oh god the docs (#234)

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petrie911 2024-05-06 17:45:24 -05:00 committed by GitHub
parent baaba960e6
commit a864e5ebe2
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GPG key ID: B5690EEEBB952194
57 changed files with 1808 additions and 1712 deletions

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@ -32,13 +32,13 @@ void ActorAllRange_Update(Actor* this);
void ActorAllRange_Draw(Actor* this);
//fox_beam
void func_beam_80038140(PlayerShot* shot);
void func_beam_80036318(PlayerShot* shot);
void func_beam_80035DEC(f32 xPos, f32 yPos, f32 zPos);
void PlayerShot_CollisionCheck(PlayerShot* shot);
void PlayerShot_Impact(PlayerShot* shot);
void PlayerShot_SpawnEffect351(f32 xPos, f32 yPos, f32 zPos);
void PlayerShot_Initialize(PlayerShot*);
void func_beam_800365E4(f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
void PlayerShot_Update(void);
void PlayerShot_Draw(void);
void PlayerShot_SpawnEffect344(f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
void PlayerShot_UpdateAll(void);
void PlayerShot_DrawAll(void);
// fox_bg
void Background_DrawStarfield(void);
@ -58,17 +58,17 @@ void Boss299_Draw(Boss* boss);
void Boss300_Init(Boss* boss);
void Boss300_Update(Boss* boss);
void Boss300_Draw(Boss* boss);
void Boss_SpawnActor189(f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
void Boss_SpawnDebris(f32, f32, f32, f32, f32, f32, f32, f32, f32, f32, s32, s32);
void Boss_CompleteLevel(Player* player, f32 xPos, f32 yPos, f32 zPos);
// fox_tank
void func_tank_80043468(Player* player);
void Player_UpdateTankCamOnRails(Player* player);
void func_tank_800444BC(Player* player);
void func_tank_80044868(Player*);
void func_tank_80045130(Player*);
void func_tank_80045678(Player*);
void func_tank_80045E7C(Player*);
void func_tank_80047504(Player* player);
void Tank_UpdateOnRails(Player* player);
void func_tank_80046358(Player*);
// fox_demo
@ -111,7 +111,7 @@ void Sprite167_Draw(Sprite*);
void FogShadow_Draw(Sprite*);
void func_edisplay_80059F68(Scenery*);
void func_edisplay_80059FDC(Scenery*);
void Actor189_Draw(Actor*);
void ActorDebris_Draw(Actor*);
void Actor_DrawEngineAndContrails(Actor*);
void Actor_DrawEngineGlow(Actor*, s32);
void func_edisplay_8005B388(Actor*);
@ -129,9 +129,9 @@ void ItemBomb_Draw(Item*);
void ItemLasers_Draw(Item*);
void ItemMeteoWarp_Draw(Item*);
void Object_ClampSfxSource(f32*);
void func_edisplay_8005F0E8(f32*, Vec3f*);
void func_edisplay_8005F1EC(f32*);
void func_edisplay_8005F290(f32*, Vec3f*);
void Object_SetSfxSourceToPos(f32*, Vec3f*);
void Object_UpdateSfxSource(f32*);
void Object_SetSfxSourceToView(f32*, Vec3f*);
void Display_SetSecondLight(Vec3f*);
bool func_edisplay_8005F9DC(Vec3f*);
@ -140,7 +140,7 @@ void Object_Draw(s32 );
void Effect_Draw(u8 );
void TexturedLine_Draw(void);
void TexturedLine_DrawPath(s32);
void func_enmy_80060F30(f32* , u32 , s32 );
void Object_PlayerSfx(f32* , u32 , s32 );
void Object_Kill(Object*, f32*);
bool func_enmy_80060FE4(Vec3f*, f32);
void Object_SetInfo(ObjectInfo* info, u32 objId);
@ -177,7 +177,7 @@ void Sprite167_Update(Sprite*);
void func_enmy_80066EA8(Scenery*);
void Item_CheckBounds(Item*);
void Item_SpinPickup(Item*);
void func_enmy_800674B4(f32, f32, f32, f32, f32, f32, f32, f32);
void Actor_SpawnDebris70(f32, f32, f32, f32, f32, f32, f32, f32);
void ActorSupplies_Update(Actor*);
void ActorSupplies_Draw(Actor*);
void func_enmy_80067A40(void);
@ -221,7 +221,7 @@ void Actor194_Dying(Actor*);
void Actor194_Draw(Actor*);
void Scenery42_Update(Scenery*);
void Actor196_Update(Actor*);
void Actor189_Update(Actor*);
void ActorDebris_Update(Actor*);
void MeteoTunnel_Update(Scenery*);
void Actor_SetupPlayerShot(PlayerShotId, PlayerShot*, s32, f32, f32, f32, f32, f32, f32, f32, f32, f32);
void Actor_SpawnPlayerLaser(s32, f32, f32, f32, f32, f32, f32, f32, f32, f32);
@ -407,11 +407,11 @@ void HUD_DrawCountdown(s32* , f32);
void func_hud_8008E9EC(f32, f32);
void func_hud_8008EA14(f32, f32);
void HUD_Draw(void);
void func_hud_8008FE78(Boss*);
void HUD_BossFO_Draw(Boss*);
void func_hud_8008FFF0(Boss*, s32);
s32 func_hud_80090200(Boss* boss);
bool func_hud_8009092C(Actor*);
void func_hud_800907C4(Boss*);
void HUD_BossFO_Update(Boss*);
