mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-08 15:30:14 +00:00
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:
parent
5aef81071e
commit
045a92d7c3
10327 changed files with 33390 additions and 45661 deletions
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@ -6,7 +6,6 @@
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#include "z_en_wallmas.h"
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#define ROOM 0x00
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#define FLAGS 0x00000015
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#define TIMER_SCALE ((f32)OS_CLOCK_RATE / 10000000000)
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@ -17,31 +16,30 @@
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#define DAMAGE_EFFECT_STUN_WHITE 4
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#define DAMAGE_EFFECT_STUN_BLUE 1
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static void EnWallmas_Init(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Destroy(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_TimerInit(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_ProximityOrSwitchInit(EnWallmas* this);
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static void EnWallmas_WaitToDrop(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Drop(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Land(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Stand(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_JumpToCeiling(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_ReturnToCeiling(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_TakeDamage(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_DamageCoolDown(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Die(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_WaitForProximity(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_WaitForSwitchFlag(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Stun(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Update(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Walk(EnWallmas* this, GlobalContext* globalCtx);
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static void EnWallmas_Draw(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Init(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Destroy(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_TimerInit(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_ProximityOrSwitchInit(EnWallmas* this);
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void EnWallmas_WaitToDrop(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Drop(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Land(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Stand(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_JumpToCeiling(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_ReturnToCeiling(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_TakeDamage(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_DamageCoolDown(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Die(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_WaitForProximity(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_WaitForSwitchFlag(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Stun(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Update(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Walk(EnWallmas* this, GlobalContext* globalCtx);
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void EnWallmas_Draw(EnWallmas* this, GlobalContext* globalCtx);
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const ActorInit En_Wallmas_InitVars = {
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ACTOR_EN_WALLMAS,
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ACTORTYPE_ENEMY,
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ROOM,
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FLAGS,
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OBJECT_WALLMASTER,
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sizeof(EnWallmas),
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@ -91,7 +89,7 @@ extern AnimationHeader D_060041F4;
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extern AnimationHeader D_0600A054;
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extern Gfx D_06008688[];
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static void EnWallmas_Init(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Init(EnWallmas* this, GlobalContext* globalCtx) {
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EnWallmas* this2 = this;
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Actor_ProcessInitChain(&this->actor, initChain);
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@ -119,12 +117,12 @@ static void EnWallmas_Init(EnWallmas* this, GlobalContext* globalCtx) {
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}
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}
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static void EnWallmas_Destroy(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Destroy(EnWallmas* this, GlobalContext* globalCtx) {
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ColliderCylinderMain* col = &this->colCylinder;
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ActorCollider_FreeCylinder(globalCtx, col);
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}
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static void EnWallmas_TimerInit(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_TimerInit(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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this->actor.flags &= ~1;
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@ -137,7 +135,7 @@ static void EnWallmas_TimerInit(EnWallmas* this, GlobalContext* globalCtx) {
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this->actionFunc = (ActorFunc)&EnWallmas_WaitToDrop;
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}
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static void EnWallmas_DropStart(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_DropStart(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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AnimationHeader* objSegChangeAnime = &D_0600299C;
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@ -153,7 +151,7 @@ static void EnWallmas_DropStart(EnWallmas* this, GlobalContext* globalCtx) {
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this->actionFunc = (ActorFunc)&EnWallmas_Drop;
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}
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static void EnWallmas_LandStart(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_LandStart(EnWallmas* this, GlobalContext* globalCtx) {
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AnimationHeader* objSegFrameCount = &D_060019CC;
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AnimationHeader* objSegChangeAnime = &D_060019CC;
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@ -165,23 +163,23 @@ static void EnWallmas_LandStart(EnWallmas* this, GlobalContext* globalCtx) {
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this->actionFunc = (ActorFunc)&EnWallmas_Land;
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}
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static void EnWallmas_StandStart(EnWallmas* this) {
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void EnWallmas_StandStart(EnWallmas* this) {
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_0600A054);
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this->actionFunc = (ActorFunc)&EnWallmas_Stand;
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}
