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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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@ -2570,7 +2570,7 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
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if (1) {}
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Matrix_Push();
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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Matrix_Translate(0.0f, MO_WATER_LEVEL(play), 0.0f, MTXMODE_NEW);
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gSPSegment(POLY_XLU_DISP++, 0x0D,
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@ -2602,7 +2602,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
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BossMo_DrawWater(this, play);
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}
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if (this->drawActor) {
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, sMorphaTent1->work[MO_TENT_VAR_TIMER] * 3,
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@ -2647,7 +2647,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
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shadowAlpha = 160;
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}
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func_80094044(play->state.gfxCtx);
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Gfx_SetupDL_44Xlu(play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, shadowAlpha);
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@ -2674,7 +2674,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
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Vec3f sp6C;
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Vec3f sp60;
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0xFF, 0xFF, 200, 255, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
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gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, (s8)this->fwork[MO_CORE_INTRO_WATER_ALPHA]);
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@ -2727,11 +2727,11 @@ void BossMo_DrawTent(Actor* thisx, PlayState* play) {
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OPEN_DISPS(play->state.gfxCtx, "../z_boss_mo.c", 6958);
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if (1) {}
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func_80093D18(play->state.gfxCtx);
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Gfx_SetupDL_25Opa(play->state.gfxCtx);
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gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, (s8)(this->baseAlpha * 1.5f));
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gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);
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func_80093D84(play->state.gfxCtx);
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Gfx_SetupDL_25Xlu(play->state.gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08,
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, this->work[MO_TENT_BASE_TEX1_X], this->work[MO_TENT_BASE_TEX1_Y],
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32, 32, 1, this->work[MO_TENT_BASE_TEX2_X], this->work[MO_TENT_BASE_TEX2_Y], 32, 32));
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@ -2912,7 +2912,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
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for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
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if (effect->type == MO_FX_BIG_RIPPLE) {
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if (materialFlag == 0) {
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func_80094BC4(gfxCtx);
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Gfx_SetupDL_60NoCDXlu(gfxCtx);
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gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
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@ -2935,7 +2935,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
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for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
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if (effect->type == MO_FX_SMALL_RIPPLE) {
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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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gDPSetEnvColor(POLY_XLU_DISP++, 155, 155, 255, 0);
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@ -2959,7 +2959,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
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if (((effect->type == MO_FX_DROPLET) || (effect->type == MO_FX_SPLASH)) ||
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(effect->type == MO_FX_SPLASH_TRAIL)) {
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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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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
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gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletMaterialDL);
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@ -2987,7 +2987,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
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for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
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if (effect->type == MO_FX_WET_SPOT) {
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if (materialFlag == 0) {
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func_80094044(gfxCtx);
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Gfx_SetupDL_44Xlu(gfxCtx);
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gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust1Tex));
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gDPSetEnvColor(POLY_XLU_DISP++, 250, 250, 255, 0);
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@ -3013,7 +3013,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
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for (i = 0; i < BOSS_MO_EFFECT_COUNT; i++, effect++) {
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if (effect->type == MO_FX_BUBBLE) {
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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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gDPSetEnvColor(POLY_OPA_DISP++, 150, 150, 150, 0);
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