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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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@ -6,20 +6,18 @@
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#include "z_en_boom.h"
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#define ROOM 0x00
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#define FLAGS 0x00000030
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static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc);
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static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx);
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static void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx);
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static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx);
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static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx);
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static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx);
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void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc);
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void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx);
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void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx);
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void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx);
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void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx);
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void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx);
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const ActorInit En_Boom_InitVars = {
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ACTOR_EN_BOOM,
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ACTORTYPE_MISC,
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ROOM,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnBoom),
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@ -87,11 +85,11 @@ static Vec3f mtxSrc2 = { 960.0f, 0.0f, 0.0f };
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extern D_0400C808;
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static void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc) {
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void EnBoom_SetupAction(EnBoom* this, ActorFunc* actionFunc) {
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this->actionFunc = actionFunc;
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}
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static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx) {
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void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx) {
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u32 pad;
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TrailEffect trail;
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@ -131,12 +129,12 @@ static void EnBoom_Init(EnBoom* this, GlobalContext* globalCtx) {
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EnBoom_SetupAction(this, &EnBoom_Fly);
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}
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static void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx) {
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void EnBoom_Destroy(EnBoom* this, GlobalContext* globalCtx) {
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func_8002709C(globalCtx, this->effect);
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func_8005D060(globalCtx, &this->collider);
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}
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static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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Actor* target;
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Player* player;
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s32 collided;
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@ -268,7 +266,7 @@ static void EnBoom_Fly(EnBoom* this, GlobalContext* globalCtx) {
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}
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}
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static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx) {
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void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (!(player->stateFlags1 & 0x20000000)) {
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this->actionFunc(this, globalCtx);
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@ -277,7 +275,7 @@ static void EnBoom_Update(EnBoom* this, GlobalContext* globalCtx) {
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}
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}
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static void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx) {
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void EnBoom_Draw(EnBoom* this, GlobalContext* globalCtx) {
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s32 pad;
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Vec3f mtxDest1;
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Vec3f mtxDest2;
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