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Remove const from ActorInit initvars declarations (#1417)

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Dragorn421 2022-10-25 01:29:38 +02:00 committed by GitHub
parent ce2e5e71c8
commit c0a0688dc5
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GPG key ID: 4AEE18F83AFDEB23
433 changed files with 435 additions and 435 deletions

View file

@ -639,7 +639,7 @@ void func_80A87BEC(EnJj* this, PlayState* play);
void func_80A87C30(EnJj* this, PlayState* play);
/*
const ActorInit En_Jj_InitVars = {
ActorInit En_Jj_InitVars = {
ACTOR_EN_JJ,
ACTORTYPE_ITEMACTION,
FLAGS,

View file

@ -93,7 +93,7 @@ s32 D_80B18910[] = { 0x0A000039, 0x20010000, 0x00000000, 0x00000000, 0x00000000,
s32 D_80B1893C[] = { 0x00000000, 0x00000000, 0xFF000000 };
const ActorInit En_Tg_InitVars = {
ActorInit En_Tg_InitVars = {
ACTOR_EN_TG,
ACTORTYPE_NPC,
FLAGS,
@ -489,7 +489,7 @@ To replace the `extern`, because the data is in a separate file, we include the
Lastly, uncomment the InitVars block that's been sitting there the whole time. The data section of the file now looks like
```C
const ActorInit En_Jj_InitVars = {
ActorInit En_Jj_InitVars = {
ACTOR_EN_JJ,
ACTORTYPE_ITEMACTION,
FLAGS,
@ -566,7 +566,7 @@ In this, press `g` to open up goto position, and paste in the address `0xE3ED10`
Notice that the numbers in the bottom pane is all shifted one word to the left. We therefore need some extra padding somewhere. The real issue is where. Thankfully the guess at the bottom gives us a hint: let's try just under `InitVars`. Just put a padding variable straight after them:
```C
const ActorInit En_Jj_InitVars = {
ActorInit En_Jj_InitVars = {
ACTOR_EN_JJ,
ACTORTYPE_ITEMACTION,
FLAGS,

View file

@ -21,7 +21,7 @@ void EnAObj_SetupBlockRot(EnAObj* this, s16 type);
void EnAObj_SetupBoulderFragment(EnAObj* this, s16 type);
void EnAObj_SetupBlock(EnAObj* this, s16 type);
const ActorInit En_A_Obj_InitVars = {
ActorInit En_A_Obj_InitVars = {
ACTOR_EN_A_OBJ,
ACTORCAT_PROP,
FLAGS,

View file

@ -20,7 +20,7 @@ void EnItem00_DrawCollectible(EnItem00* this, PlayState* play);
void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
const ActorInit En_Item00_InitVars = {
ActorInit En_Item00_InitVars = {
ACTOR_EN_ITEM00,
ACTORCAT_MISC,
FLAGS,

View file

@ -17,7 +17,7 @@ void Player_Destroy(Actor* thisx, PlayState* play);
void Player_Update(Actor* thisx, PlayState* play);
void Player_Draw(Actor* thisx, PlayState* play);
const ActorInit Player_InitVars = {
ActorInit Player_InitVars = {
ACTOR_PLAYER,
ACTORCAT_PLAYER,
FLAGS,

View file

@ -11,7 +11,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play);
void ArmsHook_Wait(ArmsHook* this, PlayState* play);
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
const ActorInit Arms_Hook_InitVars = {
ActorInit Arms_Hook_InitVars = {
ACTOR_ARMS_HOOK,
ACTORCAT_ITEMACTION,
FLAGS,

View file

@ -20,7 +20,7 @@ void ArrowFire_Hit(ArrowFire* this, PlayState* play);
#include "assets/overlays/ovl_Arrow_Fire/ovl_Arrow_Fire.c"
const ActorInit Arrow_Fire_InitVars = {
ActorInit Arrow_Fire_InitVars = {
ACTOR_ARROW_FIRE,
ACTORCAT_ITEMACTION,
FLAGS,

View file

@ -21,7 +21,7 @@ void ArrowIce_Hit(ArrowIce* this, PlayState* play);
#include "assets/overlays/ovl_Arrow_Ice/ovl_Arrow_Ice.c"
const ActorInit Arrow_Ice_InitVars = {
ActorInit Arrow_Ice_InitVars = {
ACTOR_ARROW_ICE,
ACTORCAT_ITEMACTION,
FLAGS,

View file

@ -21,7 +21,7 @@ void ArrowLight_Hit(ArrowLight* this, PlayState* play);
#include "assets/overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
const ActorInit Arrow_Light_InitVars = {
ActorInit Arrow_Light_InitVars = {
ACTOR_ARROW_LIGHT,
ACTORCAT_ITEMACTION,
FLAGS,

View file

@ -32,7 +32,7 @@ void func_8086CABC(BgBdanObjects* this, PlayState* play);
void func_8086CB10(BgBdanObjects* this, PlayState* play);
void func_8086CB8C(BgBdanObjects* this, PlayState* play);
const ActorInit Bg_Bdan_Objects_InitVars = {
ActorInit Bg_Bdan_Objects_InitVars = {
ACTOR_BG_BDAN_OBJECTS,
ACTORCAT_BG,
FLAGS,

View file

@ -42,7 +42,7 @@ void func_8086DCE8(BgBdanSwitch* this, PlayState* play);
void func_8086DDA8(BgBdanSwitch* this);
void func_8086DDC0(BgBdanSwitch* this, PlayState* play);
const ActorInit Bg_Bdan_Switch_InitVars = {
ActorInit Bg_Bdan_Switch_InitVars = {
ACTOR_BG_BDAN_SWITCH,
ACTORCAT_SWITCH,
FLAGS,

