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InitVars -> Profile (#2011)

* rename ActorInit

* rename actorInit

* rename initInfo

* EffectSs Profile

* _InitVars -> _Profile

* format, loose ends

* revert tutorial
This commit is contained in:
fig02 2024-08-02 17:50:02 -04:00 committed by GitHub
parent a083a15650
commit 078e21f6c6
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GPG key ID: B5690EEEBB952194
472 changed files with 525 additions and 521 deletions

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@ -24,7 +24,7 @@ u32 EffectSsBlast_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
void EffectSsBlast_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsBlast_Draw(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Blast_InitVars = {
EffectSsProfile Effect_Ss_Blast_Profile = {
EFFECT_SS_BLAST,
EffectSsBlast_Init,
};

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@ -16,7 +16,7 @@ u32 EffectSsBomb_Init(PlayState* play, u32 index, EffectSs* this, void* initPara
void EffectSsBomb_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsBomb_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Bomb_InitVars = {
EffectSsProfile Effect_Ss_Bomb_Profile = {
EFFECT_SS_BOMB,
EffectSsBomb_Init,
};

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@ -24,7 +24,7 @@ void EffectSsBomb2_DrawFade(PlayState* play, u32 index, EffectSs* this);
void EffectSsBomb2_DrawLayered(PlayState* play, u32 index, EffectSs* this);
void EffectSsBomb2_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Bomb2_InitVars = {
EffectSsProfile Effect_Ss_Bomb2_Profile = {
EFFECT_SS_BOMB2,
EffectSsBomb2_Init,
};

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@ -13,7 +13,7 @@ u32 EffectSsBubble_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsBubble_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsBubble_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Bubble_InitVars = {
EffectSsProfile Effect_Ss_Bubble_Profile = {
EFFECT_SS_BUBBLE,
EffectSsBubble_Init,
};

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@ -22,7 +22,7 @@ u32 EffectSsDFire_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
void EffectSsDFire_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsDFire_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_D_Fire_InitVars = {
EffectSsProfile Effect_Ss_D_Fire_Profile = {
EFFECT_SS_D_FIRE,
EffectSsDFire_Init,
};

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@ -24,7 +24,7 @@ u32 EffectSsDeadDb_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsDeadDb_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsDeadDb_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Dead_Db_InitVars = {
EffectSsProfile Effect_Ss_Dead_Db_Profile = {
EFFECT_SS_DEAD_DB,
EffectSsDeadDb_Init,
};

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@ -23,7 +23,7 @@ u32 EffectSsDeadDd_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsDeadDd_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsDeadDd_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Dead_Dd_InitVars = {
EffectSsProfile Effect_Ss_Dead_Dd_Profile = {
EFFECT_SS_DEAD_DD,
EffectSsDeadDd_Init,
};

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@ -21,7 +21,7 @@ u32 EffectSsDeadDs_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsDeadDs_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Dead_Ds_InitVars = {
EffectSsProfile Effect_Ss_Dead_Ds_Profile = {
EFFECT_SS_DEAD_DS,
EffectSsDeadDs_Init,
};

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@ -12,7 +12,7 @@
u32 EffectSsDeadSound_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void EffectSsDeadSound_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Dead_Sound_InitVars = {
EffectSsProfile Effect_Ss_Dead_Sound_Profile = {
EFFECT_SS_DEAD_SOUND,
EffectSsDeadSound_Init,
};

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@ -26,7 +26,7 @@ void EffectSsDtBubble_Update(PlayState* play, u32 index, EffectSs* this);
static Color_RGBA8 sPrimColors[] = { { 255, 255, 100, 255 }, { 150, 255, 255, 255 }, { 100, 255, 255, 255 } };
static Color_RGBA8 sEnvColors[] = { { 170, 0, 0, 255 }, { 0, 100, 0, 255 }, { 0, 0, 255, 255 } };
EffectSsInit Effect_Ss_Dt_Bubble_InitVars = {
EffectSsProfile Effect_Ss_Dt_Bubble_Profile = {
EFFECT_SS_DT_BUBBLE,
EffectSsDtBubble_Init,
};

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@ -26,7 +26,7 @@ void EffectSsDust_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsDust_UpdateFire(PlayState* play, u32 index, EffectSs* this);
void EffectSsDust_Draw(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Dust_InitVars = {
EffectSsProfile Effect_Ss_Dust_Profile = {
EFFECT_SS_DUST,
EffectSsDust_Init,
};

View file

@ -22,7 +22,7 @@ u32 EffectSsEnFire_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsEnFire_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsEnFire_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_En_Fire_InitVars = {
EffectSsProfile Effect_Ss_En_Fire_Profile = {
EFFECT_SS_EN_FIRE,
EffectSsEnFire_Init,
};

