* this is the guay
* do you know the guay?
* No guay!
* got too excited to pr lol, fixes are here
* Majoras Mask: No Guay Home
* fixing objects
* 4mattt
* EnBb_Init OK
* EnBb_Destroy OK
* func_808C20D4 OK
* func_808C2238 OK
* func_808C1FF4 OK
* func_808C1E94 OK
* func_808C2344 OK
* func_808C23EC OK
* EnBb_Update OK
* func_808C2E34 OK
* func_808C254C OK
* func_808C272C OK
* func_808C2B94 OK
* func_808C2A00 OK
* func_808C1F00 OK
* func_808C1F74 OK
* func_808C25E0 OK
* func_808C28CC OK
* func_808C2B1C OK
* func_808C2BD0 OK
* func_808C2C38 OK
* func_808C2CB4 OK
* func_808C2CF0 OK
* func_808C2D78 OK
* EnBb_Draw OK
* func_808C32EC OK
* func_808C3324 OK
* Migrate data to C
* Use generated reloc
* Object symbols and misc cleanup
* Name struct vars that are used with Actor_DrawDamageEffects
* Name most things in the object
* Name attackRange
* Good enough names for limbs for now
* Might as well name the limb draw stuff for now
* Name flame width/height
* Enum for damage effects
* Name some more stuff from OoT
* Name a lot more stuff
* First pass names on all functions
* Name jinxTimer on gSaveContext
* Name sLimbIndexToLimbPos
* First pass name to the rest of the limb draw system
* More cleanup
* Last cleanup before PR
* Incorporate Actor_DrawDamageEffect stuff
* Respond to hensldm's review
* matched one function
* More matches
* more matches
* cleaning up some stuff
* making some progress
* two new matches, and a partial match
* meh...i'll come back to this
* fixing ctx names
* more matches
* OK and documented
* fixing data stuff
* PR suggestions
* fixing name and DL issues
* fixing pr suggestions
* PR feedback
* ....format....
* PR fix
* fixes
* dang format
* fixing name
* I'm blind
* fixing obj_grass
* Cleanup some shopkeepers
* More cleanup
* Document animations
* General cleanup
* Animation enums
* Limb maxes
* More Cleanup
* Some more minor stuff
* fsn cutscene state
* Parens and postlimbdraw
* Ossan Limbs
* Remove ENFSN_LIMB_MAX
* SI_MAX
* Compound macro
* Document gameplayKeep textures used by shopkeepers
* Ani Limbs in Ossan
* Format
* PR suggestion
* Remove trueTmp from EnFsn
* EnBomChu_Init OK
* EnBomChu_Destroy OK
* func_808F7868 OK
* func_808F79D4 OK
* func_808F7E74 OK
* func_808F7FA0 OK
* func_808F77E4 OK
* func_808F75D0 OK
* func_808F7944 OK
* func_808F7A84 OK
* func_808F818C OK
* func_808F8080 OK
* func_808F7FD0 OK
* EnBomChu_Update OK
* EnBomChu_Draw OK
* Drop unnecessary cast in Update
* Import data into C
* Object symbol
* Use generated reloc
* Port over OoT struct var names
* Name all statics
* Misc cleanup
* Name some of the new struct vars introduced in MM
* Port over most OoT function names
* Name movingSpeed based on in-game observation
* Name final param in EnBomChu_SpawnRipplesAndSplashes
* More cleanup and OOT port
* Some more names
* More docs
* Name last function
* Final little cleanup
* First round of review fixes
* Change the name of that one function
* More precise comment
* Being documenting `Actor_DrawDamageEffects` and apply to actors
* More doc progress
* Small cleanup
* Document display lists
* more cleanup
* Fix Typo
* PR Review
* Shock -> Spark
* Missed one
* Missed another
* Fix dust textures
* Remove `_tex` from `light_orb_tex` (so that it matches convention)
* electric stun -> electric spark
* Fix mistake
* Fix float
* spark -> sparks where applicable
* Missed even more shocks...
