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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

@ -4,29 +4,18 @@
* Description: Skulltula Sprouting from Bean Spot.
*/
#include <ultra64.h>
#include <global.h>
#include <vt.h>
#include "z_obj_makekinsuta.h"
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ ActorFunc actionFunc;
/* 0x150 */ s16 unk_150;
/* 0x152 */ s16 unk_152;
} ObjMakekinsuta; // size = 0x0154
#define ROOM 0x00
#define FLAGS 0x00000010
static void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx);
static void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx);
static void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx);
static void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx);
void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx);
void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx);
void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx);
void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx);
const ActorInit Obj_Makekinsuta_InitVars = {
ACTOR_OBJ_MAKEKINSUTA,
ACTORTYPE_ITEMACTION,
ROOM,
FLAGS,
OBJECT_GAMEPLAY_KEEP,
sizeof(ObjMakekinsuta),
@ -36,7 +25,7 @@ const ActorInit Obj_Makekinsuta_InitVars = {
NULL,
};
static void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx) {
void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx) {
if ((this->actor.params & 0x6000) == 0x4000) {
osSyncPrintf(VT_FGCOL(BLUE));
// Translation: Gold Star Enemy(arg_data %x)
@ -51,7 +40,7 @@ static void ObjMakekinsuta_Init(ObjMakekinsuta* this, GlobalContext* globalCtx)
this->actionFunc = func_80B98320;
}
static void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
if (this->unk_152 != 0) {
if (this->unk_150 >= 0x3C && !func_8002DEEC(PLAYER)) {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_SW, this->actor.posRot.pos.x,
@ -66,9 +55,9 @@ static void func_80B98320(ObjMakekinsuta* this, GlobalContext* globalCtx) {
this->unk_150 = 0;
}
static void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx) {
void func_80B983D4(ObjMakekinsuta* this, GlobalContext* globalCtx) {
}
static void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx) {
void ObjMakekinsuta_Update(ObjMakekinsuta* this, GlobalContext* globalCtx) {
this->actionFunc(&this->actor, globalCtx);
}

View file

@ -0,0 +1,17 @@
#ifndef _Z_OBJ_MAKEKINSUTA_H_
#define _Z_OBJ_MAKEKINSUTA_H_
#include <ultra64.h>
#include <global.h>
#include <vt.h>
typedef struct {
/* 0x0000 */ Actor actor;
/* 0x014C */ ActorFunc actionFunc;
/* 0x150 */ s16 unk_150;
/* 0x152 */ s16 unk_152;
} ObjMakekinsuta; // size = 0x0154
extern const ActorInit Obj_Makekinsuta_InitVars;
#endif