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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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43 changed files with 871 additions and 833 deletions
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@ -46,8 +46,8 @@ void FileChoose_SetKeyboardVtx(GameState* thisx) {
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phi_t0 = -0x60;
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for (phi_t1 = 0; phi_t1 < 13; phi_t1++, phi_t3 += 4, phi_t2++) {
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//! @bug D_80812544 is accessed out of bounds when drawing the empty space character (value of 64). Under normal
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//! circumstances it reads a halfword from sNameLabelTextures.
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//! @bug D_80812544 is accessed out of bounds when drawing the empty space character (value of 64). Under
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//! normal circumstances it reads a halfword from sNameLabelTextures.
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this->keyboardVtx[phi_t3].v.ob[0] = this->keyboardVtx[phi_t3 + 2].v.ob[0] = D_80812544[phi_t2] + phi_t0;
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this->keyboardVtx[phi_t3 + 1].v.ob[0] = this->keyboardVtx[phi_t3 + 3].v.ob[0] =
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