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Big actor cleanup (fixed) (#69)
* Started doing cleanup * did more work * did more migration * migrated more rodata and worked on some structs * did more work * Removal of ROOM field from initvars, some rodata migration, some string decompilation * General update * Decompiled vt strings * Tool work * Tool improvements * 270 overlay rodata files remaining * better float handling * floats * Many more floats * migrated boss_mo * assorted fixes * Migrated 10 * tool improvements * migrated 10 * 10 more * 1 more * did a few more * fixes * 10 more * more floats * Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed. * removed changes made to script by accident * migrated largest rodata - ovl_fishing * Did some more * 114 remaining * 99 left ! * almost done migrating rodata * did some more, done for tonight * almost done, tried add support to the script for z_player * All possible rodata migrated in actor overlays * update * removed static from all overlays, ran format.sh * Removed unknown actor structs * converted a few floats * Added new lines to header files that were missing them. Removed unused asm files * Removed unused asm files * Formatting newlines Further formatting spacing .float spacing More space formatting More spacing formatting Removing .balign 4 after floats Co-authored-by: Ethan Roseman <ethteck@gmail.com>
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10327 changed files with 33390 additions and 45661 deletions
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@ -1,17 +1,26 @@
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/*
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* File: z_bg_breakwall.c
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* Overlay: Bg_Breakwall
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* Description: Bombable Wall
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*/
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#include "z_bg_breakwall.h"
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#define ROOM 0x00
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#define FLAGS 0x00000010
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void BgBreakwall_Init(BgBreakwall* this, GlobalContext* globalCtx);
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void BgBreakwall_Destroy(BgBreakwall* this, GlobalContext* globalCtx);
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void BgBreakwall_Update(BgBreakwall* this, GlobalContext* globalCtx);
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void BgBreakwall_SetupAction(BgBreakwall* this, ActorFunc actionFunc);
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void func_80870290(BgBreakwall* this, GlobalContext* globalCtx);
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void func_80870394(BgBreakwall* this, GlobalContext* globalCtx);
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void func_80870564(BgBreakwall* this, GlobalContext* globalCtx);
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void func_808705D8(BgBreakwall* this, GlobalContext* globalCtx);
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/*
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const ActorInit Bg_Breakwall_InitVars = {
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ACTOR_BG_BREAKWALL,
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ACTORTYPE_BG,
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ROOM,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(BgBreakwall),
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@ -21,7 +30,7 @@ const ActorInit Bg_Breakwall_InitVars = {
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NULL,
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};
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*/
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Breakwall/func_8086FBE0.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Breakwall/BgBreakwall_SetupAction.s")
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#pragma GLOBAL_ASM("asm/non_matchings/overlays/actors/ovl_Bg_Breakwall/BgBreakwall_Init.s")
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@ -5,8 +5,9 @@
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#include <global.h>
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typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ char unk_14C[0xA4];
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/* 0x0000 */ DynaPolyActor dyna;
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/* 0x0164 */ char unk_164[0x88];
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/* 0x01EC */ ActorFunc actionFunc;
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} BgBreakwall; // size = 0x01F0
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extern const ActorInit Bg_Breakwall_InitVars;
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