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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

@ -6,20 +6,18 @@
#include "z_bg_pushbox.h"
#define ROOM 0x00
#define FLAGS 0x00000000
static void func_808A8AE0(BgPushbox* this, ActorFunc actionFunc);
static void BgPushbox_Init(BgPushbox* this, GlobalContext* globalCtx);
static void BgPushbox_Destroy(BgPushbox* this, GlobalContext* globalCtx);
static void func_808A8BAC(BgPushbox* this, GlobalContext* globalCtx);
static void BgPushbox_Update(BgPushbox* this, GlobalContext* globalCtx);
static void BgPushbox_Draw(BgPushbox* this, GlobalContext* globalCtx);
void func_808A8AE0(BgPushbox* this, ActorFunc actionFunc);
void BgPushbox_Init(BgPushbox* this, GlobalContext* globalCtx);
void BgPushbox_Destroy(BgPushbox* this, GlobalContext* globalCtx);
void func_808A8BAC(BgPushbox* this, GlobalContext* globalCtx);
void BgPushbox_Update(BgPushbox* this, GlobalContext* globalCtx);
void BgPushbox_Draw(BgPushbox* this, GlobalContext* globalCtx);
const ActorInit Bg_Pushbox_InitVars = {
ACTOR_BG_PUSHBOX,
ACTORTYPE_BG,
ROOM,
FLAGS,
OBJECT_GAMEPLAY_DANGEON_KEEP,
sizeof(BgPushbox),
@ -36,11 +34,11 @@ static InitChainEntry initChain[] = {
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
};
static void func_808A8AE0(BgPushbox* this, ActorFunc actionFunc) {
void func_808A8AE0(BgPushbox* this, ActorFunc actionFunc) {
this->actionFunc = actionFunc;
}
static void BgPushbox_Init(BgPushbox* this, GlobalContext* globalCtx) {
void BgPushbox_Init(BgPushbox* this, GlobalContext* globalCtx) {
s32 pad[2];
u32 local_c = 0;
Actor* thisx = &this->dyna.actor;
@ -53,11 +51,11 @@ static void BgPushbox_Init(BgPushbox* this, GlobalContext* globalCtx) {
func_808A8AE0(this, &func_808A8BAC);
}
static void BgPushbox_Destroy(BgPushbox* this, GlobalContext* globalCtx) {
void BgPushbox_Destroy(BgPushbox* this, GlobalContext* globalCtx) {
DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
}
static void func_808A8BAC(BgPushbox* this, GlobalContext* globalCtx) {
void func_808A8BAC(BgPushbox* this, GlobalContext* globalCtx) {
Actor* thisx = &this->dyna.actor;
thisx->speedXZ += this->dyna.unk_150 * 0.2f;
@ -68,12 +66,12 @@ static void func_808A8BAC(BgPushbox* this, GlobalContext* globalCtx) {
func_8002E4B4(globalCtx, thisx, 20.0f, 40.0f, 40.0f, 0x1D);
}
static void BgPushbox_Update(BgPushbox* this, GlobalContext* globalCtx) {
void BgPushbox_Update(BgPushbox* this, GlobalContext* globalCtx) {
this->actionFunc(this, globalCtx);
func_8002DF90(this);
}
static void BgPushbox_Draw(BgPushbox* this, GlobalContext* globalCtx) {
void BgPushbox_Draw(BgPushbox* this, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
Gfx* dispRefs[5];