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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
This commit is contained in:
Dragorn421 2022-04-09 02:29:26 +02:00 committed by GitHub
parent 7068ad3703
commit 76cffddf29
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43 changed files with 871 additions and 833 deletions

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@ -46,8 +46,8 @@ void FileChoose_SetKeyboardVtx(GameState* thisx) {
phi_t0 = -0x60;
for (phi_t1 = 0; phi_t1 < 13; phi_t1++, phi_t3 += 4, phi_t2++) {
//! @bug D_80812544 is accessed out of bounds when drawing the empty space character (value of 64). Under normal
//! circumstances it reads a halfword from sNameLabelTextures.
//! @bug D_80812544 is accessed out of bounds when drawing the empty space character (value of 64). Under
//! normal circumstances it reads a halfword from sNameLabelTextures.
this->keyboardVtx[phi_t3].v.ob[0] = this->keyboardVtx[phi_t3 + 2].v.ob[0] = D_80812544[phi_t2] + phi_t0;
this->keyboardVtx[phi_t3 + 1].v.ob[0] = this->keyboardVtx[phi_t3 + 3].v.ob[0] =