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Update asm_processor and use static variables in En_Torch2 (#740)

* Update asm_processor to current master

* Update variables in En_Torch2 to actually be static

This is now possible because asm_processor was updated to handle static symbols in GLOBAL_ASM

* Update tutorial to reflect changes about static symbol limitations
This commit is contained in:
Roman971 2021-03-27 21:26:59 +01:00 committed by GitHub
parent b863784893
commit 97f80eeb3f
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 84 additions and 26 deletions

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@ -66,26 +66,26 @@ const ActorInit En_Torch2_InitVars = {
(ActorFunc)EnTorch2_Draw,
};
/* static */ f32 sStickTilt = 0.0f;
/* static */ s16 sStickAngle = 0;
/* static */ f32 sSwordJumpHeight = 0.0f;
/* static */ s32 sHoldShieldTimer = 0;
/* static */ u8 sZTargetFlag = false;
/* static */ u8 sDeathFlag = false;
static f32 sStickTilt = 0.0f;
static s16 sStickAngle = 0;
static f32 sSwordJumpHeight = 0.0f;
static s32 sHoldShieldTimer = 0;
static u8 sZTargetFlag = false;
static u8 sDeathFlag = false;
/* static */ Input sInput;
/* static */ u8 sSwordJumpState;
/* static */ Vec3f sSpawnPoint;
/* static */ u8 sJumpslashTimer;
/* static */ u8 sJumpslashFlag;
/* static */ u8 sActionState;
/* static */ u8 sSwordJumpTimer;
/* static */ u8 sCounterState;
/* static */ u8 sDodgeRollState;
/* static */ u8 sStaggerCount;
/* static */ u8 sStaggerTimer;
/* static */ s8 sLastSwordAnim;
/* static */ u8 sAlpha;
static Input sInput;
static u8 sSwordJumpState;
static Vec3f sSpawnPoint;
static u8 sJumpslashTimer;
static u8 sJumpslashFlag;
static u8 sActionState;
static u8 sSwordJumpTimer;
static u8 sCounterState;
static u8 sDodgeRollState;
static u8 sStaggerCount;
static u8 sStaggerTimer;
static s8 sLastSwordAnim;
static u8 sAlpha;
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x1),