1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-22 23:11:20 +00:00

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>
This commit is contained in:
Dragorn421 2023-09-19 20:10:12 +02:00 committed by GitHub
parent 83a13a64c7
commit 57ce0cf8d9
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
130 changed files with 789 additions and 770 deletions

View file

@ -928,7 +928,8 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
if (this->armorStatusFlag & ARMOR_BROKEN) {
BodyBreak_SetInfo(&this->bodyBreak, limbIndex, IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT,
IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK, IRON_KNUCKLE_LIMB_TORSO, dList, BODYBREAK_OBJECT_DEFAULT);
IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK, IRON_KNUCKLE_LIMB_TORSO, dList,
BODYBREAK_OBJECT_SLOT_DEFAULT);
}
if (limbIndex == IRON_KNUCKLE_LIMB_HELMET_ARMOR) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),