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Add skybox .h and cleanup, SkyboxDraw_ -> Skybox_ (#1435)

* Add skybox .h and cleanup

* move forward declared structs to top of file

* `SkyboxDraw_` -> `Skybox_`

* format

* move more forward declared structs to top of file
This commit is contained in:
Dragorn421 2022-11-26 23:53:41 +01:00 committed by GitHub
parent 186ecc72b5
commit 92f081d7f3
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 92 additions and 70 deletions

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@ -814,7 +814,6 @@ u8 Environment_SmoothStepToU8(u8* pvalue, u8 target, u8 scale, u8 step, u8 minSt
u8 Environment_SmoothStepToS8(s8* pvalue, s8 target, u8 scale, u8 step, u8 minStep);
f32 Environment_LerpWeight(u16 max, u16 min, u16 val);
f32 Environment_LerpWeightAccelDecel(u16 endFrame, u16 startFrame, u16 curFrame, u16 accelDuration, u16 decelDuration);
void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxContext* skyboxCtx);
void Environment_EnableUnderwaterLights(PlayState* play, s32 waterLightsIndex);
void Environment_DisableUnderwaterLights(PlayState* play);
void Environment_Update(PlayState* play, EnvironmentContext* envCtx, LightContext* lightCtx,
@ -828,7 +827,6 @@ void Environment_DrawLensFlare(PlayState* play, EnvironmentContext* envCtx, View
s16 glareStrength, u8 isSun);
void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx);
void Environment_ChangeLightSetting(PlayState* play, u32 lightSetting);
void Environment_DrawSkyboxFilters(PlayState* play);
void Environment_UpdateLightningStrike(PlayState* play);
void Environment_AddLightningBolts(PlayState* play, u8 num);
void Environment_DrawLightning(PlayState* play, s32 unused);
@ -1295,10 +1293,6 @@ void VisMono_Draw(VisMono* this, Gfx** gfxp);
void func_800AD920(struct_80166500* this);
void func_800AD950(struct_80166500* this);
void func_800AD958(struct_80166500* this, Gfx** gfxp);
void Skybox_Init(GameState* state, SkyboxContext* skyboxCtx, s16 skyboxId);
Mtx* SkyboxDraw_UpdateMatrix(SkyboxContext* skyboxCtx, f32 x, f32 y, f32 z);
void SkyboxDraw_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z);
void SkyboxDraw_Update(SkyboxContext* skyboxCtx);
void PlayerCall_InitFuncPtrs(void);
void TransitionUnk_InitGraphics(TransitionUnk* this);
void TransitionUnk_InitData(TransitionUnk* this);