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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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@ -4,35 +4,25 @@
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* Description: Hoppable horse fence
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*/
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#include <ultra64.h>
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#include <global.h>
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#include <z64.h>
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#include "z_bg_umajump.h"
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typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ u32 dynaPolyId;
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/* 0x0150 */ char unk_150[0x14];
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} ActorBgUmajump; // size = 0x0164
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#define ROOM 0x00
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#define FLAGS 0x00000000
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static void Init(ActorBgUmajump* this, GlobalContext* globalCtx);
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static void Destroy(ActorBgUmajump* this, GlobalContext* globalCtx);
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static void Update(ActorBgUmajump* this, GlobalContext* globalCtx);
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static void Draw(ActorBgUmajump* this, GlobalContext* globalCtx);
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void BgUmaJump_Init(BgUmaJump* this, GlobalContext* globalCtx);
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void BgUmaJump_Destroy(BgUmaJump* this, GlobalContext* globalCtx);
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void BgUmaJump_Update(BgUmaJump* this, GlobalContext* globalCtx);
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void BgUmaJump_Draw(BgUmaJump* this, GlobalContext* globalCtx);
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const ActorInit Bg_Umajump_InitVars = {
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ACTOR_BG_UMAJUMP,
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ACTORTYPE_PROP,
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ROOM,
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FLAGS,
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OBJECT_UMAJUMP,
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sizeof(ActorBgUmajump),
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(ActorFunc)Init,
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(ActorFunc)Destroy,
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(ActorFunc)Update,
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(ActorFunc)Draw,
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sizeof(BgUmaJump),
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(ActorFunc)BgUmaJump_Init,
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(ActorFunc)BgUmaJump_Destroy,
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(ActorFunc)BgUmaJump_Update,
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(ActorFunc)BgUmaJump_Draw,
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};
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extern D_06001438; // segmented address: 0x06001438
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@ -42,7 +32,7 @@ static InitChainEntry initChain[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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static void Init(ActorBgUmajump* this, GlobalContext* globalCtx) {
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void BgUmaJump_Init(BgUmaJump* this, GlobalContext* globalCtx) {
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s32 pad[2];
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u32 sp24 = 0;
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@ -60,13 +50,13 @@ static void Init(ActorBgUmajump* this, GlobalContext* globalCtx) {
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}
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}
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static void Destroy(ActorBgUmajump* this, GlobalContext* globalCtx) {
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void BgUmaJump_Destroy(BgUmaJump* this, GlobalContext* globalCtx) {
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dynaPolyId);
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}
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static void Update(ActorBgUmajump* this, GlobalContext* globalCtx) {
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void BgUmaJump_Update(BgUmaJump* this, GlobalContext* globalCtx) {
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}
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static void Draw(ActorBgUmajump* this, GlobalContext* globalCtx) {
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void BgUmaJump_Draw(BgUmaJump* this, GlobalContext* globalCtx) {
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Gfx_DrawDListOpa(globalCtx, &D_06001220);
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}
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15
src/overlays/actors/ovl_Bg_Umajump/z_bg_umajump.h
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15
src/overlays/actors/ovl_Bg_Umajump/z_bg_umajump.h
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@ -0,0 +1,15 @@
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#ifndef _Z_BG_UMAJUMP_H_
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#define _Z_BG_UMAJUMP_H_
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#include <ultra64.h>
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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 */ u32 dynaPolyId;
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/* 0x0150 */ char unk_150[0x14];
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} BgUmaJump; // size = 0x0164
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extern const ActorInit Bg_Uma_Jump_InitVars;
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#endif
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