View file

@ -17,7 +17,7 @@ void BgBomGuard_Update(Actor* thisx, PlayState* play);
void func_8086E638(BgBomGuard* this, PlayState* play);
const ActorInit Bg_Bom_Guard_InitVars = {
ActorInit Bg_Bom_Guard_InitVars = {
ACTOR_BG_BOM_GUARD,
ACTORCAT_PROP,
FLAGS,

View file

@ -69,7 +69,7 @@ static ColliderTrisInit sTrisInit = {
sTrisElementsInit,
};
const ActorInit Bg_Bombwall_InitVars = {
ActorInit Bg_Bombwall_InitVars = {
ACTOR_BG_BOMBWALL,
ACTORCAT_BG,
FLAGS,

View file

@ -24,7 +24,7 @@ void BgBowlWall_FallDoEffects(BgBowlWall* this, PlayState* play);
void BgBowlWall_FinishFall(BgBowlWall* this, PlayState* play);
void BgBowlWall_Reset(BgBowlWall* this, PlayState* play);
const ActorInit Bg_Bowl_Wall_InitVars = {
ActorInit Bg_Bowl_Wall_InitVars = {
ACTOR_BG_BOWL_WALL,
ACTORCAT_PROP,
FLAGS,

View file

@ -26,7 +26,7 @@ void BgBreakwall_WaitForObject(BgBreakwall* this, PlayState* play);
void BgBreakwall_Wait(BgBreakwall* this, PlayState* play);
void BgBreakwall_LavaCoverMove(BgBreakwall* this, PlayState* play);
const ActorInit Bg_Breakwall_InitVars = {
ActorInit Bg_Breakwall_InitVars = {
ACTOR_BG_BREAKWALL,
ACTORCAT_BG,
FLAGS,

View file

@ -17,7 +17,7 @@ void BgDdanJd_Draw(Actor* thisx, PlayState* play);
void BgDdanJd_Idle(BgDdanJd* this, PlayState* play);
void BgDdanJd_Move(BgDdanJd* this, PlayState* play);
const ActorInit Bg_Ddan_Jd_InitVars = {
ActorInit Bg_Ddan_Jd_InitVars = {
ACTOR_BG_DDAN_JD,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void BgDdanKd_CheckForExplosions(BgDdanKd* this, PlayState* play);
void BgDdanKd_LowerStairs(BgDdanKd* this, PlayState* play);
void BgDdanKd_DoNothing(BgDdanKd* this, PlayState* play);
const ActorInit Bg_Ddan_Kd_InitVars = {
ActorInit Bg_Ddan_Kd_InitVars = {
ACTOR_BG_DDAN_KD,
ACTORCAT_BG,
FLAGS,

View file

@ -20,7 +20,7 @@ void BgDodoago_OpenJaw(BgDodoago* this, PlayState* play);
void BgDodoago_DoNothing(BgDodoago* this, PlayState* play);
void BgDodoago_LightOneEye(BgDodoago* this, PlayState* play);
const ActorInit Bg_Dodoago_InitVars = {
ActorInit Bg_Dodoago_InitVars = {
ACTOR_BG_DODOAGO,
ACTORCAT_BG,
FLAGS,

View file

@ -54,7 +54,7 @@ void BgDyYoseizo_DrawEffects(BgDyYoseizo* this, PlayState* play);
static s32 sUnusedGetItemIds[] = { GI_FARORES_WIND, GI_NAYRUS_LOVE, GI_DINS_FIRE };
const ActorInit Bg_Dy_Yoseizo_InitVars = {
ActorInit Bg_Dy_Yoseizo_InitVars = {
ACTOR_BG_DY_YOSEIZO,
ACTORCAT_PROP,
FLAGS,

View file

@ -25,7 +25,7 @@ void BgGanonOtyuka_WaitToFall(BgGanonOtyuka* this, PlayState* play);
void BgGanonOtyuka_Fall(BgGanonOtyuka* this, PlayState* play);
void BgGanonOtyuka_DoNothing(Actor* thisx, PlayState* play);
const ActorInit Bg_Ganon_Otyuka_InitVars = {
ActorInit Bg_Ganon_Otyuka_InitVars = {
ACTOR_BG_GANON_OTYUKA,
ACTORCAT_PROP,
FLAGS,

View file

@ -20,7 +20,7 @@ void func_80878300(BgGateShutter* this, PlayState* play);
void func_808783AC(BgGateShutter* this, PlayState* play);
void func_808783D4(BgGateShutter* this, PlayState* play);
const ActorInit Bg_Gate_Shutter_InitVars = {
ActorInit Bg_Gate_Shutter_InitVars = {
ACTOR_BG_GATE_SHUTTER,
ACTORCAT_ITEMACTION,
FLAGS,

View file

@ -19,7 +19,7 @@ void func_808787A4(BgGjyoBridge* this, PlayState* play);
void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, PlayState* play);
void BgGjyoBridge_SpawnBridge(BgGjyoBridge* this, PlayState* play);
const ActorInit Bg_Gjyo_Bridge_InitVars = {
ActorInit Bg_Gjyo_Bridge_InitVars = {
ACTOR_BG_GJYO_BRIDGE,
ACTORCAT_PROP,
FLAGS,

View file

@ -21,7 +21,7 @@ void BgGndDarkmeiro_UpdateBlockTimer(BgGndDarkmeiro* this, PlayState* play);
void BgGndDarkmeiro_UpdateStaticBlock(BgGndDarkmeiro* this, PlayState* play);
void BgGndDarkmeiro_UpdateSwitchBlock(BgGndDarkmeiro* this, PlayState* play);
const ActorInit Bg_Gnd_Darkmeiro_InitVars = {
ActorInit Bg_Gnd_Darkmeiro_InitVars = {
ACTOR_BG_GND_DARKMEIRO,
ACTORCAT_PROP,
FLAGS,

