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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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@ -558,9 +558,9 @@ void EnSkb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
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Collider_UpdateSpheres(limbIndex, &this->collider);
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if ((this->breakFlags ^ 1) == 0) {
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 11, 12, 18, dList, BODYBREAK_OBJECT_DEFAULT);
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 11, 12, 18, dList, BODYBREAK_OBJECT_SLOT_DEFAULT);
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} else if ((this->breakFlags ^ (this->breakFlags | 4)) == 0) {
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 18, 18, dList, BODYBREAK_OBJECT_DEFAULT);
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BodyBreak_SetInfo(&this->bodyBreak, limbIndex, 0, 18, 18, dList, BODYBREAK_OBJECT_SLOT_DEFAULT);
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}
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}
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