bool func_hud_800915FC(Actor*);
bool func_hud_800924E0(Actor*);
@ -442,54 +442,54 @@ void func_800A3CA0(void);
// fox_play
bool Play_CheckMedalStatus(u16);
void func_play_800A3FB0(void);
void Play_dummy_MuteSfx(void);
s32 Play_GetMaxShields(void);
void func_play_800A6028(f32*, u32);
void func_play_800AC290(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, PlayerShotId shotId, f32 speed);
void Play_PlaySfxFirstPlayer(f32*, u32);
void Player_SetupArwingShot(Player* player, PlayerShot* shot, f32 arg2, f32 arg3, PlayerShotId shotId, f32 speed);
void Play_Setup(void);
void func_play_800A594C(void);
void Play_InitEnvironment(void);
void Play_GenerateStarfield(void);
void Play_SetupStarfield(void);
void func_play_800A5EBC(void);
void func_play_800A5FA0(f32* , u32 , s32 );
void func_play_800A6070(f32* , u32 );
void Player_PlaySfx(f32* , u32 , s32 );
void Play_PlaySfxNoPlayer(f32* , u32 );
void Play_ClearObjectData(void);
void func_play_800A69F8(s32 , f32 , f32 , f32 );
void Play_SpawnDebris(s32 , f32 , f32 , f32 );
void Player_ApplyDamage(Player* player, s32 direction, s32 damage);
bool func_play_800A73E4(f32* , s32* , f32 xPos, f32 yPos, f32 zPos);
bool func_play_800A78C4(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 );
void func_play_800A8BA4(Player* player);
void func_play_800AA800(Player* player);
void func_play_800ACDC0(Player*, PlayerShot*, PlayerShotId );
void func_play_800B0F50(Player*);
void func_play_800B44C4(Player*);
void func_play_800AB334(void);
void func_play_800ABA08(void);
void func_play_800AE278(Player*);
void func_play_800B2130(Player*);
void func_play_800B2574(Player*);
void func_play_800B56BC(Player*);
void func_play_800B5D30(Player*, s32);
void func_play_800B5FBC(Player*, s32 , bool );
void func_play_800B63BC(Player*, s32);
void func_play_800B6848(Player*, s32 );
void func_play_800B6BFC(Player*, s32 );
void func_play_800B6F50(f32, f32, f32, f32, f32, f32);
void func_play_800B7184(Player*, s32);
void func_play_800B73E0(Player*);
bool Play_CheckDynaFloorCollision(f32* , s32* , f32 xPos, f32 yPos, f32 zPos);
bool Play_CheckSingleHitbox(Hitbox* hitbox, f32 , f32 , f32 , f32 , f32 , f32 );
void Player_CollisionCheck(Player* player);
void Player_FloorCheck(Player* player);
void Player_SetupOnFootShot(Player*, PlayerShot*, PlayerShotId );
void Player_Setup(Player*);
void Player_Update360(Player*);
void Play_InitLevel(void);
void Player_InitVersus(void);
void Player_CheckBounds360(Player*);
void Player_UpdateArwingRoll(Player*);
void Player_ArwingBoost(Player*);
void Camera_UpdateArwingOnRails(Player*);
void Camera_UpdateCockpitOnRails(Player*, s32);
void Camera_FollowPlayer(Player*, s32 , bool );
void Camera_UpdateArwing360(Player*, s32);
void Camera_UpdateTank360(Player*, s32 );
void Camera_UpdateOnFoot360(Player*, s32 );
void Camera_SetStarfieldPos(f32, f32, f32, f32, f32, f32);
void Camera_Update360(Player*, s32);
void Camera_SetupLights(Player*);
void Play_SpawnVsItem(ObjectId , Item*);
void Play_Main(void);
void func_play_800A668C(f32 xPos, f32 yPos, f32 zPos);
void func_play_800AD7F0(Player* player);
void func_play_800ADF58(Player* player);
void func_play_800B415C(Player* player);
void func_play_800B41E0(Player* player);
void Play_SpawnHitmark(f32 xPos, f32 yPos, f32 zPos);
void Player_Shoot(Player* player);
void Player_UpdatePath(Player* player);
void Player_LowHealthAlarm(Player* player);
void Play_dummy_800B41E0(Player* player);
void Player_Down(Player* player);
void func_play_800A46A0(Player* player);
void func_play_800A86E4(Player* player);
void func_play_800A887C(Player* player);
s32 func_play_800A7974(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot,
void Player_DamageEffects(Player* player);
void Player_CheckItemCollect(Player* player);
void Player_UpdateHitbox(Player* player);
s32 Player_CheckHitboxCollision(Player* player, f32* hitboxData, s32* index, f32 xPos, f32 yPos, f32 zPos, f32 xRot, f32 yRot,
f32 zRot, f32 arg9, f32 argA, f32 argB);
bool func_play_800A8054(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, Vec3f* arg7, Vec3f* arg8);
bool Play_CheckPolyCollision(ObjectId objId, f32 arg1, f32 arg2, f32 arg3, f32 arg4, f32 arg5, f32 arg6, Vec3f* arg7, Vec3f* arg8);
void Scenery360_Initialize(Scenery360*);
// fox_versus