diff --git a/Jenkinsfile b/Jenkinsfile
index 0d2d74fbc4..7505174cc8 100644
--- a/Jenkinsfile
+++ b/Jenkinsfile
@@ -4,11 +4,6 @@ pipeline {
}
stages {
- stage('Check for unused asm') {
- steps {
- sh './tools/find_unused_asm.sh'
- }
- }
stage('Setup') {
steps {
sh 'cp /usr/local/etc/roms/baserom_oot.z64 baserom_original.z64'
diff --git a/Makefile b/Makefile
index 4239c18f53..d04ec7fd3b 100644
--- a/Makefile
+++ b/Makefile
@@ -7,13 +7,16 @@ SHELL = /bin/bash
# Build options can either be changed by modifying the makefile, or by building with 'make SETTING=value'
# If COMPARE is 1, check the output md5sum after building
-COMPARE ?= 1
+COMPARE := 1
# If NON_MATCHING is 1, define the NON_MATCHING C flag when building
-NON_MATCHING ?= 0
+NON_MATCHING := 0
# If ORIG_COMPILER is 1, compile with QEMU_IRIX and the original compiler
-ORIG_COMPILER ?= 0
+ORIG_COMPILER := 0
# If COMPILER is "gcc", compile with GCC instead of IDO.
-COMPILER ?= ido
+COMPILER := ido
+# Target game version. Currently only the following version is supported:
+# gc-eu-mq-dbg GameCube Europe/PAL Master Quest Debug (default)
+VERSION := gc-eu-mq-dbg
CFLAGS ?=
CPPFLAGS ?=
@@ -33,7 +36,7 @@ endif
# Set prefix to mips binutils binaries (mips-linux-gnu-ld => 'mips-linux-gnu-') - Change at your own risk!
# In nearly all cases, not having 'mips-linux-gnu-*' binaries on the PATH is indicative of missing dependencies
-MIPS_BINUTILS_PREFIX ?= mips-linux-gnu-
+MIPS_BINUTILS_PREFIX := mips-linux-gnu-
ifeq ($(NON_MATCHING),1)
CFLAGS += -DNON_MATCHING -DAVOID_UB
@@ -41,10 +44,19 @@ ifeq ($(NON_MATCHING),1)
COMPARE := 0
endif
+# Version-specific settings
+ifeq ($(VERSION),gc-eu-mq-dbg)
+ OPTFLAGS := -O2
+else
+$(error Unsupported version $(VERSION))
+endif
+
PROJECT_DIR := $(dir $(realpath $(firstword $(MAKEFILE_LIST))))
+BUILD_DIR := build/$(VERSION)
MAKE = make
-CPPFLAGS += -fno-dollars-in-identifiers -P
+CFLAGS += -DOOT_DEBUG
+CPPFLAGS += -DOOT_DEBUG -fno-dollars-in-identifiers -P
ifeq ($(OS),Windows_NT)
DETECTED_OS=windows
@@ -60,7 +72,7 @@ else
endif
endif
-N_THREADS ?= $(shell nproc)
+N_THREADS := $(shell nproc)
#### Tools ####
ifneq ($(shell type $(MIPS_BINUTILS_PREFIX)ld >/dev/null 2>/dev/null; echo $$?), 0)
@@ -70,14 +82,12 @@ endif
# Detect compiler and set variables appropriately.
ifeq ($(COMPILER),gcc)
CC := $(MIPS_BINUTILS_PREFIX)gcc
-else
-ifeq ($(COMPILER),ido)
+else ifeq ($(COMPILER),ido)
CC := tools/ido_recomp/$(DETECTED_OS)/7.1/cc
CC_OLD := tools/ido_recomp/$(DETECTED_OS)/5.3/cc
else
$(error Unsupported compiler. Please use either ido or gcc as the COMPILER variable.)
endif
-endif
# if ORIG_COMPILER is 1, check that either QEMU_IRIX is set or qemu-irix package installed
ifeq ($(ORIG_COMPILER),1)
@@ -91,14 +101,14 @@ ifeq ($(ORIG_COMPILER),1)
CC_OLD = $(QEMU_IRIX) -L tools/ido5.3_compiler tools/ido5.3_compiler/usr/bin/cc
endif
-AS := $(MIPS_BINUTILS_PREFIX)as
-LD := $(MIPS_BINUTILS_PREFIX)ld
-OBJCOPY := $(MIPS_BINUTILS_PREFIX)objcopy
-OBJDUMP := $(MIPS_BINUTILS_PREFIX)objdump
-EMULATOR ?=
-EMU_FLAGS ?=
+AS := $(MIPS_BINUTILS_PREFIX)as
+LD := $(MIPS_BINUTILS_PREFIX)ld
+OBJCOPY := $(MIPS_BINUTILS_PREFIX)objcopy
+OBJDUMP := $(MIPS_BINUTILS_PREFIX)objdump
-INC := -Iinclude -Iinclude/libc -Isrc -Ibuild -I.
