* Good start
* Limb draw stuff OK
* A ton more functions
* func_80A477E8 OK
* func_80A456A0 OK
* func_80A460A4 OK
* func_80A46990 OK
* func_80A46414 OK
* EnWiz_Update OK
* func_80A45CD8 OK
Co-authored-by: petrie911 <pmontag@PHYS-S129.iowa.uiowa.edu>
* EnWiz_Draw OK
* Use generated reloc and object symbols
* Document object stuff related to Wizzrobe itself
* Some more names
* A bunch more names
* Name even more stuff (sensing a pattern?)
* Document damage tables and damage effects
* Bunch of stuff mostly related to ghosts
* Name all struct vars and functions
* Fix WizFire build issue
* Split up dmgFlags
* Apparently it's spelled "Wizrobe" in this game
* Name all assets EXCEPT the ones used by wiz_fire
* Apparently, the blob is vertices
* Name all remaining variables
* Some function comments
* (Probably) the final touches on EnWiz docs before PR
* Name a ton of stuff in EnWizFire
* Finish naming everything in EnWizFire
* Finish documentation
* Respond to Engineer's clean-up review
* Respond to Anghelo's first review
* Use TATL_HINT_ID enum
* Enum comments for animations, and better names for some damage effects
* Fix build after merging master
* Respond to Elliptic's review
* Define INITIAL_CUR_PLATFORM_INDEX
* Drop _CUR_ from the name
* Rename one of the enum values
* Respond to Elliptic's WizFire review
* Every switch has a default
* Document BgCraceMovebg (sliding doors in Deku Shrine) and object_crace_object
* Respond to Elliptic's review
* Fix build issue
* Respond to Elliptic's second review
* ACTUALLY put the BSS above the data, forgot the InitVars were data
* Respond to hensldm's review
* sceneNum -> sceneId
* horse data scene -> sceneId
* Clean up scene table
* format
* PR comments
* Some more
* It helps if you actually save the file
* PR
* Remove comment
* Format
* Conflicts
* EnTg_Init matches
* Destroy matches
* Cleanup header, add commented out functions
* EnTg_Update matches
* Match another function
* Working on func_8098FEA8
* Almost match function, format
* Match func_8098FEA8
* Match func_8098F8A8
* EnTg_Draw matches
* Match func_8099000C
* Match func_8098FBB4, almost got func_8098FBD0?
* Match func_8098FBD0
* Match func_8098F800
* Working on func_8098FA70
* figured out one other block, at least
* A little closer
* Match func_8098FA70 with help from discord yay
* Match func_8098FD50
* Add extern data i missed
* Prep for data
* Replace data from objects_mu.h
* Add data
* Remove comments'
* Rename two draw functions
* Run format.sh
* Fix space
* Rename global static variables
* Renamings to match master
* Undo some renamings to get diff
* Name variables in func_8098F800
* Rename EnTg_ChangeAnimation
* Rename UpdateCollider
* Add comments for me
* More renaming
* Renaming
* Lots of renaming struct vars
* Rename heartStartPos
* Rename EnTgHeartInfo
* Rename heart stuff
* Cleanup comments
* Comment cleanup
* Rename functions
* Remove commeneted out bit of spec
* Naming things in object_mu
* Name animations
* Name dlists
* Name textures
* Finish naming textures
* Comments
* Format
* Fix name from merging
* Revert rename_sym mac changes
* Cleanup and remove static data
* cleanup comments
* Whoops, fix spec file
* Rename heart DLs
* Apply suggestions from code review
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Fixing renamed things
* Format
* Fix struct
* Standardize Effect struct naming
* More renaming and cleanup
* Apply suggestions from code review
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
* Format
* Rename gEffHeartText
* Format
* Rename LowerArm -> Forearm
* Apply suggestions from code review
Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
* Rename enTgHeartEffect -> effects
* Cleanup structs
* Rename gDropRecoveryHeartTex
* Rename individual EnTgHeartEffect as effect singular, rename len to numEffects
* Rename heartVelocityVec -> heartVelocity and flag -> isMaterialApplied
* Remove struct address leading zeros, use UNK_TYPE1 type
* Rename EnTg_DrawHeart -> EnTg_DrawHearts
* Replace unused variable with pad
* Remove extra header, make sAnimationInfo a list
Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
* Done-ish, looking for feedback.
* Finished decompile and rename of ovl_En_Nimotsu (Bomb shop bag)
* Revert unk->pad rename, leaving as unknown.
* Swap the reloc include to the src version
* Style/type updates from review comments
* Changes from review:
- Remove extra whitespace
- Remove unnecessary include
- Hex->Dec for alpha value.
* Changes from review, Texture name and comment formatting
* More changes from review, whitespace and dustTimer->timer rename.
* Begin interface alpha docs
* More Interface Alpha
* cleanup docs
* Minor fixes
* Apply Discord Discussions
* More discussions
* More suggestions from OoT
* fix merge
* Name all but one DList
* Name keyboard textures
* Finish object
* Respond to Elliptic's review
* Respond to Anghelo's review
* Comments for animations in array
* Respond to Engineer's review
* EnGrasshopper (Dragonflies) OK and documented, object_grasshopper documented
* Type macro
* Limb enum for sJntSphElementsInit
* Respond to hensldm's review
* Use TATL_HINT_ID enum
* Respond to reviews
* Increase size of shadowBodyPartsPos to 24
* Change 14 to a define
* Fix up some actor descriptions
* Respond to Elliptic's review
* Add ObjDowsing description
* Respond to hensldm's review
* Fix bad find-replace issue
* Document everything except the unknown blob and the weird collision
* Add the last unused texture, thanks Tharo!
* Finish up documentation
* Respond to Elliptic's review
* stuff
* Renaming in-process
- Changed action names and setup names based on examples.
- Undid some ill-advised changes that broke matching.
- Misc variable naming. Need verification and not all complete.
* wip renaming
* A bit more progress on determining names for everything.
* Done with naming.
* Touchup before review
* Updates from review:
- Leave displacementY/unk_AC0 naming to z_actor work.
- Remove unnecessary include of z64math.h, indirect inclusion preferred
- Add trailing comma for better formatting of sDisplayLists
- Rename of static vectors sNullVec3f->sZeroVec, sUnitVectorX->sUnitVecX
- Restore pad instead of using local const. Change const to #define
- Prefer index over idx
- Remove 'b' prefix from bHasNewRootCornerPos
- Const -> Enum and formatting in ObjKendoKanban_IsPlayerOnTop
- Rename 'Aerial' to 'Tumble'
* Missed items in review:
- Missed an instance of displacementY->unk_AC0 renaming (Cause of build failure)
- Whitespace formatting
- UNK_TYPE2 undo
* More adjustments from review:
- Undo accidental formatting changes to z64player.h, restoring to master.
- Naming and Formatting changes.
- Removing some comments.
* From review, qualify enum and #define with obj name, whitespace cleanup.