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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>
This commit is contained in:
Lucas Shaw 2020-04-14 11:16:34 -07:00 committed by GitHub
parent 5aef81071e
commit 045a92d7c3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10327 changed files with 33390 additions and 45661 deletions

View file

@ -6,21 +6,19 @@
#include "z_bg_mjin.h"
#define ROOM 0x00
#define FLAGS 0x00000010
static void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc);
static void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx);
static void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx);
static void func_808A0850(BgMjin* this, GlobalContext* globalCtx);
static void func_808A0920(BgMjin* this, GlobalContext* globalCtx);
static void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx);
static void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx);
void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc);
void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx);
void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx);
void func_808A0850(BgMjin* this, GlobalContext* globalCtx);
void func_808A0920(BgMjin* this, GlobalContext* globalCtx);
void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx);
void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx);
const ActorInit Bg_Mjin_InitVars = {
ACTOR_BG_MJIN,
ACTORTYPE_BG,
ROOM,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(BgMjin),
@ -45,11 +43,11 @@ static InitChainEntry initChain[] = {
static s16 objectTbl[] = { OBJECT_MJIN_FLASH, OBJECT_MJIN_DARK, OBJECT_MJIN_FLAME,
OBJECT_MJIN_ICE, OBJECT_MJIN_SOUL, OBJECT_MJIN_WIND };
static void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc) {
void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc) {
this->actionFunc = actionFunc;
}
static void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx) {
void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
s8 objBankIndex;
@ -63,11 +61,11 @@ static void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx) {
}
}
static void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx) {
void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx) {
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
}
static void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
u32 local_c;
u32 collision;
@ -86,14 +84,14 @@ static void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
}
}
static void func_808A0920(BgMjin* this, GlobalContext* globalCtx) {
void func_808A0920(BgMjin* this, GlobalContext* globalCtx) {
}
static void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx) {
void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
}
static void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx) {
void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx) {
s32 objBankIndex;
u32 dlist;
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;