+N64_EMULATOR ?=
+
+INC := -Iinclude -Iinclude/libc -Isrc -I$(BUILD_DIR) -I.
# Check code syntax with host compiler
CHECK_WARNINGS := -Wall -Wextra -Wno-format-security -Wno-unknown-pragmas -Wno-unused-parameter -Wno-unused-variable -Wno-missing-braces
@@ -110,10 +120,12 @@ ELF2ROM := tools/elf2rom
ZAPD := tools/ZAPD/ZAPD.out
FADO := tools/fado/fado.elf
+# Command to replace path variables in the spec file. We can't use the C
+# preprocessor for this because it won't substitute inside string literals.
+SPEC_REPLACE_VARS := sed -e 's|$$(BUILD_DIR)|$(BUILD_DIR)|g'
+
ifeq ($(COMPILER),gcc)
OPTFLAGS := -Os -ffast-math -fno-unsafe-math-optimizations
-else
- OPTFLAGS := -O2
endif
ASFLAGS := -march=vr4300 -32 -no-pad-sections -Iinclude
@@ -147,7 +159,7 @@ OBJDUMP_FLAGS := -d -r -z -Mreg-names=32
#### Files ####
# ROM image
-ROM := zelda_ocarina_mq_dbg.z64
+ROM := oot-$(VERSION).z64
ELF := $(ROM:.z64=.elf)
# description of ROM segments
SPEC := spec
@@ -162,19 +174,19 @@ ASSET_BIN_DIRS := $(shell find assets/* -type d -not -path "assets/xml*" -not -p
ASSET_FILES_XML := $(foreach dir,$(ASSET_BIN_DIRS),$(wildcard $(dir)/*.xml))
ASSET_FILES_BIN := $(foreach dir,$(ASSET_BIN_DIRS),$(wildcard $(dir)/*.bin))
ASSET_FILES_OUT := $(foreach f,$(ASSET_FILES_XML:.xml=.c),$f) \
- $(foreach f,$(ASSET_FILES_BIN:.bin=.bin.inc.c),build/$f) \
- $(foreach f,$(wildcard assets/text/*.c),build/$(f:.c=.o))
+ $(foreach f,$(ASSET_FILES_BIN:.bin=.bin.inc.c),$(BUILD_DIR)/$f) \
+ $(foreach f,$(wildcard assets/text/*.c),$(BUILD_DIR)/$(f:.c=.o))
UNDECOMPILED_DATA_DIRS := $(shell find data -type d)
# source files
C_FILES := $(filter-out %.inc.c,$(foreach dir,$(SRC_DIRS) $(ASSET_BIN_DIRS),$(wildcard $(dir)/*.c)))
S_FILES := $(foreach dir,$(SRC_DIRS) $(UNDECOMPILED_DATA_DIRS),$(wildcard $(dir)/*.s))
-O_FILES := $(foreach f,$(S_FILES:.s=.o),build/$f) \
- $(foreach f,$(C_FILES:.c=.o),build/$f) \
- $(foreach f,$(wildcard baserom/*),build/$f.o)
+O_FILES := $(foreach f,$(S_FILES:.s=.o),$(BUILD_DIR)/$f) \
+ $(foreach f,$(C_FILES:.c=.o),$(BUILD_DIR)/$f) \
+ $(foreach f,$(wildcard baserom/*),$(BUILD_DIR)/$f.o)
-OVL_RELOC_FILES := $(shell $(CPP) $(CPPFLAGS) $(SPEC) | grep -o '[^"]*_reloc.o' )
+OVL_RELOC_FILES := $(shell $(CPP) $(CPPFLAGS) $(SPEC) | $(SPEC_REPLACE_VARS) | grep -o '[^"]*_reloc.o' )
# Automatic dependency files
# (Only asm_processor dependencies and reloc dependencies are handled for now)
@@ -183,63 +195,63 @@ DEP_FILES := $(O_FILES:.o=.asmproc.d) $(OVL_RELOC_FILES:.o=.d)
TEXTURE_FILES_PNG := $(foreach dir,$(ASSET_BIN_DIRS),$(wildcard $(dir)/*.png))
TEXTURE_FILES_JPG := $(foreach dir,$(ASSET_BIN_DIRS),$(wildcard $(dir)/*.jpg))
