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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
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GPG key ID: 4AEE18F83AFDEB23
130 changed files with 1210 additions and 2940 deletions

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@ -6,6 +6,7 @@
#include "z_en_sb.h"
#include "vt.h"
#include "objects/object_sb/object_sb.h"
#define FLAGS 0x00000005
@ -106,20 +107,13 @@ typedef enum {
/* 0x04 */ SHELLBLADE_BOUNCE
} ShellbladeBehavior;
extern FlexSkeletonHeader D_06002BF0;
extern AnimationHeader D_06000194;
extern AnimationHeader D_0600004C;
extern AnimationHeader D_06000124;
extern AnimationHeader D_06002C8C;
extern AnimationHeader D_060000B4;
void EnSb_Init(Actor* thisx, GlobalContext* globalCtx) {
EnSb* this = THIS;
Actor_ProcessInitChain(&this->actor, sInitChain);
this->actor.colChkInfo.damageTable = sDamageTable;
this->actor.colChkInfo.health = 2;
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &D_06002BF0, &D_06000194, NULL, NULL, 0);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_sb_Skel_002BF0, &object_sb_Anim_000194, NULL, NULL, 0);
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinderType1(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->isDead = false;
@ -151,45 +145,49 @@ void EnSb_SpawnBubbles(GlobalContext* globalCtx, EnSb* this) {
}
void EnSb_SetupWaitClosed(EnSb* this) {
Animation_Change(&this->skelAnime, &D_0600004C, 1.0f, 0, Animation_GetLastFrame(&D_0600004C), ANIMMODE_ONCE, 0.0f);
Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_00004C),
ANIMMODE_ONCE, 0.0f);
this->behavior = SHELLBLADE_WAIT_CLOSED;
this->actionFunc = EnSb_WaitClosed;
}
void EnSb_SetupOpen(EnSb* this) {
Animation_Change(&this->skelAnime, &D_06000194, 1.0f, 0, Animation_GetLastFrame(&D_06000194), ANIMMODE_ONCE, 0.0f);
Animation_Change(&this->skelAnime, &object_sb_Anim_000194, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_000194),
ANIMMODE_ONCE, 0.0f);
this->behavior = SHELLBLADE_OPEN;
this->actionFunc = EnSb_Open;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
void EnSb_SetupWaitOpen(EnSb* this) {
Animation_Change(&this->skelAnime, &D_06002C8C, 1.0f, 0, Animation_GetLastFrame(&D_06002C8C), ANIMMODE_LOOP, 0.0f);
Animation_Change(&this->skelAnime, &object_sb_Anim_002C8C, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_002C8C),
ANIMMODE_LOOP, 0.0f);
this->behavior = SHELLBLADE_WAIT_OPEN;
this->actionFunc = EnSb_WaitOpen;
}
void EnSb_SetupLunge(EnSb* this) {
f32 frameCount = Animation_GetLastFrame(&D_06000124);
f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_000124);
f32 playbackSpeed = this->actor.yDistToWater > 0.0f ? 1.0f : 0.0f;
Animation_Change(&this->skelAnime, &D_06000124, playbackSpeed, 0.0f, frameCount, ANIMMODE_ONCE, 0);
Animation_Change(&this->skelAnime, &object_sb_Anim_000124, playbackSpeed, 0.0f, frameCount, ANIMMODE_ONCE, 0);
this->behavior = SHELLBLADE_LUNGE;
this->actionFunc = EnSb_Lunge;
Audio_PlayActorSound2(&this->actor, NA_SE_EN_SHELL_MOUTH);
}
void EnSb_SetupBounce(EnSb* this) {
Animation_Change(&this->skelAnime, &D_060000B4, 1.0f, 0, Animation_GetLastFrame(&D_060000B4), ANIMMODE_ONCE, 0.0f);
Animation_Change(&this->skelAnime, &object_sb_Anim_0000B4, 1.0f, 0, Animation_GetLastFrame(&object_sb_Anim_0000B4),
ANIMMODE_ONCE, 0.0f);
this->behavior = SHELLBLADE_BOUNCE;
this->actionFunc = EnSb_Bounce;
}
void EnSb_SetupCooldown(EnSb* this, s32 changeSpeed) {
f32 frameCount = Animation_GetLastFrame(&D_0600004C);
f32 frameCount = Animation_GetLastFrame(&object_sb_Anim_00004C);
if (this->behavior != SHELLBLADE_WAIT_CLOSED) {
Animation_Change(&this->skelAnime, &D_0600004C, 1.0f, 0, frameCount, ANIMMODE_ONCE, 0.0f);
Animation_Change(&this->skelAnime, &object_sb_Anim_00004C, 1.0f, 0, frameCount, ANIMMODE_ONCE, 0.0f);
}
this->behavior = SHELLBLADE_WAIT_CLOSED;
if (changeSpeed) {
@ -221,7 +219,7 @@ void EnSb_WaitClosed(EnSb* this, GlobalContext* globalCtx) {
void EnSb_Open(EnSb* this, GlobalContext* globalCtx) {
f32 currentFrame = this->skelAnime.curFrame;
if (Animation_GetLastFrame(&D_06000194) <= currentFrame) {
if (Animation_GetLastFrame(&object_sb_Anim_000194) <= currentFrame) {
this->timer = 15;
EnSb_SetupWaitOpen(this);
} else {
@ -292,7 +290,7 @@ void EnSb_Bounce(EnSb* this, GlobalContext* globalCtx) {
f32 frameCount;
currentFrame = this->skelAnime.curFrame;
frameCount = Animation_GetLastFrame(&D_060000B4);
frameCount = Animation_GetLastFrame(&object_sb_Anim_0000B4);
Math_StepToF(&this->actor.speedXZ, 0.0f, 0.2f);
if (currentFrame == frameCount) {