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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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@ -506,7 +506,7 @@ s32 EnViewer_Ganondorf3OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dL
void EnViewer_Ganondorf9PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
if (limbIndex == 11) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1365);
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_viewer.c", 1370),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_ganon_DL_00BE90));
@ -699,12 +699,12 @@ void EnViewer_Draw(Actor* thisx, PlayState* play) {
type = this->actor.params >> 8;
if (type <= ENVIEWER_TYPE_2_ZELDA) { // zelda's horse, impa and zelda
if (play->csCtx.state != CS_STATE_IDLE && play->csCtx.npcActions[0] != NULL) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
sDrawFuncs[this->drawFuncIndex](this, play);
}
} else if ((play->csCtx.state != CS_STATE_IDLE && play->csCtx.npcActions[1] != NULL) ||
type == ENVIEWER_TYPE_9_GANONDORF) {
func_80093D18(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
sDrawFuncs[this->drawFuncIndex](this, play);
}
}
@ -843,7 +843,7 @@ void EnViewer_DrawFireEffects(EnViewer* this2, PlayState* play) {
break;
}
func_80093D84(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->fireEffects[i].pos.x, this->fireEffects[i].pos.y, this->fireEffects[i].pos.z,
MTXMODE_NEW);
Matrix_Scale(this->fireEffects[i].scale, this->fireEffects[i].scale, this->fireEffects[i].scale, MTXMODE_APPLY);