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Add enum for setup dls and name z_rcp.c
functions (#1196)
* Introduce `SetupDL` enum * wip * wip * Remove comments on each setupdl index * Name setup dl functions by setupdl index * `Gfx_SetupDl` -> `Gfx_SetupDL` * Run formatter * globalctx -> play * fix regressions * `Gfx_SetupDL` -> `Gfx_SetupDL_` (add separating underscore) * `CallSetupDL` -> `SetupDL`
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4775fd4a7e
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376 changed files with 1047 additions and 971 deletions
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@ -28,7 +28,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist,
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if (temp1 >= -50.0f && temp1 < 500.0f) {
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 1553);
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POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
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POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
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gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
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COMBINED);
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@ -134,7 +134,7 @@ void ActorShadow_DrawFeet(Actor* actor, Lights* lights, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 1741);
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POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
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POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
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// feetFloorFlag is temporarily a bitfield where the bits are set if the foot is on ground
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// feetFloorFlag & 2 is left foot, feetFloorFlag & 1 is right foot
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@ -353,7 +353,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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func_8002BE64(targetCtx, targetCtx->unk_4C, projTargetCenter.x, projTargetCenter.y, projTargetCenter.z);
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if (!(player->stateFlags1 & PLAYER_STATE1_6) || (actor != player->unk_664)) {
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OVERLAY_DISP = Gfx_CallSetupDL(OVERLAY_DISP, 0x39);
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_57);
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for (spB0 = 0, spAC = targetCtx->unk_4C; spB0 < spB8; spB0++, spAC = (spAC + 1) % 3) {
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entry = &targetCtx->arr_50[spAC];
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@ -395,7 +395,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
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if ((actor != NULL) && !(actor->flags & ACTOR_FLAG_27)) {
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NaviColor* naviColor = &sNaviColorList[actor->category];
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x7);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_7);
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Matrix_Translate(actor->focus.pos.x, actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y) + 17.0f,
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actor->focus.pos.z, MTXMODE_NEW);
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@ -725,7 +725,7 @@ void TitleCard_Draw(PlayState* play, TitleCardContext* titleCtx) {
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height = (width * height > 0x1000) ? 0x1000 / width : height;
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titleSecondY = titleY + (height * 4);
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OVERLAY_DISP = func_80093808(OVERLAY_DISP);
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OVERLAY_DISP = Gfx_SetupDL_52NoCD(OVERLAY_DISP);
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gDPSetPrimColor(OVERLAY_DISP++, 0, 0, (u8)titleCtx->intensity, (u8)titleCtx->intensity, (u8)titleCtx->intensity,
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(u8)titleCtx->alpha);
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@ -1909,7 +1909,7 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
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(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].roomIndex) == play->roomCtx.curRoom.num)) {
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f32 scale = 0.025f * ratio;
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0x19);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_25);
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Matrix_Translate(((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x),
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((void)0, gSaveContext.respawn[RESPAWN_MODE_TOP].pos.y) + yOffset,
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@ -3480,7 +3480,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
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if (0) {} // Necessary to match
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POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP, 0x2C);
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POLY_OPA_DISP = Gfx_SetupDL(POLY_OPA_DISP, SETUPDL_44);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 0, 0, 0, alpha);
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@ -3854,7 +3854,7 @@ void func_80034BA0(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
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Actor* actor, s16 alpha) {
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8831);
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func_80093D18(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gDPPipeSync(POLY_OPA_DISP++);
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gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, alpha);
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@ -3871,7 +3871,7 @@ void func_80034CC4(PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overr
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Actor* actor, s16 alpha) {
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OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 8876);
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gDPPipeSync(POLY_XLU_DISP++);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 0, 0, alpha);
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