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Big cleanup (#775)
* Adult and child2 macros OK * ICHAIN cleanup * almost all overlay data * format.sh * func_8002FBAC NON_EQUIVALENT * PR fixes (MZXrules) * fix * change //@ bug to //! @bug * merge master and missed a //@bug * fix ruto * some more cleanup (#2) * more `! @bug` formatting cleanup * parenthesis cleanup * hex naviEnemyId * run formatter * replace `IS_NOT_` macros with `!IS_` * run formatter * run formatter * PR fixes (fig) * Missed something Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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parent
17c79a8f60
commit
556cdad7eb
177 changed files with 902 additions and 862 deletions
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@ -90,8 +90,8 @@ void EnBox_ClipToGround(EnBox* this, GlobalContext* globalCtx) {
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}
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}
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void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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GlobalContext* globalCtx2 = globalCtx;
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void EnBox_Init(Actor* thisx, GlobalContext* globalCtx2) {
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GlobalContext* globalCtx = globalCtx2;
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EnBox* this = THIS;
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AnimationHeader* anim;
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CollisionHeader* colHeader;
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@ -106,8 +106,8 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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DynaPolyActor_Init(&this->dyna, DPM_UNK);
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CollisionHeader_GetVirtual(&gTreasureChestCol, &colHeader);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx2, &globalCtx2->colCtx.dyna, &this->dyna.actor, colHeader);
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func_8003ECA8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
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func_8003ECA8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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this->movementFlags = 0;
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this->type = thisx->params >> 12 & 0xF;
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@ -117,17 +117,17 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->switchFlag = this->dyna.actor.world.rot.z;
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this->dyna.actor.minVelocityY = -50.0f;
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if (globalCtx2) {} // helps the compiler store globalCtx2 into s1
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if (globalCtx) {} // helps the compiler store globalCtx2 into s1
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if (Flags_GetTreasure(globalCtx2, this->dyna.actor.params & 0x1F)) {
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if (Flags_GetTreasure(globalCtx, this->dyna.actor.params & 0x1F)) {
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this->alpha = 255;
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this->iceSmokeTimer = 100;
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EnBox_SetupAction(this, EnBox_Open);
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this->movementFlags |= ENBOX_MOVE_STICK_TO_GROUND;
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animFrameStart = endFrame;
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} else if ((this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_BIG || this->type == ENBOX_TYPE_SWITCH_FLAG_FALL_SMALL) &&
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!Flags_GetSwitch(globalCtx2, this->switchFlag)) {
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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!Flags_GetSwitch(globalCtx, this->switchFlag)) {
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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if (Rand_ZeroOne() < 0.5f) {
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this->movementFlags |= ENBOX_MOVE_FALL_ANGLE_SIDE;
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}
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@ -137,9 +137,9 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.flags |= 0x10;
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} else if ((this->type == ENBOX_TYPE_ROOM_CLEAR_BIG || this->type == ENBOX_TYPE_ROOM_CLEAR_SMALL) &&
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!Flags_GetClear(globalCtx2, this->dyna.actor.room)) {
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!Flags_GetClear(globalCtx, this->dyna.actor.room)) {
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EnBox_SetupAction(this, EnBox_AppearOnRoomClear);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 50.0f;
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this->alpha = 0;
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@ -147,14 +147,14 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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} else if (this->type == ENBOX_TYPE_9 || this->type == ENBOX_TYPE_10) {
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EnBox_SetupAction(this, func_809C9700);
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this->dyna.actor.flags |= 0x2000000;
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 50.0f;
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this->alpha = 0;
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this->dyna.actor.flags |= 0x10;
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} else if (this->type == ENBOX_TYPE_SWITCH_FLAG_BIG && !Flags_GetSwitch(globalCtx2, this->switchFlag)) {
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} else if (this->type == ENBOX_TYPE_SWITCH_FLAG_BIG && !Flags_GetSwitch(globalCtx, this->switchFlag)) {
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EnBox_SetupAction(this, EnBox_AppearOnSwitchFlag);
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func_8003EBF8(globalCtx2, &globalCtx2->colCtx.dyna, this->dyna.bgId);
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func_8003EBF8(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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this->movementFlags |= ENBOX_MOVE_IMMOBILE;
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this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y - 50.0f;
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this->alpha = 0;
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@ -171,7 +171,7 @@ void EnBox_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->dyna.actor.world.rot.y += 0x8000;
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this->dyna.actor.home.rot.z = this->dyna.actor.world.rot.z = this->dyna.actor.shape.rot.z = 0;
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SkelAnime_Init(globalCtx2, &this->skelanime, &gTreasureChestSkel, anim, this->jointTable, this->morphTable, 5);
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SkelAnime_Init(globalCtx, &this->skelanime, &gTreasureChestSkel, anim, this->jointTable, this->morphTable, 5);
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Animation_Change(&this->skelanime, anim, 1.5f, animFrameStart, endFrame, ANIMMODE_ONCE, 0.0f);
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switch (this->type) {
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