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[headers] Create zelda_arena.h, move protos to z64effect.h, and misc fixups (#2248)
* [headers] Create z64malloc.h, move protos to z64effect.h, and misc fixups * zelda_arena.h * bss * bss2 * bss3 * bss
This commit is contained in:
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bdc11c2894
commit
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12 changed files with 233 additions and 210 deletions
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@ -37,180 +37,7 @@ void LogUtils_ResetHungup(void);
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EnItem00* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, s16 params);
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EnItem00* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s16 params);
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void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnPos, s16 params);
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
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void EffectBlure_AddSpace(EffectBlure* this);
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void EffectBlure_Init1(void* thisx, void* initParamsx);
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void EffectBlure_Init2(void* thisx, void* initParamsx);
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void EffectBlure_Destroy(void* thisx);
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s32 EffectBlure_Update(void* thisx);
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void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx);
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void EffectShieldParticle_Init(void* thisx, void* initParamsx);
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void EffectShieldParticle_Destroy(void* thisx);
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s32 EffectShieldParticle_Update(void* thisx);
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void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx);
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void EffectSpark_Init(void* thisx, void* initParamsx);
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void EffectSpark_Destroy(void* thisx);
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s32 EffectSpark_Update(void* thisx);
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void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx);
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void func_80026230(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026400(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026608(PlayState* play);
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void func_80026690(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026860(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
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void func_80026A6C(PlayState* play);
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PlayState* Effect_GetPlayState(void);
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void* Effect_GetByIndex(s32 index);
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void Effect_InitContext(PlayState* play);
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void Effect_Add(PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
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void Effect_DrawAll(GraphicsContext* gfxCtx);
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void Effect_UpdateAll(PlayState* play);
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void Effect_Delete(PlayState* play, s32 index);
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void Effect_DeleteAll(PlayState* play);
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void EffectSs_InitInfo(PlayState* play, s32 tableSize);
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void EffectSs_ClearAll(PlayState* play);
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void EffectSs_Delete(EffectSs* effectSs);
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void EffectSs_Reset(EffectSs* effectSs);
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void EffectSs_Insert(PlayState* play, EffectSs* effectSs);
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void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams);
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void EffectSs_UpdateAll(PlayState* play);
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void EffectSs_DrawAll(PlayState* play);
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s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
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s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
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u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
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void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
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void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
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u8 updateMode);
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void func_8002829C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028304(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002836C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800283D4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_8002843C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