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@ -26,7 +26,7 @@ void EffectSsEnIce_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsEnIce_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsEnIce_UpdateFlying(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_En_Ice_InitVars = {
EffectSsProfile Effect_Ss_En_Ice_Profile = {
EFFECT_SS_EN_ICE,
EffectSsEnIce_Init,
};

View file

@ -18,7 +18,7 @@ void EffectSsExtra_Update(PlayState* play, u32 index, EffectSs* this);
static s16 sScores[] = { 30, 60, 100 };
EffectSsInit Effect_Ss_Extra_InitVars = {
EffectSsProfile Effect_Ss_Extra_Profile = {
EFFECT_SS_EXTRA,
EffectSsExtra_Init,
};

View file

@ -17,7 +17,7 @@ u32 EffectSsFcircle_Init(PlayState* play, u32 index, EffectSs* this, void* initP
void EffectSsFcircle_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsFcircle_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Fcircle_InitVars = {
EffectSsProfile Effect_Ss_Fcircle_Profile = {
EFFECT_SS_FCIRCLE,
EffectSsFcircle_Init,
};

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@ -20,7 +20,7 @@ void EffectSsFhgFlash_UpdateLightBall(PlayState* play, u32 index, EffectSs* this
void EffectSsFhgFlash_DrawShock(PlayState* play, u32 index, EffectSs* this);
void EffectSsFhgFlash_UpdateShock(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Fhg_Flash_InitVars = {
EffectSsProfile Effect_Ss_Fhg_Flash_Profile = {
EFFECT_SS_FHG_FLASH,
EffectSsFhgFlash_Init,
};

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@ -25,7 +25,7 @@ u32 EffectSsFireTail_Init(PlayState* play, u32 index, EffectSs* this, void* init
void EffectSsFireTail_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsFireTail_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Fire_Tail_InitVars = {
EffectSsProfile Effect_Ss_Fire_Tail_Profile = {
EFFECT_SS_FIRE_TAIL,
EffectSsFireTail_Init,
};

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@ -11,7 +11,7 @@ u32 EffectSsGFire_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
void EffectSsGFire_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsGFire_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_G_Fire_InitVars = {
EffectSsProfile Effect_Ss_G_Fire_Profile = {
EFFECT_SS_G_FIRE,
EffectSsGFire_Init,
};

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@ -11,7 +11,7 @@ u32 EffectSsGMagma_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsGMagma_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsGMagma_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_G_Magma_InitVars = {
EffectSsProfile Effect_Ss_G_Magma_Profile = {
EFFECT_SS_G_MAGMA,
EffectSsGMagma_Init,
};

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@ -32,7 +32,7 @@ static void* sTextures[] = {
object_kingdodongo_Tex_0308E0,
};
EffectSsInit Effect_Ss_G_Magma2_InitVars = {
EffectSsProfile Effect_Ss_G_Magma2_Profile = {
EFFECT_SS_G_MAGMA2,
EffectSsGMagma2_Init,
};

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@ -24,7 +24,7 @@ u32 EffectSsGRipple_Init(PlayState* play, u32 index, EffectSs* this, void* initP
void EffectSsGRipple_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsGRipple_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_G_Ripple_InitVars = {
EffectSsProfile Effect_Ss_G_Ripple_Profile = {
EFFECT_SS_G_RIPPLE,
EffectSsGRipple_Init,
};

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@ -24,7 +24,7 @@ void EffectSsGSpk_Update(PlayState* play, u32 index, EffectSs* this);
void EffectSsGSpk_UpdateNoAccel(PlayState* play, u32 index, EffectSs* this);
void EffectSsGSpk_Draw(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_G_Spk_InitVars = {
EffectSsProfile Effect_Ss_G_Spk_Profile = {
EFFECT_SS_G_SPK,
EffectSsGSpk_Init,
};

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@ -15,7 +15,7 @@ u32 EffectSsGSplash_Init(PlayState* play, u32 index, EffectSs* this, void* initP
void EffectSsGSplash_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsGSplash_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_G_Splash_InitVars = {
EffectSsProfile Effect_Ss_G_Splash_Profile = {
EFFECT_SS_G_SPLASH,
EffectSsGSplash_Init,
};

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@ -20,7 +20,7 @@ void EffectSsHahen_DrawGray(PlayState* play, u32 index, EffectSs* this);
void EffectSsHahen_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsHahen_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Hahen_InitVars = {
EffectSsProfile Effect_Ss_Hahen_Profile = {
EFFECT_SS_HAHEN,
EffectSsHahen_Init,
};

