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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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5aef81071e
commit
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10327 changed files with 33390 additions and 45661 deletions
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@ -6,21 +6,19 @@
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#include "z_bg_mjin.h"
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#define ROOM 0x00
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#define FLAGS 0x00000010
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static void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc);
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static void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx);
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static void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx);
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static void func_808A0850(BgMjin* this, GlobalContext* globalCtx);
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static void func_808A0920(BgMjin* this, GlobalContext* globalCtx);
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static void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx);
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static void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx);
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void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc);
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void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx);
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void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx);
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void func_808A0850(BgMjin* this, GlobalContext* globalCtx);
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void func_808A0920(BgMjin* this, GlobalContext* globalCtx);
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void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx);
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void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx);
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const ActorInit Bg_Mjin_InitVars = {
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ACTOR_BG_MJIN,
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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(BgMjin),
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@ -45,11 +43,11 @@ static InitChainEntry initChain[] = {
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static s16 objectTbl[] = { OBJECT_MJIN_FLASH, OBJECT_MJIN_DARK, OBJECT_MJIN_FLAME,
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OBJECT_MJIN_ICE, OBJECT_MJIN_SOUL, OBJECT_MJIN_WIND };
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static void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc) {
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void BgMjin_SetupAction(BgMjin* this, ActorFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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static void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx) {
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void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx) {
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Actor* thisx = &this->dyna.actor;
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s8 objBankIndex;
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@ -63,11 +61,11 @@ static void BgMjin_Init(BgMjin* this, GlobalContext* globalCtx) {
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}
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}
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static void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx) {
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void BgMjin_Destroy(BgMjin* this, GlobalContext* globalCtx) {
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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}
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static void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
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void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
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u32 local_c;
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u32 collision;
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@ -86,14 +84,14 @@ static void func_808A0850(BgMjin* this, GlobalContext* globalCtx) {
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}
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}
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static void func_808A0920(BgMjin* this, GlobalContext* globalCtx) {
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void func_808A0920(BgMjin* this, GlobalContext* globalCtx) {
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}
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static void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx) {
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void BgMjin_Update(BgMjin* this, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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}
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static void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx) {
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void BgMjin_Draw(BgMjin* this, GlobalContext* globalCtx) {
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s32 objBankIndex;
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u32 dlist;
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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