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void func_800284A4(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_80028510(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void func_8002857C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_800285EC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void func_8002865C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_800286CC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
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void func_8002873C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_800287AC(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 life);
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void func_8002881C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028858(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
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Color_RGBA8* envColor);
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void func_80028990(PlayState* play, f32 randScale, Vec3f* srcPos);
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void func_80028A54(PlayState* play, f32 randScale, Vec3f* srcPos);
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void EffectSsKiraKira_SpawnSmallYellow(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsKiraKira_SpawnSmall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsKiraKira_SpawnDispersed(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsKiraKira_SpawnFocused(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
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void EffectSsBomb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnFade(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsBomb2_SpawnLayered(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep);
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void EffectSsBlast_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
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Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
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void EffectSsBlast_SpawnWhiteShockwaveSetScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 scaleStep, s16 life);
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void EffectSsBlast_SpawnShockwaveSetColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
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void EffectSsBlast_SpawnWhiteShockwave(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnNoAccel(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnFuse(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
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void EffectSsGSpk_SpawnRandColor(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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s16 scale, s16 scaleStep);
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void EffectSsGSpk_SpawnSmall(PlayState* play, Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor);
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void EffectSsDFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 alpha, s16 fadeDelay, s32 life);
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void EffectSsDFire_SpawnFixedScale(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
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s16 fadeDelay);
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void EffectSsBubble_Spawn(PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
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f32 scale);
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void EffectSsGRipple_Spawn(PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
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void EffectSsGSplash_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 type, s16 scale);
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void EffectSsGMagma_Spawn(PlayState* play, Vec3f* pos);
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void EffectSsGFire_Spawn(PlayState* play, Vec3f* pos);
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void EffectSsLightning_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 scale, s16 yaw, s16 life, s16 numBolts);
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void EffectSsDtBubble_SpawnColorProfile(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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s16 life, s16 colorProfile, s16 randXZ);
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void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
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void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
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s16 objId, s16 life, Gfx* dList);
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void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
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s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
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void EffectSsStick_Spawn(PlayState* play, Vec3f* pos, s16 yaw);
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void EffectSsSibuki_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
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s16 direction, s16 scale);
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void EffectSsSibuki_SpawnBurst(PlayState* play, Vec3f* pos);
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void EffectSsSibuki2_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void EffectSsGMagma2_Spawn(PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
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s16 updateRate, s16 drawMode, s16 scale);
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void EffectSsStone1_Spawn(PlayState* play, Vec3f* pos, s32 arg2);
