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Cleanup pass on in-actor effects systems (#1167)
* Name in-actor effect functions / improve naming consistency "particle" -> "effect" Fixup: consistent effect functions names, missed a bunch * Use `materialFlag` as int for the "is material already set" "boolean" Fixup `materialFlag` (actually a boolean one), and `objectFlag` More actually boolean `materialFlag`s * Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now) `BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT` `EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT` Place `_EFFECTS_COUNT` defines before effect struct definition * Name `countLimit` the "max new effect index" argument * Rename all effect buffers to `effects`/`sEffects` * Fixup some array/pointer usage * `EnNiw` also has this pseudo-effects system * `EnSyatekiNiw` also has this pseudo-effects system * `EnFz` also has this pseudo-effects system * `_EFFECTS_COUNT` -> `_EFFECT_COUNT` * `effects` -> `effect` where used as iterator (hopefully covers everything) * Run formatter
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<DList Name="gCuccoHeadDL" Offset="0x0A98"/>
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<!-- Other Cucco DisplayLists -->
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<DList Name="gCuccoParticleAppearDL" Offset="0x23B0"/>
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<DList Name="gCuccoParticleAliveDL" Offset="0x2428"/>
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<DList Name="gCuccoEffectFeatherMaterialDL" Offset="0x23B0"/>
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<DList Name="gCuccoEffectFeatherModelDL" Offset="0x2428"/>
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<!-- Cucco DisplayList Textures -->
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<Texture Name="gCuccoEyeTex" OutName="eye" Format="rgba16" Width="16" Height="16" Offset="0x1280"/>
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