Format script improvements and use strict name checks (#1275)

* Prioritize using clang-tidy 6 and improve format.sh

* Use clang-tidy-6.0 when available since it's better at applying 'readability-inconsistent-declaration-parameter-name'
* Add -m32 and -Wno-everything to compiler options to avoid unwanted errors and warnings
* Remove -fsyntax-only since it serves no purpose in the context of clang-tidy

* Apply clang-tidy fixes for argument names

* Run format.sh again

* Use 'Strict' option instead of relying on clang-tidy 6

* Run format script

* Add --fix-notes to clang-tidy options for version 13+
This commit is contained in:
Roman971 2022-06-20 22:31:53 +02:00 committed by GitHub
parent 017a3aaf5c
commit 6d52684020
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GPG Key ID: 4AEE18F83AFDEB23
106 changed files with 244 additions and 219 deletions

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@ -3,3 +3,7 @@ WarningsAsErrors: ''
HeaderFilterRegex: '(src|include)\/.*\.h$'
FormatStyle: 'file'
CheckOptions:
# Require argument names to match exactly (instead of allowing a name to be a prefix/suffix of another)
# Note: 'true' is expected by clang-tidy 12+ but '1' is used for compatibility with older versions
- key: readability-inconsistent-declaration-parameter-name.Strict
value: 1

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@ -243,4 +243,4 @@
<Texture Name="gZoraShopBg2TLUT" OutName="zora_shop_tlut2" Format="rgba16" Width="16" Height="16" Offset="0x200"/>
</File>
</Root>
</Root>

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@ -1,9 +1,20 @@
#!/usr/bin/env bash
# Clang-Format version and options (see .clang-format for rules applied)
# Version 11 is used when available for more consistency between contributors
FORMAT_VER="11"
FORMAT_OPTS="-i -style=file"
# Clang-Tidy options (see .clang-tidy for checks enabled)
TIDY_OPTS="-p . --fix --fix-errors"
COMPILER_OPTS="-fno-builtin -fsyntax-only -std=gnu90 -Iinclude -Isrc -Ibuild -I. -D_LANGUAGE_C -DNON_MATCHING"
# Compiler options used with Clang-Tidy
# Normal warnings are disabled with -Wno-everything to focus only on tidying
INCLUDES="-Iinclude -Isrc -Ibuild -I."
DEFINES="-D_LANGUAGE_C -DNON_MATCHING"
COMPILER_OPTS="-fno-builtin -std=gnu90 -m32 -Wno-everything ${INCLUDES} ${DEFINES}"
TIDY_VERSION_REGEX="LLVM version ([0-9]+)"
# https://backreference.org/2010/05/23/sanitizing-files-with-no-trailing-newline/index.html
# "gets the last character of the file pipes it into read, which will exit with
@ -34,18 +45,28 @@ else
fi
fi
if [ ! $(command -v clang-tidy) ]
if [ $(command -v clang-tidy) ]
then
CLANG_TIDY="clang-tidy"
else
echo "clang-tidy not found. Exiting."
exit 1
fi
# Try to detect the clang-tidy version and add --fix-notes for version 13+
# This is used to ensure all fixes are applied properly in recent versions
if [[ $(${CLANG_TIDY} --version) =~ $TIDY_VERSION_REGEX ]]; then
if (( ${BASH_REMATCH[1]} >= 13 )); then
TIDY_OPTS="${TIDY_OPTS} --fix-notes"
fi
fi
if (( $# > 0 )); then
echo "Formatting file(s) $*"
echo "Running clang-format..."
${CLANG_FORMAT} ${FORMAT_OPTS} "$@"
echo "Running clang-tidy..."
clang-tidy ${TIDY_OPTS} "$@" -- ${COMPILER_OPTS} &> /dev/null
${CLANG_TIDY} ${TIDY_OPTS} "$@" -- ${COMPILER_OPTS} &> /dev/null
echo "Adding missing final new lines..."
add_final_newline "$@"
echo "Done formatting file(s) $*"
@ -56,7 +77,7 @@ echo "Formatting C files. This will take a bit"
echo "Running clang-format..."
${CLANG_FORMAT} ${FORMAT_OPTS} src/**/*.c
echo "Running clang-tidy..."
clang-tidy ${TIDY_OPTS} src/**/*.c -- ${COMPILER_OPTS} &> /dev/null
${CLANG_TIDY} ${TIDY_OPTS} src/**/*.c -- ${COMPILER_OPTS} &> /dev/null
echo "Adding missing final new lines..."
find src/ -type f -name "*.c" -exec bash -c 'add_final_newline "$@"' bash {} +
find assets/xml/ -type f -name "*.xml" -exec bash -c 'add_final_newline "$@"' bash {} +