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void EffectSsHitMark_Spawn(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsHitMark_SpawnFixedScale(PlayState* play, s32 type, Vec3f* pos);
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void EffectSsHitMark_SpawnCustomScale(PlayState* play, s32 type, s16 scale, Vec3f* pos);
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void EffectSsFhgFlash_SpawnLightBall(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
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u8 param);
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void EffectSsFhgFlash_SpawnShock(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, u8 param);
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void EffectSsKFire_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
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void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
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s16* linkDetected);
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void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
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s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
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s16 objId, Gfx* dList);
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void EffectSsIcePiece_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
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void EffectSsIcePiece_SpawnBurst(PlayState* play, Vec3f* refPos, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_SpawnFlyingVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 primR, s16 primG, s16 primB,
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s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
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void EffectSsEnIce_Spawn(PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
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void EffectSsFireTail_Spawn(PlayState* play, Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
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Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
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void EffectSsFireTail_SpawnFlame(PlayState* play, Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
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f32 colorIntensity);
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void EffectSsFireTail_SpawnFlameOnPlayer(PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
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void EffectSsEnFire_SpawnVec3f(PlayState* play, Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsEnFire_SpawnVec3s(PlayState* play, Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags, s16 bodyPart);
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void EffectSsExtra_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
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void EffectSsFCircle_Spawn(PlayState* play, Actor* actor, Vec3f* pos, s16 radius, s16 height);
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void EffectSsDeadDb_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
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s32 arg14, s16 playSfx);
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void EffectSsDeadDd_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
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s32 life);
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void EffectSsDeadDd_SpawnRandYellow(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
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s32 randIter, s32 life);
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void EffectSsDeadDs_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
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s16 alpha, s32 life);
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void EffectSsDeadDs_SpawnStationary(PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha,
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s32 life);
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void EffectSsDeadSound_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
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s16 lowerPriority, s16 repeatMode, s32 life);
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void EffectSsDeadSound_SpawnStationary(PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority,
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s16 repeatMode, s32 life);
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void EffectSsIceSmoke_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
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void FlagSet_Update(PlayState* play);
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void Overlay_LoadGameState(GameStateOverlay* overlayEntry);
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void Overlay_FreeGameState(GameStateOverlay* overlayEntry);
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void Health_UpdateBeatingHeart(PlayState* play);
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u32 Health_IsCritical(void);
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void* ZeldaArena_Malloc(u32 size);
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void* ZeldaArena_MallocR(u32 size);
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void* ZeldaArena_Realloc(void* ptr, u32 newSize);
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void ZeldaArena_Free(void* ptr);
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void* ZeldaArena_Calloc(u32 num, u32 size);