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static void EnWallmas_WalkStart(EnWallmas* this) {
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void EnWallmas_WalkStart(EnWallmas* this) {
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SkelAnime_ChangeAnimPlaybackStop(&this->skelAnime, &D_060041F4, 3.0f);
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this->actionFunc = (ActorFunc)&EnWallmas_Walk;
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this->actor.speedXZ = 3.0f;
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}
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static void EnWallmas_JumpToCeilingStart(EnWallmas* this) {
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void EnWallmas_JumpToCeilingStart(EnWallmas* this) {
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_06009244);
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this->actionFunc = (ActorFunc)&EnWallmas_JumpToCeiling;
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this->actor.speedXZ = 0.0f;
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}
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static void EnWallmas_ReturnToCeilingStart(EnWallmas* this) {
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void EnWallmas_ReturnToCeilingStart(EnWallmas* this) {
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AnimationHeader* objSegFrameCount = &D_060019CC;
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AnimationHeader* objSegChangeAnime = &D_060019CC;
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this->actionFunc = (ActorFunc)&EnWallmas_ReturnToCeiling;
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}
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static void EnWallmas_TakeDamageStart(EnWallmas* this) {
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void EnWallmas_TakeDamageStart(EnWallmas* this) {
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06000590, -3.0f);
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if ((this->colCylinder.body.colliding->toucher.flags & 0x1F824) != 0) {
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this->actor.posRot.rot.y = this->colCylinder.base.ac->posRot.rot.y;
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this->actor.velocity.y = 10.0f;
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}
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static void EnWallmas_DamageCoolDownStart(EnWallmas* this) {
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void EnWallmas_DamageCoolDownStart(EnWallmas* this) {
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SkelAnime_ChangeAnimDefaultStop(&this->skelAnime, &D_06000EA4);
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this->actor.speedXZ = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actionFunc = (ActorFunc)&EnWallmas_DamageCoolDown;
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}
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static void EnWallMas_DieBegin(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallMas_DieBegin(EnWallmas* this, GlobalContext* globalCtx) {
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this->actor.speedXZ = 0.0f;
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this->actor.velocity.y = 0.0f;
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this->actionFunc = (ActorFunc)&EnWallmas_Die;
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}
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static void EnWallmas_TakePlayerBegin(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_TakePlayerBegin(EnWallmas* this, GlobalContext* globalCtx) {
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SkelAnime_ChangeAnimTransitionStop(&this->skelAnime, &D_06009520, -5.0f);
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this->timer = -0x1e;
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this->actionFunc = (ActorFunc)&EnWallmas_TakePlayer;
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func_800800F8(globalCtx, 0x251C, 0x270F, &this->actor, 0);
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}
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static void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) {
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void EnWallmas_ProximityOrSwitchInit(EnWallmas* this) {
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this->timer = 0;
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this->actor.draw = NULL;
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this->actor.flags = this->actor.flags & ~1;
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}
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}
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static void EnWallmas_StunBegin(EnWallmas* this) {
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void EnWallmas_StunBegin(EnWallmas* this) {
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SkelAnime_ChangeAnim(&this->skelAnime, &D_060019CC, 1.5f, 0, 20.0f, 2, -3.0f);
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this->actor.speedXZ = 0.0f;
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this->actionFunc = (ActorFunc)&EnWallmas_Stun;
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}
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static void EnWallmas_WaitToDrop(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_WaitToDrop(EnWallmas* this, GlobalContext* globalCtx) {
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Vec3f* playerPos;
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Player* player;
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}
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}
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static void EnWallmas_Drop(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Drop(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if ((func_8008E988(globalCtx) == 0) && (player->stateFlags2 & 0x10) == 0 && (player->unk_A78 >= 0) &&
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(this->actor.xzDistanceFromLink < 30.0f) && (this->actor.yDistanceFromLink < -5.0f) &&
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}
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}
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static void EnWallmas_Land(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Land(EnWallmas* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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EnWallmas_StandStart(this);
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}
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}
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static void EnWallmas_Stand(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Stand(EnWallmas* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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EnWallmas_WalkStart(this);
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}
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Math_ApproxUpdateScaledS(&this->actor.posRot.rot.y, this->actor.rotTowardsLinkY + 0x8000, 0xB6);
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}
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static void EnWallmas_Walk(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Walk(EnWallmas* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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EnWallmas_JumpToCeilingStart(this);
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}
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}
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}