View file

@ -18,7 +18,7 @@ void BgGndFiremeiro_Sink(BgGndFiremeiro* this, PlayState* play);
void BgGndFiremeiro_Shake(BgGndFiremeiro* this, PlayState* play);
void BgGndFiremeiro_Rise(BgGndFiremeiro* this, PlayState* play);
const ActorInit Bg_Gnd_Firemeiro_InitVars = {
ActorInit Bg_Gnd_Firemeiro_InitVars = {
ACTOR_BG_GND_FIREMEIRO,
ACTORCAT_PROP,
FLAGS,

View file

@ -23,7 +23,7 @@ void BgGndIceblock_Draw(Actor* thisx, PlayState* play);
void BgGndIceblock_Idle(BgGndIceblock* this, PlayState* play);
void BgGndIceblock_Slide(BgGndIceblock* this, PlayState* play);
const ActorInit Bg_Gnd_Iceblock_InitVars = {
ActorInit Bg_Gnd_Iceblock_InitVars = {
ACTOR_BG_GND_ICEBLOCK,
ACTORCAT_PROP,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgGndNisekabe_Destroy(Actor* thisx, PlayState* play);
void BgGndNisekabe_Update(Actor* thisx, PlayState* play);
void BgGndNisekabe_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Gnd_Nisekabe_InitVars = {
ActorInit Bg_Gnd_Nisekabe_InitVars = {
ACTOR_BG_GND_NISEKABE,
ACTORCAT_PROP,
FLAGS,

View file

@ -19,7 +19,7 @@ void func_8087AF38(BgGndSoulmeiro* this, PlayState* play);
void func_8087B284(BgGndSoulmeiro* this, PlayState* play);
void func_8087B350(BgGndSoulmeiro* this, PlayState* play);
const ActorInit Bg_Gnd_Soulmeiro_InitVars = {
ActorInit Bg_Gnd_Soulmeiro_InitVars = {
ACTOR_BG_GND_SOULMEIRO,
ACTORCAT_PROP,
FLAGS,

View file

@ -20,7 +20,7 @@ void func_8087B938(BgHaka* this, PlayState* play);
void func_8087BAAC(BgHaka* this, PlayState* play);
void func_8087BAE4(BgHaka* this, PlayState* play);
const ActorInit Bg_Haka_InitVars = {
ActorInit Bg_Haka_InitVars = {
ACTOR_BG_HAKA,
ACTORCAT_BG,
FLAGS,

View file

@ -52,7 +52,7 @@ static f32 sStatueDistToPlayer = 0;
static s16 sStatueRotY;
const ActorInit Bg_Haka_Gate_InitVars = {
ActorInit Bg_Haka_Gate_InitVars = {
ACTOR_BG_HAKA_GATE,
ACTORCAT_PROP,
FLAGS,

View file

@ -24,7 +24,7 @@ void BgHakaHuta_SlideOpen(BgHakaHuta* this, PlayState* play);
void func_8087D720(BgHakaHuta* this, PlayState* play);
void BgHakaHuta_DoNothing(BgHakaHuta* this, PlayState* play);
const ActorInit Bg_Haka_Huta_InitVars = {
ActorInit Bg_Haka_Huta_InitVars = {
ACTOR_BG_HAKA_HUTA,
ACTORCAT_BG,
FLAGS,

View file

@ -19,7 +19,7 @@ void func_8087DB24(BgHakaMegane* this, PlayState* play);
void func_8087DBF0(BgHakaMegane* this, PlayState* play);
void BgHakaMegane_DoNothing(BgHakaMegane* this, PlayState* play);
const ActorInit Bg_Haka_Megane_InitVars = {
ActorInit Bg_Haka_Megane_InitVars = {
ACTOR_BG_HAKA_MEGANE,
ACTORCAT_PROP,
FLAGS,

View file

@ -23,7 +23,7 @@ void func_8087E288(BgHakaMeganeBG* this, PlayState* play);
void func_8087E2D8(BgHakaMeganeBG* this, PlayState* play);
void func_8087E34C(BgHakaMeganeBG* this, PlayState* play);
const ActorInit Bg_Haka_MeganeBG_InitVars = {
ActorInit Bg_Haka_MeganeBG_InitVars = {
ACTOR_BG_HAKA_MEGANEBG,
ACTORCAT_BG,
FLAGS,

View file

@ -26,7 +26,7 @@ void BgHakaSgami_Draw(Actor* thisx, PlayState* play);
void BgHakaSgami_SetupSpin(BgHakaSgami* this, PlayState* play);
void BgHakaSgami_Spin(BgHakaSgami* this, PlayState* play);
const ActorInit Bg_Haka_Sgami_InitVars = {
ActorInit Bg_Haka_Sgami_InitVars = {
ACTOR_BG_HAKA_SGAMI,
ACTORCAT_PROP,
FLAGS,

View file

@ -21,7 +21,7 @@ void BgHakaShip_SetupCrash(BgHakaShip* this, PlayState* play);
void BgHakaShip_CrashShake(BgHakaShip* this, PlayState* play);
void BgHakaShip_CrashFall(BgHakaShip* this, PlayState* play);
const ActorInit Bg_Haka_Ship_InitVars = {
ActorInit Bg_Haka_Ship_InitVars = {
ACTOR_BG_HAKA_SHIP,
ACTORCAT_BG,
FLAGS,

