -97,7 +98,7 @@ s32 EffectSS_FindFreeSpace(s32 priority, s32* tableEntry) { // Search for a unused entry i = EffectSS2Info.searchIndex; foundFree = false; - while(true) { + while (true) { if (EffectSS2Info.data_table[i].life == -1) { foundFree = true; break; @@ -118,12 +119,12 @@ s32 EffectSS_FindFreeSpace(s32 priority, s32* tableEntry) { if (foundFree == true) { *tableEntry = i; return false; - } - + } + // If all slots are in use, search for a slot with a lower priority // Note that a lower priority is representend by a higher value i = EffectSS2Info.searchIndex; - while(true) { + while (true) { // Equal priority should only be considered "lower" if flag 0 is set if ((priority <= EffectSS2Info.data_table[i].priority) && !((priority == EffectSS2Info.data_table[i].priority) && (EffectSS2Info.data_table[i].flags & 1))) { @@ -181,14 +182,13 @@ void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* init return; } - Load2_LoadOverlay(entry->vromStart, entry->vromEnd, entry->vramStart, entry->vramEnd, - entry->loadedRamAddr); + Load2_LoadOverlay(entry->vromStart, entry->vromEnd, entry->vramStart, entry->vramEnd, entry->loadedRamAddr); } - overlayInfo = (void*)(u32)(entry->overlayInfo != NULL - ? (ParticleOverlayInfo*)(-((u32)entry->vramStart - (u32)entry->loadedRamAddr) + - (u32)entry->overlayInfo) - : NULL); + overlayInfo = (void*)(u32)( + entry->overlayInfo != NULL + ? (ParticleOverlayInfo*)(-((u32)entry->vramStart - (u32)entry->loadedRamAddr) + (u32)entry->overlayInfo) + : NULL); } if (overlayInfo->init != NULL) { diff --git a/src/code/z_room.c b/src/code/z_room.c index 84f93b7780..eda1b6e76c 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -63,39 +63,39 @@ void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { } } -void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtxt) { +void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtx) { s32 i; - roomCtxt->currRoom.num = -1; - roomCtxt->currRoom.segment = NULL; - roomCtxt->unk78 = 1; - roomCtxt->unk79 = 0; + roomCtx->currRoom.num = -1; + roomCtx->currRoom.segment = NULL; + roomCtx->unk78 = 1; + roomCtx->unk79 = 0; for (i = 0; i < 3; i++) { - roomCtxt->unk7A[i] = 0; + roomCtx->unk7A[i] = 0; } } #pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_AllocateAndLoad.asm") #ifdef NON_MATCHING -s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s32 index) { +s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtx, s32 index) { u32 size; // XXX: this should use a branch-likely - if (roomCtxt->unk31 == 0) { - roomCtxt->prevRoom = roomCtxt->currRoom; - roomCtxt->currRoom.num = index; - roomCtxt->currRoom.segment = NULL; - roomCtxt->unk31 = 1; + if (roomCtx->unk31 == 0) { + roomCtx->prevRoom = roomCtx->currRoom; + roomCtx->currRoom.num = index; + roomCtx->currRoom.segment = NULL; + roomCtx->unk31 = 1; size = globalCtx->roomAddrs[index].vromEnd - globalCtx->roomAddrs[index].vromStart; - roomCtxt->activeRoomVram = - (void*)((s32)roomCtxt->roomMemPages[roomCtxt->activeMemPage] - (size + 8) * roomCtxt->activeMemPage + 8) & + roomCtx->activeRoomVram = + (void*)((s32)roomCtx->roomMemPages[roomCtx->activeMemPage] - (size + 8) * roomCtx->activeMemPage + 8) & 0xfffffff0; - osCreateMesgQueue(&roomCtxt->loadQueue, roomCtxt->loadMsg, 1); - DmaMgr_SendRequestImpl(&roomCtxt->dmaRequest, roomCtxt->activeRoomVram, globalCtx->roomAddrs[index].vromStart, - size, 0, &roomCtxt->loadQueue, NULL); - roomCtxt->activeMemPage ^= 1; + osCreateMesgQueue(&roomCtx->loadQueue, roomCtx->loadMsg, 1); + DmaMgr_SendRequestImpl(&roomCtx->dmaRequest, roomCtx->activeRoomVram, globalCtx->roomAddrs[index].vromStart, + size, 0, &roomCtx->loadQueue, NULL); + roomCtx->activeMemPage ^= 1; return 1; } @@ -106,19 +106,19 @@ s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s3 #pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_StartRoomTransition.asm") #endif -s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtxt) { - if (roomCtxt->unk31 == 1) { - if (!osRecvMesg(&roomCtxt->loadQueue, NULL, OS_MESG_NOBLOCK)) { - roomCtxt->unk31 = 0; - roomCtxt->currRoom.segment = roomCtxt->activeRoomVram; +s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx) { + if (roomCtx->unk31 == 1) { + if (!osRecvMesg(&roomCtx->loadQueue, NULL, OS_MESG_NOBLOCK)) { + roomCtx->unk31 = 0; + roomCtx->currRoom.segment = roomCtx->activeRoomVram; // TODO: Segment number enum - gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtxt->activeRoomVram); + gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram); - Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtxt->currRoom.segment); + Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtx->currRoom.segment); func_80123140(globalCtx, PLAYER); Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); - if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtxt->currRoom.num != 1)) && + if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) && (globalCtx->sceneNum != SCENE_IKNINSIDE)) { globalCtx->kankyoContext.unkC3 = 0xff; globalCtx->kankyoContext.unkE0 = 0; @@ -144,13 +144,13 @@ void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags) { return; } -void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtxt) { - roomCtxt->prevRoom.num = -1; - roomCtxt->prevRoom.segment = NULL; +void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtx) { + roomCtx->prevRoom.num = -1; + roomCtx->prevRoom.segment = NULL; func_800BA798(globalCtx, &globalCtx->actorCtx); Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); - if (-1 < roomCtxt->currRoom.num) { - func_8010A33C(globalCtx, roomCtxt->currRoom.num); + if (-1 < roomCtx->currRoom.num) { + func_8010A33C(globalCtx, roomCtx->currRoom.num); func_8010A2DC(globalCtx); } func_801A3CD8(globalCtx->roomContext.currRoom.echo); diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 78c57d4780..c6ff043911 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -24,8 +24,8 @@ s32 Object_Spawn(ObjectContext* objectCtx, s16 id) { return objectCtx->num - 1; } -void Object_InitBank(GameState* state, ObjectContext* objectCtx) { - GlobalContext* globalCtx = (GlobalContext*)state; +void Object_InitBank(GameState* gamestate, ObjectContext* objectCtx) { + GlobalContext* globalCtx = (GlobalContext*)gamestate; s32 pad; u32 spaceSize; s32 i; @@ -50,7 +50,7 @@ void Object_InitBank(GameState* state, ObjectContext* objectCtx) { for (i = 0; i < OBJECT_EXCHANGE_BANK_MAX; i++) { objectCtx->status[i].id = 0; } // clang-format on - objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocEndAlign16(&state->heap, spaceSize); + objectCtx->spaceStart = objectCtx->status[0].segment = THA_AllocEndAlign16(&gamestate->heap, spaceSize); objectCtx->spaceEnd = (void*)((u32)objectCtx->spaceStart + spaceSize); objectCtx->mainKeepIndex = Object_Spawn(objectCtx, GAMEPLAY_KEEP); @@ -328,7 +328,7 @@ void Scene_HeaderCmdTransiActorList(GlobalContext* globalCtx, SceneCmd* cmd) { } // Init function for the transition system. -void Transition_Init(GameState* state, TransitionContext* transitionCtx) { +void Transition_Init(GameState* gamestate, TransitionContext* transitionCtx) { transitionCtx->nbTransitionActors = 0; } diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c index 07ab415ad4..5dabb6a276 100644 --- a/src/code/z_skelanime.c +++ b/src/code/z_skelanime.c @@ -40,7 +40,7 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skele GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; s32 pad; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; rot = limbDrawTable[limbIndex]; @@ -71,7 +71,7 @@ void SkelAnime_LodDrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skele postLimbDraw, actor, dListIndex); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_LodDrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, @@ -98,7 +98,7 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDra gfxCtx = globalCtx->state.gfxCtx; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; @@ -130,7 +130,7 @@ void SkelAnime_LodDraw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDra postLimbDraw, actor, dListIndex); } - Matrix_Pop(); + SysMatrix_StatePop(); } /* @@ -147,7 +147,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** ske GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; s32 pad; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -183,7 +183,7 @@ void SkelAnime_LodDrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** ske postLimbDraw, actor, dListIndex, mtx); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_LodDrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, @@ -217,7 +217,7 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbD gfxCtx = globalCtx->state.gfxCtx; gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx); - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; @@ -253,7 +253,7 @@ void SkelAnime_LodDrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbD postLimbDraw, actor, dListIndex, &mtx); } - Matrix_Pop(); + SysMatrix_StatePop(); } /* @@ -268,7 +268,7 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; s32 pad; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -298,7 +298,7 @@ void SkelAnime_DrawLimb(GlobalContext* globalCtx, s32 limbIndex, void** skeleton postLimbDraw, actor); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_DrawLimb(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, @@ -322,7 +322,7 @@ void SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTa gfxCtx = globalCtx->state.gfxCtx; - Matrix_Push(); + SysMatrix_StatePush(); rootLimb = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); pos.x = limbDrawTable[0].x; @@ -352,7 +352,7 @@ void SkelAnime_Draw(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTa postLimbDraw, actor); } - Matrix_Pop(); + SysMatrix_StatePop(); } void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, @@ -365,7 +365,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skelet GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; s32 pad; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -400,7 +400,7 @@ void SkelAnime_DrawLimbSV(GlobalContext* globalCtx, s32 limbIndex, void** skelet postLimbDraw, actor, limbMatricies); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { SkelAnime_DrawLimbSV(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, @@ -429,7 +429,7 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDraw gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx); - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); @@ -467,7 +467,7 @@ void SkelAnime_DrawSV(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDraw