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Symbol cleanup (#897)
* symbol cleanup * run formatter * run formatter * remove duplicate z_demo_ik symbols * run formatter
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parent
743f42f651
commit
5e071a014d
130 changed files with 1210 additions and 2940 deletions
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@ -6,6 +6,7 @@
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#include "z_en_bb.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_Bb/object_Bb.h"
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#define FLAGS 0x01000015
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@ -91,10 +92,6 @@ void EnBb_Green(EnBb* this, GlobalContext* globalCtx);
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void EnBb_Stunned(EnBb* this, GlobalContext* globalCtx);
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extern AnimationHeader D_06000184;
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extern AnimationHeader D_06000444;
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extern SkeletonHeader D_06001A30;
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static DamageTable sDamageTableBlueGreen = {
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/* Deku nut */ DMG_ENTRY(0, 0xF),
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/* Deku stick */ DMG_ENTRY(2, 0x0),
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@ -316,7 +313,8 @@ void EnBb_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnBb* this = THIS;
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Actor_ProcessInitChain(thisx, sInitChain);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06001A30, &D_06000444, this->jointTable, this->morphTable, 16);
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SkelAnime_Init(globalCtx, &this->skelAnime, &object_Bb_Skel_001A30, &object_Bb_Anim_000444, this->jointTable,
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this->morphTable, 16);
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this->unk_254 = 0;
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thisx->colChkInfo.health = 4;
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Collider_InitJntSph(globalCtx, &this->collider);
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@ -533,7 +531,7 @@ void EnBb_Damage(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_SetupBlue(EnBb* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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this->actor.speedXZ = (Rand_ZeroOne() * 0.5f) + 0.5f;
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this->timer = (Rand_ZeroOne() * 20.0f) + 40.0f;
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this->unk_264 = (Rand_ZeroOne() * 30.0f) + 180.0f;
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@ -578,14 +576,14 @@ void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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if (this->charge && (this->targetActor == NULL)) {
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this->vMoveAngleY = this->actor.world.rot.y;
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if (this->actor.xzDistToPlayer < 200.0f) {
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Animation_PlayLoop(&this->skelAnime, &D_06000184);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
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this->vMoveAngleY = this->actor.yawTowardsPlayer;
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}
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this->maxSpeed = (Rand_ZeroOne() * 1.5f) + 6.0f;
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this->timer = (Rand_ZeroOne() * 5.0f) + 20.0f;
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this->actionState = BBBLUE_NORMAL;
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} else {
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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this->maxSpeed = (Rand_ZeroOne() * 1.5f) + 1.0f;
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this->timer = (Rand_ZeroOne() * 20.0f) + 40.0f;
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this->vMoveAngleY = Math_SinF(this->bobPhase) * 65535.0f;
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@ -593,7 +591,7 @@ void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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}
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if ((this->actor.xzDistToPlayer < 150.0f) && (this->actionState != BBBLUE_NORMAL)) {
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if (!this->charge) {
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Animation_PlayLoop(&this->skelAnime, &D_06000184);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
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this->maxSpeed = (Rand_ZeroOne() * 1.5f) + 6.0f;
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this->timer = (Rand_ZeroOne() * 5.0f) + 20.0f;
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this->vMoveAngleY = this->actor.yawTowardsPlayer;
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@ -671,7 +669,7 @@ void EnBb_Blue(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_SetupDown(EnBb* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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this->action = BB_DOWN;
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this->timer = 200;
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this->actor.colorFilterTimer = 0;
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@ -749,7 +747,7 @@ void EnBb_Down(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_SetupRed(GlobalContext* globalCtx, EnBb* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000184);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
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if (this->action == BB_DOWN) {
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this->actor.speedXZ = 5.0f;
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this->actor.gravity = -1.0f;
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@ -876,7 +874,7 @@ void EnBb_SetWaypoint(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_SetupWhite(GlobalContext* globalCtx, EnBb* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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this->actor.speedXZ = 0.0f;
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this->actor.world.pos.y += 60.0f;
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this->flameScaleX = 100.0f;
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@ -907,11 +905,11 @@ void EnBb_White(EnBb* this, GlobalContext* globalCtx) {
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if (this->timer == 0) {
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EnBb_SetWaypoint(this, globalCtx);
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EnBb_FaceWaypoint(this);
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Animation_PlayLoop(&this->skelAnime, &D_06000184);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000184);
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this->timer = Rand_ZeroOne() * 30.0f + 40.0f;
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} else {
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if (this->moveMode != BBMOVE_NORMAL) {
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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}
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this->actor.world.rot.y += 0x1F40;
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}
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@ -944,7 +942,7 @@ void EnBb_White(EnBb* this, GlobalContext* globalCtx) {
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void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
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Vec3f bobOffset = { 0.0f, 0.0f, 0.0f };
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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this->moveMode = BBMOVE_NOCLIP;
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this->actionState = BBGREEN_FLAME_ON;
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this->bobPhase = Rand_ZeroOne();
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@ -967,7 +965,7 @@ void EnBb_InitGreen(EnBb* this, GlobalContext* globalCtx) {
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}
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void EnBb_SetupGreen(EnBb* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000444);
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Animation_PlayLoop(&this->skelAnime, &object_Bb_Anim_000444);
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this->moveMode = BBMOVE_NOCLIP;
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this->actionState = BBGREEN_FLAME_ON;
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this->targetActor = NULL;
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