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Decompile a bunch of objects (#603)

* Mostly done but shifted

* still messed up

* Almost OK

* OBJECT_JYA_OBJ OK, OBJECT_GR OK

* Done

* Merge master and format

* Cleanup

* Cleanup 2

* Start object MB dont merge yet

* Object_MB OK

* Object_ydan_objects OK

* General 'ydan' actor cleanup

* Forgot some small things

* Object_EC OK

* add .gitkeep and run format

* Object_sd OK but no textures cause of a zap issue

* PR fixes

* Fix object_sd

* fix ydan

* delete .gitkeep files

* OBJECT_BOX as far as it can go with current ZAP

* Fix undefined_syms

* Start child link object

* Push progress, dont merge yet

* Object_mori_objects OK

* Fixed?

* Fix conflicts again

* Seems like i missed some textures

* Extract data for BgBombwall

* More field

* ZAP YEP 2.0

* Object_Box OK

* Object_SD ok.  Ready to merge

* remove ASM and merge master

* remove ASM

* remove files wrongfully added to docs/

* Almost done

* Change comment in z_player_lib.c

* forgot some DLists in player_lib.c

* Fix conflict, run format

* Same as before but this time with Tex and TLUT

* Last few things

* fix object_GR and add limbs to object_sd

* Nane -> Name

* gChildDekuShieldMtx is now a matrix and not a blob

* PR fixes (Fig)

* add a space for comment in z_player_lib.c

* re push and new lines

* PR fixes (AngheloAlf)

* PR fixes (Roman)

* Fix Heishi2

* PR fixes (Fig)

* Replace spacing in a file

* PR fixes (Roman)
This commit is contained in:
louist103 2021-05-26 18:59:21 -04:00 committed by GitHub
parent 36fead60a0
commit 201c9ec1cd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
72 changed files with 1499 additions and 1128 deletions

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@ -6,6 +6,7 @@
#include "z_obj_comb.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0x00000000
@ -67,14 +68,11 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneDownward, 900, ICHAIN_STOP),
};
extern Gfx D_050095B0[];
extern Gfx D_05009940[];
void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
Vec3f pos1;
Vec3f pos;
Vec3f velocity;
Gfx* dlist = D_05009940;
Gfx* dlist = gFieldBeehiveFragmentDL;
s16 scale;
s16 angle = 0;
s16 gravity;
@ -85,7 +83,7 @@ void ObjComb_Break(ObjComb* this, GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < 31; i++) {
angle += 20000;
angle += 0x4E20;
rand1 = Rand_ZeroOne() * 10.0f;
pos1.x = Math_SinS(angle) * rand1;
@ -200,7 +198,7 @@ void ObjComb_Wait(ObjComb* this, GlobalContext* globalCtx) {
void ObjComb_Update(Actor* thisx, GlobalContext* globalCtx) {
ObjComb* this = THIS;
this->unk_1B2 += 12000;
this->unk_1B2 += 0x2EE0;
this->actionFunc(this, globalCtx);
this->actor.shape.rot.x = Math_SinS(this->unk_1B2) * this->unk_1B0 + this->actor.home.rot.x;
}
@ -223,7 +221,7 @@ void ObjComb_Draw(Actor* thisx, GlobalContext* globalCtx) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_obj_comb.c", 394),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_050095B0);
gSPDisplayList(POLY_OPA_DISP++, gFieldBeehiveDL);
Collider_UpdateSpheres(0, &this->collider);