1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-21 22:41:14 +00:00

Cleanup gSPMatrix, rename Matrix_New -> Matrix_Finalize, add MATRIX_FINALIZE_AND_LOAD (#1983)

* clean up gSPMatrix usage

* add weird hybrid macro gSPMATRIX_SET_NEW

* Matrix_NewMtx, MATRIX_NEW -> Matrix_Finalize, MATRIX_FINALIZE

* gSPMATRIX_SET_NEW -> MATRIX_FINALIZE_AND_LOAD

* format
This commit is contained in:
Dragorn421 2024-09-11 09:59:23 +02:00 committed by GitHub
parent 2e79b83bb8
commit 5441559b30
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
268 changed files with 702 additions and 1272 deletions

View file

@ -931,8 +931,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
BODYBREAK_OBJECT_SLOT_DEFAULT);
}
if (limbIndex == IRON_KNUCKLE_LIMB_HELMET_ARMOR) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_en_ik_inFight.c", 1217);
if (this->actor.params != IK_TYPE_NABOORU) {
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleHelmetMarkingDL);
} else {
@ -970,29 +969,25 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
switch (limbIndex) {
case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_en_ik_inFight.c", 1270);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_en_ik_inFight.c", 1275);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_en_ik_inFight.c", 1281);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
}
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_en_ik_inFight.c", 1288);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
break;
@ -1262,21 +1257,18 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 267),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 267);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
}
} break;
case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_LEFT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 274),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 274);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_RIGHT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 280),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 280);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
@ -1284,8 +1276,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 288),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 288);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
}
} break;
@ -1294,8 +1285,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 297),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inAwake.c", 297);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
} break;
@ -1435,32 +1425,27 @@ void EnIk_PostLimbDrawIntro(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
switch (limbIndex) {
case IRON_KNUCKLE_LIMB_HELMET_ARMOR:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 575);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
break;
case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 581);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 587);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 593);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, gfxCtx, "../z_en_ik_inConfrontion.c", 599);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
break;
}