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@ -795,7 +795,7 @@ void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetal(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* actorPos);
void CollisionCheck_SpawnShieldParticlesMetalSound(PlayState* play, Vec3f* v, Vec3f* pos);
void CollisionCheck_SpawnShieldParticlesMetal2(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticlesWood(PlayState* play, Vec3f* v, Vec3f* actorPos);
s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos,
@ -842,7 +842,7 @@ void func_8006D0EC(PlayState* play, Player* player);
void func_8006D684(PlayState* play, Player* player);
void func_8006DC68(PlayState* play, Player* player);
void func_8006DD9C(Actor* actor, Vec3f* arg1, s16 arg2);
s32 Jpeg_Decode(void* data, void* zbuffer, void* workBuff, u32 workSize);
s32 Jpeg_Decode(void* data, void* zbuffer, void* work, u32 workSize);
void KaleidoSetup_Update(PlayState* play);
void KaleidoSetup_Init(PlayState* play);
void KaleidoSetup_Destroy(PlayState* play);
@ -853,7 +853,7 @@ void Font_LoadOrderedFont(Font* font);
s32 Environment_ZBufValToFixedPoint(s32 zBufferVal);
u16 Environment_GetPixelDepth(s32 x, s32 y);
void Environment_GraphCallback(GraphicsContext* gfxCtx, void* param);
void Environment_Init(PlayState* play, EnvironmentContext* envCtx, s32 unused);
void Environment_Init(PlayState* play2, EnvironmentContext* envCtx, s32 unused);
u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minStep);
u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
@ -986,8 +986,8 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec);
VecSph* OLib_Vec3fToVecSphGeo(VecSph* dest, Vec3f* vec);
VecSph* OLib_Vec3fDiffToVecSphGeo(VecSph* dest, Vec3f* a, Vec3f* b);
Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 camId);
s16 OnePointCutscene_EndCutscene(PlayState* play, s16 camId);
s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
s32 OnePointCutscene_Attention(PlayState* play, Actor* actor);
s32 OnePointCutscene_AttentionSetSfx(PlayState* play, Actor* actor, s32 sfxId);
void OnePointCutscene_EnableAttention(void);
@ -1099,7 +1099,7 @@ s16 Quake_Callback4(QuakeRequest* req, ShakeInfo* shake);
s16 Quake_Callback5(QuakeRequest* req, ShakeInfo* shake);
s16 Quake_Callback6(QuakeRequest* req, ShakeInfo* shake);
s16 Quake_GetFreeIndex(void);
QuakeRequest* Quake_AddImpl(Camera* cam, u32 callbackIdx);
QuakeRequest* Quake_AddImpl(Camera* camera, u32 callbackIdx);
void Quake_Remove(QuakeRequest* req);
QuakeRequest* Quake_GetRequest(s16 idx);
QuakeRequest* Quake_SetValue(s16 idx, s16 valueType, s16 value);
@ -1109,7 +1109,7 @@ s16 Quake_GetCountdown(s16 idx);
u32 Quake_SetQuakeValues(s16 idx, s16 y, s16 x, s16 zoom, s16 rotZ);
u32 Quake_SetUnkValues(s16 idx, s16 arg1, SubQuakeRequest14 arg2);
void Quake_Init(void);
s16 Quake_Add(Camera* cam, u32 callbackIdx);
s16 Quake_Add(Camera* camera, u32 callbackIdx);
u32 Quake_RemoveFromIdx(s16 idx);
s16 Quake_Calc(Camera* camera, QuakeCamCalc* camData);
Gfx* Gfx_SetFog(Gfx* gfx, s32 r, s32 g, s32 b, s32 a, s32 near, s32 far);
@ -1289,7 +1289,7 @@ s32 Skin_ApplyAnimTransformations(Skin* skin, MtxF* limbMatrices, Actor* actor,
void SkinMatrix_Vec3fMtxFMultXYZW(MtxF* mf, Vec3f* src, Vec3f* xyzDest, f32* wDest);
void SkinMatrix_Vec3fMtxFMultXYZ(MtxF* mf, Vec3f* src, Vec3f* dest);
void SkinMatrix_MtxFMtxFMult(MtxF* mfA, MtxF* mfB, MtxF* dest);
void SkinMatrix_GetClear(MtxF** mf);
void SkinMatrix_GetClear(MtxF** mfp);
void SkinMatrix_MtxFCopy(MtxF* src, MtxF* dest);
s32 SkinMatrix_Invert(MtxF* src, MtxF* dest);
void SkinMatrix_SetScale(MtxF* mf, f32 x, f32 y, f32 z);
@ -1305,10 +1305,10 @@ void Sram_InitNewSave(void);
void Sram_InitDebugSave(void);
void Sram_OpenSave(SramContext* sramCtx);
void Sram_WriteSave(SramContext* sramCtx);
void Sram_VerifyAndLoadAllSaves(FileChooseContext* fileChoose, SramContext* sramCtx);
void Sram_InitSave(FileChooseContext* fileChoose, SramContext* sramCtx);
void Sram_EraseSave(FileChooseContext* fileChoose, SramContext* sramCtx);
void Sram_CopySave(FileChooseContext* fileChoose, SramContext* sramCtx);
void Sram_VerifyAndLoadAllSaves(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
void Sram_InitSave(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
void Sram_EraseSave(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
void Sram_CopySave(FileChooseContext* fileChooseCtx, SramContext* sramCtx);
void Sram_WriteSramHeader(SramContext* sramCtx);
void Sram_InitSram(GameState* gameState, SramContext* sramCtx);
void Sram_Alloc(GameState* gameState, SramContext* sramCtx);
@ -1329,8 +1329,8 @@ void func_800AA178(u32);
View* View_New(GraphicsContext* gfxCtx);
void View_Free(View* view);
void View_Init(View*, GraphicsContext*);
void View_LookAt(View* view, Vec3f* eye, Vec3f* lookAt, Vec3f* up);
void View_LookAtUnsafe(View* view, Vec3f* eye, Vec3f* lookAt, Vec3f* up);
void View_LookAt(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
void View_LookAtUnsafe(View* view, Vec3f* eye, Vec3f* at, Vec3f* up);
void View_SetScale(View* view, f32 scale);
void View_GetScale(View* view, f32* scale);
void View_SetPerspective(View* view, f32 fovy, f32 zNear, f32 zFar);
@ -1350,9 +1350,9 @@ void View_Apply(View* view, s32 mask);
s32 View_ApplyOrthoToOverlay(View* view);
s32 View_ApplyPerspectiveToOverlay(View* view);
s32 View_UpdateViewingMatrix(View* view);
s32 View_ApplyTo(View* view, s32 mask, Gfx** p);
s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxp);
s32 View_ErrorCheckEyePosition(f32 eyeX, f32 eyeY, f32 eyeZ);
void ViMode_LogPrint(OSViMode* viMode);
void ViMode_LogPrint(OSViMode* osViMode);
void ViMode_Configure(ViMode* viMode, s32 mode, s32 type, s32 unk_70, s32 unk_74, s32 unk_78, s32 unk_7C, s32 width,
s32 height, s32 unk_left, s32 unk_right, s32 unk_top, s32 unk_bottom);
void ViMode_Save(ViMode* viMode);
@ -1382,22 +1382,22 @@ TransitionUnk* TransitionUnk_Init(TransitionUnk* this, s32 row, s32 col);
void TransitionUnk_SetData(TransitionUnk* this);
void TransitionUnk_Draw(TransitionUnk* this, Gfx**);
void func_800B23E8(TransitionUnk* this);
void TransitionTriforce_Start(void* this);
void* TransitionTriforce_Init(void* this);
void TransitionTriforce_Destroy(void* this);
void TransitionTriforce_Update(void* this, s32 updateRate);
void TransitionTriforce_SetColor(void* this, u32 color);
void TransitionTriforce_SetType(void* this, s32 type);
void TransitionTriforce_Draw(void* this, Gfx** gfxP);
s32 TransitionTriforce_IsDone(void* this);
void TransitionWipe_Start(void* this);
void* TransitionWipe_Init(void* this);
void TransitionWipe_Destroy(void* this);
void TransitionWipe_Update(void* this, s32 updateRate);
void TransitionWipe_Draw(void* this, Gfx** gfxP);
s32 TransitionWipe_IsDone(void* this);
void TransitionWipe_SetType(void* this, s32 type);
void TransitionWipe_SetColor(void* this, u32 color);
void TransitionTriforce_Start(void* thisx);
void* TransitionTriforce_Init(void* thisx);
void TransitionTriforce_Destroy(void* thisx);
void TransitionTriforce_Update(void* thisx, s32 updateRate);
void TransitionTriforce_SetColor(void* thisx, u32 color);
void TransitionTriforce_SetType(void* thisx, s32 type);
void TransitionTriforce_Draw(void* thisx, Gfx** gfxP);
s32 TransitionTriforce_IsDone(void* thisx);
void TransitionWipe_Start(void* thisx);
void* TransitionWipe_Init(void* thisx);
void TransitionWipe_Destroy(void* thisx);
void TransitionWipe_Update(void* thisx, s32 updateRate);
void TransitionWipe_Draw(void* thisx, Gfx** gfxP);
s32 TransitionWipe_IsDone(void* thisx);
void TransitionWipe_SetType(void* thisx, s32 type);
void TransitionWipe_SetColor(void* thisx, u32 color);
void TransitionCircle_Start(void* thisx);
void* TransitionCircle_Init(void* thisx);
void TransitionCircle_Destroy(void* thisx);
@ -1406,15 +1406,15 @@ void TransitionCircle_Draw(void* thisx, Gfx** gfxP);
s32 TransitionCircle_IsDone(void* thisx);
void TransitionCircle_SetType(void* thisx, s32 type);
void TransitionCircle_SetColor(void* thisx, u32 color);
void TransitionCircle_SetUnkColor(void* thisx, u32 color);
void TransitionFade_Start(void* this);
void* TransitionFade_Init(void* this);
void TransitionFade_Destroy(void* this);
void TransitionFade_Update(void* this, s32 updateRate);
void TransitionFade_Draw(void* this, Gfx** gfxP);
s32 TransitionFade_IsDone(void* this);
void TransitionFade_SetColor(void* this, u32 color);
void TransitionFade_SetType(void* this, s32 type);
void TransitionCircle_SetUnkColor(void* thisx, u32 unkColor);
void TransitionFade_Start(void* thisx);
void* TransitionFade_Init(void* thisx);
void TransitionFade_Destroy(void* thisx);
void TransitionFade_Update(void* thisx, s32 updateRate);
void TransitionFade_Draw(void* thisx, Gfx** gfxP);
s32 TransitionFade_IsDone(void* thisx);
void TransitionFade_SetColor(void* thisx, u32 color);
void TransitionFade_SetType(void* thisx, s32 type);
void ShrinkWindow_SetVal(s32 value);
u32 ShrinkWindow_GetVal(void);
void ShrinkWindow_SetCurrentVal(s32 currentVal);
@ -1612,21 +1612,21 @@ void ListAlloc_Free(ListAlloc* this, void* data);
void ListAlloc_FreeAll(ListAlloc* this);
void Main_LogSystemHeap(void);
void Main(void* arg);
OSMesgQueue* PadMgr_LockSerialMesgQueue(PadMgr* padmgr);
void PadMgr_UnlockSerialMesgQueue(PadMgr* padmgr, OSMesgQueue* serialEventQueue);
void PadMgr_LockPadData(PadMgr* padmgr);
void PadMgr_UnlockPadData(PadMgr* padmgr);
void PadMgr_RumbleControl(PadMgr* padmgr);
void PadMgr_RumbleStop(PadMgr* padmgr);
void PadMgr_RumbleReset(PadMgr* padmgr);
void PadMgr_RumbleSet(PadMgr* padmgr, u8* ctrlrRumbles);
void PadMgr_ProcessInputs(PadMgr* padmgr);
void PadMgr_HandleRetraceMsg(PadMgr* padmgr);
void PadMgr_HandlePreNMI(PadMgr* padmgr);
OSMesgQueue* PadMgr_LockSerialMesgQueue(PadMgr* padMgr);
void PadMgr_UnlockSerialMesgQueue(PadMgr* padMgr, OSMesgQueue* serialEventQueue);
void PadMgr_LockPadData(PadMgr* padMgr);
void PadMgr_UnlockPadData(PadMgr* padMgr);
void PadMgr_RumbleControl(PadMgr* padMgr);
void PadMgr_RumbleStop(PadMgr* padMgr);
void PadMgr_RumbleReset(PadMgr* padMgr);
void PadMgr_RumbleSet(PadMgr* padMgr, u8* ctrlrRumbles);
void PadMgr_ProcessInputs(PadMgr* padMgr);
void PadMgr_HandleRetraceMsg(PadMgr* padMgr);
void PadMgr_HandlePreNMI(PadMgr* padMgr);
// This function must remain commented out, because it is called incorrectly in
// fault.c (actual bug in game), and the compiler notices and won't compile it
// void PadMgr_RequestPadData(PadMgr* padmgr, Input* inputs, s32 mode);
void PadMgr_Init(PadMgr* padmgr, OSMesgQueue* serialEventQueue, IrqMgr* irqMgr, OSId id, OSPri priority, void* stack);
void PadMgr_Init(PadMgr* padMgr, OSMesgQueue* serialEventQueue, IrqMgr* irqMgr, OSId id, OSPri priority, void* stack);
void SpeedMeter_InitImpl(SpeedMeter* this, u32 arg1, u32 y);
void SpeedMeter_Init(SpeedMeter* this);
void SpeedMeter_Destroy(SpeedMeter* this);
@ -1875,7 +1875,7 @@ Note* Audio_AllocNote(SequenceLayer* layer);
void Audio_NoteInitAll(void);
void Audio_SequenceChannelProcessSound(SequenceChannel* channel, s32 recalculateVolume, s32 applyBend);
void Audio_SequencePlayerProcessSound(SequencePlayer* seqPlayer);
f32 Audio_GetPortamentoFreqScale(Portamento* p);
f32 Audio_GetPortamentoFreqScale(Portamento* portamento);
s16 Audio_GetVibratoPitchChange(VibratoState* vib);
f32 Audio_GetVibratoFreqScale(VibratoState* vib);
void Audio_NoteVibratoUpdate(Note* note);
@ -2019,7 +2019,7 @@ void* Overlay_AllocateAndLoad(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRam
void MtxConv_F2L(Mtx* m1, MtxF* m2);
void MtxConv_L2F(MtxF* m1, Mtx* m2);
void Overlay_Relocate(void* allocatedVRamAddress, OverlayRelocationSection* overlayInfo, void* vRamStart);
s32 Overlay_Load(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRamStart, void* vRamEnd, void* allocatedVRamAddress);
s32 Overlay_Load(uintptr_t vRomStart, uintptr_t vRomEnd, void* vRamStart, void* vRamEnd, void* allocatedVRamAddr);
// ? func_800FC800(?);
// ? func_800FC83C(?);
// ? func_800FCAB4(?);
@ -2195,7 +2195,7 @@ void guPositionF(f32 mf[4][4], f32 rot, f32 pitch, f32 yaw, f32 scale, f32 x, f3
void guPosition(Mtx*, f32, f32, f32, f32, f32, f32, f32);
OSYieldResult osSpTaskYielded(OSTask* task);
void guRotateF(f32 m[4][4], f32 a, f32 x, f32 y, f32 z);
void guRotate(Mtx*, f32 angle, f32 x, f32 y, f32 z);
void guRotate(Mtx*, f32 a, f32 x, f32 y, f32 z);
s32 osAiSetFrequency(u32 frequency);
OSThread* __osGetActiveQueue(void);
void guNormalize(f32* x, f32* y, f32* z);
@ -2207,7 +2207,7 @@ void guOrthoF(f32[4][4], f32, f32, f32, f32, f32, f32, f32);
void guOrtho(Mtx*, f32, f32, f32, f32, f32, f32, f32);
f32 cosf(f32);
s16 coss(u16);
void osViSetEvent(OSMesgQueue* mq, OSMesg m, u32 retraceCount);
void osViSetEvent(OSMesgQueue* mq, OSMesg msg, u32 retraceCount);
s32 osPfsIsPlug(OSMesgQueue* mq, u8* pattern);
void __osPfsRequestData(u8 poll);
void __osPfsGetInitData(u8* pattern, OSContStatus* contData);