* Name `drawDmgEffTimer` for consistency
* Fix BSS
* Building on Macs
* Add Mac building documentation
* Review
* Update for new z64compress
* Review
* getting some matching done
* gettting some more matches
* actor fixer
* almost OK
* Shn OK
* fixing data and warnings
* finishing touches
* forgot to update spec
* dang comments not being formatted
* this should fix things
* fixing feedback and other fixes
* fixing things
* fixing things
* addressing PR
* format and minor fix
* actorfixer
* fixing actor
* fixing enum
* yay format
Co-authored-by: Elliptic Ellipsis <elliptic.ellipsis@gmail.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* progress
* it matches mostly
* symbols
* done for now
* fix warnings and stuff
* formatter
* NON_EQUIVALENT
* pr fixes
* formatter and actorfixer
* fix pm
* more fixes
* PR fixes
* it actually builds again
* matching function
Co-authored-by: Louis <louist103@pop-os.localdomain>
* Decomp Bba_01
* Doc bba01
* Document object_bba
* Remove new line
* Cleanup/rename EnHy to help differentiate it from overlays
* Adjust xml comment
* PR suggestions
* English is hard
* English is hard 2
* Add note about invalid textIds
* typo
* Fix merge
* Remove 0 defines
* Fix existing documentation
* Fill out object_decomp.md
* First part of object decomp example
* Document animations
* Tutorial for identifying blob
* Naming everything else referenced in the actor
* Name all limb display lists
* Finish example
* Some tips and tricks
* Remove TODO
* Make merging.md consistent with everything else
* Name limbs properly
* Rename "bouncing idle" to "walk", since they use that animation to walk towards you if they catch you
* Run formatter again
* Purge hylian toolbox
* Be a bit more precise about vertex naming
* Also -> Further
* Correct description of how extract_assets works
* Format types of data
* Add note about palette
* Update text about object's C file
* Fix typo
* one more time -> in more detail
* Format render error as code
* explain what texture animations are
* Standardize on bullet points
* Use anon's sugestion for the "How we work with objects" section
* Trailing commas for better formatting
* Delete undefined_syms reference in object decomp
* Add note about root limbs
* Remove undefined_syms reference in object_decomp_example
* Remove "since"
* Explain *how* I changed the texture
* Explain what to do if the limb doesn't render anything
* Fix some extremely tiny incorrect enum name thing
* Explain the object symbol stuff bettter
* Add link to ZAPD documentation
* Also update documentation
* Update actor flags for Dns
* Import data to C
* BgNumaHana_Init OK
* BgNumaHana_Destroy OK
* BgNumaHana_Update OK
* func_80A1A500 OK
* func_80A1AE08 and func_80A1AE1C OK
* func_80A1AA14 and func_80A1AA28 OK
* func_80A1AA38 and func_80A1AA4C OK
* A few more functions
* Finish most functions
* func_80A1A56C OK
* BgNumaHana_Draw OK
* Use generated reloc
* Use object symbols
* Actor flags
* Minor cleanup
* Some initial documentation
* More documentation
* Document flower petal struct
* Some more struct vars
* Name everything else
* Finish documenting the object for the flower
* Final doc pass
* UNK_TYPE
* Respond to review and fix build
* z_obj_kinoko OK
* fixing DL and changing to thisx
* naming display list
* minor fix
* fixing PR suggestions
* addressing PR
* reverting name and leaving a comment
* Document object_rd + use it in rd and railgibud
* Move limb enum to rd.h, share it across all redead actors
* Copy over head/body rotation and effect documentation from Talk_Gibud to the other two
* Minor spacing things in Talk_Gibud
* Import tons of symbols from Talk_Gibud into Railgibud
* Always set actionFunc last in Setup functions
* Document the isInvincible struct var (thanks kz)
* More railgibud struct documentation
* Cutscene-related struct names
* Damage effect enum for Railgibud
* Damage effect enum for Rd
* Use the UpdateDamage name that everyone else uses
* Grab/Type enums in Railgibud
* Document EnRailgibud_MoveGrabbedPlayerAwayFromWall
* Document EnRailgibud_PlayerInRangeWithCorrectState
* Document EnRailgibud_PlayerOutOfRange
* Document path stuff in Railgibud
* More Railgibud junk
* Enum for animations
* Minor documentation on effect stuff
* Document Railgibud sink into ground
* Document most of Railgibud that was left
* Clarify one function name
* Use player2, since I guess func_800B8E58 takes Player* now
* Make Talk_Gibud/Railgibud consistent with each other in style
* Name a few Rd functions
* Name some dancing functions
