sotn-decomp/config/symbols.stmad.txt
Luciano Ciccariello beb89d55a6
ItemTypes to EquipKind and blendMode to drawMode (#999)
[EquipKind](https://discord.com/channels/1079389589950705684/1087866009983139870/1196073673392652388)
group decision


[drawMode](https://discord.com/channels/1079389589950705684/1087866009983139870/1197935480428302476)
group decision

I was thinking a more soft PR, but in the light of `BLEND_VISIBLE` to
`DRAW_HIDE`, a mass rename would have happened anyway. So I decided to
rename everything since the majority of the code stands on the same line
of `BLEND_VISIBLE`.

The only changes other than the mass rename are:

```c
#define blendMode drawMode // maintained to easily migrate existing scratches
```
this might or not be useful

.

```c
#define DRAW_DEFAULT 0x00
#define DRAW_TRANSP 0x01   // make it semi transparent
#define DRAW_COLORS 0x04   // use color blending
#define DRAW_HIDE 0x08     // do not render the primitive
#define DRAW_TPAGE 0x10    // use custom tpage
#define DRAW_NOMENU 0x80   // do not render if D_800973EC is set
#define DRAW_ABSPOS 0x2000 // use absolute coordinates with DRAW_NOMENU
```
This is based on the research from the
[RenderPrimitives](https://decomp.me/scratch/geI8L) function.
2024-01-20 13:16:03 -08:00

74 lines
2.2 KiB
Plaintext

g_SpriteBanks = 0x80180040;
g_pStTilesetDebug = 0x80180290;
g_pStTileset = 0x801802A4;
g_pStObjLayout = 0x801802F4;
PfnEntityUpdates = 0x8018049C;
g_eBreakableInit = 0x801804F0;
g_eBreakableAnimations = 0x80180644;
g_eBreakableHitboxes = 0x80180664;
g_eBreakableExplosionTypes = 0x8018066C;
g_eBreakableanimSets = 0x80180674;
g_eBreakableDrawModes = 0x80180684;
g_Rooms = 0x80181130;
g_pStrObjLayout0 = 0x801811D4;
g_pStrObjLayout1 = 0x801811E8;
g_pStrObjLayout2 = 0x80181206;
g_pStrObjLayout3 = 0x801812B0;
g_pStrObjLayout4 = 0x8018135A;
g_pStrObjLayout5 = 0x80181404;
g_pStrObjLayout6 = 0x801814AE;
g_pStrObjLayout7 = 0x80181558;
g_pStrObjLayout8 = 0x80181602;
g_pStrObjLayout9 = 0x801816AC;
g_pStrObjLayout10 = 0x80181756;
g_pStrObjLayout11 = 0x80181774;
g_pStrObjLayout12 = 0x80181788;
g_pStrObjLayout13 = 0x801817A6;
g_pStrObjLayout14 = 0x80181850;
g_pStrObjLayout15 = 0x801818FA;
g_pStrObjLayout16 = 0x801819A4;
g_pStrObjLayout17 = 0x80181A4E;
g_pStrObjLayout18 = 0x80181AF8;
g_pStrObjLayout19 = 0x80181BA2;
g_pStrObjLayout20 = 0x80181C4C;
g_pStrObjLayout21 = 0x80181CF6;
EntityBreakable = 0x8018E830;
Random = 0x8018E964;
Update = 0x8018E994;
EntityNumericDamage = 0x8018FEA0;
CreateEntityWhenInVerticalRange = 0x80190608;
CreateEntityWhenInHorizontalRange = 0x80190720;
InitRoomEntities = 0x80190D8C;
CreateEntityFromEntity = 0x8019102C;
EntityRedDoor = 0x80191120;
DestroyEntity = 0x80191D3C;
PreventEntityFromRespawning = 0x80191E24;
AnimateEntity = 0x80191E6C;
MoveEntity = 0x801920F0;
FallEntity = 0x80192120;
AllocEntity = 0x80192800;
InitializeEntity = 0x80192CAC;
EntityDummy = 0x80192DA8;
CollectHeart = 0x8019362C;
CollectGold = 0x801936E0;
EntityPrizeDrop = 0x801939E0;
EntityExplosion = 0x80194218;
EntityEquipItemDrop = 0x801943EC;
EntityRelicOrb = 0x801949C0;
EntityHeartDrop = 0x80195520;
EntityIntenseExplosion = 0x801964E4;
EntitySoulStealOrb = 0x801982BC;
EntityEnemyBlood = 0x80198650;
EntityRoomForeground = 0x80198B00;
GetSideToPlayer = 0x801920AC;
UNK_Invincibility0 = 0x801806B4;
g_ItemIconSlots = 0x80199E54;
g_InitializeEntityData0 = 0x80180508;
g_InitializeData0 = 0x801804FC;
g_UnkPrimHelperRot = 0x8018D8C0;
UnkPrimHelper = 0x80198FA0;
EntityUnkId15 = 0x80195B44;
EntityIsNearPlayer = 0x801910A8;
UnkPolyFunc2 = 0x801996EC;
PrimDecreaseBrightness = 0x8019976C;