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void ZeldaArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
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void ZeldaArena_Check(void);
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void ZeldaArena_Init(void* start, u32 size);
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void ZeldaArena_Cleanup(void);
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s32 ZeldaArena_IsInitialized(void);
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#if OOT_DEBUG
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void ZeldaArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
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void* ZeldaArena_MallocDebug(u32 size, const char* file, int line);
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void* ZeldaArena_MallocRDebug(u32 size, const char* file, int line);
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void* ZeldaArena_ReallocDebug(void* ptr, u32 newSize, const char* file, int line);
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void ZeldaArena_FreeDebug(void* ptr, const char* file, int line);
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void ZeldaArena_Display(void);
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#endif
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void MapMark_Init(PlayState* play);
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void MapMark_ClearPointers(PlayState* play);
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void MapMark_Draw(PlayState* play);
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@ -475,8 +284,6 @@ void SysCfb_Init(s32 n64dd);
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void* SysCfb_GetFbPtr(s32 idx);
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void* SysCfb_GetFbEnd(void);
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void Math3D_DrawSphere(PlayState* play, Sphere16* sph);
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void Math3D_DrawCylinder(PlayState* play, Cylinder16* cyl);
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u64* SysUcode_GetUCodeBoot(void);
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size_t SysUcode_GetUCodeBootSize(void);
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u64* SysUcode_GetUCode(void);
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@ -93,9 +93,6 @@
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#define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_MallocDebug(size, file, line)
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#define SYSTEM_ARENA_MALLOC_R(size, file, line) SystemArena_MallocRDebug(size, file, line)
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#define SYSTEM_ARENA_FREE(size, file, line) SystemArena_FreeDebug(size, file, line)
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#define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_MallocDebug(size, file, line)
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#define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocRDebug(size, file, line)
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#define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_FreeDebug(size, file, line)
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#define LOG_UTILS_CHECK_NULL_POINTER(exp, ptr, file, line) LogUtils_CheckNullPointer(exp, ptr, file, line)
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#define LOG_UTILS_CHECK_VALID_POINTER(exp, ptr, file, line) LogUtils_CheckValidPointer(exp, ptr, file, line)
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#define GAME_ALLOC_MALLOC(alloc, size, file, line) GameAlloc_MallocDebug(alloc, size, file, line)
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#define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_Malloc(size)
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#define SYSTEM_ARENA_MALLOC_R(size, file, line) SystemArena_MallocR(size)
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#define SYSTEM_ARENA_FREE(size, file, line) SystemArena_Free(size)
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#define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_Malloc(size)
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#define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocR(size)
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#define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_Free(size)
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#define LOG_UTILS_CHECK_NULL_POINTER(exp, ptr, file, line) (void)0
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#define LOG_UTILS_CHECK_VALID_POINTER(exp, ptr, file, line) (void)0
|
||||
#define GAME_ALLOC_MALLOC(alloc, size, file, line) GameAlloc_Malloc(alloc, size)
|
||||
|
|
|
@ -1,6 +1,9 @@
|
|||
#ifndef SFX_H
|
||||
#define SFX_H
|
||||
|
||||
#include "ultra64.h"
|
||||
#include "z64math.h"
|
||||
|
||||
typedef enum SfxBankType {
|
||||
/* 0 */ BANK_PLAYER,
|
||||
/* 1 */ BANK_ITEM,
|
||||
|
|
|
@ -4,6 +4,8 @@
|
|||
#include "ultra64.h"
|
||||
#include "z64math.h"
|
||||
|
||||
struct PlayState;
|
||||
|
||||
s32 Math3D_PlaneVsLineSegClosestPoint(f32 planeAA, f32 planeAB, f32 planeAC, f32 planeADist, f32 planeBA, f32 planeBB,
|
||||
f32 planeBC, f32 planeBDist, Vec3f* linePointA, Vec3f* linePointB,
|
||||
Vec3f* closestPoint);
|
||||
|
@ -70,4 +72,7 @@ s32 Math3D_XZInSphere(Sphere16* sphere, f32 x, f32 z);
|
|||
s32 Math3D_XYInSphere(Sphere16* sphere, f32 x, f32 y);
|
||||
s32 Math3D_YZInSphere(Sphere16* sphere, f32 y, f32 z);
|
||||
|
||||
