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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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@ -4,22 +4,13 @@
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* Description: Dampe's Minigame digging spot hitboxes
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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_en_it.h"
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typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ u32 unk_14C;
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/* 0x0150 */ ColliderCylinderMain cylinderCollider;
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} ActorIt; // size = 0x019C
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#define ROOM 0x00
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#define FLAGS 0x00000000
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static void Init(ActorIt* this, GlobalContext* globalCtx);
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static void Destroy(ActorIt* this, GlobalContext* globalCtx);
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static void Update(ActorIt* this, GlobalContext* globalCtx);
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void EnIt_Init(EnIt* this, GlobalContext* globalCtx);
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void EnIt_Destroy(EnIt* this, GlobalContext* globalCtx);
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void EnIt_Update(EnIt* this, GlobalContext* globalCtx);
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static ColliderCylinderInit cylinderInitData = {
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0x0A, 0x00, 0x00, 0x05, 0x10, 0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00000000, 0x00, 0x00,
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@ -31,14 +22,19 @@ static u8 damageTblInitData[] = {
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};
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const ActorInit En_It_InitVars = {
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ACTOR_EN_IT, ACTORTYPE_PROP, ROOM,
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FLAGS, OBJECT_GAMEPLAY_KEEP, sizeof(ActorIt),
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(ActorFunc)Init, (ActorFunc)Destroy, (ActorFunc)Update,
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ACTOR_EN_IT,
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ACTORTYPE_PROP,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnIt),
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(ActorFunc)EnIt_Init,
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(ActorFunc)EnIt_Destroy,
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(ActorFunc)EnIt_Update,
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(ActorFunc)NULL,
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};
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static void Init(ActorIt* this, GlobalContext* globalCtx) {
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ActorIt* it = this;
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void EnIt_Init(EnIt* this, GlobalContext* globalCtx) {
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EnIt* it = this;
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it->actor.params = 0x0D05;
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ActorCollider_AllocCylinder(globalCtx, &it->cylinderCollider);
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@ -46,15 +42,15 @@ static void Init(ActorIt* this, GlobalContext* globalCtx) {
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func_80061EFC(&it->actor.sub_98.damageChart, 0, &damageTblInitData); // Init Damage Chart
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}
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static void Destroy(ActorIt* this, GlobalContext* globalCtx) {
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ActorIt* it = this;
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void EnIt_Destroy(EnIt* this, GlobalContext* globalCtx) {
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EnIt* it = this;
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ActorCollider_FreeCylinder(globalCtx, &it->cylinderCollider);
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}
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static void Update(ActorIt* this, GlobalContext* globalCtx) {
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void EnIt_Update(EnIt* this, GlobalContext* globalCtx) {
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s32 pad;
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ActorIt* it = this;
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EnIt* it = this;
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ActorCollider_Cylinder_Update(&it->actor, &it->cylinderCollider);
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Actor_CollisionCheck_SetOT(globalCtx, &globalCtx->sub_11E60, &it->cylinderCollider);
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15
src/overlays/actors/ovl_En_It/z_en_it.h
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15
src/overlays/actors/ovl_En_It/z_en_it.h
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#ifndef _Z_EN_IT_H_
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#define _Z_EN_IT_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 unk_14C;
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/* 0x0150 */ ColliderCylinderMain cylinderCollider;
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} EnIt; // size = 0x019C
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extern const ActorInit En_It_InitVars;
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#endif
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