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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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@ -6,20 +6,18 @@
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#include "z_en_nutsball.h"
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#define ROOM 0x00
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#define FLAGS 0x00000010
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static void EnNutsball_Init(EnNutsball* this, GlobalContext* globalCtx);
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static void EnNutsball_Destroy(EnNutsball* this, GlobalContext* globalCtx);
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static void EnNutsball_Update(EnNutsball* this, GlobalContext* globalCtx);
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static void func_80ABBB34(EnNutsball* this, GlobalContext* globalCtx);
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static void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx);
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static void EnNutsball_Draw(EnNutsball* this, GlobalContext* globalCtx);
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void EnNutsball_Init(EnNutsball* this, GlobalContext* globalCtx);
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void EnNutsball_Destroy(EnNutsball* this, GlobalContext* globalCtx);
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void EnNutsball_Update(EnNutsball* this, GlobalContext* globalCtx);
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void func_80ABBB34(EnNutsball* this, GlobalContext* globalCtx);
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void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx);
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void EnNutsball_Draw(EnNutsball* this, GlobalContext* globalCtx);
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const ActorInit En_Nutsball_InitVars = {
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ACTOR_EN_NUTSBALL,
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ACTORTYPE_PROP,
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ROOM,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(EnNutsball),
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@ -38,7 +36,7 @@ static ColliderCylinderInit cylinderInitData = {
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static s16 objectTbl[] = { OBJECT_DEKUNUTS, OBJECT_HINTNUTS, OBJECT_SHOPNUTS, OBJECT_DNS, OBJECT_DNK };
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static u32 dListTbl[] = { 0x06002028, 0x060012F0, 0x06004008, 0x06002410, 0x06001890 };
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static void EnNutsball_Init(EnNutsball* this, GlobalContext* globalCtx) {
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void EnNutsball_Init(EnNutsball* this, GlobalContext* globalCtx) {
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s32 pad[2];
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ActorShape_Init(&this->actor.shape, 400.0f, ActorShadow_DrawFunc_Circle, 13.0f);
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@ -53,12 +51,12 @@ static void EnNutsball_Init(EnNutsball* this, GlobalContext* globalCtx) {
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}
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}
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static void EnNutsball_Destroy(EnNutsball* this, GlobalContext* globalCtx) {
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void EnNutsball_Destroy(EnNutsball* this, GlobalContext* globalCtx) {
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ColliderCylinderMain* collider = &this->collider;
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ActorCollider_FreeCylinder(globalCtx, collider);
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}
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static void func_80ABBB34(EnNutsball* this, GlobalContext* globalCtx) {
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void func_80ABBB34(EnNutsball* this, GlobalContext* globalCtx) {
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if (Object_IsLoaded(&globalCtx->objectCtx, this->objBankIndex)) {
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this->actor.objBankIndex = this->objBankIndex;
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this->actor.draw = (ActorFunc)EnNutsball_Draw;
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@ -69,7 +67,7 @@ static void func_80ABBB34(EnNutsball* this, GlobalContext* globalCtx) {
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}
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}
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static void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx) {
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void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Vec3s sp4C;
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Vec3f sp40;
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@ -114,7 +112,7 @@ static void func_80ABBBA8(EnNutsball* this, GlobalContext* globalCtx) {
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}
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}
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static void EnNutsball_Update(EnNutsball* this, GlobalContext* globalCtx) {
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void EnNutsball_Update(EnNutsball* this, GlobalContext* globalCtx) {
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EnNutsball* nutsball = this;
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Player* player = PLAYER;
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s32 pad;
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@ -134,7 +132,7 @@ static void EnNutsball_Update(EnNutsball* this, GlobalContext* globalCtx) {
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}
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}
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static void EnNutsball_Draw(EnNutsball* this, GlobalContext* globalCtx) {
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void EnNutsball_Draw(EnNutsball* this, GlobalContext* globalCtx) {
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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Gfx* dispRefs[5];
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