View file

@ -29,7 +29,7 @@ void func_80880D68(BgHakaTrap* this);
static UNK_TYPE D_80880F30 = 0;
const ActorInit Bg_Haka_Trap_InitVars = {
ActorInit Bg_Haka_Trap_InitVars = {
ACTOR_BG_HAKA_TRAP,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void BgHakaTubo_Draw(Actor* thisx, PlayState* play);
void BgHakaTubo_Idle(BgHakaTubo* this, PlayState* play);
void BgHakaTubo_DropCollectible(BgHakaTubo* this, PlayState* play);
const ActorInit Bg_Haka_Tubo_InitVars = {
ActorInit Bg_Haka_Tubo_InitVars = {
ACTOR_BG_HAKA_TUBO,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void BgHakaWater_LowerWater(BgHakaWater* this, PlayState* play);
void BgHakaWater_Wait(BgHakaWater* this, PlayState* play);
void BgHakaWater_ChangeWaterLevel(BgHakaWater* this, PlayState* play);
const ActorInit Bg_Haka_Water_InitVars = {
ActorInit Bg_Haka_Water_InitVars = {
ACTOR_BG_HAKA_WATER,
ACTORCAT_PROP,
FLAGS,

View file

@ -54,7 +54,7 @@ static ColliderCylinderInit sCylinderInit = {
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
const ActorInit Bg_Haka_Zou_InitVars = {
ActorInit Bg_Haka_Zou_InitVars = {
ACTOR_BG_HAKA_ZOU,
ACTORCAT_PROP,
FLAGS,

View file

@ -27,7 +27,7 @@ void BgHeavyBlock_Fly(BgHeavyBlock* this, PlayState* play);
void BgHeavyBlock_Land(BgHeavyBlock* this, PlayState* play);
void BgHeavyBlock_DoNothing(BgHeavyBlock* this, PlayState* play);
const ActorInit Bg_Heavy_Block_InitVars = {
ActorInit Bg_Heavy_Block_InitVars = {
ACTOR_BG_HEAVY_BLOCK,
ACTORCAT_BG,
FLAGS,

View file

@ -53,7 +53,7 @@ static CollisionCheckInfoInit sCcInfoInit = { 1, 80, 100, MASS_IMMOVABLE };
static BgHidanCurtainParams sHCParams[] = { { 81, 144, 0.090f, 144.0f, 5.0f }, { 46, 88, 0.055f, 88.0f, 3.0f } };
const ActorInit Bg_Hidan_Curtain_InitVars = {
ActorInit Bg_Hidan_Curtain_InitVars = {
ACTOR_BG_HIDAN_CURTAIN,
ACTORCAT_PROP,
FLAGS,

View file

@ -17,7 +17,7 @@ void BgHidanDalm_Draw(Actor* thisx, PlayState* play);
void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play);
void BgHidanDalm_Shrink(BgHidanDalm* this, PlayState* play);
const ActorInit Bg_Hidan_Dalm_InitVars = {
ActorInit Bg_Hidan_Dalm_InitVars = {
ACTOR_BG_HIDAN_DALM,
ACTORCAT_BG,
FLAGS,

View file

@ -21,7 +21,7 @@ void BgHidanFirewall_Erupt(BgHidanFirewall* this, PlayState* play);
void BgHidanFirewall_Collide(BgHidanFirewall* this, PlayState* play);
void BgHidanFirewall_ColliderFollowPlayer(BgHidanFirewall* this, PlayState* play);
const ActorInit Bg_Hidan_Firewall_InitVars = {
ActorInit Bg_Hidan_Firewall_InitVars = {
ACTOR_BG_HIDAN_FIREWALL,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void func_80886FCC(BgHidanFslift* this, PlayState* play);
void func_8088706C(BgHidanFslift* this, PlayState* play);
void func_808870D8(BgHidanFslift* this, PlayState* play);
const ActorInit Bg_Hidan_Fslift_InitVars = {
ActorInit Bg_Hidan_Fslift_InitVars = {
ACTOR_BG_HIDAN_FSLIFT,
ACTORCAT_BG,
FLAGS,

View file

@ -31,7 +31,7 @@ void BgHidanFwbig_WaitForTimer(BgHidanFwbig* this, PlayState* play);
void BgHidanFwbig_WaitForPlayer(BgHidanFwbig* this, PlayState* play);
void BgHidanFwbig_Move(BgHidanFwbig* this, PlayState* play);
const ActorInit Bg_Hidan_Fwbig_InitVars = {
ActorInit Bg_Hidan_Fwbig_InitVars = {
ACTOR_BG_HIDAN_FWBIG,
ACTORCAT_PROP,
FLAGS,

View file

@ -63,7 +63,7 @@ static ColliderTrisInit sTrisInit = {
sTrisElementsInit,
};
const ActorInit Bg_Hidan_Hamstep_InitVars = {
ActorInit Bg_Hidan_Hamstep_InitVars = {
ACTOR_BG_HIDAN_HAMSTEP,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void func_8088960C(BgHidanHrock* this, PlayState* play);
void func_808896B8(BgHidanHrock* this, PlayState* play);
void func_808894A4(BgHidanHrock* this, PlayState* play);
const ActorInit Bg_Hidan_Hrock_InitVars = {
ActorInit Bg_Hidan_Hrock_InitVars = {
ACTOR_BG_HIDAN_HROCK,
ACTORCAT_BG,
FLAGS,

View file

@ -23,7 +23,7 @@ void func_80889D28(BgHidanKousi* this, PlayState* play);
static f32 D_80889E40[] = { 120.0f, 150.0f, 150.0f };
const ActorInit Bg_Hidan_Kousi_InitVars = {
ActorInit Bg_Hidan_Kousi_InitVars = {
ACTOR_BG_HIDAN_KOUSI,
ACTORCAT_PROP,
FLAGS,

View file

@ -22,7 +22,7 @@ void BgHidanKowarerukabe_Destroy(Actor* thisx, PlayState* play);
void BgHidanKowarerukabe_Update(Actor* thisx, PlayState* play);
void BgHidanKowarerukabe_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Hidan_Kowarerukabe_InitVars = {
ActorInit Bg_Hidan_Kowarerukabe_InitVars = {
ACTOR_BG_HIDAN_KOWARERUKABE,
ACTORCAT_BG,
FLAGS,

