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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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@ -8,6 +8,7 @@
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#include "overlays/actors/ovl_En_Encount1/z_en_encount1.h"
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#include "overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.h"
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#include "vt.h"
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#include "objects/object_tite/object_tite.h"
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#define FLAGS 0x00000015
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@ -75,21 +76,6 @@ void EnTite_FallApart(EnTite* this, GlobalContext* globalCtx);
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void EnTite_FlipOnBack(EnTite* this, GlobalContext* globalCtx);
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void EnTite_FlipUpright(EnTite* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_06003A20;
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extern AnimationHeader D_060012E4; // Idle (14 frames)
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extern AnimationHeader D_06000A14; // Turning (8 frames)
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extern AnimationHeader D_0600083C; // Lunge (6 frames)
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extern AnimationHeader D_06000C70; // Jump / travelling to player (11 frames)
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// blue tektite textures
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extern u32 D_06001300;
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extern u32 D_06001700;
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extern u32 D_06001900;
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// red tektite textures
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extern u32 D_06001B00;
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extern u32 D_06001F00;
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extern u32 D_06002100;
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const ActorInit En_Tite_InitVars = {
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ACTOR_EN_TITE,
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ACTORCAT_ENEMY,
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@ -172,7 +158,7 @@ static InitChainEntry sInitChain[] = {
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};
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static AnimationHeader* D_80B1B634[] = {
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0x0600083C, 0x060004F8, 0x0600069C, NULL, NULL, NULL,
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&object_tite_Anim_00083C, &object_tite_Anim_0004F8, &object_tite_Anim_00069C, NULL, NULL, NULL,
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};
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// Some kind of offset for the position of each tektite foot
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@ -195,7 +181,8 @@ void EnTite_Init(Actor* thisx, GlobalContext* globalCtx) {
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Actor_ProcessInitChain(thisx, sInitChain);
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thisx->targetMode = 3;
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Actor_SetScale(thisx, 0.01f);
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_06003A20, &D_060012E4, this->jointTable, this->morphTable, 25);
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SkelAnime_Init(globalCtx, &this->skelAnime, &object_tite_Skel_003A20, &object_tite_Anim_0012E4, this->jointTable,
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this->morphTable, 25);
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ActorShape_Init(&thisx->shape, -200.0f, ActorShadow_DrawCircle, 70.0f);
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this->flipState = TEKTITE_INITIAL;
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thisx->colChkInfo.damageTable = sDamageTable;
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@ -234,7 +221,7 @@ void EnTite_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnTite_SetupIdle(EnTite* this) {
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Animation_MorphToLoop(&this->skelAnime, &D_060012E4, 4.0f);
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Animation_MorphToLoop(&this->skelAnime, &object_tite_Anim_0012E4, 4.0f);
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this->action = TEKTITE_IDLE;
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this->vIdleTimer = Rand_S16Offset(15, 30);
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this->actor.speedXZ = 0.0f;
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@ -266,8 +253,7 @@ void EnTite_Idle(EnTite* this, GlobalContext* globalCtx) {
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}
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void EnTite_SetupAttack(EnTite* this) {
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Animation_PlayOnce(&this->skelAnime, &D_0600083C);
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Animation_PlayOnce(&this->skelAnime, &object_tite_Anim_00083C);
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this->action = TEKTITE_ATTACK;
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this->vAttackState = TEKTITE_BEGIN_LUNGE;
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this->vQueuedJumps = Rand_S16Offset(1, 3);
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@ -384,7 +370,7 @@ void EnTite_Attack(EnTite* this, GlobalContext* globalCtx) {
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} else {
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Player* player = PLAYER;
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this->collider.base.atFlags &= ~AT_HIT;
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Animation_MorphToLoop(&this->skelAnime, &D_060012E4, 4.0f);
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Animation_MorphToLoop(&this->skelAnime, &object_tite_Anim_0012E4, 4.0f);
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this->actor.speedXZ = -6.0f;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (&player->actor == this->collider.base.at) {
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@ -436,7 +422,7 @@ void EnTite_Attack(EnTite* this, GlobalContext* globalCtx) {
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}
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void EnTite_SetupTurnTowardPlayer(EnTite* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000A14);
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Animation_PlayLoop(&this->skelAnime, &object_tite_Anim_000A14);
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this->action = TEKTITE_TURN_TOWARD_PLAYER;
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if ((this->actor.bgCheckFlags & 3) || ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & 0x20))) {
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if (this->actor.velocity.y <= 0.0f) {
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@ -503,7 +489,7 @@ void EnTite_TurnTowardPlayer(EnTite* this, GlobalContext* globalCtx) {
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}
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void EnTite_SetupMoveTowardPlayer(EnTite* this) {
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Animation_PlayLoop(&this->skelAnime, &D_06000C70);
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Animation_PlayLoop(&this->skelAnime, &object_tite_Anim_000C70);
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this->action = TEKTITE_MOVE_TOWARD_PLAYER;
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this->actor.velocity.y = 10.0f;
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this->actor.gravity = -1.0f;
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@ -619,7 +605,7 @@ void EnTite_MoveTowardPlayer(EnTite* this, GlobalContext* globalCtx) {
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void EnTite_SetupRecoil(EnTite* this) {
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this->action = TEKTITE_RECOIL;
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Animation_MorphToLoop(&this->skelAnime, &D_060012E4, 4.0f);
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Animation_MorphToLoop(&this->skelAnime, &object_tite_Anim_0012E4, 4.0f);
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this->actor.speedXZ = -6.0f;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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this->actor.gravity = -1.0f;
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@ -683,8 +669,8 @@ void EnTite_Recoil(EnTite* this, GlobalContext* globalCtx) {
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}
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void EnTite_SetupStunned(EnTite* this) {
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Animation_Change(&this->skelAnime, &D_060012E4, 0.0f, 0.0f, (f32)Animation_GetLastFrame(&D_060012E4), ANIMMODE_LOOP,
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4.0f);
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Animation_Change(&this->skelAnime, &object_tite_Anim_0012E4, 0.0f, 0.0f,
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(f32)Animation_GetLastFrame(&object_tite_Anim_0012E4), ANIMMODE_LOOP, 4.0f);
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this->action = TEKTITE_STUNNED;
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this->actor.speedXZ = -6.0f;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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@ -788,7 +774,7 @@ void EnTite_FallApart(EnTite* this, GlobalContext* globalCtx) {
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void EnTite_SetupFlipOnBack(EnTite* this) {
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Animation_PlayLoopSetSpeed(&this->skelAnime, &D_06000A14, 1.5f);
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Animation_PlayLoopSetSpeed(&this->skelAnime, &object_tite_Anim_000A14, 1.5f);
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_TEKU_REVERSE);
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this->flipState = TEKTITE_FLIPPED;
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this->vOnBackTimer = 500;
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@ -999,13 +985,13 @@ void EnTite_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80093D18(globalCtx->state.gfxCtx);
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Collider_UpdateSpheres(0, &this->collider);
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if (this->actor.params == TEKTITE_BLUE) {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&D_06001300));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&D_06001700));
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gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(&D_06001900));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(object_tite_Tex_001300));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(object_tite_Tex_001700));
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gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(object_tite_Tex_001900));
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} else {
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&D_06001B00));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(&D_06001F00));
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gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(&D_06002100));
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(object_tite_Tex_001B00));
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(object_tite_Tex_001F00));
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gSPSegment(POLY_OPA_DISP++, 0x0A, SEGMENTED_TO_VIRTUAL(object_tite_Tex_002100));
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}
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SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, EnTite_PostLimbDraw,
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thisx);
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