* Make define for is Redead
* Define for if the Redead is frozen
* Make most params access use TYPE
* Document some Rd types
* Document grab fail functions
* Port a few more names from other Gibdo actors
* More Rd documentation
* Document alpha
* Document walk to home functions
* Document deathTimer in Rd
* Some more timers documented
* Document damageEffect struct var
* Name all functions in Rd
* Document unk_3E4
* Document grab stuff
* Document mourning state
* Document action states
* Name all remaining variables
* Document remaining EnRdType
* Document all types of Redead
* Use ACTOR_FLAGs
* Verbose player stateflags
* CheckCollision -> UpdateCollision
* Try to explain what makes Rd different from the others better
* Last changes before PR
* Move the limb enum to the object
* Remove unnecessary includes from the .c files
* Format after sync
* EnAni:Start
* EnAni: done with matching
* EnAni: docs
* EnAni: forgot the display lists, they wouldnt load in z64utils, had to use limb->DL to name them
* EnAni: forgot the spec, so rusty
* Apply suggestions from code review
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* EnAni: more requested changes
* EnAni: format pass
* EnAni: remove typedef warning
* EnAni: typdef attempt
* Apply suggestions from code review
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* EnAni: changed ani state flags from enum to defines
* EnAni: formatter no
* EnAni: undefined behavior
* EnAni: chest rot discovered
* EnAni: fixes after merging
* EnAni: flags docs
* EnAni: flags at top using enum
* EnAni: jenkins bait
* EnAni: revert bgcheck flag
* EnAni: single doc
* EnOssan: format after fix to EnAni
* EnAni: requested changes, some documentation changes
* EnAni: forgot to re-extract
* EnAni: better object naming
* EnAni: changed STATE_SUFFERING to STATE_WRITHING to match object docs, removed extra whitespace from defines
* EnAni: removed object comment about z64util not rendering them
* EnAni: flipped actor flag to match OOT
* EnAni: formater pls
* EnAni: Animatation Enum values in Animation_change calls
Co-authored-by: Isghj8 <isghj8@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* EnYb: start
* EnYb: ah I broke it
* EnYb: well at least the draw function matched...
* EnYb: back to semi-matching
* EnYb: Back to OK, workable again
* EnYb: init matches now, ugly as it is for dma padding
* EnYb: probably not progress
* EnYb: fixes to master merge, back to OK
* EnYb: custom shadow function matches
* EnYb: more docs, this last function sucks
* EnYb: OK thanks to Anon and myxrules
* EnYb: docs
* EnYb: more docs
* EnYb: formatter pass
* EnYb: removed unused symbols
* Requested changes part 1
* EnYb: Minor changes
* EnYb: forgot the spec
* EnYb: some display lists documented based on limbs, but two remain because their limbs dont highlight in z64Utils
* EnYb:one wrong entry
* EnYb: maybe better object documentation
* EnYb: fix warnings
* EnYb: flag docs
* EnYb: changed function
* EnYb: more documentation
* EnYb: flags enum at top
* Update src/overlays/actors/ovl_En_Yb/z_en_yb.c
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* Update src/overlays/actors/ovl_En_Yb/z_en_yb.c
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
* EnYb: PR fixes
* EnYb: formater is picky
* EnYb: jenkins bait
* EnYb: correct array access
* EnYb: formater pass
* Apply suggestions from code review
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* EnYb: fixes
* EnYb: more requested changes, formater pass
* EnYb: renamed padding
* EnYb: object xml name updates
* EnYb: merge fix
* EnYb: limb enum and small changes
* EnYb: scale float fraction found
* EnYb: better object limb naming
* EnYb: formater pls
* EnYb: flipped actor flags to match OOT
* Apply suggestions from code review
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* EnYb: more requested changes
* EnYb: more animMode enum found
* EnYb: doc player playing ocarina
Co-authored-by: isghj8 <isghj8@gmail.com>
Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: EllipticEllipsis <73679967+EllipticEllipsis@users.noreply.github.com>
* Migrate data to C
* Init / Destroy / Update / Draw
* Functions called from Update
* Better Init match
* A few more functions
* A few more functions
* Drum-spawning function OK
* EnJg OK
* Name a few struct vars
* Name some static vars
* Name limbs
* Name limb DLs
* Name some textures
* Name all remaining textures
* First pass animation names + use object in actor file
* Add drum to XML + clean it up
* Better translations, thanks Emily!
* Some more documentation
* Improvements
* Params accessor for s_goro
* Proper object symbols for Jg_Gakki
* Delete unnecessary undefined_syms
* Text defines for my own sanity
* Some more names
* Document point/path stuff
* Name every function, even if the names are bad
* Params macro for if he's in goron shrine
* Some misc improvements
* Document EnJg_GetShrineGoronToFocusOn better
* Final cleanup before PR
* Change action name because this actor is dumb!
* Run actorfixer
* Rename some variables now that a function is named
* ProcessTalkRequest takes GameState
* Run actorfixer
* Use new actor flags
* Update text ID names to match my text ID PR
* Define the limb enum in the object
* Be consistent about where the EnumName is
* Don't name limbs after the actor
* Basic enum for drum limb
* Fix stuff after merge
* Do if/else if/else
* Remove textId defines
* Decimal weekEventReg accesses
* en_am ok
* clean up
* applying feedback and some docs, need finish still
* this should fix things
* fixing things
* fixing things and running format
* post actor_fixer
* adding object header and fixing comments
* formatting and adding enum for limbs
* addressing pr, naming things, cleanup
* fixing enum in header
* doing some docs and fixing format
* EnDemoheishi decomp first pass
* object decomp
* whitespace between declarations and statements added
* various PR fixes
* format for CI
* various PR fixes 2 + format
* missed one texture output name
* fix texture docs in unrelated files
* fix demoheishi shared texture naming
* made object sdn properties generic for soldiers
* missed outName modifications
* fixed references to updated function names
* reverting some texture changes to unrelated objects & use object specific names for lips and fingers textures
* added textId comment
* various PR comments addressed
* added enum for animations
* reverting halt animation naming
* moved animation enum to actor class
* fixed enum names
* fix typo
* more PR fixes
* format
* fix for broken build after other PR merge
* format
* merge fixes
* isTalking
* Enum - Calf to shin
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* Object - Calf to shin
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* DList - Calf to Shin
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
* EnZo OK, sort of documented
* fix variable naming
* fix suspicious match, add -ing to `PlayWalkSound`
* name `FollowPath`, waypoint struct member
* update description to say unused
* name `TreadWater`, fix a snake case i missed
* name `Walk`
* cleanup a bit
* address comments
pointers -> symbols, remove static and array length, inline data,
define var on same line, update file description, use ARRAY_COUNT
* space things out, move data, add ENZO_NO_PATH
* fix ENZO_NO_PATH define
* remove array pad, dec for size, thisx in limbdraw, renames in draw
* name some object_zo stuff, use symbols
* funny single member damage enum
* name textures
* name the rest of the used items in object_zo
* name the dlist
* suggestions
* actually fix the return false
* formatting
* Document the boulder fragments in gameplay_keep and clean up En_Baguo
* Remove the boulder fragment from variables.h
* Run ./format.sh
* Move limb enum to object
* Document object_obj_tokeidai XML
* Change "outer ring" to "minute ring" to better describe what it is
* Rename "sun and moon disk" to "sun and moon panel"
* Preserve ordering
* Standardize on "staircase to rooftop"
* Standardize on calling it "Exterior Gear" to contrast with all the interior stuff
* Lots more documentation
* Make it more obvious that the macros refer to clock time, not regular time
* More documentation and spacing
* Better document counterweight draw
* Respond to Anghelo's and engineer's reviews
* Split tokeidai into separate files
* Revert "Split tokeidai into separate files"
This reverts commit eed1fe5ff6.