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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>
This commit is contained in:
Lucas Shaw 2020-04-14 11:16:34 -07:00 committed by GitHub
parent 5aef81071e
commit 045a92d7c3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
10327 changed files with 33390 additions and 45661 deletions

View file

@ -6,21 +6,19 @@
#include "z_obj_bombiwa.h"
#define ROOM 0x00
#define FLAGS 0x00000000
static void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx);
static void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx);
static void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx);
static void ObjBombiwa_Draw(ObjBombiwa* this, GlobalContext* globalCtx);
void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx);
void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx);
void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx);
void ObjBombiwa_Draw(ObjBombiwa* this, GlobalContext* globalCtx);
static void ObjBombiwa_InitCollision(ObjBombiwa* this, GlobalContext* globalCtx);
static void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx);
void ObjBombiwa_InitCollision(ObjBombiwa* this, GlobalContext* globalCtx);
void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx);
const ActorInit Obj_Bombiwa_InitVars = {
ACTOR_OBJ_BOMBIWA,
ACTORTYPE_PROP,
ROOM,
FLAGS,
OBJECT_BOMBIWA,
sizeof(ObjBombiwa),
@ -54,14 +52,14 @@ static s16 effectScales[] = {
extern Gfx* D_060009E0; // dlist
static void ObjBombiwa_InitCollision(ObjBombiwa* this, GlobalContext* globalCtx) {
void ObjBombiwa_InitCollision(ObjBombiwa* this, GlobalContext* globalCtx) {
ObjBombiwa* thisLocal = this;
ActorCollider_AllocCylinder(globalCtx, &thisLocal->collider);
ActorCollider_InitCylinder(globalCtx, &thisLocal->collider, &thisLocal->actor, &colliderInit);
ActorCollider_Cylinder_Update(&thisLocal->actor, &thisLocal->collider);
}
static void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx) {
void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->actor, initChain);
ObjBombiwa_InitCollision(this, globalCtx);
if ((Flags_GetSwitch(globalCtx, this->actor.params & 0x3F) != 0)) {
@ -78,11 +76,11 @@ static void ObjBombiwa_Init(ObjBombiwa* this, GlobalContext* globalCtx) {
}
}
static void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx) {
void ObjBombiwa_Destroy(ObjBombiwa* this, GlobalContext* globalCtx) {
ActorCollider_FreeCylinder(globalCtx, &this->collider);
}
static void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
Vec3f temp_s2;
Vec3f temp_s3;
Gfx** dlist;
@ -106,7 +104,7 @@ static void ObjBombiwa_Break(ObjBombiwa* this, GlobalContext* globalCtx) {
func_80033480(globalCtx, &this->actor.posRot.pos, 60.0f, 8, 100, 160, 1);
}
static void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx) {
void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx) {
SubGlobalContext11E60* sub_11E60;
ColliderCylinderMain* collider;
@ -131,6 +129,6 @@ static void ObjBombiwa_Update(ObjBombiwa* this, GlobalContext* globalCtx) {
}
}
static void ObjBombiwa_Draw(ObjBombiwa* this, GlobalContext* globalCtx) {
void ObjBombiwa_Draw(ObjBombiwa* this, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, &D_060009E0);
}