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@ -1371,7 +1371,7 @@ void AudioHeap_ChangeStorage(StorageChange* change, Sample* sample) {
}
}
void AudioHeap_ApplySampleBankCacheInternal(s32 apply, s32 id);
void AudioHeap_ApplySampleBankCacheInternal(s32 apply, s32 sampleBankId);
void AudioHeap_DiscardSampleBank(s32 sampleBankId) {
AudioHeap_ApplySampleBankCacheInternal(false, sampleBankId);

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@ -27,22 +27,22 @@ typedef struct {
typedef void SoundFontData;
/* forward declarations */
s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 skipTicks);
s32 AudioLoad_SyncInitSeqPlayerInternal(s32 playerIdx, s32 seqId, s32 arg2);
SoundFontData* AudioLoad_SyncLoadFont(u32 fontId);
Sample* AudioLoad_GetFontSample(s32 fontId, s32 instId);
void AudioLoad_ProcessAsyncLoads(s32 resetStatus);
void AudioLoad_ProcessAsyncLoadUnkMedium(AudioAsyncLoad* asyncLoad, s32 resetStatus);
void AudioLoad_ProcessAsyncLoad(AudioAsyncLoad* asyncLoad, s32 resetStatus);
void AudioLoad_RelocateFontAndPreloadSamples(s32 fontId, SoundFontData* fontData, SampleBankRelocInfo* sampleBankReloc,
s32 async);
s32 isAsync);
void AudioLoad_RelocateSample(TunedSample* tunedSample, SoundFontData* fontData, SampleBankRelocInfo* sampleBankReloc);
void AudioLoad_DiscardFont(s32 fontId);
u32 AudioLoad_TrySyncLoadSampleBank(u32 sampleBankId, u32* outMedium, s32 noLoad);
void* AudioLoad_SyncLoad(u32 tableType, u32 tableId, s32* didAllocate);
u32 AudioLoad_GetRealTableIndex(s32 tableType, u32 tableId);
void* AudioLoad_SyncLoad(u32 tableType, u32 id, s32* didAllocate);
u32 AudioLoad_GetRealTableIndex(s32 tableType, u32 id);
void* AudioLoad_SearchCaches(s32 tableType, s32 id);
AudioTable* AudioLoad_GetLoadTable(s32 tableType);
void AudioLoad_SyncDma(u32 devAddr, u8* addr, u32 size, s32 medium);
void AudioLoad_SyncDma(u32 devAddr, u8* ramAddr, u32 size, s32 medium);
void AudioLoad_SyncDmaUnkMedium(u32 devAddr, u8* addr, u32 size, s32 unkMediumParam);
s32 AudioLoad_Dma(OSIoMesg* mesg, u32 priority, s32 direction, u32 devAddr, void* ramAddr, u32 size,
OSMesgQueue* reqQueue, s32 medium, const char* dmaFuncType);

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@ -12,7 +12,7 @@
void ArrowFire_Init(Actor* thisx, PlayState* play);
void ArrowFire_Destroy(Actor* thisx, PlayState* play);
void ArrowFire_Update(Actor* thisx, PlayState* play);
void ArrowFire_Draw(Actor* thisx, PlayState* play);
void ArrowFire_Draw(Actor* thisx, PlayState* play2);
void ArrowFire_Charge(ArrowFire* this, PlayState* play);
void ArrowFire_Fly(ArrowFire* this, PlayState* play);

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@ -15,7 +15,7 @@
void BgBowlWall_Init(Actor* thisx, PlayState* play);
void BgBowlWall_Destroy(Actor* thisx, PlayState* play);
void BgBowlWall_Update(Actor* thisx, PlayState* play);
void BgBowlWall_Draw(Actor* thisx, PlayState* play);
void BgBowlWall_Draw(Actor* thisx, PlayState* play2);
void BgBowlWall_SpawnBullseyes(BgBowlWall* this, PlayState* play);
void BgBowlWall_WaitForHit(BgBowlWall* this, PlayState* play);

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@ -25,9 +25,9 @@ typedef enum {
/* 2 */ FAIRY_SPELL_NAYRUS_LOVE
} BgDyYoseizoSpellType;
void BgDyYoseizo_Init(Actor* thisx, PlayState* play);
void BgDyYoseizo_Init(Actor* thisx, PlayState* play2);
void BgDyYoseizo_Destroy(Actor* thisx, PlayState* play);
void BgDyYoseizo_Update(Actor* thisx, PlayState* play);
void BgDyYoseizo_Update(Actor* thisx, PlayState* play2);
void BgDyYoseizo_Draw(Actor* thisx, PlayState* play);
void BgDyYoseizo_CheckMagicAcquired(BgDyYoseizo* this, PlayState* play);
@ -94,7 +94,7 @@ void BgDyYoseizo_Init(Actor* thisx, PlayState* play2) {
this->actionFunc = BgDyYoseizo_CheckMagicAcquired;
}
void BgDyYoseizo_Destroy(Actor* this, PlayState* play) {
void BgDyYoseizo_Destroy(Actor* thisx, PlayState* play) {
}
static Color_RGB8 sEffectPrimColors[] = {

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@ -16,8 +16,8 @@ typedef enum {
/* 0x02 */ FLASH_SHRINK
} FlashState;
void BgGanonOtyuka_Init(Actor* thisx, PlayState* play);
void BgGanonOtyuka_Destroy(Actor* thisx, PlayState* play);
void BgGanonOtyuka_Init(Actor* thisx, PlayState* play2);
void BgGanonOtyuka_Destroy(Actor* thisx, PlayState* play2);
void BgGanonOtyuka_Update(Actor* thisx, PlayState* play);
void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play);

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@ -9,9 +9,9 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgGndDarkmeiro_Init(Actor* thisx, PlayState* play);
void BgGndDarkmeiro_Destroy(Actor* thisx, PlayState* play);
void BgGndDarkmeiro_Update(Actor* thisx, PlayState* play);
void BgGndDarkmeiro_Init(Actor* thisx, PlayState* play2);
void BgGndDarkmeiro_Destroy(Actor* thisx, PlayState* play2);
void BgGndDarkmeiro_Update(Actor* thisx, PlayState* play2);
void BgGndDarkmeiro_DrawInvisiblePath(Actor* thisx, PlayState* play);
void BgGndDarkmeiro_DrawSwitchBlock(Actor* thisx, PlayState* play);
void BgGndDarkmeiro_DrawStaticBlock(Actor* thisx, PlayState* play);

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@ -10,7 +10,7 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BgGndFiremeiro_Init(Actor* thisx, PlayState* play);
void BgGndFiremeiro_Destroy(Actor* thisx, PlayState* play);
void BgGndFiremeiro_Destroy(Actor* thisx, PlayState* play2);
void BgGndFiremeiro_Update(Actor* thisx, PlayState* play);
void BgGndFiremeiro_Draw(Actor* thisx, PlayState* play);

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@ -33,7 +33,7 @@
void BgHakaGate_Init(Actor* thisx, PlayState* play);
void BgHakaGate_Destroy(Actor* thisx, PlayState* play);
void BgHakaGate_Update(Actor* thisx, PlayState* play);
void BgHakaGate_Draw(Actor* this, PlayState* play);
void BgHakaGate_Draw(Actor* thisx, PlayState* play);
void BgHakaGate_DoNothing(BgHakaGate* this, PlayState* play);
void BgHakaGate_StatueInactive(BgHakaGate* this, PlayState* play);

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@ -11,7 +11,7 @@
void BgHidanCurtain_Init(Actor* thisx, PlayState* play);
void BgHidanCurtain_Destroy(Actor* thisx, PlayState* play);
void BgHidanCurtain_Update(Actor* thisx, PlayState* play);
void BgHidanCurtain_Update(Actor* thisx, PlayState* play2);
void BgHidanCurtain_Draw(Actor* thisx, PlayState* play);
void BgHidanCurtain_WaitForSwitchOn(BgHidanCurtain* this, PlayState* play);

