documentations
- spawnableActorList_add: decode flags - add some prototypes in functions.h - ActorMarker: docu unk8 (drawFunc) and unk14_20 (id)
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@@ -267,7 +267,7 @@ void __marker_draw(ActorMarker *this, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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f32 draw_dist_f;
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f32 percentage;
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if(!this->unk3E_0){
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this->unk8(this, gfx, mtx, vtx);
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this->drawFunc(this, gfx, mtx, vtx);
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return;
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}
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actor = marker_getActor(this);
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@@ -288,7 +288,7 @@ void __marker_draw(ActorMarker *this, Gfx **gfx, Mtx **mtx, Vtx **vtx){
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percentage = 1.0f;
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}
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func_8033A280(percentage);
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this->unk8(this, gfx, mtx, vtx);
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this->drawFunc(this, gfx, mtx, vtx);
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}//L8032D300
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func_8033A244(30000.0f);
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func_8033A280(1.0f);
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@@ -1135,12 +1135,12 @@ void func_8032F7EC(f32 position[3], ActorMarker *marker, f32 rotation[3]) {
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func_8032F64C(position, marker);
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}
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ActorMarker * func_8032F9DC(s32 *pos, MarkerDrawFunc arg1, int arg2, int arg3, int arg4){
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ActorMarker * marker_init(s32 *pos, MarkerDrawFunc draw_func, int arg2, int marker_id, int arg4){
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ActorMarker * marker = func_80332A60();
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marker->propPtr = NULL;
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marker->cubePtr = NULL;
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marker->unk8 = arg1;
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marker->unk14_20 = arg3;
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marker->drawFunc = draw_func;
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marker->id = marker_id;
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marker->unk40_23 = arg4;
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func_8032F3D4(pos, marker, arg2);
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marker->actrArrayIdx = 0;
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@@ -1187,7 +1187,7 @@ ActorMarker * func_8032FB80(f32 *pos, MarkerDrawFunc arg1, int arg2, enum asset_
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sp24[0] = pos[0];
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sp24[1] = pos[1];
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sp24[2] = pos[2];
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func_8032F9DC(sp24, arg1, arg2, model_id, arg4);
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marker_init(sp24, arg1, arg2, model_id, arg4);
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}
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ActorMarker * func_8032FBE4(f32 *pos, MarkerDrawFunc arg1, int arg2, enum asset_e model_id){
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@@ -1207,7 +1207,7 @@ void func_8032FDDC(f32 rotation[3], ActorMarker *marker) {
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}
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int func_8032FFB4(ActorMarker *this, s32 arg1){
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this->unk14_20 = arg1;
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this->id = arg1;
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}
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//marker_setActorArrayIndex
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