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@ -36,7 +36,7 @@ static void* sTextures[] = {
gEffHitMark7Tex, gEffHitMark8Tex,
};
EffectSsInit Effect_Ss_HitMark_InitVars = {
EffectSsProfile Effect_Ss_HitMark_Profile = {
EFFECT_SS_HITMARK,
EffectSsHitMark_Init,
};

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@ -17,7 +17,7 @@ u32 EffectSsIcePiece_Init(PlayState* play, u32 index, EffectSs* this, void* init
void EffectSsIcePiece_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsIcePiece_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Ice_Piece_InitVars = {
EffectSsProfile Effect_Ss_Ice_Piece_Profile = {
EFFECT_SS_ICE_PIECE,
EffectSsIcePiece_Init,
};

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@ -15,7 +15,7 @@ u32 EffectSsIceSmoke_Init(PlayState* play, u32 index, EffectSs* this, void* init
void EffectSsIceSmoke_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsIceSmoke_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Ice_Smoke_InitVars = {
EffectSsProfile Effect_Ss_Ice_Smoke_Profile = {
EFFECT_SS_ICE_SMOKE,
EffectSsIceSmoke_Init,
};

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@ -18,7 +18,7 @@ u32 EffectSsKFire_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
void EffectSsKFire_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsKFire_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_K_Fire_InitVars = {
EffectSsProfile Effect_Ss_K_Fire_Profile = {
EFFECT_SS_K_FIRE,
EffectSsKFire_Init,
};

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@ -26,7 +26,7 @@ void EffectSsKakera_Update(PlayState* play, u32 index, EffectSs* this);
void func_809A9BA8(EffectSs* this, PlayState* play);
EffectSsInit Effect_Ss_Kakera_InitVars = {
EffectSsProfile Effect_Ss_Kakera_Profile = {
EFFECT_SS_KAKERA,
EffectSsKakera_Init,
};

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@ -27,7 +27,7 @@ void func_809AABF0(PlayState* play, u32 index, EffectSs* this);
void func_809AACAC(PlayState* play, u32 index, EffectSs* this);
void func_809AAD6C(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_KiraKira_InitVars = {
EffectSsProfile Effect_Ss_KiraKira_Profile = {
EFFECT_SS_KIRAKIRA,
EffectSsKiraKira_Init,
};

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@ -24,7 +24,7 @@ u32 EffectSsLightning_Init(PlayState* play, u32 index, EffectSs* this, void* ini
void EffectSsLightning_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsLightning_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Lightning_InitVars = {
EffectSsProfile Effect_Ss_Lightning_Profile = {
EFFECT_SS_LIGHTNING,
EffectSsLightning_Init,
};

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@ -23,7 +23,7 @@ u32 EffectSsSibuki_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsSibuki_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsSibuki_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Sibuki_InitVars = {
EffectSsProfile Effect_Ss_Sibuki_Profile = {
EFFECT_SS_SIBUKI,
EffectSsSibuki_Init,
};

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@ -22,7 +22,7 @@ u32 EffectSsSibuki2_Init(PlayState* play, u32 index, EffectSs* this, void* initP
void EffectSsSibuki2_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsSibuki2_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Sibuki2_InitVars = {
EffectSsProfile Effect_Ss_Sibuki2_Profile = {
EFFECT_SS_SIBUKI2,
EffectSsSibuki2_Init,
};

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@ -11,7 +11,7 @@
u32 EffectSsSolderSrchBall_Init(PlayState* play, u32 index, EffectSs* this, void* initParamsx);
void EffectSsSolderSrchBall_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Solder_Srch_Ball_InitVars = {
EffectSsProfile Effect_Ss_Solder_Srch_Ball_Profile = {
EFFECT_SS_SOLDER_SRCH_BALL,
EffectSsSolderSrchBall_Init,
};

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@ -15,7 +15,7 @@ u32 EffectSsStick_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
void EffectSsStick_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsStick_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Stick_InitVars = {
EffectSsProfile Effect_Ss_Stick_Profile = {
EFFECT_SS_STICK,
EffectSsStick_Init,
};

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@ -13,7 +13,7 @@ u32 EffectSsStone1_Init(PlayState* play, u32 index, EffectSs* this, void* initPa
void EffectSsStone1_Draw(PlayState* play, u32 index, EffectSs* this);
void EffectSsStone1_Update(PlayState* play, u32 index, EffectSs* this);
EffectSsInit Effect_Ss_Stone1_InitVars = {
EffectSsProfile Effect_Ss_Stone1_Profile = {
EFFECT_SS_STONE1,
EffectSsStone1_Init,
};