void Math3D_DrawSphere(struct PlayState* play, Sphere16* sph);
|
||||
void Math3D_DrawCylinder(struct PlayState* play, Cylinder16* cyl);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -45,6 +45,7 @@
|
|||
#include "z64sram.h"
|
||||
#include "z64view.h"
|
||||
#include "z64vis.h"
|
||||
#include "zelda_arena.h"
|
||||
#include "alignment.h"
|
||||
#include "audiothread_cmd.h"
|
||||
#include "seqcmd.h"
|
||||
|
|
|
@ -2,7 +2,11 @@
|
|||
#define Z64EFFECT_H
|
||||
|
||||
#include "color.h"
|
||||
#include "romfile.h"
|
||||
#include "z64light.h"
|
||||
#include "z64math.h"
|
||||
|
||||
struct Actor;
|
||||
struct GraphicsContext;
|
||||
struct PlayState;
|
||||
|
||||
|
@ -218,7 +222,7 @@ typedef struct EffectSs {
|
|||
/* 0x28 */ EffectSsDrawFunc draw;
|
||||
/* 0x2C */ Vec3f vec; // usage specific per effect
|
||||
/* 0x38 */ void* gfx; // mostly used for display lists, sometimes textures
|
||||
/* 0x3C */ Actor* actor; // interfacing actor, usually the actor that spawned the effect
|
||||
/* 0x3C */ struct Actor* actor; // interfacing actor, usually the actor that spawned the effect
|
||||
/* 0x40 */ s16 regs[13]; // specific per effect
|
||||
/* 0x5A */ u16 flags;
|
||||
/* 0x5C */ s16 life; // -1 means this entry is free
|
||||
|
@ -258,4 +262,180 @@ typedef enum EffectSsType {
|
|||
#undef DEFINE_EFFECT_SS
|
||||
#undef DEFINE_EFFECT_SS_UNSET
|
||||
|
||||
void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
|
||||
void EffectBlure_AddSpace(EffectBlure* this);
|
||||
void EffectBlure_Init1(void* thisx, void* initParamsx);
|
||||
void EffectBlure_Init2(void* thisx, void* initParamsx);
|
||||
void EffectBlure_Destroy(void* thisx);
|
||||
s32 EffectBlure_Update(void* thisx);
|
||||
void EffectBlure_Draw(void* thisx, struct GraphicsContext* gfxCtx);
|
||||
void EffectShieldParticle_Init(void* thisx, void* initParamsx);
|
||||
void EffectShieldParticle_Destroy(void* thisx);
|
||||
s32 EffectShieldParticle_Update(void* thisx);
|
||||
void EffectShieldParticle_Draw(void* thisx, struct GraphicsContext* gfxCtx);
|
||||
void EffectSpark_Init(void* thisx, void* initParamsx);
|
||||
void EffectSpark_Destroy(void* thisx);
|
||||
s32 EffectSpark_Update(void* thisx);
|
||||
void EffectSpark_Draw(void* thisx, struct GraphicsContext* gfxCtx);
|
||||
void func_80026230(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
|
||||
void func_80026400(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
|
||||
void func_80026608(struct PlayState* play);
|
||||
void func_80026690(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
|
||||
void func_80026860(struct PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
|
||||
void func_80026A6C(struct PlayState* play);
|
||||
struct PlayState* Effect_GetPlayState(void);
|
||||
void* Effect_GetByIndex(s32 index);
|
||||
void Effect_InitContext(struct PlayState* play);
|
||||
void Effect_Add(struct PlayState* play, s32* pIndex, s32 type, u8 arg3, u8 arg4, void* initParams);
|
||||
void Effect_DrawAll(struct GraphicsContext* gfxCtx);
|
||||
void Effect_UpdateAll(struct PlayState* play);
|
||||
void Effect_Delete(struct PlayState* play, s32 index);
|
||||
void Effect_DeleteAll(struct PlayState* play);
|
||||
void EffectSs_InitInfo(struct PlayState* play, s32 tableSize);
|
||||
void EffectSs_ClearAll(struct PlayState* play);
|
||||
void EffectSs_Delete(EffectSs* effectSs);
|
||||
void EffectSs_Reset(EffectSs* effectSs);
|
||||
void EffectSs_Insert(struct PlayState* play, EffectSs* effectSs);
|
||||
void EffectSs_Spawn(struct PlayState* play, s32 type, s32 priority, void* initParams);
|
||||
void EffectSs_UpdateAll(struct PlayState* play);
|
||||
void EffectSs_DrawAll(struct PlayState* play);
|
||||
s16 EffectSs_LerpInv(s16 a, s16 b, s32 weightInv);
|
||||
s16 EffectSs_LerpS16(s16 a, s16 b, f32 weight);
|
||||
u8 EffectSs_LerpU8(u8 a, u8 b, f32 weight);
|
||||
void EffectSs_DrawGEffect(struct PlayState* play, EffectSs* this, void* texture);
|
||||
void EffectSsDust_Spawn(struct PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life,
|
||||
u8 updateMode);
|
||||
void func_8002829C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
|
||||
void func_80028304(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
|
||||
void func_8002836C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
|
||||
void func_800283D4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
|
||||
void func_8002843C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life);
|
||||
void func_800284A4(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
|
||||
void func_80028510(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor, s16 scale, s16 scaleStep);
|
||||
void func_8002857C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void func_800285EC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void func_8002865C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
|
||||
void func_800286CC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep);
|
||||
void func_8002873C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
||||
s16 life);
|
||||
void func_800287AC(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
||||
s16 life);
|
||||
void func_8002881C(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor);
|
||||
void func_80028858(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor,
|
||||
Color_RGBA8* envColor);
|
||||
void func_80028990(struct PlayState* play, f32 randScale, Vec3f* srcPos);
|
||||
void func_80028A54(struct PlayState* play, f32 randScale, Vec3f* srcPos);
|
||||
void EffectSsKiraKira_SpawnSmallYellow(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void EffectSsKiraKira_SpawnSmall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor);