View file

@ -29,7 +29,7 @@ void func_8088BC40(PlayState* play, BgHidanRock* this);
static Vec3f D_8088BF60 = { 3310.0f, 120.0f, 0.0f };
const ActorInit Bg_Hidan_Rock_InitVars = {
ActorInit Bg_Hidan_Rock_InitVars = {
ACTOR_BG_HIDAN_ROCK,
ACTORCAT_BG,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgHidanRsekizou_Destroy(Actor* thisx, PlayState* play);
void BgHidanRsekizou_Update(Actor* thisx, PlayState* play);
void BgHidanRsekizou_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Hidan_Rsekizou_InitVars = {
ActorInit Bg_Hidan_Rsekizou_InitVars = {
ACTOR_BG_HIDAN_RSEKIZOU,
ACTORCAT_BG,
FLAGS,

View file

@ -17,7 +17,7 @@ void BgHidanSekizou_Draw(Actor* thisx, PlayState* play2);
void func_8088D434(BgHidanSekizou* this, PlayState* play);
void func_8088D720(BgHidanSekizou* this, PlayState* play);
const ActorInit Bg_Hidan_Sekizou_InitVars = {
ActorInit Bg_Hidan_Sekizou_InitVars = {
ACTOR_BG_HIDAN_SEKIZOU,
ACTORCAT_BG,
FLAGS,

View file

@ -21,7 +21,7 @@ void func_8088E760(BgHidanSima* this, PlayState* play);
void func_8088E7A8(BgHidanSima* this, PlayState* play);
void func_8088E90C(BgHidanSima* this);
const ActorInit Bg_Hidan_Sima_InitVars = {
ActorInit Bg_Hidan_Sima_InitVars = {
ACTOR_BG_HIDAN_SIMA,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void func_8088F4B8(BgHidanSyoku* this, PlayState* play);
void func_8088F514(BgHidanSyoku* this, PlayState* play);
void func_8088F62C(BgHidanSyoku* this, PlayState* play);
const ActorInit Bg_Hidan_Syoku_InitVars = {
ActorInit Bg_Hidan_Syoku_InitVars = {
ACTOR_BG_HIDAN_SYOKU,
ACTORCAT_BG,
FLAGS,

View file

@ -23,7 +23,7 @@ static Color_RGBA8 sWhite = { 250, 250, 250, 255 };
static Color_RGBA8 sGray = { 180, 180, 180, 255 };
static Vec3f sZeroVec = { 0.0f, 0.0f, 0.0f };
const ActorInit Bg_Ice_Objects_InitVars = {
ActorInit Bg_Ice_Objects_InitVars = {
ACTOR_BG_ICE_OBJECTS,
ACTORCAT_PROP,
FLAGS,

View file

@ -23,7 +23,7 @@ void BgIceShelter_SetupMelt(BgIceShelter* this);
void BgIceShelter_Idle(BgIceShelter* this, PlayState* play);
void BgIceShelter_Melt(BgIceShelter* this, PlayState* play);
const ActorInit Bg_Ice_Shelter_InitVars = {
ActorInit Bg_Ice_Shelter_InitVars = {
ACTOR_BG_ICE_SHELTER,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void func_80891CF4(BgIceShutter* this, PlayState* play);
void func_80891D6C(BgIceShutter* this, PlayState* play);
void func_80891DD4(BgIceShutter* this, PlayState* play);
const ActorInit Bg_Ice_Shutter_InitVars = {
ActorInit Bg_Ice_Shutter_InitVars = {
ACTOR_BG_ICE_SHUTTER,
ACTORCAT_PROP,
FLAGS,

View file

@ -40,7 +40,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 13, 120, 0, { 0, 0, 0 } },
};
const ActorInit Bg_Ice_Turara_InitVars = {
ActorInit Bg_Ice_Turara_InitVars = {
ACTOR_BG_ICE_TURARA,
ACTORCAT_PROP,
FLAGS,

View file

@ -17,7 +17,7 @@ void BgInGate_Draw(Actor* thisx, PlayState* play);
void func_80892890(BgInGate* this, PlayState* play);
void BgInGate_DoNothing(BgInGate* this, PlayState* play);
const ActorInit Bg_Ingate_InitVars = {
ActorInit Bg_Ingate_InitVars = {
ACTOR_BG_INGATE,
ACTORCAT_PROP,
FLAGS,

View file

@ -25,7 +25,7 @@ void BgJya1flift_DelayMove(BgJya1flift* this, PlayState* play);
static u8 sIsSpawned = false;
const ActorInit Bg_Jya_1flift_InitVars = {
ActorInit Bg_Jya_1flift_InitVars = {
ACTOR_BG_JYA_1FLIFT,
ACTORCAT_BG,
FLAGS,

View file

@ -23,7 +23,7 @@ void func_808934C0(BgJyaAmishutter* this);
void func_808934FC(BgJyaAmishutter* this);
void func_8089350C(BgJyaAmishutter* this);
const ActorInit Bg_Jya_Amishutter_InitVars = {
ActorInit Bg_Jya_Amishutter_InitVars = {
ACTOR_BG_JYA_AMISHUTTER,
ACTORCAT_BG,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgJyaBigmirror_Draw(Actor* thisx, PlayState* play);
static u8 sIsSpawned = false;
const ActorInit Bg_Jya_Bigmirror_InitVars = {
ActorInit Bg_Jya_Bigmirror_InitVars = {
ACTOR_BG_JYA_BIGMIRROR,
ACTORCAT_BG,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgJyaBlock_Destroy(Actor* thisx, PlayState* play);
void BgJyaBlock_Update(Actor* thisx, PlayState* play);
void BgJyaBlock_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Jya_Block_InitVars = {
ActorInit Bg_Jya_Block_InitVars = {
ACTOR_BG_JYA_BLOCK,
ACTORCAT_PROP,
FLAGS,