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static void EnWallmas_JumpToCeiling(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_JumpToCeiling(EnWallmas* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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EnWallmas_ReturnToCeilingStart(this);
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}
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}
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static void EnWallmas_ReturnToCeiling(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_ReturnToCeiling(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (this->skelAnime.animCurrentFrame > 20.0f) {
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}
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}
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static void EnWallmas_TakeDamage(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_TakeDamage(EnWallmas* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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if (this->actor.sub_98.health == 0) {
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EnWallMas_DieBegin(this, globalCtx);
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Math_ApproxF(&this->actor.speedXZ, 0.0f, 0.2f);
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}
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static void EnWallmas_DamageCoolDown(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_DamageCoolDown(EnWallmas* this, GlobalContext* globalCtx) {
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if (SkelAnime_FrameUpdateMatrix(&this->skelAnime) != 0) {
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EnWallmas_ReturnToCeilingStart(this);
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}
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}
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static void EnWallmas_Die(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Die(EnWallmas* this, GlobalContext* globalCtx) {
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if (Math_ApproxF(&this->actor.scale.x, 0.0f, 0.0015) != 0) {
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Actor_SetScale(&this->actor, 0.01f);
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.posRot.pos, 0xC0);
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this->actor.scale.y = this->actor.scale.x;
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}
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static void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player;
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player = PLAYER;
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}
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}
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static void EnWallmas_WaitForProximity(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_WaitForProximity(EnWallmas* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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if (Math_Vec3f_DistXZ(&this->actor.initPosRot.pos, &player->actor.posRot.pos) < 200.0f) {
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EnWallmas_TimerInit(this, globalCtx);
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}
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}
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static void EnWallmas_WaitForSwitchFlag(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_WaitForSwitchFlag(EnWallmas* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->switchFlag) != 0) {
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EnWallmas_TimerInit(this, globalCtx);
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this->timer = 0x51;
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}
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}
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static void EnWallmas_Stun(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Stun(EnWallmas* this, GlobalContext* globalCtx) {
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SkelAnime_FrameUpdateMatrix(&this->skelAnime);
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if (this->timer != 0) {
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this->timer--;
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}
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}
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static void EnWallmas_ColUpdate(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_ColUpdate(EnWallmas* this, GlobalContext* globalCtx) {
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if ((this->colCylinder.base.collideFlags & 2) != 0) {
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this->colCylinder.base.collideFlags &= ~2;
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func_80035650(&this->actor, &this->colCylinder.body, 1);
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@ -511,7 +509,7 @@ static void EnWallmas_ColUpdate(EnWallmas* this, GlobalContext* globalCtx) {
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}
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}
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static void EnWallmas_Update(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_Update(EnWallmas* this, GlobalContext* globalCtx) {
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EnWallmas* this2 = this;
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char pad[4];
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@ -557,7 +555,7 @@ static void EnWallmas_Update(EnWallmas* this, GlobalContext* globalCtx) {
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this2->actor.shape.rot.y = this2->actor.posRot.rot.y;
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}
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static void EnWallmas_DrawXlu(EnWallmas* this, GlobalContext* globalCtx) {
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void EnWallmas_DrawXlu(EnWallmas* this, GlobalContext* globalCtx) {
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char pad[8];
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MtxF mf;
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GraphicsContext* gfxCtx;
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@ -594,8 +592,7 @@ static void EnWallmas_DrawXlu(EnWallmas* this, GlobalContext* globalCtx) {
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Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_wallmas.c", 1426);
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}
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static s32 EnWallMas_UpdatePos(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
Actor* actor) {
|
||||
s32 EnWallMas_UpdatePos(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
|
||||
EnWallmas* this = (EnWallmas*)actor;
|
||||
if (limbIndex == 1) {
|
||||
if (this->actionFunc != (ActorFunc)EnWallmas_TakePlayer) {
|
||||
|
@ -608,7 +605,7 @@ static s32 EnWallMas_UpdatePos(GlobalContext* globalCtx, s32 limbIndex, Gfx** dL
|
|||
return 0;
|
||||
}
|
||||
|
||||
static void EnWallmas_DrawOpa(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
|
||||
void EnWallmas_DrawOpa(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
|
||||
GraphicsContext* gfxCtx;
|
||||
Gfx* dispRefs[4];
|
||||
|
||||
|
@ -630,7 +627,7 @@ static void EnWallmas_DrawOpa(GlobalContext* globalCtx, s32 limbIndex, Gfx** dLi
|
|||
}
|
||||
}
|
||||
|
||||
static void EnWallmas_Draw(EnWallmas* this, GlobalContext* globalCtx) {
|
||||
void EnWallmas_Draw(EnWallmas* this, GlobalContext* globalCtx) {
|
||||
if (this->actionFunc != (ActorFunc)&EnWallmas_WaitToDrop) {
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.actorDrawTbl, this->skelAnime.dListCount,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue