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
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GPG key ID: 4AEE18F83AFDEB23
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);