mirror of https://github.com/zeldaret/mm.git
Document object_stream (#553)
* Document XML * Finish documentation * Add file header comment * Single line comment styling
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@ -1,6 +1,7 @@
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<Root>
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<!-- Used for the unused water vortex actor. -->
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<File Name="object_stream" Segment="6">
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<Texture Name="object_stream_Tex_000000" OutName="tex_000000" Format="i4" Width="64" Height="64" Offset="0x0" />
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<DList Name="object_stream_DL_000950" Offset="0x950" />
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<Texture Name="gWaterVortexTex" OutName="water_vortex" Format="i4" Width="64" Height="64" Offset="0x0" />
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<DList Name="gWaterVortexDL" Offset="0x950" />
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</File>
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</Root>
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@ -5,6 +5,7 @@
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*/
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#include "z_en_stream.h"
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#include "objects/object_stream/object_stream.h"
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#define FLAGS 0x00000010
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@ -33,8 +34,6 @@ static InitChainEntry sInitChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 20, ICHAIN_STOP),
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};
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extern Gfx D_06000950[];
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void EnStream_SetupAction(EnStream* this, EnStreamActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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@ -144,7 +143,7 @@ void EnStream_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPSegment(&gfx[1], 0x08,
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Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, frames * 30, -multipliedFrames, 64, 64, 1, multipliedFrames,
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-multipliedFrames, 64, 64));
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gSPDisplayList(&gfx[2], D_06000950);
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gSPDisplayList(&gfx[2], gWaterVortexDL);
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POLY_XLU_DISP = &gfx[3];
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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@ -4,10 +4,5 @@
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<ObjectList File="ObjectList_MM.txt"/>
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<ExternalXMLFolder Path="assets/xml/"/>
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<!--
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!TODO: uncomment this line when the gameplay_keep XML is merged
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-->
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<!--
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<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
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-->
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</Root>
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@ -3395,10 +3395,6 @@ D_0600D640 = 0x0600D640;
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D_06006C18 = 0x06006C18;
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D_0600D640 = 0x0600D640;
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// ovl_En_Stream
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D_06000950 = 0x06000950;
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// ovl_En_Suttari
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D_0600071C = 0x0600071C;
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