|
||||
void EffectSsKiraKira_SpawnDispersed(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
|
||||
void EffectSsKiraKira_SpawnFocused(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s32 life);
|
||||
void EffectSsBomb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void EffectSsBomb2_SpawnFade(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void EffectSsBomb2_SpawnLayered(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
|
||||
s16 scaleStep);
|
||||
void EffectSsBlast_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* innerColor,
|
||||
Color_RGBA8* outerColor, s16 scale, s16 scaleStep, s16 scaleStepDecay, s16 life);
|
||||
void EffectSsBlast_SpawnWhiteShockwaveSetScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
s16 scale, s16 scaleStep, s16 life);
|
||||
void EffectSsBlast_SpawnShockwaveSetColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* innerColor, Color_RGBA8* outerColor, s16 life);
|
||||
void EffectSsBlast_SpawnWhiteShockwave(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void EffectSsGSpk_SpawnAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
|
||||
void EffectSsGSpk_SpawnNoAccel(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
|
||||
void EffectSsGSpk_SpawnFuse(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
|
||||
void EffectSsGSpk_SpawnRandColor(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
s16 scale, s16 scaleStep);
|
||||
void EffectSsGSpk_SpawnSmall(struct PlayState* play, struct Actor* actor, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor);
|
||||
void EffectSsDFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
||||
s16 alpha, s16 fadeDelay, s32 life);
|
||||
void EffectSsDFire_SpawnFixedScale(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 alpha,
|
||||
s16 fadeDelay);
|
||||
void EffectSsBubble_Spawn(struct PlayState* play, Vec3f* pos, f32 yPosOffset, f32 yPosRandScale, f32 xzPosRandScale,
|
||||
f32 scale);
|
||||
void EffectSsGRipple_Spawn(struct PlayState* play, Vec3f* pos, s16 radius, s16 radiusMax, s16 life);
|
||||
void EffectSsGSplash_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type,
|
||||
s16 scale);
|
||||
void EffectSsGMagma_Spawn(struct PlayState* play, Vec3f* pos);
|
||||
void EffectSsGFire_Spawn(struct PlayState* play, Vec3f* pos);
|
||||
void EffectSsLightning_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
|
||||
s16 scale, s16 yaw, s16 life, s16 numBolts);
|
||||
void EffectSsDtBubble_SpawnColorProfile(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
|
||||
s16 life, s16 colorProfile, s16 randXZ);
|
||||
void EffectSsDtBubble_SpawnCustomColor(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 life, s16 randXZ);
|
||||
void EffectSsHahen_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused, s16 scale,
|
||||
s16 objId, s16 life, Gfx* dList);
|
||||
void EffectSsHahen_SpawnBurst(struct PlayState* play, Vec3f* pos, f32 burstScale, s16 unused, s16 scale,
|
||||
s16 randScaleRange, s16 count, s16 objId, s16 life, Gfx* dList);
|
||||
void EffectSsStick_Spawn(struct PlayState* play, Vec3f* pos, s16 yaw);
|
||||
void EffectSsSibuki_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 moveDelay,
|
||||
s16 direction, s16 scale);
|
||||
void EffectSsSibuki_SpawnBurst(struct PlayState* play, Vec3f* pos);
|
||||
void EffectSsSibuki2_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
|
||||
void EffectSsGMagma2_Spawn(struct PlayState* play, Vec3f* pos, Color_RGBA8* primColor, Color_RGBA8* envColor,
|
||||
s16 updateRate, s16 drawMode, s16 scale);
|
||||
void EffectSsStone1_Spawn(struct PlayState* play, Vec3f* pos, s32 arg2);
|
||||
void EffectSsHitMark_Spawn(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
|
||||
void EffectSsHitMark_SpawnFixedScale(struct PlayState* play, s32 type, Vec3f* pos);
|
||||
void EffectSsHitMark_SpawnCustomScale(struct PlayState* play, s32 type, s16 scale, Vec3f* pos);
|
||||
void EffectSsFhgFlash_SpawnLightBall(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale,
|
||||
u8 param);
|
||||
void EffectSsFhgFlash_SpawnShock(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, u8 param);
|
||||
void EffectSsKFire_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scaleMax, u8 type);
|
||||
void EffectSsSolderSrchBall_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 unused,
|
||||
s16* linkDetected);
|
||||
void EffectSsKakera_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5,
|
||||
s16 arg6, s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx,
|
||||
s16 objId, Gfx* dList);
|
||||
void EffectSsIcePiece_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel, s32 life);
|
||||
void EffectSsIcePiece_SpawnBurst(struct PlayState* play, Vec3f* refPos, f32 scale);
|
||||
void EffectSsEnIce_SpawnFlyingVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 primR, s16 primG,
|
||||
s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
|
||||
void EffectSsEnIce_SpawnFlyingVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 primR, s16 primG,
|
||||
s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, f32 scale);
|
||||
void EffectSsEnIce_Spawn(struct PlayState* play, Vec3f* pos, f32 scale, Vec3f* velocity, Vec3f* accel,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s32 life);
|
||||
void EffectSsFireTail_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 scale, Vec3f* arg4, s16 arg5,
|
||||
Color_RGBA8* primColor, Color_RGBA8* envColor, s16 type, s16 bodyPart, s32 life);
|
||||
void EffectSsFireTail_SpawnFlame(struct PlayState* play, struct Actor* actor, Vec3f* pos, f32 arg3, s16 bodyPart,
|
||||
f32 colorIntensity);
|
||||
