Rename code_80043480.c from decomp (#4731)
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@@ -717,15 +717,15 @@ void BgCheck_DrawStaticCollision(PlayState*, CollisionContext*);
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void func_80043334(CollisionContext* colCtx, Actor* actor, s32 bgId);
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s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor);
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void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 flags);
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void func_800434A0(DynaPolyActor* dynaActor);
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void func_800434A8(DynaPolyActor* dynaActor);
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void func_800434C8(CollisionContext* colCtx, s32 floorBgId);
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void func_80043508(CollisionContext* colCtx, s32 floorBgId);
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void func_80043538(DynaPolyActor* dynaActor);
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s32 func_80043548(DynaPolyActor* dynaActor);
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s32 func_8004356C(DynaPolyActor* dynaActor);
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s32 func_80043590(DynaPolyActor* dynaActor);
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s32 func_800435B4(DynaPolyActor* dynaActor);
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void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor);
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void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor);
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void DynaPoly_SetPlayerOnTop(CollisionContext* colCtx, s32 floorBgId);
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void DynaPoly_SetPlayerAbove(CollisionContext* colCtx, s32 floorBgId);
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void DynaPolyActor_SetSwitchPressed(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor);
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s32 DynaPolyActor_IsSwitchPressed(DynaPolyActor* dynaActor);
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s32 func_800435D8(PlayState* play, DynaPolyActor* dynaActor, s16 arg2, s16 arg3, s16 arg4);
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void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState* play);
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void Camera_InitPlayerSettings(Camera* camera, Player* player);
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@@ -214,6 +214,13 @@ if neither of the above are set : blue
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0x2000 : translucent, else opaque
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*/
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#define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor
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#define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor
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#define DYNA_INTERACT_PLAYER_ABOVE \
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(1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above)
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#define DYNA_INTERACT_ACTOR_SWITCH_PRESSED \
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(1 << 3) // An actor that is capable of pressing switches is on top of the dynapoly actor
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typedef struct DynaPolyActor {
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/* 0x000 */ struct Actor actor;
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/* 0x14C */ s32 bgId;
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@@ -221,8 +228,8 @@ typedef struct DynaPolyActor {
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/* 0x154 */ f32 unk_154;
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/* 0x158 */ s16 unk_158; // y rotation?
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/* 0x15A */ u16 unk_15A;
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/* 0x15C */ u32 unk_15C;
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/* 0x160 */ u8 unk_160;
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/* 0x15C */ u32 transformFlags;
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/* 0x160 */ u8 interactFlags;
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/* 0x162 */ s16 unk_162;
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} DynaPolyActor; // size = 0x164
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