Some documentation changes for zplayer (#3172)

* Documentation changes for zplayer

* Update soh/include/z64player.h

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>

---------

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
This commit is contained in:
Garrett Cox
2023-09-15 13:39:46 -05:00
committed by GitHub
parent a4b5d569b1
commit c11a6a17e9
47 changed files with 576 additions and 576 deletions

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@@ -472,7 +472,7 @@ void func_8002F6D4(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4,
void func_8002F71C(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_8002F758(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5);
void func_8002F7A0(PlayState* play, Actor* actor, f32 arg2, s16 arg3, f32 arg4);
void func_8002F7DC(Actor* actor, u16 sfxId);
void Player_PlaySfx(Actor* actor, u16 sfxId);
void Audio_PlayActorSound2(Actor* actor, u16 sfxId);
void func_8002F850(PlayState* play, Actor* actor);
void func_8002F8F0(Actor* actor, u16 sfxId);
@@ -1132,8 +1132,8 @@ s32 Player_HoldsHookshot(Player* player);
s32 Player_HoldsBow(Player* player);
s32 Player_HoldsSlingshot(Player* player);
s32 func_8008F128(Player* player);
s32 Player_ActionToSword(s32 actionParam);
s32 Player_GetSwordHeld(Player* player);
s32 Player_ActionToMeleeWeapon(s32 actionParam);
s32 Player_GetMeleeWeaponHeld(Player* player);
s32 Player_HoldsTwoHandedWeapon(Player* player);
s32 Player_HoldsBrokenKnife(Player* player);
s32 Player_ActionToBottle(Player* player, s32 actionParam);
@@ -1141,19 +1141,19 @@ s32 Player_GetBottleHeld(Player* player);
s32 Player_ActionToExplosive(Player* player, s32 actionParam);
s32 Player_GetExplosiveHeld(Player* player);
s32 func_8008F2BC(Player* player, s32 actionParam);
s32 func_8008F2F8(PlayState* play);
void func_8008F470(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 Player_GetEnvironmentalHazard(PlayState* play);
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw, void* this);
s32 func_8008FCC8(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 func_80090014(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 func_800902F0(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 func_80090440(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 Player_OverrideLimbDrawGameplayDefault(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 Player_OverrideLimbDrawGameplayFirstPerson(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
s32 Player_OverrideLimbDrawGameplayCrawling(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* data);
u8 func_80090480(PlayState* play, ColliderQuad* collider, WeaponInfo* weaponDim, Vec3f* newTip,
Vec3f* newBase);
void Player_DrawGetItem(PlayState* play, Player* player);
void func_80090D20(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* data);
void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* data);
u32 func_80091738(PlayState* play, u8* segment, SkelAnime* skelAnime);
void func_8009214C(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
void Player_DrawPause(PlayState* play, u8* segment, SkelAnime* skelAnime, Vec3f* pos, Vec3s* rot, f32 scale,
s32 sword, s32 tunic, s32 shield, s32 boots);
void PreNMI_Init(GameState* thisx);
Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);

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@@ -83,10 +83,10 @@ extern "C"
extern s16 gSpoilingItemReverts[3];
extern FlexSkeletonHeader* gPlayerSkelHeaders[2];
extern u8 gPlayerModelTypes[][5];
extern Gfx* D_80125DE8[];
extern Gfx* D_80125E08[];
extern Gfx* D_80125E18[];
extern Gfx* D_80125EF8[];
extern Gfx* gPlayerLeftHandBgsDLs[];
extern Gfx* gPlayerLeftHandOpenDLs[];
extern Gfx* gPlayerLeftHandClosedDLs[];
extern Gfx* gPlayerLeftHandBoomerangDLs[];
extern Gfx gCullBackDList[];
extern Gfx gCullFrontDList[];
extern Gfx gEmptyDL[];

