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Doc/Cleanup pass on object handling (#1227)
* `Object_InitBank` -> `Object_InitContext` * Add and use `OBJECT_SPACE_SIZE_BASE` * Remove `OBJECT_EXCHANGE_BANK_MAX` -> use `ARRAY_COUNT()` instead * "object status" -> "object load entry" * Misc. cleanup/renames * Partial docs and way too much batch renaming and cleanup for a single commit * ctrl shift h * format * format clang-11.1 * fix regressions * Improve a `@bug` comment * Move `OBJECT_SPACE_SIZE_BASE` from header to near `Object_InitContext` * "objectID" -> "objectId" * Revert iterator index to `i` in `Actor_KillActorsWithUnloadedObject` * "object load entry index" -> "object entry" * `Object_UpdateLoadEntries` -> `Object_UpdateEntries` * Run format.sh * "object entry" -> "object slot" (except internal usage) * Proper `Object_SpawnPersistent` doc Co-authored-by: fig02 <fig02srl@gmail.com> * fixup one comment "object bank index" -> "object slot" * Amend `Object_SpawnPersistent` comment to mention running out of free slots * `Actor_KillActorsWithUnloadedObject` -> `Actor_KillAllWithMissingObject` * Remove useless mention of what uses `Object_SpawnPersistent` * Fix mistake on `Object_SpawnPersistent` doing sync dma, not async * run formatter * `Object_InitContext` -> `Object_Init` * `waitObjectSlot` -> `requiredObjectSlot` * `Object_Init` -> `func_80097DD8` * one objectIndex -> objectSlot * Remove `OBJECT_SPACE_SIZE_BASE` * light fix on the merge (rm OBJECT_EXCHANGE_BANK_MAX) * `func_80097DD8` -> `Object_InitContext` --------- Co-authored-by: fig02 <fig02srl@gmail.com>
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130 changed files with 789 additions and 770 deletions
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@ -199,7 +199,7 @@ typedef struct Actor {
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/* 0x004 */ u32 flags; // Flags used for various purposes
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/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
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/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
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/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
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/* 0x01E */ s8 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; original name: "bank"
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/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
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/* 0x020 */ u16 sfx; // SFX ID to play. Sfx plays when value is set, then is cleared the following update cycle
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/* 0x024 */ PosRot world; // Position/rotation in the world
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@ -287,14 +287,14 @@ typedef struct DynaPolyActor {
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typedef struct {
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/* 0x00 */ MtxF* matrices;
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/* 0x04 */ s16* objectIds;
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/* 0x04 */ s16* objectSlots;
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/* 0x08 */ s16 count;
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/* 0x0C */ Gfx** dLists;
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/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter
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/* 0x14 */ s32 prevLimbIndex;
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} BodyBreak;
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#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor
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#define BODYBREAK_OBJECT_SLOT_DEFAULT -1 // use the same object as the actor
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#define BODYBREAK_STATUS_READY -1
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#define BODYBREAK_STATUS_FINISHED 0
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