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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 +4,27 @@
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* Description: Stops blocks and sets relevant flags when the block is in position.
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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_obj_blockstop.h"
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typedef struct {
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/* 0x0000 */ Actor actor;
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} ActorObjBlockstop; // size = 0x014C
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#define ROOM 0x00
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#define FLAGS 0x00000000
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static void Init(ActorObjBlockstop* this, GlobalContext* globalCtx);
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static void Destroy(ActorObjBlockstop* this, GlobalContext* globalCtx);
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static void Update(ActorObjBlockstop* this, GlobalContext* globalCtx);
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void ObjBlockstop_Init(ObjBlockstop* this, GlobalContext* globalCtx);
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void ObjBlockstop_Destroy(ObjBlockstop* this, GlobalContext* globalCtx);
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void ObjBlockstop_Update(ObjBlockstop* this, GlobalContext* globalCtx);
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const ActorInit Obj_Blockstop_InitVars = {
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ACTOR_OBJ_BLOCKSTOP,
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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(ActorObjBlockstop),
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(ActorFunc)Init,
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(ActorFunc)Destroy,
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(ActorFunc)Update,
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sizeof(ObjBlockstop),
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(ActorFunc)ObjBlockstop_Init,
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(ActorFunc)ObjBlockstop_Destroy,
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(ActorFunc)ObjBlockstop_Update,
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NULL,
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};
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static void Init(ActorObjBlockstop* this, GlobalContext* globalCtx) {
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void ObjBlockstop_Init(ObjBlockstop* this, GlobalContext* globalCtx) {
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if (Flags_GetSwitch(globalCtx, this->actor.params)) {
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Actor_Kill(&this->actor);
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} else {
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@ -40,10 +32,10 @@ static void Init(ActorObjBlockstop* this, GlobalContext* globalCtx) {
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}
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}
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static void Destroy(ActorObjBlockstop* this, GlobalContext* globalCtx) {
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void ObjBlockstop_Destroy(ObjBlockstop* this, GlobalContext* globalCtx) {
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}
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static void Update(ActorObjBlockstop* this, GlobalContext* globalCtx) {
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void ObjBlockstop_Update(ObjBlockstop* this, GlobalContext* globalCtx) {
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DynaPolyActor* dynaActor;
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s32 pad;
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Vec3f sp4C;
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13
src/overlays/actors/ovl_Obj_Blockstop/z_obj_blockstop.h
Normal file
13
src/overlays/actors/ovl_Obj_Blockstop/z_obj_blockstop.h
Normal file
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@ -0,0 +1,13 @@
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#ifndef _Z_OBJ_BLOCKSTOP_H_
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#define _Z_OBJ_BLOCKSTOP_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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} ObjBlockstop; // size = 0x014C
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extern const ActorInit ObjBlockstop_InitVars;
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#endif
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