postLimbDraw, actor, &mtx); } - Matrix_Pop(); + SysMatrix_StatePop(); } void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec3s* limbDrawTable, @@ -480,7 +480,7 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; s32 pad2; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -495,7 +495,7 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, limbIndex, &dList[1], &pos, &rot, actor) == 0)) { SysMatrix_RotateAndTranslateState(&pos, &rot); - Matrix_Push(); + SysMatrix_StatePush(); unkDraw(globalCtx, limbIndex, actor); if (dList[1] != NULL) { Gfx* polyTemp = gfxCtx->polyOpa.p; @@ -510,7 +510,7 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec (*mtx)++; } } - Matrix_Pop(); + SysMatrix_StatePop(); } if (postLimbDraw != NULL) { @@ -522,7 +522,7 @@ void func_80134148(GlobalContext* globalCtx, s32 limbIndex, void** skeleton, Vec unkDraw, actor, mtx); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { func_80134148(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, postLimbDraw, @@ -551,7 +551,7 @@ void func_801343C0(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTab gSPSegment(gfxCtx->polyOpa.p++, 0xD, mtx); - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); @@ -565,7 +565,7 @@ void func_801343C0(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTab if ((overrideLimbDraw == NULL) || (overrideLimbDraw(globalCtx, 1, &dList[1], &pos, &rot, actor) == 0)) { SysMatrix_RotateAndTranslateState(&pos, &rot); - Matrix_Push(); + SysMatrix_StatePush(); unkDraw(globalCtx, 1, actor); if (dList[1] != NULL) { Gfx* polyTemp = gfxCtx->polyOpa.p; @@ -579,7 +579,7 @@ void func_801343C0(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTab SysMatrix_GetStateAsRSPMatrix(mtx++); } } - Matrix_Pop(); + SysMatrix_StatePop(); } if (postLimbDraw != NULL) { @@ -591,7 +591,7 @@ void func_801343C0(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawTab unkDraw, actor, &mtx); } - Matrix_Pop(); + SysMatrix_StatePop(); } /* @@ -641,7 +641,7 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, void** skeleto Vec3f pos; Vec3s rot; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -671,7 +671,7 @@ Gfx* SkelAnime_Draw2Limb(GlobalContext* globalCtx, s32 limbIndex, void** skeleto postLimbDraw, actor, gfx); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { gfx = SkelAnime_Draw2Limb(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, @@ -697,7 +697,7 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawT return NULL; } - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); @@ -726,7 +726,7 @@ Gfx* SkelAnime_Draw2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDrawT postLimbDraw, actor, gfx); } - Matrix_Pop(); + SysMatrix_StatePop(); return gfx; } @@ -744,7 +744,7 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, void** skele Vec3f pos; Vec3s rot; - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[limbIndex]); limbIndex++; @@ -780,7 +780,7 @@ Gfx* SkelAnime_DrawLimbSV2(GlobalContext* globalCtx, s32 limbIndex, void** skele postLimbDraw, actor, mtx, gfx); } - Matrix_Pop(); + SysMatrix_StatePop(); if (limbEntry->nextLimbIndex != LIMB_DONE) { gfx = SkelAnime_DrawLimbSV2(globalCtx, limbEntry->nextLimbIndex, skeleton, limbDrawTable, overrideLimbDraw, @@ -808,7 +808,7 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDra gSPSegment(gfx++, 0xD, mtx); - Matrix_Push(); + SysMatrix_StatePush(); limbEntry = (StandardLimb*)Lib_SegmentedToVirtual(skeleton[0]); @@ -844,7 +844,7 @@ Gfx* SkelAnime_DrawSV2(GlobalContext* globalCtx, void** skeleton, Vec3s* limbDra postLimbDraw, actor, &mtx, gfx); } - Matrix_Pop(); + SysMatrix_StatePop(); return gfx; } diff --git a/src/code/z_view.c b/src/code/z_view.c index ad8dfad5da..7e2d7d62c4 100644 --- a/src/code/z_view.c +++ b/src/code/z_view.c @@ -258,7 +258,7 @@ s32 View_StepQuake(View* view, RSPMatrix* matrix) { } SysMatrix_FromRSPMatrix(matrix, &mf); - Matrix_Put(&mf); + SysMatrix_SetCurrentState(&mf); SysMatrix_RotateStateAroundXAxis(view->currQuakeRot.x); SysMatrix_InsertYRotation_f(view->currQuakeRot.y, 1); SysMatrix_InsertZRotation_f(view->currQuakeRot.z, 1); diff --git a/src/code/z_vr_box.c b/src/code/z_vr_box.c index cfed6f7836..9f413f3fe1 100644 --- a/src/code/z_vr_box.c +++ b/src/code/z_vr_box.c @@ -38,7 +38,7 @@ void func_80143148(SkyboxContext* skyboxCtx, s32 arg1) { #ifdef NON_MATCHING // Matches besides rodata, since rodata is not merged into the asm in code files yet. -void func_801431E8(GameState* state, SkyboxContext* skyboxCtx, s16 skyType) { +void func_801431E8(GameState* gamestate, SkyboxContext* skyboxCtx, s16 skyType) { GlobalContext* globalCtx = (GlobalContext*)state; u32 size; void* offset; @@ -139,22 +139,22 @@ void func_80143324(GlobalContext* globalCtx, SkyboxContext* skyboxCtx, s16 skyTy } } -void func_801434E4(GameState* state, SkyboxContext* skyboxCtx, s16 skyType) { +void func_801434E4(GameState* gamestate, SkyboxContext* skyboxCtx, s16 skyType) { skyboxCtx->skyboxShouldDraw = 0; skyboxCtx->rotX = skyboxCtx->rotY = skyboxCtx->rotZ = 0.0f; - func_801431E8(state, skyboxCtx, skyType); + func_801431E8(gamestate, skyboxCtx, skyType); if (skyType != 0) { - skyboxCtx->unk17C = THA_AllocEndAlign16(&state->heap, 0x3840); + skyboxCtx->unk17C = THA_AllocEndAlign16(&gamestate->heap, 0x3840); if (skyType == 5) { // Allocate enough space for the vertices for a 6 sided skybox (cube) - skyboxCtx->roomVtx = THA_AllocEndAlign16(&state->heap, sizeof(Vtx) * 32 * 6); + skyboxCtx->roomVtx = THA_AllocEndAlign16(&gamestate->heap, sizeof(Vtx) * 32 * 6); func_80143148(skyboxCtx, 6); } else { // Allocate enough space for the vertices for a 5 sided skybox (bottom is missing) - skyboxCtx->roomVtx = THA_AllocEndAlign16(&state->heap, sizeof(Vtx) * 32 * 5); + skyboxCtx->roomVtx = THA_AllocEndAlign16(&gamestate->heap, sizeof(Vtx) * 32 * 5); func_80143148(skyboxCtx, 5); } } diff --git a/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c b/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c index 8e4aa39da5..63f928c143 100644 --- a/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c +++ b/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c @@ -135,7 +135,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) { return; } - func_800B8F98(&player->base, 0x100B); + func_800B8F98(&player->base, NA_SE_IT_HOOKSHOT_CHAIN - SFX_FLAG); ArmsHook_CheckForCancel(this); if (this->timer != 0 && (this->collider.base.atFlags & AT_HIT) && diff --git a/src/overlays/actors/ovl_Bg_Iknin_Susceil/z_bg_iknin_susceil.c b/src/overlays/actors/ovl_Bg_Iknin_Susceil/z_bg_iknin_susceil.c index 781f909013..e4daa27c29 100644 --- a/src/overlays/actors/ovl_Bg_Iknin_Susceil/z_bg_iknin_susceil.c +++ b/src/overlays/actors/ovl_Bg_Iknin_Susceil/z_bg_iknin_susceil.c @@ -223,7 +223,7 @@ void BgIkninSusceil_Update(Actor* thisx, GlobalContext* globalCtx) { if ((this->unk168 == 0) && (this->unk166 > 0) && ((player->unkA74 & 0x100) != 0) && (player->unkB48 > 1000.0f)) { this->unk168 = 2; if ((func_80C0A95C(this, globalCtx) != 0) && (this->actionFunc != func_80C0AE5C)) { - func_800B8E58(player, 0x83E); + func_800B8E58(&player->base, NA_SE_PL_BODY_HIT); func_80C0AE3C(this); } } diff --git a/src/overlays/actors/ovl_En_Fg/z_en_fg.c b/src/overlays/actors/ovl_En_Fg/z_en_fg.c index 40233fc696..413889a0ed 100644 --- a/src/overlays/actors/ovl_En_Fg/z_en_fg.c +++ b/src/overlays/actors/ovl_En_Fg/z_en_fg.c @@ -360,11 +360,11 @@ void EnFg_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec if ((limbIndex == 7) || (limbIndex == 8)) { OPEN_DISPS(globalCtx->state.gfxCtx); - Matrix_Push(); + SysMatrix_StatePush(); SysMatrix_NormalizeXYZ(&globalCtx->unk187FC); gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); gSPDisplayList(POLY_OPA_DISP++, *dList); - Matrix_Pop(); + SysMatrix_StatePop(); CLOSE_DISPS(globalCtx->state.gfxCtx); } @@ -381,9 +381,9 @@ void EnFg_Draw(Actor* thisx, GlobalContext* globalCtx) { { 120, 130, 230, 255 }, { 190, 190, 190, 255 }, { 0, 0, 0, 255 }, }; - Matrix_Push(); + SysMatrix_StatePush(); EnFg_DrawDust(globalCtx, &this->dustEffect[0]); - Matrix_Pop(); + SysMatrix_StatePop(); OPEN_DISPS(globalCtx->state.gfxCtx); func_8012C28C(globalCtx->state.gfxCtx); diff --git a/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c b/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c index 22e702baff..1a09b807e1 100644 --- a/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c +++ b/src/overlays/actors/ovl_En_Ginko_Man/z_en_ginko_man.c @@ -143,7 +143,8 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { this->curTextId = 0x44E; //" ...So, what'll it be? Deposit Rupees Don't deposit Rupees" } else { func_801518B0(globalCtx, 0x44D, &this->actor); - this->curTextId = 0x44D; // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees." + this->curTextId = + 0x44D; // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees." } break; case 0x44D: // "For example, if you deposit 200 Rupees, you'll get an item that holds a lot of Rupees." @@ -189,7 +190,7 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { func_801518B0(globalCtx, 0x45B, &this->actor); this->curTextId = 0x45B; // "What's this? You've already saved up 200 Rupees!?! } else if (((gSaveContext.roomInf[127][0] & 0xFFFF) >= 1000) && ((this->previousBankValue) < 1000) && - !(gSaveContext.weekEventReg[59] & 0x80)) { + !(gSaveContext.weekEventReg[59] & 0x80)) { gSaveContext.weekEventReg[59] |= 0x80; func_801518B0(globalCtx, 0x45C, &this->actor); this->curTextId = 0x45C; // "What's this? You've already saved up 1000 Rupees!?! @@ -201,7 +202,8 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { } else if (this->previousBankValue < (s16)(gSaveContext.roomInf[127][0] & 0xFFFF)) { func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING); func_801518B0(globalCtx, 0x45E, &this->actor); - this->curTextId = 0x45E; // "...Hang on there, little guy. I can't take any more deposits. Sorry..." + this->curTextId = + 0x45E; // "...Hang on there, little guy. I can't take any more deposits. Sorry..." } else { func_800BDC5C(&this->skelAnime, animations, GINKO_FLOORSMACKING); func_801518B0(globalCtx, 0x460, &this->actor); @@ -248,7 +250,7 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { func_801518B0(globalCtx, 0x468, &this->actor); this->curTextId = 0x468; // " Deposit Rupees Withdraw Rupees Nothing really" break; - case 0x469: // "Excuse me, but let me take a look at you..." + case 0x469: // "Excuse me, but let me take a look at you..." EnGinkoMan_SetupStamp(this); // stamp player break; case 0x46A: // "Ah, yes...[Link]. If I remember, you're the little guy who deposited [rupees]." @@ -281,7 +283,8 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { func_801518B0(globalCtx, 0x46E, &this->actor); this->curTextId = 0x46E; // "How much do you want? [rupee prompt] break; - case 0x46D: // "Look, little guy, if it's 'cause of the bad rumors going around, forget it! They're just rumors!" + case 0x46D: // "Look, little guy, if it's 'cause of the bad rumors going around, forget it! They're just + // rumors!" func_801518B0(globalCtx, 0x46B, &this->actor); this->curTextId = 0x46B; // So... break; @@ -292,7 +295,8 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { EnGinkoMan_SetupIdle(this); // change to waiting for approach } break; - case 0x476: // "...You haven't deposited that many Rupees, so that much isn't available for withdrawal. Do the math! + case 0x476: // "...You haven't deposited that many Rupees, so that much isn't available for withdrawal. Do the + // math! func_800BDC5C(&this->skelAnime, animations, GINKO_SITTING); case 0x475: // "What's this? Look, little guy, you can't hold this many rupees! You got that?" case 0x47C: // "Is that so? Think it over, little guy! So what are you gonna do?" @@ -302,7 +306,8 @@ void EnGinkoMan_DepositDialogue(EnGinkoMan* this, GlobalContext* globalCtx) { break; case 0x472: // "What's this? It's a waste to take out such a tiny bit! ...But if you say so!" case 0x473: // Use it wisely... - case 0x474: // "Aw, you're taking out all that? If you spend it like that, it'll all be gone before you know it!" + case 0x474: // "Aw, you're taking out all that? If you spend it like that, it'll all be gone before you know + // it!" if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) { func_801518B0(globalCtx, 0x478, &this->actor); // "Look, little guy, all the Rupees you deposited are gone, so you can't use that stamp anymore." @@ -375,16 +380,17 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx) func_801518B0(globalCtx, 0x453, &this->actor); this->curTextId = 0x453; // That's it? That aint nothing at all } - + if ((gSaveContext.roomInf[127][0] & 0xFFFF) == 0) { this->isNewAccount = true; } - func_801159EC((s16) -globalCtx->msgCtx.bankRupeesSelected); + func_801159EC((s16)-globalCtx->msgCtx.bankRupeesSelected); this->previousBankValue = gSaveContext.roomInf[127][0] & 0xFFFF; if (1) {} // Needed to match gSaveContext.roomInf[127][0] = - (gSaveContext.roomInf[127][0] & 0xFFFF0000) | ((gSaveContext.roomInf[127][0] & 0xFFFF) + globalCtx->msgCtx.bankRupeesSelected); + (gSaveContext.roomInf[127][0] & 0xFFFF0000) | + ((gSaveContext.roomInf[127][0] & 0xFFFF) + globalCtx->msgCtx.bankRupeesSelected); } } else { // GINKOMAN_CHOICE_NO func_8019F230(); @@ -444,7 +450,9 @@ void EnGinkoMan_WaitForDialogueInput(EnGinkoMan* this, GlobalContext* globalCtx) this->previousBankValue = (s16)(gSaveContext.roomInf[127][0] & 0xFFFF); gSaveContext.roomInf[127][0] = - (gSaveContext.roomInf[127][0] & 0xFFFF0000) | (((gSaveContext.roomInf[127][0] & 0xFFFF) - globalCtx->msgCtx.bankRupeesSelected) - this->serviceFee); + (gSaveContext.roomInf[127][0] & 0xFFFF0000) | + (((gSaveContext.roomInf[127][0] & 0xFFFF) - globalCtx->msgCtx.bankRupeesSelected) - + this->serviceFee); func_801159EC(globalCtx->msgCtx.bankRupeesSelected); } } else { @@ -554,7 +562,8 @@ void EnGinkoMan_SetupBankAward2(EnGinkoMan* this) { void EnGinkoMan_BankAward2(EnGinkoMan* this, GlobalContext* globalCtx) { if (func_800B84D0(&this->actor, globalCtx)) { if (!(gSaveContext.weekEventReg[10] & 8) && (this->curTextId == 0x45B)) { - // "What's this? You've already saved up 200 Rupees!?! Well, little guy, here's your special gift. Take it!" + // "What's this? You've already saved up 200 Rupees!?! Well, little guy, here's your special gift. Take + // it!" gSaveContext.weekEventReg[10] |= 8; func_801518B0(globalCtx, 0x47A, &this->actor); this->curTextId = 0x47A; // "See! Doesn't it hold more than your old one? @@ -646,7 +655,8 @@ void EnGinkoMan_Update(Actor* thisx, GlobalContext* globalCtx) { EnGinkoMan_FacePlayer(this, globalCtx); } -s32 EnGinkoMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) { +s32 EnGinkoMan_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, + Actor* thisx) { EnGinkoMan* this = THIS; if (limbIndex == 15) { diff --git a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c index c50714a636..0472092ce0 100644 --- a/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c +++ b/src/overlays/actors/ovl_En_Minifrog/z_en_minifrog.c @@ -75,7 +75,7 @@ static UNK_TYPE4* D_808A4D74[] = { // gSaveContext.weekEventReg[KEY] = VALUE // KEY | VALUE static u16 isFrogReturnedFlags[] = { - (0 << 8) | 0x00, // NULL + (0 << 8) | 0x00, // NULL (32 << 8) | 0x40, // Woodfall Temple Frog Returned (32 << 8) | 0x80, // Great Bay Temple Frog Returned (33 << 8) | 0x01, // Southern Swamp Frog Returned @@ -94,7 +94,8 @@ void EnMinifrog_Init(Actor* thisx, GlobalContext* globalCtx) { Actor_ProcessInitChain(&this->actor, sInitChain); ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 15.0f); - SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600B538, &D_06001534, this->limbDrawTable, this->transitionDrawTable, 24); + SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_0600B538, &D_06001534, this->limbDrawTable, + this->transitionDrawTable, 24); CollisionCheck_SetInfo(&this->actor.colChkInfo, NULL, &sColChkInfoInit); Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); @@ -118,7 +119,9 @@ void EnMinifrog_Init(Actor* thisx, GlobalContext* globalCtx) { if (1) {} if (!EN_MINIFROG_IS_RETURNED(this)) { - if ((this->frogIndex == MINIFROG_YELLOW) || ((gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8] & (u8)isFrogReturnedFlags[this->frogIndex]))) { + if ((this->frogIndex == MINIFROG_YELLOW) || + ((gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8] & + (u8)isFrogReturnedFlags[this->frogIndex]))) { Actor_MarkForDeath(&this->actor); } else { this->timer = 30; @@ -143,7 +146,8 @@ void EnMinifrog_Init(Actor* thisx, GlobalContext* globalCtx) { this->actor.flags &= ~1; // Frog has been returned - if ((gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8] & (u8)isFrogReturnedFlags[this->frogIndex])) { + if ((gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8] & + (u8)isFrogReturnedFlags[this->frogIndex])) { this->actionFunc = EnMinifrog_SetupNextFrogInit; } else { this->actor.draw = NULL; @@ -272,7 +276,7 @@ void EnMinifrog_ReturnFrogCutscene(EnMinifrog* this, GlobalContext* globalCtx) { case 0xD87: // "Ah! You need not say a thing. Upon seeing that face, I understand!" ... func_80151938(globalCtx, globalCtx->msgCtx.unk11F04 + 1); break; - case 0xD82: // "What has brought you all this way?" + case 0xD82: // "What has brought you all this way?" if (gSaveContext.weekEventReg[33] & 0x80) { // Mountain village is unfrozen func_80151938(globalCtx, 0xD83); // "Could it be... Has spring finally come to the mountains?" } else { @@ -280,7 +284,8 @@ void EnMinifrog_ReturnFrogCutscene(EnMinifrog* this, GlobalContext* globalCtx) { } flag = gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8]; - gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8] = flag | (u8)isFrogReturnedFlags[this->frogIndex]; + gSaveContext.weekEventReg[isFrogReturnedFlags[this->frogIndex] >> 8] = + flag | (u8)isFrogReturnedFlags[this->frogIndex]; break; case 0xD85: // "I understand. I shall head for the mountains immediately." default: @@ -332,7 +337,8 @@ void EnMinifrog_Idle(EnMinifrog* this, GlobalContext* globalCtx) { if (this->actor.cutscene != -1) { this->flags |= 1; } - } else if ((this->actor.xzDistToPlayer < 100.0f) && Actor_IsLinkFacingActor(&this->actor, 0x3000, globalCtx) && (func_8012403C(globalCtx) == 0xD)) { + } else if ((this->actor.xzDistToPlayer < 100.0f) && Actor_IsLinkFacingActor(&this->actor, 0x3000, globalCtx) && + (func_8012403C(globalCtx) == 0xD)) { func_800B8614(&this->actor, globalCtx, 110.0f); } } @@ -346,7 +352,8 @@ void EnMinifrog_SetupNextFrogInit(EnMinifrog* this, GlobalContext* globalCtx) { if (nextFrog != NULL) { missingFrog = nextFrog->frog; if (nextFrog->frog != NULL) { - this->actor.home.rot.y = (s16)Actor_YawBetweenActors(&this->actor, &missingFrog->actor); // Set home to missing frog + this->actor.home.rot.y = + (s16)Actor_YawBetweenActors(&this->actor, &missingFrog->actor); // Set home to missing frog EnMinifrog_TurnToMissingFrog(this); } else { EnMinifrog_TurnToPlayer(this); @@ -364,7 +371,8 @@ void EnMinifrog_CheckChoirSuccess(EnMinifrog* this, GlobalContext* globalCtx) { if (this->frog != NULL) { func_80151938(globalCtx, 0xD78); // "Unfortunately, it seems not all of our members have gathered." } else { - func_80151938(globalCtx, 0xD7C); // "The conducting was spectacular. And all of our members rose to the occasion!" + func_80151938(globalCtx, + 0xD7C); // "The conducting was spectacular. And all of our members rose to the occasion!" } EnMinifrog_SetJumpState(this); @@ -562,13 +570,17 @@ void EnMinifrog_SetupYellowFrogDialog(EnMinifrog* this, GlobalContext* globalCtx EnMinifrog_JumpTimer(this); if (func_800B84D0(&this->actor, globalCtx)) { this->actionFunc = EnMinifrog_YellowFrogDialog; - if (!(gSaveContext.weekEventReg[34] & 1)) { // Not spoken with MINIFROG_YELLOW - func_801518B0(globalCtx, 0xD76, &this->actor); // "I have been waiting for you, Don Gero. Forgive me if I'm mistaken, but it - // looks like you've lost a little weight..." + if (!(gSaveContext.weekEventReg[34] & 1)) { // Not spoken with MINIFROG_YELLOW + func_801518B0(globalCtx, 0xD76, + &this->actor); // "I have been waiting for you, Don Gero. Forgive me if I'm mistaken, but it + // looks like you've lost a little weight..." } else { func_801518B0(globalCtx, 0xD7F, &this->actor); // "Well, if it isn't the great Don Gero." } - } else if ((this->actor.xzDistToPlayer < 150.0f) && (Actor_IsLinkFacingActor(&this->actor, 0x3000, globalCtx) || ((this->actor.flags & 0x10000) == 0x10000)) && func_8012403C(globalCtx) == 0xD) { + } else if ((this->actor.xzDistToPlayer < 150.0f) && + (Actor_IsLinkFacingActor(&this->actor, 0x3000, globalCtx) || + ((this->actor.flags & 0x10000) == 0x10000)) && + func_8012403C(globalCtx) == 0xD) { func_800B8614(&this->actor, globalCtx, 160.0f); } } @@ -595,7 +607,8 @@ void EnMinifrog_UpdateMissingFrog(Actor* thisx, GlobalContext* globalCtx) { } } -s32 EnMinifrog_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* thisx) { +s32 EnMinifrog_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, + Actor* thisx) { if (limbIndex == 1) { pos->z -= 500.0f; } @@ -617,7 +630,7 @@ void