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@ -17,7 +17,7 @@ typedef enum {
/* 2 */ FWBIG_KILL
} HidanFwbigMoveState;
void BgHidanFwbig_Init(Actor* thisx, PlayState* play);
void BgHidanFwbig_Init(Actor* thisx, PlayState* play2);
void BgHidanFwbig_Destroy(Actor* thisx, PlayState* play);
void BgHidanFwbig_Update(Actor* thisx, PlayState* play);
void BgHidanFwbig_Draw(Actor* thisx, PlayState* play);

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@ -10,9 +10,9 @@
#define FLAGS 0
void BgHidanSekizou_Init(Actor* thisx, PlayState* play);
void BgHidanSekizou_Destroy(Actor* thisx, PlayState* play);
void BgHidanSekizou_Update(Actor* thisx, PlayState* play);
void BgHidanSekizou_Draw(Actor* thisx, PlayState* play);
void BgHidanSekizou_Destroy(Actor* thisx, PlayState* play2);
void BgHidanSekizou_Update(Actor* thisx, PlayState* play2);
void BgHidanSekizou_Draw(Actor* thisx, PlayState* play2);
void func_8088D434(BgHidanSekizou* this, PlayState* play);
void func_8088D720(BgHidanSekizou* this, PlayState* play);

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@ -6,7 +6,7 @@
void BgIceShelter_Init(Actor* thisx, PlayState* play);
void BgIceShelter_Destroy(Actor* thisx, PlayState* play);
void BgIceShelter_Update(Actor* thisx, PlayState* play);
void BgIceShelter_Draw(Actor* thisx, PlayState* play);
void BgIceShelter_Draw(Actor* thisx, PlayState* play2);
void func_80891064(BgIceShelter* this);
void func_808911BC(BgIceShelter* this);

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@ -14,9 +14,9 @@ void BgIceShutter_Destroy(Actor* thisx, PlayState* play);
void BgIceShutter_Update(Actor* thisx, PlayState* play);
void BgIceShutter_Draw(Actor* thisx, PlayState* play);
void func_80891CF4(BgIceShutter* thisx, PlayState* play);
void func_80891D6C(BgIceShutter* thisx, PlayState* play);
void func_80891DD4(BgIceShutter* thisx, PlayState* play);
void func_80891CF4(BgIceShutter* this, PlayState* play);
void func_80891D6C(BgIceShutter* this, PlayState* play);
void func_80891DD4(BgIceShutter* this, PlayState* play);
const ActorInit Bg_Ice_Shutter_InitVars = {
ACTOR_BG_ICE_SHUTTER,

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@ -11,7 +11,7 @@
void BgJya1flift_Init(Actor* thisx, PlayState* play);
void BgJya1flift_Destroy(Actor* thisx, PlayState* play);
void BgJya1flift_Update(Actor* thisx, PlayState* play);
void BgJya1flift_Update(Actor* thisx, PlayState* play2);
void BgJya1flift_Draw(Actor* thisx, PlayState* play);
void BgJya1flift_SetupWaitForSwitch(BgJya1flift* this);

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@ -4,7 +4,7 @@
#define FLAGS ACTOR_FLAG_0
void BgJyaBombchuiwa_Init(Actor* thisx, PlayState* play);
void BgJyaBombchuiwa_Destroy(Actor* thisx, PlayState* play);
void BgJyaBombchuiwa_Destroy(Actor* thisx, PlayState* play2);
void BgJyaBombchuiwa_Update(Actor* thisx, PlayState* play);
void BgJyaBombchuiwa_Draw(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
void BgJyaCobra_Init(Actor* thisx, PlayState* play);
void BgJyaCobra_Destroy(Actor* thisx, PlayState* play);
void BgJyaCobra_Update(Actor* thisx, PlayState* play);
void BgJyaCobra_Update(Actor* thisx, PlayState* play2);
void BgJyaCobra_Draw(Actor* thisx, PlayState* play);
void func_80896918(BgJyaCobra* this, PlayState* play);

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@ -11,7 +11,7 @@
void BgJyaLift_Init(Actor* thisx, PlayState* play);
void BgJyaLift_Destroy(Actor* thisx, PlayState* play);
void BgJyaLift_Update(Actor* thisx, PlayState* play);
void BgJyaLift_Update(Actor* thisx, PlayState* play2);
void BgJyaLift_Draw(Actor* thisx, PlayState* play);
void BgJyaLift_SetFinalPosY(BgJyaLift* this);

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@ -13,7 +13,7 @@
void BgMizuBwall_Init(Actor* thisx, PlayState* play);
void BgMizuBwall_Destroy(Actor* thisx, PlayState* play);
void BgMizuBwall_Update(Actor* thisx, PlayState* play);
void BgMizuBwall_Draw(Actor* thisx, PlayState* play);
void BgMizuBwall_Draw(Actor* thisx, PlayState* play2);
void BgMizuBwall_Idle(BgMizuBwall* this, PlayState* play);
void BgMizuBwall_Break(BgMizuBwall* this, PlayState* play);

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@ -19,7 +19,7 @@
void BgMizuMovebg_Init(Actor* thisx, PlayState* play);
void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play);
void BgMizuMovebg_Update(Actor* thisx, PlayState* play);
void BgMizuMovebg_Draw(Actor* thisx, PlayState* play);
void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2);
void func_8089E318(BgMizuMovebg* this, PlayState* play);
void func_8089E650(BgMizuMovebg* this, PlayState* play);

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@ -12,7 +12,7 @@
void BgTokiSwd_Init(Actor* thisx, PlayState* play);
void BgTokiSwd_Destroy(Actor* thisx, PlayState* play);
void BgTokiSwd_Update(Actor* thisx, PlayState* play);
void BgTokiSwd_Draw(Actor* thisx, PlayState* play);
void BgTokiSwd_Draw(Actor* thisx, PlayState* play2);
void func_808BAF40(BgTokiSwd* this, PlayState* play);
void func_808BB0AC(BgTokiSwd* this, PlayState* play);

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@ -7,7 +7,7 @@
void BossDodongo_Init(Actor* thisx, PlayState* play);
void BossDodongo_Destroy(Actor* thisx, PlayState* play);
void BossDodongo_Update(Actor* thisx, PlayState* play);
void BossDodongo_Update(Actor* thisx, PlayState* play2);
void BossDodongo_Draw(Actor* thisx, PlayState* play);
void BossDodongo_SetupIntroCutscene(BossDodongo* this, PlayState* play);

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@ -29,7 +29,7 @@ typedef enum {
void BossFd2_Init(Actor* thisx, PlayState* play);
void BossFd2_Destroy(Actor* thisx, PlayState* play);
void BossFd2_Update(Actor* thisx, PlayState* play);
void BossFd2_Update(Actor* thisx, PlayState* play2);
void BossFd2_Draw(Actor* thisx, PlayState* play);
void BossFd2_SetupEmerge(BossFd2* this, PlayState* play);

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@ -11,15 +11,15 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)
void BossGanon_Init(Actor* thisx, PlayState* play);
void BossGanon_Init(Actor* thisx, PlayState* play2);
void BossGanon_Destroy(Actor* thisx, PlayState* play);
void BossGanon_Update(Actor* thisx, PlayState* play);
void BossGanon_Update(Actor* thisx, PlayState* play2);
void BossGanon_Draw(Actor* thisx, PlayState* play);
void func_808E1EB4(Actor* thisx, PlayState* play); // update
void func_808E2544(Actor* thisx, PlayState* play); // update
void BossGanon_LightBall_Update(Actor* thisx, PlayState* play);
void func_808E229C(Actor* thisx, PlayState* play); // draw
void func_808E324C(Actor* thisx, PlayState* play); // draw
void func_808E1EB4(Actor* thisx, PlayState* play2); // update
void func_808E2544(Actor* thisx, PlayState* play); // update
void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2);
void func_808E229C(Actor* thisx, PlayState* play2); // draw
void func_808E324C(Actor* thisx, PlayState* play); // draw
void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play);
void BossGanon_SetupIntroCutscene(BossGanon* this, PlayState* play);

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@ -44,7 +44,7 @@ typedef struct {
#define MO_FX_STRETCH 1
#define MO_FX_MAX_SCALE 1
void BossMo_Init(Actor* thisx, PlayState* play);
void BossMo_Init(Actor* thisx, PlayState* play2);
void BossMo_Destroy(Actor* thisx, PlayState* play);
void BossMo_UpdateCore(Actor* thisx, PlayState* play);
void BossMo_UpdateTent(Actor* thisx, PlayState* play);

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@ -46,7 +46,7 @@ typedef enum {
/* 3 */ BONGO_SHADOW
} BossSstEffectMode;
void BossSst_Init(Actor* thisx, PlayState* play);
void BossSst_Init(Actor* thisx, PlayState* play2);
void BossSst_Destroy(Actor* thisx, PlayState* play);
void BossSst_UpdateHand(Actor* thisx, PlayState* play);
void BossSst_UpdateHead(Actor* thisx, PlayState* play);

