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z_bgcheck.c, 800430A0.c, 80043480.c (#256)
* beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
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209f0d21b8
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416 changed files with 6610 additions and 13487 deletions
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@ -51,7 +51,7 @@ void ObjSwitch_CrystalTurnOffInit(ObjSwitch* this);
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void ObjSwitch_CrystalTurnOff(ObjSwitch* this, GlobalContext* globalCtx);
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extern Gfx D_05005AD0[]; // floor switch, rusty
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extern ColHeader D_05005FB8;
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extern CollisionHeader D_05005FB8;
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// rgba16 32x32 textures
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extern UNK_TYPE D_050144B0[]; // red plasma/cloud
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@ -134,18 +134,17 @@ void ObjSwitch_RotateY(Vec3f* dest, Vec3f* src, s16 angle) {
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dest->z = src->z * c - src->x * s;
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}
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void ObjSwitch_InitDynapoly(ObjSwitch* this, GlobalContext* globalCtx, ColHeader* collision,
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void ObjSwitch_InitDynapoly(ObjSwitch* this, GlobalContext* globalCtx, CollisionHeader* collision,
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DynaPolyMoveFlag moveFlag) {
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s32 pad;
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ColHeader* colHeader = NULL;
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CollisionHeader* colHeader = NULL;
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s32 pad2;
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DynaPolyInfo_SetActorMove(&this->dyna, moveFlag);
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DynaPolyInfo_Alloc(collision, &colHeader);
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this->dyna.dynaPolyId =
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DynaPolyInfo_RegisterActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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DynaPolyActor_Init(&this->dyna, moveFlag);
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CollisionHeader_GetVirtual(collision, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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if (this->dyna.dynaPolyId == 50) {
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if (this->dyna.bgId == BG_ACTOR_MAX) {
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// Warning : move BG registration failure
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osSyncPrintf("Warning : move BG 登録失敗(%s %d)(name %d)(arg_data 0x%04x)\n", "../z_obj_switch.c", 531,
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this->dyna.actor.id, this->dyna.actor.params);
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@ -240,7 +239,7 @@ void ObjSwitch_Init(Actor* thisx, GlobalContext* globalCtx) {
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type = (this->dyna.actor.params & 7);
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if (type == OBJSWITCH_TYPE_FLOOR || type == OBJSWITCH_TYPE_FLOOR_RUSTY) {
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ObjSwitch_InitDynapoly(this, globalCtx, &D_05005FB8, 1);
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ObjSwitch_InitDynapoly(this, globalCtx, &D_05005FB8, DPM_PLAYER);
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}
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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@ -304,7 +303,7 @@ void ObjSwitch_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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switch ((this->dyna.actor.params & 7)) {
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case OBJSWITCH_TYPE_FLOOR:
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case OBJSWITCH_TYPE_FLOOR_RUSTY:
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DynaPolyInfo_Free(globalCtx, &globalCtx->colCtx.dyna, this->dyna.dynaPolyId);
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DynaPoly_DeleteBgActor(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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break;
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}
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