1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-06 06:10:21 +00:00

Symbol cleanup (#897)

* symbol cleanup

* run formatter

* run formatter

* remove duplicate z_demo_ik symbols

* run formatter
This commit is contained in:
Dragorn421 2021-08-22 17:52:02 +02:00 committed by GitHub
parent 743f42f651
commit 5e071a014d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
130 changed files with 1210 additions and 2940 deletions

View file

@ -6,6 +6,7 @@
#include "z_en_bw.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_bw/object_bw.h"
#define FLAGS 0x00000015
@ -34,11 +35,6 @@ void func_809D0268(EnBw* this, GlobalContext* globalCtx);
void func_809D03CC(EnBw* this);
void func_809D0424(EnBw* this, GlobalContext* globalCtx);
extern AnimationHeader D_06000228;
extern SkeletonHeader D_060020F0;
extern AnimationHeader D_060021A0;
extern AnimationHeader D_06002250;
const ActorInit En_Bw_InitVars = {
ACTOR_EN_BW,
ACTORCAT_ENEMY,
@ -138,7 +134,8 @@ void EnBw_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->actor, 0.012999999f);
this->actor.naviEnemyId = 0x23;
this->actor.gravity = -2.0f;
SkelAnime_Init(globalCtx, &this->skelAnime, &D_060020F0, &D_06000228, this->jointTable, this->morphTable, 12);
SkelAnime_Init(globalCtx, &this->skelAnime, &object_bw_Skel_0020F0, &object_bw_Anim_000228, this->jointTable,
this->morphTable, 12);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 40.0f);
this->actor.colChkInfo.damageTable = &sDamageTable;
this->actor.colChkInfo.health = 6;
@ -179,7 +176,7 @@ void func_809CE884(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CE9A8(EnBw* this) {
Animation_MorphToLoop(&this->skelAnime, &D_06000228, -2.0f);
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_000228, -2.0f);
this->unk_220 = 2;
this->unk_222 = Rand_ZeroOne() * 200.0f + 200.0f;
this->unk_232 = 0;
@ -394,7 +391,7 @@ void func_809CEA24(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CF72C(EnBw* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &D_060021A0, -2.0f);
Animation_MorphToPlayOnce(&this->skelAnime, &object_bw_Anim_0021A0, -2.0f);
this->unk_220 = 3;
this->unk_221 = 0;
this->unk_250 = 0.6f;
@ -426,7 +423,7 @@ void func_809CF7AC(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CF8F0(EnBw* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &D_06002250, -1.0f);
Animation_MorphToPlayOnce(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
this->actor.speedXZ = 7.0f;
this->actor.world.rot.y = this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
this->unk_220 = 4;
@ -471,7 +468,7 @@ void func_809CF984(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CFBA8(EnBw* this) {
Animation_MorphToLoop(&this->skelAnime, &D_06002250, -1.0f);
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
this->unk_220 = 5;
this->unk_222 = 1000;
this->unk_260 = 0.0f;
@ -529,7 +526,7 @@ void func_809CFC4C(EnBw* this, GlobalContext* globalCtx) {
}
void func_809CFF10(EnBw* this) {
Animation_MorphToLoop(&this->skelAnime, &D_06002250, -1.0f);
Animation_MorphToLoop(&this->skelAnime, &object_bw_Anim_002250, -1.0f);
this->unk_220 = 6;
this->unk_222 = 1000;
this->unk_221 = 3;