View file

@ -14,7 +14,7 @@ void func_808949B8(BgJyaBombchuiwa* this, PlayState* play);
void BgJyaBombchuiwa_CleanUpAfterExplosion(BgJyaBombchuiwa* this, PlayState* play);
void BgJyaBombchuiwa_SpawnLightRay(BgJyaBombchuiwa* this, PlayState* play);
const ActorInit Bg_Jya_Bombchuiwa_InitVars = {
ActorInit Bg_Jya_Bombchuiwa_InitVars = {
ACTOR_BG_JYA_BOMBCHUIWA,
ACTORCAT_BG,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgJyaBombiwa_Destroy(Actor* thisx, PlayState* play);
void BgJyaBombiwa_Update(Actor* thisx, PlayState* play);
void BgJyaBombiwa_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Jya_Bombiwa_InitVars = {
ActorInit Bg_Jya_Bombiwa_InitVars = {
ACTOR_BG_JYA_BOMBIWA,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void func_80896ABC(BgJyaCobra* this, PlayState* play);
#include "assets/overlays/ovl_Bg_Jya_Cobra/ovl_Bg_Jya_Cobra.c"
const ActorInit Bg_Jya_Cobra_InitVars = {
ActorInit Bg_Jya_Cobra_InitVars = {
ACTOR_BG_JYA_COBRA,
ACTORCAT_PROP,
FLAGS,

View file

@ -23,7 +23,7 @@ void BgJyaGoroiwa_SetupMove(BgJyaGoroiwa* this);
void BgJyaGoroiwa_UpdateRotation(BgJyaGoroiwa* this);
void BgJyaGoroiwa_UpdateCollider(BgJyaGoroiwa* this);
const ActorInit Bg_Jya_Goroiwa_InitVars = {
ActorInit Bg_Jya_Goroiwa_InitVars = {
ACTOR_BG_JYA_GOROIWA,
ACTORCAT_PROP,
FLAGS,

View file

@ -22,7 +22,7 @@ void BgJyaHaheniron_PillarCrumble(BgJyaHaheniron* this, PlayState* play);
void BgJyaHaheniron_SetupRubbleCollide(BgJyaHaheniron* this);
void BgJyaHaheniron_RubbleCollide(BgJyaHaheniron* this, PlayState* play);
const ActorInit Bg_Jya_Haheniron_InitVars = {
ActorInit Bg_Jya_Haheniron_InitVars = {
ACTOR_BG_JYA_HAHENIRON,
ACTORCAT_PROP,
FLAGS,

View file

@ -24,7 +24,7 @@ void BgJyaIronobj_SpawnThroneParticles(BgJyaIronobj* this, PlayState* play, EnIk
static int sUnused = 0;
const ActorInit Bg_Jya_Ironobj_InitVars = {
ActorInit Bg_Jya_Ironobj_InitVars = {
ACTOR_BG_JYA_IRONOBJ,
ACTORCAT_PROP,
FLAGS,

View file

@ -21,7 +21,7 @@ void func_8089993C(BgJyaKanaami* this);
void func_80899950(BgJyaKanaami* this, PlayState* play);
void func_80899A08(BgJyaKanaami* this);
const ActorInit Bg_Jya_Kanaami_InitVars = {
ActorInit Bg_Jya_Kanaami_InitVars = {
ACTOR_BG_JYA_KANAAMI,
ACTORCAT_BG,
FLAGS,

View file

@ -22,7 +22,7 @@ void BgJyaLift_Move(BgJyaLift* this, PlayState* play);
static s16 sIsSpawned = false;
const ActorInit Bg_Jya_Lift_InitVars = {
ActorInit Bg_Jya_Lift_InitVars = {
ACTOR_BG_JYA_LIFT,
ACTORCAT_BG,
FLAGS,

View file

@ -20,7 +20,7 @@ void BgJyaMegami_DetectLight(BgJyaMegami* this, PlayState* play);
void BgJyaMegami_SetupExplode(BgJyaMegami* this);
void BgJyaMegami_Explode(BgJyaMegami* this, PlayState* play);
const ActorInit Bg_Jya_Megami_InitVars = {
ActorInit Bg_Jya_Megami_InitVars = {
ACTOR_BG_JYA_MEGAMI,
ACTORCAT_BG,
FLAGS,

View file

@ -23,7 +23,7 @@ void func_8089B870(BgJyaZurerukabe* this, PlayState* play);
static f32 D_8089B9C0[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
const ActorInit Bg_Jya_Zurerukabe_InitVars = {
ActorInit Bg_Jya_Zurerukabe_InitVars = {
ACTOR_BG_JYA_ZURERUKABE,
ACTORCAT_BG,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgMenkuriEye_Destroy(Actor* thisx, PlayState* play);
void BgMenkuriEye_Update(Actor* thisx, PlayState* play);
void BgMenkuriEye_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Menkuri_Eye_InitVars = {
ActorInit Bg_Menkuri_Eye_InitVars = {
ACTOR_BG_MENKURI_EYE,
ACTORCAT_BG,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgMenkuriKaiten_Destroy(Actor* thisx, PlayState* play);
void BgMenkuriKaiten_Update(Actor* thisx, PlayState* play);
void BgMenkuriKaiten_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Menkuri_Kaiten_InitVars = {
ActorInit Bg_Menkuri_Kaiten_InitVars = {
ACTOR_BG_MENKURI_KAITEN,
ACTORCAT_BG,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgMenkuriNisekabe_Destroy(Actor* thisx, PlayState* play);
void BgMenkuriNisekabe_Update(Actor* thisx, PlayState* play);
void BgMenkuriNisekabe_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Menkuri_Nisekabe_InitVars = {
ActorInit Bg_Menkuri_Nisekabe_InitVars = {
ACTOR_BG_MENKURI_NISEKABE,
ACTORCAT_PROP,
FLAGS,