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@ -60,10 +60,10 @@ typedef struct {
/* 0x0044 */ Actor* target;
} BossTwEffect;
void BossTw_Init(Actor* thisx, PlayState* play);
void BossTw_Init(Actor* thisx, PlayState* play2);
void BossTw_Destroy(Actor* thisx, PlayState* play);
void BossTw_Update(Actor* thisx, PlayState* play);
void BossTw_Draw(Actor* thisx, PlayState* play);
void BossTw_Draw(Actor* thisx, PlayState* play2);
void BossTw_TwinrovaDamage(BossTw* this, PlayState* play, u8 damage);
void BossTw_TwinrovaSetupFly(BossTw* this, PlayState* play);
@ -97,18 +97,18 @@ void BossTw_ShootBeam(BossTw* this, PlayState* play);
void BossTw_FlyTo(BossTw* this, PlayState* play);
void BossTw_SetupShootBeam(BossTw* this, PlayState* play);
void BossTw_TurnToPlayer(BossTw* this, PlayState* play);
void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play);
void BossTw_TwinrovaDraw(Actor* thisx, PlayState* play);
void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2);
void BossTw_TwinrovaDraw(Actor* thisx, PlayState* play2);
void BossTw_SetupWait(BossTw* this, PlayState* play);
void BossTw_TwinrovaSetupIntroCS(BossTw* this, PlayState* play);
void BossTw_SetupFlyTo(BossTw* this, PlayState* play);
void BossTw_SetupCSWait(BossTw* this, PlayState* play);
void BossTw_BlastUpdate(Actor* thisx, PlayState* play);
void BossTw_BlastDraw(Actor* thisx, PlayState* play);
void BossTw_BlastDraw(Actor* thisx, PlayState* play2);
void BossTw_BlastFire(BossTw* this, PlayState* play);
void BossTw_BlastIce(BossTw* this, PlayState* play);
void BossTw_DeathBall(BossTw* this, PlayState* play);
void BossTw_DrawDeathBall(Actor* thisx, PlayState* play);
void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2);
void BossTw_TwinrovaStun(BossTw* this, PlayState* play);
void BossTw_TwinrovaSpin(BossTw* this, PlayState* play);
void BossTw_TwinrovaShootBlast(BossTw* this, PlayState* play);

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@ -113,9 +113,9 @@ typedef enum {
/* 24 */ DEATH_FINISH
} BossVaCutscene;
void BossVa_Init(Actor* thisx, PlayState* play);
void BossVa_Init(Actor* thisx, PlayState* play2);
void BossVa_Destroy(Actor* thisx, PlayState* play);
void BossVa_Update(Actor* thisx, PlayState* play);
void BossVa_Update(Actor* thisx, PlayState* play2);
void BossVa_Draw(Actor* thisx, PlayState* play);
void BossVa_UpdateEffects(PlayState* play);

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@ -32,7 +32,7 @@ void func_80967F10(Demo6K* this, PlayState* play);
void func_80967FFC(Actor* thisx, PlayState* play);
void func_80968298(Actor* thisx, PlayState* play);
void func_8096865C(Actor* thisx, PlayState* play);
void func_809688C4(Actor* thisx, PlayState* play);
void func_809688C4(Actor* thisx, PlayState* play2);
void func_80968B70(Actor* thisx, PlayState* play);
void func_80968FB0(Actor* thisx, PlayState* play);
void func_809691BC(Demo6K* this, PlayState* play, s32 params);

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@ -12,7 +12,7 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)
void DemoEffect_Init(Actor* thisx, PlayState* play);
void DemoEffect_Init(Actor* thisx, PlayState* play2);
void DemoEffect_Destroy(Actor* thisx, PlayState* play);
void DemoEffect_Update(Actor* thisx, PlayState* play);
@ -21,12 +21,12 @@ void DemoEffect_DrawFireBall(Actor* thisx, PlayState* play);
void DemoEffect_DrawBlueOrb(Actor* thisx, PlayState* play);
void DemoEffect_DrawLgtShower(Actor* thisx, PlayState* play);
void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play);
void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play);
void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play2);
void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play);
void DemoEffect_DrawGetItem(Actor* thisx, PlayState* play);
void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play);
void DemoEffect_DrawTimeWarp(Actor* thisx, PlayState* play);
void DemoEffect_DrawJewel(Actor* thisx, PlayState* play);
void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2);
void DemoEffect_Wait(DemoEffect* this, PlayState* play);
void DemoEffect_InitTimeWarp(DemoEffect* this, PlayState* play);

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@ -12,12 +12,12 @@
void DemoKekkai_Init(Actor* thisx, PlayState* play);
void DemoKekkai_Destroy(Actor* thisx, PlayState* play);
void DemoKekkai_Update(Actor* thisx, PlayState* play);
void DemoKekkai_Update(Actor* thisx, PlayState* play2);
void DemoKekkai_DrawTowerBarrier(Actor* thisx, PlayState* play);
void DemoKekkai_TrialBarrierDispel(Actor* thisx, PlayState* play);
void DemoKekkai_TrialBarrierIdle(Actor* thisx, PlayState* play);
void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play);
void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2);
void DemoKekkai_TowerBarrier(DemoKekkai* this, PlayState* play);

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@ -21,7 +21,7 @@ typedef enum {
/* 4 */ DOOR_KILLER_RUBBLE_PIECE_4
} DoorKillerBehaviour;
void DoorKiller_Init(Actor* thisx, PlayState* play);
void DoorKiller_Init(Actor* thisx, PlayState* play2);
void DoorKiller_Destroy(Actor* thisx, PlayState* play);
void DoorKiller_Update(Actor* thisx, PlayState* play);
void DoorKiller_Wait(DoorKiller* this, PlayState* play);

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@ -26,7 +26,7 @@
#define FLAGS ACTOR_FLAG_4
void DoorShutter_Init(Actor* thisx, PlayState* play);
void DoorShutter_Init(Actor* thisx, PlayState* play2);
void DoorShutter_Destroy(Actor* thisx, PlayState* play);
void DoorShutter_Update(Actor* thisx, PlayState* play);
void DoorShutter_Draw(Actor* thisx, PlayState* play);

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@ -19,8 +19,8 @@ void EffDust_InitPosAndDistance(EffDust* this);
void EffDust_UpdateFunc_8099DB28(EffDust* this, PlayState* play);
void EffDust_UpdateFunc_8099DD74(EffDust* this, PlayState* play);
void EffDust_UpdateFunc_8099DFC0(EffDust* this, PlayState* play);
void EffDust_DrawFunc_8099E4F4(Actor* thisx, PlayState* play);
void EffDust_DrawFunc_8099E784(Actor* thisx, PlayState* play);
void EffDust_DrawFunc_8099E4F4(Actor* thisx, PlayState* play2);
void EffDust_DrawFunc_8099E784(Actor* thisx, PlayState* play2);
const ActorInit Eff_Dust_InitVars = {
ACTOR_EFF_DUST,

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@ -55,8 +55,8 @@ typedef enum {
void EnBb_Init(Actor* thisx, PlayState* play);
void EnBb_Destroy(Actor* thisx, PlayState* play);
void EnBb_Update(Actor* this, PlayState* play);
void EnBb_Draw(Actor* this, PlayState* play);
void EnBb_Update(Actor* thisx, PlayState* play2);
void EnBb_Draw(Actor* thisx, PlayState* play);
// Helper functions

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@ -5,7 +5,7 @@
void EnBigokuta_Init(Actor* thisx, PlayState* play);
void EnBigokuta_Destroy(Actor* thisx, PlayState* play);
void EnBigokuta_Update(Actor* thisx, PlayState* play);
void EnBigokuta_Update(Actor* thisx, PlayState* play2);
void EnBigokuta_Draw(Actor* thisx, PlayState* play);
void func_809BD318(EnBigokuta* this);

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@ -11,7 +11,7 @@
void EnBili_Init(Actor* thisx, PlayState* play);
void EnBili_Destroy(Actor* thisx, PlayState* play);
void EnBili_Update(Actor* thisx, PlayState* play);
void EnBili_Update(Actor* thisx, PlayState* play2);
void EnBili_Draw(Actor* thisx, PlayState* play);
void EnBili_SetupFloatIdle(EnBili* this);

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@ -12,7 +12,7 @@
void EnBom_Init(Actor* thisx, PlayState* play);
void EnBom_Destroy(Actor* thisx, PlayState* play);
void EnBom_Update(Actor* thisx, PlayState* play);
void EnBom_Update(Actor* thisx, PlayState* play2);
void EnBom_Draw(Actor* thisx, PlayState* play);
void EnBom_Move(EnBom* this, PlayState* play);

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@ -13,7 +13,7 @@ typedef enum {
/* 3 */ CHU_GIRL_EYES_AWAKE
} BombchuGirlEyeMode;
void EnBomBowlMan_Init(Actor* thisx, PlayState* play);
void EnBomBowlMan_Init(Actor* thisx, PlayState* play2);
void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play);
void EnBomBowlMan_Update(Actor* thisx, PlayState* play);
void EnBomBowlMan_Draw(Actor* thisx, PlayState* play);

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@ -8,7 +8,7 @@
void EnBomChu_Init(Actor* thisx, PlayState* play);
void EnBomChu_Destroy(Actor* thisx, PlayState* play);
void EnBomChu_Update(Actor* thisx, PlayState* play);
void EnBomChu_Update(Actor* thisx, PlayState* play2);
void EnBomChu_Draw(Actor* thisx, PlayState* play);
void EnBomChu_WaitForRelease(EnBomChu* this, PlayState* play);

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@ -35,7 +35,7 @@ typedef enum {
ENBOX_STATE_2 // waiting for something message context-related
} EnBoxStateUnk1FB;
void EnBox_Init(Actor* thisx, PlayState* play);
void EnBox_Init(Actor* thisx, PlayState* play2);
void EnBox_Destroy(Actor* thisx, PlayState* play);
void EnBox_Update(Actor* thisx, PlayState* play);
void EnBox_Draw(Actor* thisx, PlayState* play);

