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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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@ -1527,7 +1527,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
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if (effect->type == BFD_FX_EMBER) {
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if (materialFlag == 0) {
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaEmberMaterialDL);
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materialFlag++;
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}
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@ -1548,7 +1548,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
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if (effect->type == BFD_FX_DEBRIS) {
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if (materialFlag == 0) {
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func_80093D18(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gSPDisplayList(POLY_OPA_DISP++, gVolvagiaDebrisMaterialDL);
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materialFlag++;
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}
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@ -1569,7 +1569,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
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if (effect->type == BFD_FX_DUST) {
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if (materialFlag == 0) {
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_0);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustMaterialDL);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 90, 30, 0, 255);
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gDPSetEnvColor(POLY_XLU_DISP++, 90, 30, 0, 0);
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@ -1592,7 +1592,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
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if (effect->type == BFD_FX_FIRE_BREATH) {
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if (materialFlag == 0) {
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POLY_XLU_DISP = Gfx_CallSetupDL(POLY_XLU_DISP, 0);
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POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_0);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustMaterialDL);
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gDPSetEnvColor(POLY_XLU_DISP++, 255, 10, 0, 255);
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materialFlag++;
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@ -1615,7 +1615,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
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for (i = 0; i < BOSSFD_EFFECT_COUNT; i++, effect++) {
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if (effect->type == BFD_FX_SKULL_PIECE) {
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if (materialFlag == 0) {
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaSkullPieceMaterialDL);
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materialFlag++;
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}
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@ -1641,7 +1641,7 @@ void BossFd_Draw(Actor* thisx, PlayState* play) {
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osSyncPrintf("FD DRAW START\n");
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if (this->actionFunc != BossFd_Wait) {
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4217);
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func_80093D18(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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if (this->work[BFD_DAMAGE_FLASH_TIMER] & 2) {
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POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 255, 255, 0, 900, 1099);
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}
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@ -1956,7 +1956,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
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Vec3f spB0 = { 0.0f, 1700.0f, 7000.0f };
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Vec3f spA4 = { -1000.0f, 700.0f, 7000.0f };
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPDisplayList(POLY_XLU_DISP++, gVolvagiaManeMaterialDL);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, this->fwork[BFD_MANE_COLOR_CENTER], 0, 255);
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Matrix_Push();
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