View file

@ -19,7 +19,7 @@ void BgMizuBwall_Idle(BgMizuBwall* this, PlayState* play);
void BgMizuBwall_Break(BgMizuBwall* this, PlayState* play);
void BgMizuBwall_DoNothing(BgMizuBwall* this, PlayState* play);
const ActorInit Bg_Mizu_Bwall_InitVars = {
ActorInit Bg_Mizu_Bwall_InitVars = {
ACTOR_BG_MIZU_BWALL,
ACTORCAT_BG,
FLAGS,

View file

@ -25,7 +25,7 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play);
void func_8089E650(BgMizuMovebg* this, PlayState* play);
s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
const ActorInit Bg_Mizu_Movebg_InitVars = {
ActorInit Bg_Mizu_Movebg_InitVars = {
ACTOR_BG_MIZU_MOVEBG,
ACTORCAT_BG,
FLAGS,

View file

@ -13,7 +13,7 @@ void BgMizuShutter_WaitForSwitch(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_Move(BgMizuShutter* this, PlayState* play);
void BgMizuShutter_WaitForCutscene(BgMizuShutter* this, PlayState* play);
const ActorInit Bg_Mizu_Shutter_InitVars = {
ActorInit Bg_Mizu_Shutter_InitVars = {
ACTOR_BG_MIZU_SHUTTER,
ACTORCAT_PROP,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgMizuUzu_Draw(Actor* thisx, PlayState* play);
void func_8089F788(BgMizuUzu* this, PlayState* play);
const ActorInit Bg_Mizu_Uzu_InitVars = {
ActorInit Bg_Mizu_Uzu_InitVars = {
ACTOR_BG_MIZU_UZU,
ACTORCAT_PROP,
FLAGS,

View file

@ -29,7 +29,7 @@ static WaterLevel sWaterLevels[] = {
{ WATER_TEMPLE_WATER_F1_FLAG, WATER_TEMPLE_WATER_F1_Y - WATER_TEMPLE_WATER_F3_Y },
};
const ActorInit Bg_Mizu_Water_InitVars = {
ActorInit Bg_Mizu_Water_InitVars = {
ACTOR_BG_MIZU_WATER,
ACTORCAT_BG,
FLAGS,

View file

@ -24,7 +24,7 @@ void BgMjin_Draw(Actor* thisx, PlayState* play);
void func_808A0850(BgMjin* this, PlayState* play);
void BgMjin_DoNothing(BgMjin* this, PlayState* play);
const ActorInit Bg_Mjin_InitVars = {
ActorInit Bg_Mjin_InitVars = {
ACTOR_BG_MJIN,
ACTORCAT_BG,
FLAGS,

View file

@ -28,7 +28,7 @@ void BgMoriBigst_SetupStalfosPairFight(BgMoriBigst* this, PlayState* play);
void BgMoriBigst_StalfosPairFight(BgMoriBigst* this, PlayState* play);
void BgMoriBigst_SetupDone(BgMoriBigst* this, PlayState* play);
const ActorInit Bg_Mori_Bigst_InitVars = {
ActorInit Bg_Mori_Bigst_InitVars = {
ACTOR_BG_MORI_BIGST,
ACTORCAT_BG,
FLAGS,

View file

@ -19,7 +19,7 @@ void BgMoriElevator_MoveAboveGround(BgMoriElevator* this, PlayState* play);
static s16 sIsSpawned = false;
const ActorInit Bg_Mori_Elevator_InitVars = {
ActorInit Bg_Mori_Elevator_InitVars = {
ACTOR_BG_MORI_ELEVATOR,
ACTORCAT_BG,
FLAGS,

View file

@ -24,7 +24,7 @@ void BgMoriHashigo_SetupLadderFall(BgMoriHashigo* this);
void BgMoriHashigo_LadderFall(BgMoriHashigo* this, PlayState* play);
void BgMoriHashigo_SetupLadderRest(BgMoriHashigo* this);
const ActorInit Bg_Mori_Hashigo_InitVars = {
ActorInit Bg_Mori_Hashigo_InitVars = {
ACTOR_BG_MORI_HASHIGO,
ACTORCAT_BG,
FLAGS,

View file

@ -21,7 +21,7 @@ void BgMoriHashira4_PillarsRotate(BgMoriHashira4* this, PlayState* play);
void BgMoriHashira4_GateWait(BgMoriHashira4* this, PlayState* play);
void BgMoriHashira4_GateOpen(BgMoriHashira4* this, PlayState* play);
const ActorInit Bg_Mori_Hashira4_InitVars = {
ActorInit Bg_Mori_Hashira4_InitVars = {
ACTOR_BG_MORI_HASHIRA4,
ACTORCAT_BG,
FLAGS,

View file

@ -29,7 +29,7 @@ void func_808A3D58(BgMoriHineri* this, PlayState* play);
static s16 sSubCamId = CAM_ID_NONE;
const ActorInit Bg_Mori_Hineri_InitVars = {
ActorInit Bg_Mori_Hineri_InitVars = {
ACTOR_BG_MORI_HINERI,
ACTORCAT_BG,
FLAGS,

View file

@ -21,7 +21,7 @@ void BgMoriIdomizu_Main(BgMoriIdomizu* this, PlayState* play);
static s16 sIsSpawned = false;
const ActorInit Bg_Mori_Idomizu_InitVars = {
ActorInit Bg_Mori_Idomizu_InitVars = {
ACTOR_BG_MORI_IDOMIZU,
ACTORCAT_BG,
FLAGS,

View file

@ -20,7 +20,7 @@ void BgMoriKaitenkabe_Wait(BgMoriKaitenkabe* this, PlayState* play);
void BgMoriKaitenkabe_SetupRotate(BgMoriKaitenkabe* this);
void BgMoriKaitenkabe_Rotate(BgMoriKaitenkabe* this, PlayState* play);
const ActorInit Bg_Mori_Kaitenkabe_InitVars = {
ActorInit Bg_Mori_Kaitenkabe_InitVars = {
ACTOR_BG_MORI_KAITENKABE,
ACTORCAT_BG,
FLAGS,

View file

@ -28,7 +28,7 @@ void BgMoriRakkatenjo_Rise(BgMoriRakkatenjo* this, PlayState* play);
static s16 sCamSetting = CAM_SET_NONE;
const ActorInit Bg_Mori_Rakkatenjo_InitVars = {
ActorInit Bg_Mori_Rakkatenjo_InitVars = {
ACTOR_BG_MORI_RAKKATENJO,
ACTORCAT_BG,
FLAGS,

View file

@ -28,7 +28,7 @@ void BgPoEvent_PaintingAppear(BgPoEvent* this, PlayState* play);
void BgPoEvent_PaintingPresent(BgPoEvent* this, PlayState* play);
void BgPoEvent_PaintingBurn(BgPoEvent* this, PlayState* play);
const ActorInit Bg_Po_Event_InitVars = {
ActorInit Bg_Po_Event_InitVars = {
ACTOR_BG_PO_EVENT,
ACTORCAT_BG,
FLAGS,

View file

@ -58,7 +58,7 @@ static Color_RGBA8 sEnvColors[] = {
{ 0, 150, 0, 255 },
};
const ActorInit Bg_Po_Syokudai_InitVars = {
ActorInit Bg_Po_Syokudai_InitVars = {
ACTOR_BG_PO_SYOKUDAI,
ACTORCAT_PROP,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgPushbox_Draw(Actor* thisx, PlayState* play);
void BgPushbox_UpdateImpl(BgPushbox* this, PlayState* play);
const ActorInit Bg_Pushbox_InitVars = {
ActorInit Bg_Pushbox_InitVars = {
ACTOR_BG_PUSHBOX,
ACTORCAT_BG,
FLAGS,

View file

@ -26,7 +26,7 @@ void BgRelayObjects_DoNothing(BgRelayObjects* this, PlayState* play);
void func_808A932C(BgRelayObjects* this, PlayState* play);
void func_808A939C(BgRelayObjects* this, PlayState* play);
const ActorInit Bg_Relay_Objects_InitVars = {
ActorInit Bg_Relay_Objects_InitVars = {
ACTOR_BG_RELAY_OBJECTS,
ACTORCAT_BG,
FLAGS,

View file

@ -14,7 +14,7 @@ void BgSpot00Break_Destroy(Actor* thisx, PlayState* play);
void BgSpot00Break_Update(Actor* thisx, PlayState* play);
void BgSpot00Break_Draw(Actor* thisx, PlayState* play);
const ActorInit Bg_Spot00_Break_InitVars = {
ActorInit Bg_Spot00_Break_InitVars = {
ACTOR_BG_SPOT00_BREAK,
ACTORCAT_PROP,
FLAGS,

View file

@ -25,7 +25,7 @@ void BgSpot00Hanebasi_DrawbridgeWait(BgSpot00Hanebasi* this, PlayState* play);
void BgSpot00Hanebasi_DrawbridgeRiseAndFall(BgSpot00Hanebasi* this, PlayState* play);
void BgSpot00Hanebasi_SetTorchLightInfo(BgSpot00Hanebasi* this, PlayState* play);
const ActorInit Bg_Spot00_Hanebasi_InitVars = {
ActorInit Bg_Spot00_Hanebasi_InitVars = {
ACTOR_BG_SPOT00_HANEBASI,
ACTORCAT_BG,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot01Fusya_Draw(Actor* thisx, PlayState* play);
void func_808AAA50(BgSpot01Fusya* this, PlayState* play);
const ActorInit Bg_Spot01_Fusya_InitVars = {
ActorInit Bg_Spot01_Fusya_InitVars = {
ACTOR_BG_SPOT01_FUSYA,
ACTORCAT_BG,
FLAGS,

View file

@ -36,7 +36,7 @@ static BgSpot01IdohashiraDrawFunc sDrawFuncs[] = {
func_808AB700,
};
const ActorInit Bg_Spot01_Idohashira_InitVars = {
ActorInit Bg_Spot01_Idohashira_InitVars = {
ACTOR_BG_SPOT01_IDOHASHIRA,
ACTORCAT_PROP,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot01Idomizu_Draw(Actor* thisx, PlayState* play);
void func_808ABB84(BgSpot01Idomizu* this, PlayState* play);
const ActorInit Bg_Spot01_Idomizu_InitVars = {
ActorInit Bg_Spot01_Idomizu_InitVars = {
ACTOR_BG_SPOT01_IDOMIZU,
ACTORCAT_BG,
FLAGS,

View file

@ -16,7 +16,7 @@ void BgSpot01Idosoko_Draw(Actor* thisx, PlayState* play);
void func_808ABF54(BgSpot01Idosoko* this, PlayState* play);
const ActorInit Bg_Spot01_Idosoko_InitVars = {
ActorInit Bg_Spot01_Idosoko_InitVars = {
ACTOR_BG_SPOT01_IDOSOKO,
ACTORCAT_BG,
FLAGS,

View file

@ -18,7 +18,7 @@ void func_808AC2BC(BgSpot01Objects2* this, PlayState* play);
void func_808AC474(BgSpot01Objects2* this, PlayState* play);
void func_808AC4A4(Actor* thisx, PlayState* play);
const ActorInit Bg_Spot01_Objects2_InitVars = {
ActorInit Bg_Spot01_Objects2_InitVars = {
ACTOR_BG_SPOT01_OBJECTS2,
ACTORCAT_BG,
FLAGS,

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