void EffectSsFireTail_SpawnFlameOnPlayer(struct PlayState* play, f32 scale, s16 bodyPart, f32 colorIntensity);
|
||||
void EffectSsEnFire_SpawnVec3f(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 scale, s16 arg4, s16 flags,
|
||||
s16 bodyPart);
|
||||
void EffectSsEnFire_SpawnVec3s(struct PlayState* play, struct Actor* actor, Vec3s* pos, s16 scale, s16 arg4, s16 flags,
|
||||
s16 bodyPart);
|
||||
void EffectSsExtra_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scoreIdx);
|
||||
void EffectSsFCircle_Spawn(struct PlayState* play, struct Actor* actor, Vec3f* pos, s16 radius, s16 height);
|
||||
void EffectSsDeadDb_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
||||
s16 primR, s16 primG, s16 primB, s16 primA, s16 envR, s16 envG, s16 envB, s16 unused,
|
||||
s32 arg14, s16 playSfx);
|
||||
void EffectSsDeadDd_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
||||
s16 primR, s16 primG, s16 primB, s16 alpha, s16 envR, s16 envG, s16 envB, s16 alphaStep,
|
||||
s32 life);
|
||||
void EffectSsDeadDd_SpawnRandYellow(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, f32 randPosScale,
|
||||
s32 randIter, s32 life);
|
||||
void EffectSsDeadDs_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale, s16 scaleStep,
|
||||
s16 alpha, s32 life);
|
||||
void EffectSsDeadDs_SpawnStationary(struct PlayState* play, Vec3f* pos, s16 scale, s16 scaleStep, s16 alpha, s32 life);
|
||||
void EffectSsDeadSound_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, u16 sfxId,
|
||||
s16 lowerPriority, s16 repeatMode, s32 life);
|
||||
void EffectSsDeadSound_SpawnStationary(struct PlayState* play, Vec3f* pos, u16 sfxId, s16 lowerPriority, s16 repeatMode,
|
||||
s32 life);
|
||||
void EffectSsIceSmoke_Spawn(struct PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 scale);
|
||||
|
||||
#endif
|
||||
|
|
37
include/zelda_arena.h
Normal file
37
include/zelda_arena.h
Normal file
|
@ -0,0 +1,37 @@
|
|||
#ifndef ZELDA_ARENA_H
|
||||
#define ZELDA_ARENA_H
|
||||
|
||||
#include "ultra64.h"
|
||||
|
||||
void* ZeldaArena_Malloc(u32 size);
|
||||
void* ZeldaArena_MallocR(u32 size);
|
||||
void* ZeldaArena_Realloc(void* ptr, u32 newSize);
|
||||
void ZeldaArena_Free(void* ptr);
|
||||
void* ZeldaArena_Calloc(u32 num, u32 size);
|
||||
void ZeldaArena_GetSizes(u32* outMaxFree, u32* outFree, u32* outAlloc);
|
||||
void ZeldaArena_Check(void);
|
||||
void ZeldaArena_Init(void* start, u32 size);
|
||||
void ZeldaArena_Cleanup(void);
|
||||
s32 ZeldaArena_IsInitialized(void);
|
||||
|
||||
#if OOT_DEBUG
|
||||
void ZeldaArena_CheckPointer(void* ptr, u32 size, const char* name, const char* action);
|
||||
void* ZeldaArena_MallocDebug(u32 size, const char* file, int line);
|
||||
void* ZeldaArena_MallocRDebug(u32 size, const char* file, int line);
|
||||
void* ZeldaArena_ReallocDebug(void* ptr, u32 newSize, const char* file, int line);
|
||||
void ZeldaArena_FreeDebug(void* ptr, const char* file, int line);
|
||||
void ZeldaArena_Display(void);
|
||||
|
||||
#define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_MallocDebug(size, file, line)
|
||||
#define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocRDebug(size, file, line)
|
||||
#define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_FreeDebug(size, file, line)
|
||||
|
||||
#else
|
||||
|
||||
#define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_Malloc(size)
|
||||
#define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocR(size)
|
||||
#define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_Free(size)
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
|
@ -23,7 +23,7 @@ extern struct IrqMgr gIrqMgr;
|
|||
#endif
|
||||
|
||||
#pragma increment_block_number "gc-eu:160 gc-eu-mq:160 gc-jp:160 gc-jp-ce:160 gc-jp-mq:160 gc-us:160 gc-us-mq:160" \
|
||||
"ntsc-1.2:156 pal-1.0:154 pal-1.1:154"
|
||||
"ntsc-1.2:155 pal-1.0:153 pal-1.1:153"
|
||||
|
||||
extern u8 _buffersSegmentEnd[];
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#include "macros.h"
|
||||
#include "sys_math3d.h"
|
||||
|
||||
#pragma increment_block_number "gc-eu:104 gc-eu-mq:104 gc-jp:104 gc-jp-ce:104 gc-jp-mq:104 gc-us:104 gc-us-mq:104" \
|
||||
#pragma increment_block_number "gc-eu:103 gc-eu-mq:103 gc-jp:103 gc-jp-ce:103 gc-jp-mq:103 gc-us:103 gc-us-mq:103" \
|
||||
"ntsc-1.2:79 pal-1.0:80 pal-1.1:80"
|
||||
|
||||
s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
#include "global.h"
|
||||
#include "terminal.h"
|
||||
|
||||
#pragma increment_block_number "ntsc-1.2:144"
|
||||
#pragma increment_block_number "ntsc-1.2:140"
|
||||
|
||||
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
|
||||
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);
|
||||
|
|
|
@ -3638,7 +3638,7 @@ s32 Camera_KeepOn3(Camera* camera) {
|
|||
}
|
||||
|
||||
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
|
||||
"ntsc-1.2:98 pal-1.0:96 pal-1.1:96"
|
||||
"ntsc-1.2:97 pal-1.0:95 pal-1.1:95"
|
||||
|
||||
s32 Camera_KeepOn4(Camera* camera) {
|
||||
static Vec3f D_8015BD50;
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
|
||||
|
||||
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ntsc-1.2:208" \
|
||||
"pal-1.0:208 pal-1.1:208"
|
||||
"pal-1.0:200 pal-1.1:200"
|
||||
|
||||
typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
|
||||
typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
|
||||
|
@ -2271,10 +2271,6 @@ void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChk
|
|||
}
|
||||
}
|
||||
|
||||
#if OOT_DEBUG
|
||||
static s8 sBssDummy0;
|
||||
#endif
|
||||
|
||||
void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
|
||||
static TriNorm tri1;
|
||||
static TriNorm tri2;
|
||||
|
|
Loading…
Reference in a new issue