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Reduce overlay dependencies on global.h (8) (#2478)

* move variables into z64environment.h

* z_room.h

* z64sram.h, z64ss_sram.h, z64font.h, kanread.h

* z64lifemeter.h, z64debug.h, debug_arena.h

* buffers.h

* remove z_bgcheck global

* gamealloc.h

* suggestions

* .bdd
This commit is contained in:
mzxrules 2025-02-19 05:54:39 -05:00 committed by GitHub
parent 3d61fb85ef
commit 981af4b6af
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GPG key ID: B5690EEEBB952194
72 changed files with 578 additions and 392 deletions

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@ -9,8 +9,6 @@
#include "ichain.h"
#include "z64play.h"
#include "z64.h"
#include "assets/objects/object_hakach_objects/object_hakach_objects.h"
#include "assets/objects/object_haka_objects/object_haka_objects.h"

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@ -25,8 +25,6 @@
#include "z64player.h"
#include "z64save.h"
#include "global.h"
#include "assets/overlays/ovl_Boss_Ganon/ovl_Boss_Ganon.h"
#include "assets/objects/object_ganon/object_ganon.h"
#include "assets/objects/object_ganon_anime1/object_ganon_anime1.h"

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@ -28,6 +28,9 @@
#include "assets/objects/object_geff/object_geff.h"
#include "assets/overlays/ovl_Boss_Ganon2/ovl_Boss_Ganon2.h"
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128"
#define FLAGS \
(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_HOSTILE | ACTOR_FLAG_UPDATE_CULLING_DISABLED | \
ACTOR_FLAG_DRAW_CULLING_DISABLED)

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@ -23,8 +23,6 @@
#include "z64player.h"
#include "z64save.h"
#include "global.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_gnd/object_gnd.h"
#include "assets/objects/object_goma/object_goma.h"

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@ -24,8 +24,6 @@
#include "z64play.h"
#include "z64player.h"
#include "global.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_fhg/object_fhg.h"

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@ -9,8 +9,6 @@
#include "z64player.h"
#include "z64save.h"
#include "global.h"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
/*

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@ -19,8 +19,6 @@
#include "z64player.h"
#include "z64save.h"
#include "global.h"
#include "assets/objects/object_fa/object_fa.h"
#include "assets/objects/object_os_anime/object_os_anime.h"
#include "assets/objects/object_km1/object_km1.h"

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@ -20,8 +20,7 @@
#include "z64cutscene_flags.h"
#include "z64play.h"
#include "z64save.h"
#include "global.h"
#include "z64ss_sram.h"
#include "assets/objects/object_mag/object_mag.h"

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@ -20,8 +20,6 @@
#include "z64player.h"
#include "z64save.h"
#include "global.h"
#include "assets/objects/object_md/object_md.h"
#define FLAGS \

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@ -158,8 +158,8 @@ static EnPoFieldInfo sPoFieldInfo[2] = {
static Vec3f D_80AD714C = { 0.0f, 1400.0f, 0.0f };
#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128 ntsc-1.2:128 pal-1.0:128" \
"pal-1.1:128"
#pragma increment_block_number "gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128 ntsc-1.0:128 ntsc-1.1:128" \
"ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
static Vec3s sSpawnPositions[10];
static u8 sSpawnSwitchFlags[10];

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@ -24,8 +24,6 @@
#include "z64save.h"
#include "z64skin.h"
#include "global.h"
#include "assets/objects/object_zl4/object_zl4.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_horse_zelda/object_horse_zelda.h"

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@ -37,7 +37,7 @@
#endif
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ntsc-1.0:121 ntsc-1.1:121 ntsc-1.2:121 pal-1.0:121 pal-1.1:121"
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED

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@ -20,8 +20,6 @@
#include "z64player.h"
#include "z64save.h"
#include "global.h"
#include "assets/objects/object_demo_kekkai/object_demo_kekkai.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_spot02_objects/object_spot02_objects.h"

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@ -40,14 +40,14 @@
#include "z_lib.h"
#include "zelda_arena.h"
#include "z64audio.h"
#include "z64debug.h"
#include "z64effect.h"
#include "z64lifemeter.h"
#include "z64ocarina.h"
#include "z64play.h"
#include "z64save.h"
#include "z64skin_matrix.h"
#include "global.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_link_child/object_link_child.h"
@ -359,14 +359,14 @@ void Player_Action_CsAction(Player* this, PlayState* play);
// .bss part 1
#pragma increment_block_number "gc-eu:128 gc-eu-mq:128 gc-jp:128 gc-jp-ce:128 gc-jp-mq:128 gc-us:128 gc-us-mq:128" \
"ique-cn:128 ntsc-1.0:128 ntsc-1.1:128 ntsc-1.2:128 pal-1.0:128 pal-1.1:128"
#pragma increment_block_number "gc-eu:0 gc-eu-mq:0 gc-jp:0 gc-jp-ce:0 gc-jp-mq:0 gc-us:0 gc-us-mq:0 ique-cn:0" \
"ntsc-1.0:0 ntsc-1.1:0 ntsc-1.2:0 pal-1.0:0 pal-1.1:0"
static s32 D_80858AA0;
// TODO: There's probably a way to match BSS ordering with less padding by spreading the variables out and moving
// data around. It would be easier if we had more options for controlling BSS ordering in debug.
#pragma increment_block_number "gc-eu:192 gc-eu-mq:192 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
#pragma increment_block_number "gc-eu:224 gc-eu-mq:224 gc-jp:192 gc-jp-ce:192 gc-jp-mq:192 gc-us:192 gc-us-mq:192" \
"ique-cn:192 ntsc-1.0:192 ntsc-1.1:192 ntsc-1.2:192 pal-1.0:192 pal-1.1:192"
static s32 sSavedCurrentMask;

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@ -20,6 +20,7 @@
#include "z64save.h"
#include "z64skybox.h"
#include "z64sram.h"
#include "z64ss_sram.h"
#include "z64view.h"
#include "global.h"

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@ -6,6 +6,7 @@
#include "global.h"
#include "z64save.h"
#include "z64sram.h"
void TitleSetup_SetupTitleScreen(TitleSetupState* this) {
gSaveContext.gameMode = GAMEMODE_TITLE_SCREEN;

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@ -13,6 +13,7 @@
#include "sequence.h"
#include "terminal.h"
#include "z64save.h"
#include "z64sram.h"
#include "global.h"

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@ -1,6 +1,7 @@
#include "z_kaleido_scope.h"
#include "sys_ucode.h"
#include "versions.h"
#include "z64play.h"
#include "z64save.h"
#include "assets/textures/icon_item_24_static/icon_item_24_static.h"