View File

@@ -13,7 +13,7 @@ typedef enum {
/* 0 */ PLAYER_SWORD_NONE,
/* 1 */ PLAYER_SWORD_KOKIRI,
/* 2 */ PLAYER_SWORD_MASTER,
/* 3 */ PLAYER_SWORD_BGS,
/* 3 */ PLAYER_SWORD_BIGGORON,
/* 4 */ PLAYER_SWORD_MAX
} PlayerSword;
@@ -70,8 +70,8 @@ typedef enum {
/* 0x02 */ PLAYER_IA_FISHING_POLE,
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,
/* 0x05 */ PLAYER_IA_SWORD_BGS,
/* 0x06 */ PLAYER_IA_STICK,
/* 0x05 */ PLAYER_IA_SWORD_BIGGORON,
/* 0x06 */ PLAYER_IA_DEKU_STICK,
/* 0x07 */ PLAYER_IA_HAMMER,
/* 0x08 */ PLAYER_IA_BOW,
/* 0x09 */ PLAYER_IA_BOW_FIRE,
@@ -92,33 +92,33 @@ typedef enum {
/* 0x18 */ PLAYER_IA_FARORES_WIND,
/* 0x19 */ PLAYER_IA_NAYRUS_LOVE,
/* 0x1A */ PLAYER_IA_DINS_FIRE,
/* 0x1B */ PLAYER_IA_NUT,
/* 0x1B */ PLAYER_IA_DEKU_NUT,
/* 0x1C */ PLAYER_IA_OCARINA_FAIRY,
/* 0x1D */ PLAYER_IA_OCARINA_TIME,
/* 0x1D */ PLAYER_IA_OCARINA_OF_TIME,
/* 0x1E */ PLAYER_IA_BOTTLE,
/* 0x1F */ PLAYER_IA_BOTTLE_FISH,
/* 0x20 */ PLAYER_IA_BOTTLE_FIRE,
/* 0x21 */ PLAYER_IA_BOTTLE_BUG,
/* 0x22 */ PLAYER_IA_BOTTLE_POE,
/* 0x23 */ PLAYER_IA_BOTTLE_BIG_POE,
/* 0x24 */ PLAYER_IA_BOTTLE_LETTER,
/* 0x24 */ PLAYER_IA_BOTTLE_RUTOS_LETTER,
/* 0x25 */ PLAYER_IA_BOTTLE_POTION_RED,
/* 0x26 */ PLAYER_IA_BOTTLE_POTION_BLUE,
/* 0x27 */ PLAYER_IA_BOTTLE_POTION_GREEN,
/* 0x28 */ PLAYER_IA_BOTTLE_MILK,
/* 0x28 */ PLAYER_IA_BOTTLE_MILK_FULL,
/* 0x29 */ PLAYER_IA_BOTTLE_MILK_HALF,
/* 0x2A */ PLAYER_IA_BOTTLE_FAIRY,
/* 0x2B */ PLAYER_IA_LETTER_ZELDA,
/* 0x2B */ PLAYER_IA_ZELDAS_LETTER,
/* 0x2C */ PLAYER_IA_WEIRD_EGG,
/* 0x2D */ PLAYER_IA_CHICKEN,
/* 0x2E */ PLAYER_IA_BEAN,
/* 0x2E */ PLAYER_IA_MAGIC_BEAN,
/* 0x2F */ PLAYER_IA_POCKET_EGG,
/* 0x30 */ PLAYER_IA_POCKET_CUCCO,
/* 0x31 */ PLAYER_IA_COJIRO,
/* 0x32 */ PLAYER_IA_ODD_MUSHROOM,
/* 0x33 */ PLAYER_IA_ODD_POTION,
/* 0x34 */ PLAYER_IA_SAW,
/* 0x35 */ PLAYER_IA_SWORD_BROKEN,
/* 0x34 */ PLAYER_IA_POACHERS_SAW,
/* 0x35 */ PLAYER_IA_BROKEN_GORONS_SWORD,
/* 0x36 */ PLAYER_IA_PRESCRIPTION,
/* 0x37 */ PLAYER_IA_FROG,
/* 0x38 */ PLAYER_IA_EYEDROPS,
@@ -126,12 +126,12 @@ typedef enum {