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@ -11,7 +11,7 @@
void EnBrob_Init(Actor* thisx, PlayState* play);
void EnBrob_Destroy(Actor* thisx, PlayState* play);
void EnBrob_Update(Actor* thisx, PlayState* play);
void EnBrob_Update(Actor* thisx, PlayState* play2);
void EnBrob_Draw(Actor* thisx, PlayState* play);
void func_809CADDC(EnBrob* this, PlayState* play);

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@ -12,7 +12,7 @@
#define FLAGS 0
void EnButte_Init(Actor* thisx, PlayState* play);
void EnButte_Destroy(Actor* thisx, PlayState* play);
void EnButte_Destroy(Actor* thisx, PlayState* play2);
void EnButte_Update(Actor* thisx, PlayState* play);
void EnButte_Draw(Actor* thisx, PlayState* play);

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@ -12,8 +12,8 @@
void EnBw_Init(Actor* thisx, PlayState* play);
void EnBw_Destroy(Actor* thisx, PlayState* play);
void EnBw_Update(Actor* thisx, PlayState* play);
void EnBw_Draw(Actor* thisx, PlayState* play);
void EnBw_Update(Actor* thisx, PlayState* play2);
void EnBw_Draw(Actor* thisx, PlayState* play2);
void func_809CE884(EnBw* this, PlayState* play);
void func_809CE9A8(EnBw* this);

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@ -16,7 +16,7 @@ typedef enum {
/* 1 */ CHEST_RIGHT
} ChangerChestSide;
void EnChanger_Init(Actor* thisx, PlayState* play);
void EnChanger_Init(Actor* thisx, PlayState* play2);
void EnChanger_Destroy(Actor* thisx, PlayState* play);
void EnChanger_Update(Actor* thisx, PlayState* play);

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@ -4,7 +4,7 @@
void EnClearTag_Init(Actor* thisx, PlayState* play);
void EnClearTag_Destroy(Actor* thisx, PlayState* play);
void EnClearTag_Update(Actor* thisx, PlayState* play);
void EnClearTag_Update(Actor* thisx, PlayState* play2);
void EnClearTag_Draw(Actor* thisx, PlayState* play);
void EnClearTag_UpdateEffects(PlayState* play);

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@ -11,7 +11,7 @@
void EnCow_Init(Actor* thisx, PlayState* play);
void EnCow_Destroy(Actor* thisx, PlayState* play);
void EnCow_Update(Actor* thisx, PlayState* play);
void EnCow_Update(Actor* thisx, PlayState* play2);
void EnCow_Draw(Actor* thisx, PlayState* play);
void func_809DFE98(Actor* thisx, PlayState* play);
void func_809E0070(Actor* thisx, PlayState* play);

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@ -13,7 +13,7 @@ typedef enum {
/* 6 */ DH_DAMAGE
} EnDhAction;
void EnDh_Init(Actor* this, PlayState* play);
void EnDh_Init(Actor* thisx, PlayState* play);
void EnDh_Destroy(Actor* thisx, PlayState* play);
void EnDh_Update(Actor* thisx, PlayState* play);
void EnDh_Draw(Actor* thisx, PlayState* play);

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@ -13,7 +13,7 @@
void EnDivingGame_Init(Actor* thisx, PlayState* play);
void EnDivingGame_Destroy(Actor* thisx, PlayState* play);
void EnDivingGame_Update(Actor* thisx, PlayState* play);
void EnDivingGame_Update(Actor* thisx, PlayState* play2);
void EnDivingGame_Draw(Actor* thisx, PlayState* play);
void func_809EDCB0(EnDivingGame* this, PlayState* play);

View File

@ -18,9 +18,9 @@ typedef enum {
/* 2 */ DNT_LOVE
} EnDntDemoResults;
void EnDntDemo_Init(Actor* thisx, PlayState* play);
void EnDntDemo_Init(Actor* thisx, PlayState* play2);
void EnDntDemo_Destroy(Actor* thisx, PlayState* play);
void EnDntDemo_Update(Actor* this, PlayState* play);
void EnDntDemo_Update(Actor* thisx, PlayState* play);
void EnDntDemo_Judge(EnDntDemo* this, PlayState* play);
void EnDntDemo_Results(EnDntDemo* this, PlayState* play);

View File

@ -20,7 +20,7 @@ typedef enum {
void EnDodongo_Init(Actor* thisx, PlayState* play);
void EnDodongo_Destroy(Actor* thisx, PlayState* play);
void EnDodongo_Update(Actor* thisx, PlayState* play);
void EnDodongo_Draw(Actor* thisx, PlayState* play);
void EnDodongo_Draw(Actor* thisx, PlayState* play2);
void EnDodongo_SetupDeath(EnDodongo* this, PlayState* play);
void EnDodongo_ShiftVecRadial(s16 yaw, f32 radius, Vec3f* vec);

View File

@ -18,7 +18,7 @@
#define DOOR_CHECK_RANGE 40.0f
void EnDoor_Init(Actor* thisx, PlayState* play);
void EnDoor_Init(Actor* thisx, PlayState* play2);
void EnDoor_Destroy(Actor* thisx, PlayState* play);
void EnDoor_Update(Actor* thisx, PlayState* play);
void EnDoor_Draw(Actor* thisx, PlayState* play);

View File

@ -12,7 +12,7 @@ typedef enum {
} Encount2State;
void EnEncount2_Init(Actor* thisx, PlayState* play);
void EnEncount2_Update(Actor* thisx, PlayState* play);
void EnEncount2_Update(Actor* thisx, PlayState* play2);
void EnEncount2_Draw(Actor* thisx, PlayState* play);
void EnEncount2_Wait(EnEncount2* this, PlayState* play);

View File

@ -12,7 +12,7 @@
void EnFirefly_Init(Actor* thisx, PlayState* play);
void EnFirefly_Destroy(Actor* thisx, PlayState* play);
void EnFirefly_Update(Actor* thisx, PlayState* play);
void EnFirefly_Update(Actor* thisx, PlayState* play2);
void EnFirefly_Draw(Actor* thisx, PlayState* play);
void EnFirefly_DrawInvisible(Actor* thisx, PlayState* play);

View File

@ -11,7 +11,7 @@
#define FLAGS 0
void EnFish_Init(Actor* thisx, PlayState* play);
void EnFish_Destroy(Actor* thisx, PlayState* play);
void EnFish_Destroy(Actor* thisx, PlayState* play2);
void EnFish_Update(Actor* thisx, PlayState* play);
void EnFish_Draw(Actor* thisx, PlayState* play);

View File

@ -15,7 +15,7 @@
#define MERGE_MASTER 0x40
#define MERGE_SLAVE 0x20
void EnFloormas_Init(Actor* thisx, PlayState* play);
void EnFloormas_Init(Actor* thisx, PlayState* play2);
void EnFloormas_Destroy(Actor* thisx, PlayState* play);
void EnFloormas_Update(Actor* thisx, PlayState* play);
void EnFloormas_Draw(Actor* thisx, PlayState* play);
@ -23,7 +23,7 @@ void EnFloormas_Draw(Actor* thisx, PlayState* play);
void EnFloormas_GrabLink(EnFloormas* this, PlayState* play);
void EnFloormas_Split(EnFloormas* this, PlayState* play);
void EnFloormas_Recover(EnFloormas* this, PlayState* play);
void EnFloormas_DrawHighlighted(Actor* this, PlayState* play);
void EnFloormas_DrawHighlighted(Actor* thisx, PlayState* play);
void EnFloormas_SmWait(EnFloormas* this, PlayState* play);
void EnFloormas_SetupBigDecideAction(EnFloormas* this);
void EnFloormas_Freeze(EnFloormas* this, PlayState* play);

View File

@ -11,7 +11,7 @@
void EnGb_Init(Actor* thisx, PlayState* play);
void EnGb_Destroy(Actor* thisx, PlayState* play);
void EnGb_Update(Actor* thisx, PlayState* play);
void EnGb_Update(Actor* thisx, PlayState* play2);
void EnGb_Draw(Actor* thisx, PlayState* play);
void func_80A2F83C(EnGb* this, PlayState* play);

View File

@ -53,7 +53,7 @@ void EnGe2_ForceTalk(EnGe2* this, PlayState* play);
// Update functions
void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play);
void EnGe2_UpdateAfterTalk(Actor* thisx, PlayState* play);
void EnGe2_UpdateStunned(Actor* thisx, PlayState* play);
void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2);
const ActorInit En_Ge2_InitVars = {
ACTOR_EN_GE2,

View File

@ -9,10 +9,10 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)
void EnGe3_Init(Actor* thisx, PlayState* play);
void EnGe3_Init(Actor* thisx, PlayState* play2);
void EnGe3_Destroy(Actor* thisx, PlayState* play);
void EnGe3_Update(Actor* thisx, PlayState* play);
void EnGe3_Draw(Actor* thisx, PlayState* play);
void EnGe3_Draw(Actor* thisx, PlayState* play2);
void EnGe3_WaitLookAtPlayer(EnGe3* this, PlayState* play);
void EnGe3_ForceTalk(EnGe3* this, PlayState* play);

View File

@ -27,7 +27,7 @@ void EnGoma_Stunned(EnGoma* this, PlayState* play);
void EnGoma_LookAtPlayer(EnGoma* this, PlayState* play);
void EnGoma_UpdateHit(EnGoma* this, PlayState* play);
void EnGoma_Debris(EnGoma* this, PlayState* play);
void EnGoma_SpawnHatchDebris(EnGoma* this, PlayState* play);
void EnGoma_SpawnHatchDebris(EnGoma* this, PlayState* play2);
void EnGoma_BossLimb(EnGoma* this, PlayState* play);
void EnGoma_SetupFlee(EnGoma* this);