EnMinifrog_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLis gSPDisplayList(POLY_OPA_DISP++, *dList); CLOSE_DISPS(globalCtx->state.gfxCtx); } - + if (limbIndex == 4) { SysMatrix_GetStateTranslation(&this->actor.focus.pos); } diff --git a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c index 4fd17c07a8..ec4bb40b82 100644 --- a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c +++ b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c @@ -112,8 +112,7 @@ void EnNutsball_Update(Actor* thisx, GlobalContext* globalCtx) { spawnBurstPos.x = this->actor.world.pos.x; spawnBurstPos.y = this->actor.world.pos.y + 4.0f; spawnBurstPos.z = this->actor.world.pos.z; - EffectSsHahen_SpawnBurst(globalCtx, &spawnBurstPos, 0x40C00000, 0, 7, 3, 15, HAHEN_OBJECT_DEFAULT, 10, - NULL); + EffectSsHahen_SpawnBurst(globalCtx, &spawnBurstPos, 6.0f, 0, 7, 3, 15, HAHEN_OBJECT_DEFAULT, 10, NULL); if (this->actor.params == 1) { func_800F0568(globalCtx, &this->actor.world.pos, 20, NA_SE_EV_NUTS_BROKEN); } else { diff --git a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c index 85a3f4a04e..3c918bd943 100644 --- a/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c +++ b/src/overlays/actors/ovl_En_Pametfrog/z_en_pametfrog.c @@ -174,7 +174,7 @@ void EnPametfrog_Init(Actor* thisx, GlobalContext* globalCtx) { if (Actor_GetRoomCleared(globalCtx, globalCtx->roomContext.currRoom.num)) { Actor_MarkForDeath(&this->actor); if (!(gSaveContext.weekEventReg[isFrogReturnedFlags[this->actor.params - 1] >> 8] & - (u8)isFrogReturnedFlags[this->actor.params - 1])) { + (u8)isFrogReturnedFlags[this->actor.params - 1])) { Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_MINIFROG, this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, this->params); } @@ -469,7 +469,8 @@ void EnPametfrog_RearOnSnapperRise(EnPametfrog* this, GlobalContext* globalCtx) if (this->timer == 0) { EnPametfrog_SetupRearOnSnapper(this); } else { - this->actor.world.pos.y = Math_SinS(this->timer * 0xCCC) * 100.0f + (((EnBigpamet*)this->actor.child)->unk_2AC + 46.0f); + this->actor.world.pos.y = + Math_SinS(this->timer * 0xCCC) * 100.0f + (((EnBigpamet*)this->actor.child)->unk_2AC + 46.0f); } } @@ -505,7 +506,7 @@ void EnPametfrog_FallOffSnapper(EnPametfrog* this, GlobalContext* globalCtx) { this->timer--; } - sin = sin_rad(this->timer * (M_PI/3.0f)) * ((0.02f * (this->timer * (1.0f/6.0f))) + 0.005f) + 1.0f; + sin = sin_rad(this->timer * (M_PI / 3.0f)) * ((0.02f * (this->timer * (1.0f / 6.0f))) + 0.005f) + 1.0f; EnPametfrog_ShakeCamera(this, globalCtx, 300.0f * sin, 100.0f * sin); if (this->actor.bgCheckFlags & 1) { EnPametfrog_StopCutscene(this, globalCtx); @@ -643,7 +644,7 @@ void EnPametfrog_SetupWallPause(EnPametfrog* this) { this->actor.speedXZ = 0.0f; this->skelAnime.animPlaybackSpeed = 1.5f; if (this->timer != 0) { - this->wallRotation = this->unk_2E8.y > 0.0f ? (M_PI/30.0f) : (-M_PI/30.0f); + this->wallRotation = this->unk_2E8.y > 0.0f ? (M_PI / 30.0f) : (-M_PI / 30.0f); } else { randFloat = Rand_ZeroFloat(0x2000); this->wallRotation = (Rand_ZeroOne() < 0.5f ? -1 : 1) * (0x1000 + randFloat) * (M_PI / (15 * 0x8000)); @@ -959,7 +960,7 @@ void EnPametfrog_SpawnFrog(EnPametfrog* this, GlobalContext* globalCtx) { f32 magShake; this->timer--; - magShake = (sin_rad(this->timer * (M_PI/5.0f)) * ((0.04f * (this->timer * 0.1f)) + 0.02f)) + 1.0f; + magShake = (sin_rad(this->timer * (M_PI / 5.0f)) * ((0.04f * (this->timer * 0.1f)) + 0.02f)) + 1.0f; EnPametfrog_ShakeCamera(this, globalCtx, 75.0f * magShake, 10.0f * magShake); if (this->timer == 0) { EnPametfrog_StopCutscene(this, globalCtx); @@ -1212,7 +1213,7 @@ void EnPametfrog_SetupSnapperSpawn(EnPametfrog* this, GlobalContext* globalCtx) void EnPametfrog_SnapperSpawn(EnPametfrog* this, GlobalContext* globalCtx) { this->timer--; EnPametfrog_ShakeCamera(this, globalCtx, (f32)(this->timer * 7.5f) + 200.0f, - ((f32)(this->timer * 2) * (15.0f/16.0f)) + -20.0f); + ((f32)(this->timer * 2) * (15.0f / 16.0f)) + -20.0f); if (this->timer != 0) { func_8013ECE0(this->actor.xyzDistToPlayerSq, 120, 20, 10); } else { @@ -1338,7 +1339,7 @@ void EnPametfrog_Update(Actor* thisx, GlobalContext* globalCtx) { unk2C4 = ((this->unk_2C4 + 1.0f) * 0.375f); this->unk_2C8 = unk2C4; this->unk_2C8 = unk2C4 > 0.75f ? 0.75f : this->unk_2C8; - } else if (!Math_StepToF(&this->unk_2CC, 0.75f, (3.0f/160.0f))) { + } else if (!Math_StepToF(&this->unk_2CC, 0.75f, (3.0f / 160.0f))) { func_800B9010(&this->actor, NA_SE_EV_ICE_FREEZE - SFX_FLAG); } } diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c index 14c5aadf72..f1a07ea56e 100644 --- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c +++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c @@ -77,7 +77,7 @@ void EnTorch2_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnTorch2* this = THIS; Collider_DestroyCylinder(globalCtx, &this->collider); - func_80169DCC(globalCtx, this->actor.params + 3, 0xFF, 0, 0xBFF, &this->actor.world, this->actor.shape.rot.y); + func_80169DCC(globalCtx, this->actor.params + 3, 0xFF, 0, 0xBFF, &this->actor.world.pos, this->actor.shape.rot.y); globalCtx->actorCtx.unk254[this->actor.params] = 0; } diff --git a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c index 9b23336819..4bec51d33c 100644 --- a/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c +++ b/src/overlays/actors/ovl_Obj_Ghaka/z_obj_ghaka.c @@ -46,7 +46,6 @@ extern Gfx D_06001A20[]; extern Gfx D_06001980[]; extern CollisionHeader D_06003CD0; - void func_80B3C260(ObjGhaka* this) { if (gSaveContext.weekEventReg[20] & 0x20) { this->dyna.actor.world.pos.z = this->dyna.actor.home.pos.z + 100.0f; diff --git a/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c b/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c index 7ee106ed26..0d390df513 100644 --- a/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c +++ b/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.c @@ -79,8 +79,7 @@ void ObjKibako_SpawnCollectible(ObjKibako* this, GlobalContext* globalCtx) { if (this->isDropCollected == 0) { collectible = func_800A8150(this->actor.params & 0x3F); if (collectible >= 0) { - Item_DropCollectible(globalCtx, &this->actor.world.pos, - collectible | GET_KIBAKO_COLLECTIBLE_ID(this)); + Item_DropCollectible(globalCtx, &this->actor.world.pos, collectible | GET_KIBAKO_COLLECTIBLE_ID(this)); this->isDropCollected = 1; } } @@ -188,10 +187,9 @@ void ObjKibako_AirBreak(ObjKibako* this, GlobalContext* globalCtx) { phi_s0 = 0x20; } - EffectSsKakera_Spawn(globalCtx, &pos, &velocity, worldPos, -200, phi_s0, 20, 0, 0, - (Rand_ZeroOne() * 38.0f) + 10.0f, 0, 0, 60, -1, - sObjectIdList[(this->actor.params >> 0xF) & 1], - sKakeraDisplayLists[(this->actor.params >> 0xF) & 1]); + EffectSsKakera_Spawn( + globalCtx, &pos, &velocity, worldPos, -200, phi_s0, 20, 0, 0, (Rand_ZeroOne() * 38.0f) + 10.0f, 0, 0, 60, + -1, sObjectIdList[(this->actor.params >> 0xF) & 1], sKakeraDisplayLists[(this->actor.params >> 0xF) & 1]); } func_800BBFB0(globalCtx, worldPos, 40.0f, 3, 0x32, 0x8C, 1); @@ -233,10 +231,9 @@ void ObjKibako_WaterBreak(ObjKibako* this, GlobalContext* globalCtx) { temp_rand = Rand_ZeroOne(); phi_s0 = (temp_rand < 0.2f) ? 0x40 : 0x20; - EffectSsKakera_Spawn(globalCtx, &pos, &velocity, worldPos, -180, phi_s0, 50, 5, 0, - (Rand_ZeroOne() * 35.0f) + 10.0f, 0, 0, 70, -1, - sObjectIdList[(this->actor.params >> 0xF) & 1], - sKakeraDisplayLists[(this->actor.params >> 0xF) & 1]); + EffectSsKakera_Spawn( + globalCtx, &pos, &velocity, worldPos, -180, phi_s0, 50, 5, 0, (Rand_ZeroOne() * 35.0f) + 10.0f, 0, 0, 70, + -1, sObjectIdList[(this->actor.params >> 0xF) & 1], sKakeraDisplayLists[(this->actor.params >> 0xF) & 1]); } } @@ -269,7 +266,7 @@ void ObjKibako_Idle(ObjKibako* this, GlobalContext* globalCtx) { if (func_800A817C(this->actor.params & 0x3F)) { ObjKibako_SpawnCollectible(this, globalCtx); } - func_800B8E58(this, 0x878); + func_800B8E58(&this->actor, NA_SE_PL_PULL_UP_WOODBOX); } else if ((this->actor.bgCheckFlags & 0x20) && (this->actor.yDistToWater > 19.0f)) { ObjKibako_WaterBreak(this, globalCtx); ObjKibako_SpawnCollectible(this, globalCtx); diff --git a/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c b/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c index 9d12535efd..40fdbaac48 100644 --- a/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c +++ b/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c @@ -174,6 +174,7 @@ void ObjLightswitch_SpawnEffects(ObjLightswitch* this, GlobalContext* globalCtx) } } #else +void ObjLightswitch_SpawnEffects(ObjLightswitch* this, GlobalContext* globalCtx); #pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Lightswitch_0x8095FBF0/ObjLightswitch_SpawnEffects.asm") #endif @@ -446,6 +447,7 @@ void ObjLightSwitch_DrawOpa(ObjLightswitch* this, GlobalContext* globalCtx) { CLOSE_DISPS(globalCtx->state.gfxCtx); } #else +void ObjLightSwitch_DrawOpa(ObjLightswitch* this, GlobalContext* globalCtx); #pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Lightswitch_0x8095FBF0/ObjLightSwitch_DrawOpa.asm") #endif @@ -498,6 +500,7 @@ void ObjLightSwitch_DrawXlu(ObjLightswitch* this, GlobalContext* globalCtx) { CLOSE_DISPS(globalCtx->state.gfxCtx); } #else +void ObjLightSwitch_DrawXlu(ObjLightswitch* this, GlobalContext* globalCtx); #pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Obj_Lightswitch_0x8095FBF0/ObjLightSwitch_DrawXlu.asm") #endif diff --git a/tables/functions.txt b/tables/functions.txt index 62897e70ac..36d09164f4 100644 --- a/tables/functions.txt +++ b/tables/functions.txt @@ -3363,11 +3363,11 @@ 0x801800CC:("Math_Atan2F",), 0x80180100:("Math_FAtan2F",), 0x8018012C:("Math_Acot2F",), - 0x80180160:("Matrix_Init",), - 0x8018019C:("Matrix_Push",), - 0x801801CC:("Matrix_Pop",), + 0x80180160:("SysMatrix_StateAlloc",), + 0x8018019C:("SysMatrix_StatePush",), + 0x801801CC:("SysMatrix_StatePop",), 0x801801E8:("SysMatrix_CopyCurrentState",), - 0x8018020C:("Matrix_Put",), + 0x8018020C:("SysMatrix_SetCurrentState",), 0x80180234:("SysMatrix_GetCurrentState",), 0x80180244:("SysMatrix_InsertMatrix",), 0x8018029C:("SysMatrix_InsertTranslation",), diff --git a/tools/actorfixer.py b/tools/actorfixer.py index d40e34cada..199576761d 100755 --- a/tools/actorfixer.py +++ b/tools/actorfixer.py @@ -8,6 +8,10 @@ animdict ={ "Actor_GetSwitchFlag": "Flags_GetSwitch", "atan_flip": "Math_Acot2F", "atans": "Math_Atan2S", + "Matrix_Pop": "SysMatrix_StatePop", + "Matrix_Push": "SysMatrix_StatePush", + "Matrix_Init": "SysMatrix_StateAlloc", + "Matrix_Put": "SysMatrix_SetCurrentState", } def replace_anim(file):