/* 0x3A */ PLAYER_IA_MASK_KEATON,
/* 0x3B */ PLAYER_IA_MASK_SKULL,
/* 0x3C */ PLAYER_IA_MASK_SPOOKY,
/* 0x3D */ PLAYER_IA_MASK_BUNNY,
/* 0x3D */ PLAYER_IA_MASK_BUNNY_HOOD,
/* 0x3E */ PLAYER_IA_MASK_GORON,
/* 0x3F */ PLAYER_IA_MASK_ZORA,
/* 0x40 */ PLAYER_IA_MASK_GERUDO,
/* 0x41 */ PLAYER_IA_MASK_TRUTH,
/* 0x42 */ PLAYER_IA_LENS,
/* 0x42 */ PLAYER_IA_LENS_OF_TRUTH,
// Upstream TODO: Document why these entries were added
/* 0x43 */ PLAYER_IA_SHIELD_DEKU,
/* 0x44 */ PLAYER_IA_SHIELD_HYLIAN,
@@ -303,51 +303,51 @@ typedef enum {
} PlayerAnimType;
typedef enum {
/* 0x00 */ PLAYER_ANIMGROUP_0,
/* 0x01 */ PLAYER_ANIMGROUP_1,
/* 0x02 */ PLAYER_ANIMGROUP_2,
/* 0x03 */ PLAYER_ANIMGROUP_3,
/* 0x04 */ PLAYER_ANIMGROUP_4,
/* 0x05 */ PLAYER_ANIMGROUP_5,
/* 0x06 */ PLAYER_ANIMGROUP_6,
/* 0x07 */ PLAYER_ANIMGROUP_7,
/* 0x08 */ PLAYER_ANIMGROUP_8,
/* 0x09 */ PLAYER_ANIMGROUP_9,
/* 0x0A */ PLAYER_ANIMGROUP_10,
/* 0x0B */ PLAYER_ANIMGROUP_11,
/* 0x0C */ PLAYER_ANIMGROUP_12,
/* 0x0D */ PLAYER_ANIMGROUP_13,
/* 0x0E */ PLAYER_ANIMGROUP_14,
/* 0x0F */ PLAYER_ANIMGROUP_15,
/* 0x10 */ PLAYER_ANIMGROUP_16,
/* 0x11 */ PLAYER_ANIMGROUP_17,
/* 0x12 */ PLAYER_ANIMGROUP_18,
/* 0x13 */ PLAYER_ANIMGROUP_19,
/* 0x14 */ PLAYER_ANIMGROUP_20,
/* 0x15 */ PLAYER_ANIMGROUP_21,
/* 0x16 */ PLAYER_ANIMGROUP_22,
/* 0x17 */ PLAYER_ANIMGROUP_23,
/* 0x18 */ PLAYER_ANIMGROUP_24,
/* 0x19 */ PLAYER_ANIMGROUP_25,
/* 0x1A */ PLAYER_ANIMGROUP_26,
/* 0x1B */ PLAYER_ANIMGROUP_27,
/* 0x1C */ PLAYER_ANIMGROUP_28,
/* 0x1D */ PLAYER_ANIMGROUP_29,
/* 0x1E */ PLAYER_ANIMGROUP_30,
/* 0x1F */ PLAYER_ANIMGROUP_31,
/* 0x20 */ PLAYER_ANIMGROUP_32,
/* 0x21 */ PLAYER_ANIMGROUP_33,
/* 0x22 */ PLAYER_ANIMGROUP_34,
/* 0x23 */ PLAYER_ANIMGROUP_35,
/* 0x24 */ PLAYER_ANIMGROUP_36,
/* 0x25 */ PLAYER_ANIMGROUP_37,
/* 0x26 */ PLAYER_ANIMGROUP_38,
/* 0x27 */ PLAYER_ANIMGROUP_39,
/* 0x28 */ PLAYER_ANIMGROUP_40,
/* 0x29 */ PLAYER_ANIMGROUP_41,
/* 0x2A */ PLAYER_ANIMGROUP_42,
/* 0x2B */ PLAYER_ANIMGROUP_43,
/* 0x2C */ PLAYER_ANIMGROUP_44,
/* 0x00 */ PLAYER_ANIMGROUP_wait,
/* 0x01 */ PLAYER_ANIMGROUP_walk,