View File

@ -27,7 +27,7 @@ typedef void (*EnGoroiwaUnkFunc2)(EnGoroiwa* this);
#define ENGOROIWA_LOOPMODE_ROUNDTRIP 3
void EnGoroiwa_Init(Actor* thisx, PlayState* play);
void EnGoroiwa_Destroy(Actor* thisx, PlayState* play);
void EnGoroiwa_Destroy(Actor* thisx, PlayState* play2);
void EnGoroiwa_Update(Actor* thisx, PlayState* play);
void EnGoroiwa_Draw(Actor* thisx, PlayState* play);

View File

@ -13,7 +13,7 @@
void EnGs_Init(Actor* thisx, PlayState* play);
void EnGs_Destroy(Actor* thisx, PlayState* play);
void EnGs_Update(Actor* thisx, PlayState* play);
void EnGs_Update(Actor* thisx, PlayState* play2);
void EnGs_Draw(Actor* thisx, PlayState* play);
void func_80A4F734(EnGs* this, PlayState* play);

View File

@ -11,7 +11,7 @@
void EnHata_Init(Actor* thisx, PlayState* play);
void EnHata_Destroy(Actor* thisx, PlayState* play);
void EnHata_Update(Actor* thisx, PlayState* play);
void EnHata_Update(Actor* thisx, PlayState* play2);
void EnHata_Draw(Actor* thisx, PlayState* play);
const ActorInit En_Hata_InitVars = {

View File

@ -15,9 +15,9 @@
typedef void (*EnHorseCsFunc)(EnHorse*, PlayState*, CsCmdActorAction*);
typedef void (*EnHorseActionFunc)(EnHorse*, PlayState*);
void EnHorse_Init(Actor* thisx, PlayState* play);
void EnHorse_Init(Actor* thisx, PlayState* play2);
void EnHorse_Destroy(Actor* thisx, PlayState* play);
void EnHorse_Update(Actor* thisx, PlayState* play);
void EnHorse_Update(Actor* thisx, PlayState* play2);
void EnHorse_Draw(Actor* thisx, PlayState* play);
void EnHorse_InitCutscene(EnHorse* this, PlayState* play);
@ -29,7 +29,7 @@ void EnHorse_InitInactive(EnHorse* this);
void EnHorse_InitIngoHorse(EnHorse* this);
void EnHorse_Frozen(EnHorse* this, PlayState* play);
void EnHorse_Inactive(EnHorse* this, PlayState* play);
void EnHorse_Inactive(EnHorse* this, PlayState* play2);
void EnHorse_Idle(EnHorse* this, PlayState* play);
void EnHorse_FollowPlayer(EnHorse* this, PlayState* play);
void EnHorse_UpdateIngoRace(EnHorse* this, PlayState* play);

View File

@ -10,7 +10,7 @@
#define FLAGS 0
void EnInsect_Init(Actor* thisx, PlayState* play);
void EnInsect_Init(Actor* thisx, PlayState* play2);
void EnInsect_Destroy(Actor* thisx, PlayState* play);
void EnInsect_Update(Actor* thisx, PlayState* play);
void EnInsect_Draw(Actor* thisx, PlayState* play);

View File

@ -14,7 +14,7 @@
#define FLAGS ACTOR_FLAG_23
void EnIshi_Init(Actor* thisx, PlayState* play);
void EnIshi_Destroy(Actor* thisx, PlayState* play);
void EnIshi_Destroy(Actor* thisx, PlayState* play2);
void EnIshi_Update(Actor* thisx, PlayState* play);
void EnIshi_Draw(Actor* thisx, PlayState* play);

View File

@ -17,10 +17,10 @@ typedef enum {
/* 3 */ JABUJABU_EYE_MAX
} EnJjEyeState;
void EnJj_Init(Actor* thisx, PlayState* play);
void EnJj_Init(Actor* thisx, PlayState* play2);
void EnJj_Destroy(Actor* thisx, PlayState* play);
void EnJj_Update(Actor* thisx, PlayState* play);
void EnJj_Draw(Actor* thisx, PlayState* play);
void EnJj_Draw(Actor* thisx, PlayState* play2);
void EnJj_UpdateStaticCollision(Actor* thisx, PlayState* play);
void EnJj_WaitToOpenMouth(EnJj* this, PlayState* play);

View File

@ -11,8 +11,8 @@
void EnJsjutan_Init(Actor* thisx, PlayState* play);
void EnJsjutan_Destroy(Actor* thisx, PlayState* play);
void EnJsjutan_Update(Actor* thisx, PlayState* play);
void EnJsjutan_Draw(Actor* thisx, PlayState* play);
void EnJsjutan_Update(Actor* thisx, PlayState* play2);
void EnJsjutan_Draw(Actor* thisx, PlayState* play2);
const ActorInit En_Jsjutan_InitVars = {
ACTOR_EN_JSJUTAN,

View File

@ -32,7 +32,7 @@ static ColliderCylinderInit sCylinderInit = {
void EnKakasi2_Init(Actor* thisx, PlayState* play);
void EnKakasi2_Destroy(Actor* thisx, PlayState* play);
void EnKakasi2_Update(Actor* thisx, PlayState* play);
void EnKakasi2_Update(Actor* thisx, PlayState* play2);
void func_80A90948(Actor* thisx, PlayState* play);
void func_80A9062C(EnKakasi2* this, PlayState* play);

View File

@ -72,7 +72,7 @@ typedef enum {
void EnKanban_Init(Actor* thisx, PlayState* play);
void EnKanban_Destroy(Actor* thisx, PlayState* play);
void EnKanban_Update(Actor* thisx, PlayState* play);
void EnKanban_Update(Actor* thisx, PlayState* play2);
void EnKanban_Draw(Actor* thisx, PlayState* play);
const ActorInit En_Kanban_InitVars = {

View File

@ -15,7 +15,7 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_23)
void EnKusa_Init(Actor* thisx, PlayState* play);
void EnKusa_Destroy(Actor* thisx, PlayState* play);
void EnKusa_Destroy(Actor* thisx, PlayState* play2);
void EnKusa_Update(Actor* thisx, PlayState* play);
void EnKusa_Draw(Actor* thisx, PlayState* play);

View File

@ -3,10 +3,10 @@
#define FLAGS 0
void EnMThunder_Init(Actor* thisx, PlayState* play);
void EnMThunder_Init(Actor* thisx, PlayState* play2);
void EnMThunder_Destroy(Actor* thisx, PlayState* play);
void EnMThunder_Update(Actor* thisx, PlayState* play);
void EnMThunder_Draw(Actor* thisx, PlayState* play);
void EnMThunder_Draw(Actor* thisx, PlayState* play2);
void func_80A9F314(PlayState* play, f32 arg1);
void func_80A9F408(EnMThunder* this, PlayState* play);

View File

@ -14,8 +14,8 @@ void EnMa1_Destroy(Actor* thisx, PlayState* play);
void EnMa1_Update(Actor* thisx, PlayState* play);
void EnMa1_Draw(Actor* thisx, PlayState* play);
u16 EnMa1_GetText(PlayState* play, Actor* this);
s16 func_80AA0778(PlayState* play, Actor* this);
u16 EnMa1_GetText(PlayState* play, Actor* thisx);
s16 func_80AA0778(PlayState* play, Actor* thisx);
void func_80AA0D88(EnMa1* this, PlayState* play);
void func_80AA0EA0(EnMa1* this, PlayState* play);

View File

@ -8,8 +8,8 @@ void EnMa2_Destroy(Actor* thisx, PlayState* play);
void EnMa2_Update(Actor* thisx, PlayState* play);
void EnMa2_Draw(Actor* thisx, PlayState* play);
u16 func_80AA19A0(PlayState* play, Actor* this);
s16 func_80AA1A38(PlayState* play, Actor* this);
u16 func_80AA19A0(PlayState* play, Actor* thisx);
s16 func_80AA1A38(PlayState* play, Actor* thisx);
void func_80AA1AE4(EnMa2* this, PlayState* play);
s32 func_80AA1C68(EnMa2* this);

View File

@ -14,8 +14,8 @@ void EnMa3_Destroy(Actor* thisx, PlayState* play);
void EnMa3_Update(Actor* thisx, PlayState* play);
void EnMa3_Draw(Actor* thisx, PlayState* play);
u16 func_80AA2AA0(PlayState* play, Actor* this);
s16 func_80AA2BD4(PlayState* play, Actor* this);
u16 func_80AA2AA0(PlayState* play, Actor* thisx);
s16 func_80AA2BD4(PlayState* play, Actor* thisx);
void func_80AA2E54(EnMa3* this, PlayState* play);
s32 func_80AA2EC8(EnMa3* this, PlayState* play);

View File

@ -25,7 +25,7 @@ typedef enum {
/* 1 */ RM2_MOUTH_OPEN
} RunningManMouthTex;
void EnMm2_Init(Actor* thisx, PlayState* play);
void EnMm2_Init(Actor* thisx, PlayState* play2);
void EnMm2_Destroy(Actor* thisx, PlayState* play);
void EnMm2_Update(Actor* thisx, PlayState* play);
void EnMm2_Draw(Actor* thisx, PlayState* play);

View File

@ -8,7 +8,7 @@ void EnNy_Destroy(Actor* thisx, PlayState* play);
void EnNy_Update(Actor* thisx, PlayState* play);
void EnNy_Draw(Actor* thisx, PlayState* play);
void EnNy_UpdateUnused(Actor* thisx, PlayState* play);
void EnNy_UpdateUnused(Actor* thisx, PlayState* play2);
void EnNy_Move(EnNy* this, PlayState* play);
void EnNy_Die(EnNy* this, PlayState* play);
void func_80ABCD40(EnNy* this);

