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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`
This commit is contained in:
Dragorn421 2022-06-03 15:25:48 -07:00 committed by GitHub
parent 4775fd4a7e
commit 1a41694d58
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GPG key ID: 4AEE18F83AFDEB23
376 changed files with 1047 additions and 971 deletions

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@ -3269,7 +3269,7 @@ void func_80941BC0(BossTw* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 6341);
Matrix_Push();
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
Matrix_Scale(this->workf[UNK_F12], this->workf[UNK_F12], this->workf[UNK_F12], MTXMODE_APPLY);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6358),
@ -3314,7 +3314,7 @@ void func_80942180(BossTw* this, PlayState* play) {
Matrix_Push();
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
Matrix_Scale(this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], this->workf[KM_GD_CRTR_SCL], MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 8,
@ -3469,7 +3469,7 @@ void func_80943028(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6908),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_tw_DL_01F608));
func_80094044(play->state.gfxCtx);
Gfx_SetupDL_44Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, 200);
Matrix_Translate(this->actor.world.pos.x, 240.0f, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale((this->actor.scale.x * 4000.0f) / 100.0f, 1.0f, (this->actor.scale.x * 4000.0f) / 100.0f,
@ -3517,8 +3517,8 @@ void BossTw_Draw(Actor* thisx, PlayState* play2) {
(s16)this->workf[INNR_CRWN_TX_Y2] & 0xFF, 0x20, 0x40));
}
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->work[FOG_TIMER] & 2) {
POLY_OPA_DISP = Gfx_SetFog(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099);
@ -3784,7 +3784,7 @@ void BossTw_SpawnPortalDraw(BossTw* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 7546);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(
POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, -this->work[CS_TIMER_1] * 15, 0x20, 0x40, 1, 0, 0, 0x40, 0x40));
@ -3874,8 +3874,8 @@ void BossTw_TwinrovaDraw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 7748);
if (this->visible) {
func_80093D18(play->state.gfxCtx);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
POLY_OPA_DISP = (this->work[FOG_TIMER] & 2) ? Gfx_SetFog2(POLY_OPA_DISP, 255, 50, 0, 0, 900, 1099)
: Gfx_SetFog2(POLY_OPA_DISP, (u32)this->fogR, (u32)this->fogG,
@ -4440,7 +4440,7 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 8818);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
switch (this->actor.params) {
case TW_FIRE_BLAST:
@ -4504,7 +4504,7 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_tw.c", 9028);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (this->actor.params == TW_DEATHBALL_KOUME) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 20, 0, (s8)this->workf[TAIL_ALPHA]);
@ -4906,7 +4906,7 @@ void BossTw_DrawEffects(PlayState* play) {
OPEN_DISPS(gfxCtx, "../z_boss_tw.c", 9592);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
for (i = 0; i < BOSS_TW_EFFECT_COUNT; i++) {
if (currentEffect->type == 1) {