/* 0x02 */ PLAYER_ANIMGROUP_run,
/* 0x03 */ PLAYER_ANIMGROUP_damage_run,
/* 0x04 */ PLAYER_ANIMGROUP_heavy_run,
/* 0x05 */ PLAYER_ANIMGROUP_waitL,
/* 0x06 */ PLAYER_ANIMGROUP_waitR,
/* 0x07 */ PLAYER_ANIMGROUP_wait2waitR,
/* 0x08 */ PLAYER_ANIMGROUP_normal2fighter,
/* 0x09 */ PLAYER_ANIMGROUP_doorA_free,
/* 0x0A */ PLAYER_ANIMGROUP_doorA,
/* 0x0B */ PLAYER_ANIMGROUP_doorB_free,
/* 0x0C */ PLAYER_ANIMGROUP_doorB,
/* 0x0D */ PLAYER_ANIMGROUP_carryB,
/* 0x0E */ PLAYER_ANIMGROUP_landing,
/* 0x0F */ PLAYER_ANIMGROUP_short_landing,
/* 0x10 */ PLAYER_ANIMGROUP_landing_roll,
/* 0x11 */ PLAYER_ANIMGROUP_hip_down,
/* 0x12 */ PLAYER_ANIMGROUP_walk_endL,
/* 0x13 */ PLAYER_ANIMGROUP_walk_endR,
/* 0x14 */ PLAYER_ANIMGROUP_defense,
/* 0x15 */ PLAYER_ANIMGROUP_defense_wait,
/* 0x16 */ PLAYER_ANIMGROUP_defense_end,
/* 0x17 */ PLAYER_ANIMGROUP_side_walk,
/* 0x18 */ PLAYER_ANIMGROUP_side_walkL,
/* 0x19 */ PLAYER_ANIMGROUP_side_walkR,
/* 0x1A */ PLAYER_ANIMGROUP_45_turn,
/* 0x1B */ PLAYER_ANIMGROUP_waitL2wait,
/* 0x1C */ PLAYER_ANIMGROUP_waitR2wait,
/* 0x1D */ PLAYER_ANIMGROUP_throw,
/* 0x1E */ PLAYER_ANIMGROUP_put,
/* 0x1F */ PLAYER_ANIMGROUP_back_walk,
/* 0x20 */ PLAYER_ANIMGROUP_check,
/* 0x21 */ PLAYER_ANIMGROUP_check_wait,
/* 0x22 */ PLAYER_ANIMGROUP_check_end,
/* 0x23 */ PLAYER_ANIMGROUP_pull_start,
/* 0x24 */ PLAYER_ANIMGROUP_pulling,
/* 0x25 */ PLAYER_ANIMGROUP_pull_end,
/* 0x26 */ PLAYER_ANIMGROUP_fall_up,
/* 0x27 */ PLAYER_ANIMGROUP_jump_climb_hold,
/* 0x28 */ PLAYER_ANIMGROUP_jump_climb_wait,
/* 0x29 */ PLAYER_ANIMGROUP_jump_climb_up,
/* 0x2A */ PLAYER_ANIMGROUP_down_slope_slip_end,
/* 0x2B */ PLAYER_ANIMGROUP_up_slope_slip_end,
/* 0x2C */ PLAYER_ANIMGROUP_nwait,
/* 0x2D */ PLAYER_ANIMGROUP_MAX
} PlayerAnimGroup;
@@ -608,7 +608,7 @@ typedef struct Player {
/* 0x083E */ s16 targetYaw;
/* 0x0840 */ u16 unk_840;
/* 0x0842 */ s8 meleeWeaponAnimation;
/* 0x0843 */ s8 swordState; // Upstream TODO: meleeWeaponState
/* 0x0843 */ s8 meleeWeaponState;
/* 0x0844 */ s8 unk_844;
/* 0x0845 */ u8 unk_845;
/* 0x0846 */ u8 unk_846;