View File

@ -5,7 +5,7 @@
void EnOkuta_Init(Actor* thisx, PlayState* play);
void EnOkuta_Destroy(Actor* thisx, PlayState* play);
void EnOkuta_Update(Actor* thisx, PlayState* play);
void EnOkuta_Update(Actor* thisx, PlayState* play2);
void EnOkuta_Draw(Actor* thisx, PlayState* play);
void EnOkuta_SetupWaitToAppear(EnOkuta* this);

View File

@ -65,9 +65,9 @@ void EnOssan_State_LookToRightShelf(EnOssan* this, PlayState* play, Player* play
void EnOssan_State_BrowseLeftShelf(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_BrowseRightShelf(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_LookFromShelfToShopkeeper(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_ItemSelected(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_SelectMilkBottle(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_SelectWeirdEgg(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_ItemSelected(EnOssan* this, PlayState* play2, Player* player);
void EnOssan_State_SelectMilkBottle(EnOssan* this, PlayState* play2, Player* player);
void EnOssan_State_SelectWeirdEgg(EnOssan* this, PlayState* play2, Player* player);
void EnOssan_State_SelectUnimplementedItem(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_SelectBombs(EnOssan* this, PlayState* play, Player* player);
void EnOssan_State_CantGetItem(EnOssan* this, PlayState* play, Player* player);

View File

@ -14,7 +14,7 @@
void EnReeba_Init(Actor* thisx, PlayState* play);
void EnReeba_Destroy(Actor* thisx, PlayState* play);
void EnReeba_Update(Actor* thisx, PlayState* play);
void EnReeba_Update(Actor* thisx, PlayState* play2);
void EnReeba_Draw(Actor* thisx, PlayState* play);
void func_80AE4F40(EnReeba* this, PlayState* play);

View File

@ -46,7 +46,7 @@ typedef enum {
/* 5 */ RR_DROP_RUPEE_RED
} EnRrDropType;
void EnRr_Init(Actor* thisx, PlayState* play);
void EnRr_Init(Actor* thisx, PlayState* play2);
void EnRr_Destroy(Actor* thisx, PlayState* play);
void EnRr_Update(Actor* thisx, PlayState* play);
void EnRr_Draw(Actor* thisx, PlayState* play);

View File

@ -4,7 +4,7 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_25)
void EnSkj_Init(Actor* thisx, PlayState* play);
void EnSkj_Init(Actor* thisx, PlayState* play2);
void EnSkj_Destroy(Actor* thisx, PlayState* play);
void EnSkj_Update(Actor* thisx, PlayState* play);
void EnSkj_Draw(Actor* thisx, PlayState* play);

View File

@ -11,7 +11,7 @@
void EnSkjneedle_Init(Actor* thisx, PlayState* play);
void EnSkjneedle_Destroy(Actor* thisx, PlayState* play);
void EnSkjneedle_Update(Actor* thisx, PlayState* play);
void EnSkjneedle_Update(Actor* thisx, PlayState* play2);
void EnSkjneedle_Draw(Actor* thisx, PlayState* play);
s32 EnSkjNeedle_CollisionCheck(EnSkjneedle* this);

View File

@ -16,7 +16,7 @@ typedef enum {
SYATEKI_ROUND_MAX
} EnSyatekItemRound;
void EnSyatekiItm_Init(Actor* thisx, PlayState* play);
void EnSyatekiItm_Init(Actor* thisx, PlayState* play2);
void EnSyatekiItm_Destroy(Actor* thisx, PlayState* play);
void EnSyatekiItm_Update(Actor* thisx, PlayState* play);

View File

@ -10,7 +10,7 @@
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
void EnTa_Init(Actor* thisx, PlayState* play);
void EnTa_Init(Actor* thisx, PlayState* play2);
void EnTa_Destroy(Actor* thisx, PlayState* play);
void EnTa_Update(Actor* thisx, PlayState* play);
void EnTa_Draw(Actor* thisx, PlayState* play);

View File

@ -16,10 +16,10 @@ typedef enum {
/* 3 */ ENTORCH2_DAMAGE
} EnTorch2ActionStates;
void EnTorch2_Init(Actor* thisx, PlayState* play);
void EnTorch2_Init(Actor* thisx, PlayState* play2);
void EnTorch2_Destroy(Actor* thisx, PlayState* play);
void EnTorch2_Update(Actor* thisx, PlayState* play);
void EnTorch2_Draw(Actor* thisx, PlayState* play);
void EnTorch2_Update(Actor* thisx, PlayState* play2);
void EnTorch2_Draw(Actor* thisx, PlayState* play2);
const ActorInit En_Torch2_InitVars = {
ACTOR_EN_TORCH2,

View File

@ -9,7 +9,7 @@
#define FLAGS 0
void EnTp_Init(Actor* thisx, PlayState* play);
void EnTp_Init(Actor* thisx, PlayState* play2);
void EnTp_Destroy(Actor* thisx, PlayState* play);
void EnTp_Update(Actor* thisx, PlayState* play);
void EnTp_Draw(Actor* thisx, PlayState* play);

View File

@ -13,7 +13,7 @@
void EnVbBall_Init(Actor* thisx, PlayState* play);
void EnVbBall_Destroy(Actor* thisx, PlayState* play);
void EnVbBall_Update(Actor* thisx, PlayState* play);
void EnVbBall_Update(Actor* thisx, PlayState* play2);
void EnVbBall_Draw(Actor* thisx, PlayState* play);
const ActorInit En_Vb_Ball_InitVars = {

View File

@ -14,7 +14,7 @@
void EnVm_Init(Actor* thisx, PlayState* play);
void EnVm_Destroy(Actor* thisx, PlayState* play);
void EnVm_Update(Actor* thisx, PlayState* play);
void EnVm_Draw(Actor* thisx, PlayState* play);
void EnVm_Draw(Actor* thisx, PlayState* play2);
void EnVm_SetupWait(EnVm* this);
void EnVm_Wait(EnVm* this, PlayState* play);

View File

@ -9,9 +9,9 @@
#define FLAGS 0
void EnWood02_Init(Actor* thisx, PlayState* play);
void EnWood02_Init(Actor* thisx, PlayState* play2);
void EnWood02_Destroy(Actor* thisx, PlayState* play);
void EnWood02_Update(Actor* thisx, PlayState* play);
void EnWood02_Update(Actor* thisx, PlayState* play2);
void EnWood02_Draw(Actor* thisx, PlayState* play);
/**

View File

@ -31,7 +31,7 @@ typedef enum {
/* 15 */ INTRO_READY = 15
} EnfHGIntroState;
void EnfHG_Init(Actor* thisx, PlayState* play);
void EnfHG_Init(Actor* thisx, PlayState* play2);
void EnfHG_Destroy(Actor* thisx, PlayState* play);
void EnfHG_Update(Actor* thisx, PlayState* play);
void EnfHG_Draw(Actor* thisx, PlayState* play);

View File

@ -14,10 +14,10 @@
#define WATER_SURFACE_Y(play) play->colCtx.colHeader->waterBoxes->ySurface
void Fishing_Init(Actor* thisx, PlayState* play);
void Fishing_Destroy(Actor* thisx, PlayState* play);
void Fishing_UpdateFish(Actor* thisx, PlayState* play);
void Fishing_UpdateOwner(Actor* thisx, PlayState* play);
void Fishing_Init(Actor* thisx, PlayState* play2);
void Fishing_Destroy(Actor* thisx, PlayState* play2);
void Fishing_UpdateFish(Actor* thisx, PlayState* play2);
void Fishing_UpdateOwner(Actor* thisx, PlayState* play2);
void Fishing_DrawFish(Actor* thisx, PlayState* play);
void Fishing_DrawOwner(Actor* thisx, PlayState* play);

View File

@ -12,7 +12,7 @@
void ObjBombiwa_Init(Actor* thisx, PlayState* play);
void ObjBombiwa_InitCollision(Actor* thisx, PlayState* play);
void ObjBombiwa_Destroy(Actor* thisx, PlayState* play);
void ObjBombiwa_Destroy(Actor* thisx, PlayState* play2);
void ObjBombiwa_Update(Actor* thisx, PlayState* play);
void ObjBombiwa_Draw(Actor* thisx, PlayState* play);

View File

@ -11,7 +11,7 @@
#define FLAGS 0
void ObjComb_Init(Actor* thisx, PlayState* play);
void ObjComb_Destroy(Actor* thisx, PlayState* play);
void ObjComb_Destroy(Actor* thisx, PlayState* play2);
void ObjComb_Update(Actor* thisx, PlayState* play);
void ObjComb_Draw(Actor* thisx, PlayState* play);

View File

@ -10,7 +10,7 @@
#define FLAGS 0
void ObjHamishi_Init(Actor* thisx, PlayState* play);
void ObjHamishi_Destroy(Actor* thisx, PlayState* play);
void ObjHamishi_Destroy(Actor* thisx, PlayState* play2);
void ObjHamishi_Update(Actor* thisx, PlayState* play);
void ObjHamishi_Draw(Actor* thisx, PlayState* play);

View File

@ -11,7 +11,7 @@
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_26)
void ObjKibako_Init(Actor* thisx, PlayState* play);
void ObjKibako_Destroy(Actor* thisx, PlayState* play);
void ObjKibako_Destroy(Actor* thisx, PlayState* play2);
void ObjKibako_Update(Actor* thisx, PlayState* play);
void ObjKibako_Draw(Actor* thisx, PlayState* play);

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