mirror of
https://github.com/zeldaret/oot.git
synced 2025-07-04 15:04:31 +00:00
libultra cleanup (#215)
* cleanup libultra * fixes - use quotes instead of <> for includes - add macros for zelda specific thread priorities - fix Makefile - properly format the remaining pfs structs * fix button macros + add CHECK_BTN_ANY/CHECK_BTN_ALL * remove ULTRA_ABS * fix includes * update z_player.c/z_lib.c + run format.sh * merge upstream/master * fix include in En_Goroiwa * fix includes
This commit is contained in:
parent
6136ee6deb
commit
174af7384d
890 changed files with 2628 additions and 5625 deletions
|
@ -1,6 +1,5 @@
|
|||
#include <ultra64.h>
|
||||
#include <global.h>
|
||||
#include <vt.h>
|
||||
#include "global.h"
|
||||
#include "vt.h"
|
||||
|
||||
// draw red poly
|
||||
void func_8005B280(GraphicsContext* gfx, Vec3f* vA, Vec3f* vB, Vec3f* vC) {
|
||||
|
@ -497,7 +496,7 @@ s32 Collider_DestroyTrisItemDim(GlobalContext* globalCtx, TriNorm* dim) {
|
|||
s32 Collider_SetTrisItemDim(GlobalContext* globalCtx, TriNorm* dest, ColliderTrisItemDimInit* src) {
|
||||
Vec3f* d;
|
||||
Vec3f* s;
|
||||
float nx, ny, nz, nd;
|
||||
f32 nx, ny, nz, nd;
|
||||
|
||||
d = dest->vtx;
|
||||
s = src->vtx;
|
||||
|
@ -1981,6 +1980,7 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext
|
|||
}
|
||||
|
||||
static s8 sBssDummy1;
|
||||
static s8 sBssDummy2;
|
||||
|
||||
static TriNorm D_8015E3A0;
|
||||
static TriNorm D_8015E3D8;
|
||||
|
@ -2032,10 +2032,10 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext
|
|||
}
|
||||
}
|
||||
|
||||
static s8 sBssDummy2;
|
||||
static s8 sBssDummy3;
|
||||
static s8 sBssDummy4;
|
||||
static s8 sBssDummy5;
|
||||
static s8 sBssDummy6;
|
||||
|
||||
static Vec3f D_8015E420;
|
||||
|
||||
|
@ -2077,10 +2077,10 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContex
|
|||
}
|
||||
}
|
||||
|
||||
static s8 sBssDummy6;
|
||||
static s8 sBssDummy7;
|
||||
static s8 sBssDummy8;
|
||||
static s8 sBssDummy9;
|
||||
static s8 sBssDummy10;
|
||||
|
||||
static Vec3f D_8015E430;
|
||||
static TriNorm D_8015E440;
|
||||
|
@ -2676,7 +2676,7 @@ void func_80061F64(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, C
|
|||
u32 flags;
|
||||
s32 i;
|
||||
f32 damage;
|
||||
int tblLookup;
|
||||
s32 tblLookup;
|
||||
|
||||
if (collider->actor == NULL || !(collider->acFlags & 2)) {
|
||||
return;
|
||||
|
@ -2910,10 +2910,10 @@ void func_8006285C(GlobalContext* globalCtx, ColliderTris* collider, s32 index,
|
|||
// In order to reproduce this behavior, we need a specific number of bss variables in the file before that point.
|
||||
// For this, we introduce a certain amount of dummy variables throughout the file, which we fit inside padding added
|
||||
// by the compiler between structs like TriNorm and/or Vec3f, so they don't take space in bss.
|
||||
static s8 sBssDummy10;
|
||||
static s8 sBssDummy11;
|
||||
static s8 sBssDummy12;
|
||||
static s8 sBssDummy13;
|
||||
static s8 sBssDummy14;
|
||||
|
||||
void func_800628A4(s32 arg0, ColliderJntSph* collider) {
|
||||
static Vec3f D_8015E648;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue