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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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@ -4,29 +4,18 @@
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* Description: Skulltula Sprouting from Bean Spot.
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*/
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#include <ultra64.h>
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#include <global.h>
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#include <vt.h>
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#include "z_obj_makekinsuta.h"
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typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ActorFunc actionFunc;
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/* 0x150 */ s16 unk_150;
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/* 0x152 */ s16 unk_152;
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} ObjMakekinsuta; // size = 0x0154
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#define ROOM 0x00
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#define FLAGS 0x00000010
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static void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx);
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static void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx);
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static void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx);
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static void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx);
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void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx);
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void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx);
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void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx);
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void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx);
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const ActorInit Obj_Makekinsuta_InitVars = {
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ACTOR_OBJ_MAKEKINSUTA,
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ACTORTYPE_ITEMACTION,
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ROOM,
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FLAGS,
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OBJECT_GAMEPLAY_KEEP,
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sizeof(ObjMakekinsuta),
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@ -36,7 +25,7 @@ const ActorInit Obj_Makekinsuta_InitVars = {
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NULL,
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};
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static void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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if ((this->actor.params & 0x6000) == 0x4000) {
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osSyncPrintf(VT_FGCOL(BLUE));
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// Translation: Gold Star Enemy(arg_data %x)
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this->actionFunc = func_80B98320;
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}
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static void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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if (this->unk_152 != 0) {
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if (this->unk_150 >= 0x3C && !func_8002DEEC(PLAYER)) {
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_SW, this->actor.posRot.pos.x,
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@ -66,9 +55,9 @@ static void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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this->unk_150 = 0;
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}
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static void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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}
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static void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx) {
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this->actionFunc(&this->actor, globalCtx);
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}
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17
src/overlays/actors/ovl_Obj_Makekinsuta/z_obj_makekinsuta.h
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17
src/overlays/actors/ovl_Obj_Makekinsuta/z_obj_makekinsuta.h
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#ifndef _Z_OBJ_MAKEKINSUTA_H_
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#define _Z_OBJ_MAKEKINSUTA_H_
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#include <ultra64.h>
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#include <global.h>
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#include <vt.h>
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typedef struct {
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/* 0x0000 */ Actor actor;
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/* 0x014C */ ActorFunc actionFunc;
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/* 0x150 */ s16 unk_150;
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/* 0x152 */ s16 unk_152;
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} ObjMakekinsuta; // size = 0x0154
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extern const ActorInit Obj_Makekinsuta_InitVars;
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#endif
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