-TEXTURE_FILES_OUT := $(foreach f,$(TEXTURE_FILES_PNG:.png=.inc.c),build/$f) \
- $(foreach f,$(TEXTURE_FILES_JPG:.jpg=.jpg.inc.c),build/$f) \
+TEXTURE_FILES_OUT := $(foreach f,$(TEXTURE_FILES_PNG:.png=.inc.c),$(BUILD_DIR)/$f) \
+ $(foreach f,$(TEXTURE_FILES_JPG:.jpg=.jpg.inc.c),$(BUILD_DIR)/$f) \
# create build directories
-$(shell mkdir -p build/baserom build/assets/text $(foreach dir,$(SRC_DIRS) $(UNDECOMPILED_DATA_DIRS) $(ASSET_BIN_DIRS),build/$(dir)))
+$(shell mkdir -p $(BUILD_DIR)/baserom $(BUILD_DIR)/assets/text $(foreach dir,$(SRC_DIRS) $(UNDECOMPILED_DATA_DIRS) $(ASSET_BIN_DIRS),$(BUILD_DIR)/$(dir)))
ifeq ($(COMPILER),ido)
-build/src/code/fault.o: CFLAGS += -trapuv
-build/src/code/fault.o: OPTFLAGS := -O2 -g3
-build/src/code/fault_drawer.o: CFLAGS += -trapuv
-build/src/code/fault_drawer.o: OPTFLAGS := -O2 -g3
-build/src/code/ucode_disas.o: OPTFLAGS := -O2 -g3
-build/src/code/fmodf.o: OPTFLAGS := -g
-build/src/code/__osMemset.o: OPTFLAGS := -g
-build/src/code/__osMemmove.o: OPTFLAGS := -g
+$(BUILD_DIR)/src/code/fault.o: CFLAGS += -trapuv
+$(BUILD_DIR)/src/code/fault.o: OPTFLAGS := -O2 -g3
+$(BUILD_DIR)/src/code/fault_drawer.o: CFLAGS += -trapuv
+$(BUILD_DIR)/src/code/fault_drawer.o: OPTFLAGS := -O2 -g3
+$(BUILD_DIR)/src/code/ucode_disas.o: OPTFLAGS := -O2 -g3
+$(BUILD_DIR)/src/code/fmodf.o: OPTFLAGS := -g
+$(BUILD_DIR)/src/code/__osMemset.o: OPTFLAGS := -g
+$(BUILD_DIR)/src/code/__osMemmove.o: OPTFLAGS := -g
-build/src/audio/%.o: OPTFLAGS := -O2
+$(BUILD_DIR)/src/audio/%.o: OPTFLAGS := -O2
# Use signed chars instead of unsigned for this audio file (needed to match AudioDebug_ScrPrt)
-build/src/audio/general.o: CFLAGS += -signed
+$(BUILD_DIR)/src/audio/general.o: CFLAGS += -signed
# Put string literals in .data for some audio files (needed to match these files with literals)
-build/src/audio/sfx.o: CFLAGS += -use_readwrite_const
-build/src/audio/sequence.o: CFLAGS += -use_readwrite_const
+$(BUILD_DIR)/src/audio/sfx.o: CFLAGS += -use_readwrite_const
+$(BUILD_DIR)/src/audio/sequence.o: CFLAGS += -use_readwrite_const
-build/src/libultra/libc/absf.o: OPTFLAGS := -O2 -g3
-build/src/libultra/libc/sqrt.o: OPTFLAGS := -O2 -g3
-build/src/libultra/libc/ll.o: OPTFLAGS := -O1
-build/src/libultra/libc/ll.o: MIPS_VERSION := -mips3 -32
-build/src/libultra/libc/llcvt.o: OPTFLAGS := -O1
-build/src/libultra/libc/llcvt.o: MIPS_VERSION := -mips3 -32
+$(BUILD_DIR)/src/libultra/libc/absf.o: OPTFLAGS := -O2 -g3
+$(BUILD_DIR)/src/libultra/libc/sqrt.o: OPTFLAGS := -O2 -g3
+$(BUILD_DIR)/src/libultra/libc/ll.o: OPTFLAGS := -O1
+$(BUILD_DIR)/src/libultra/libc/ll.o: MIPS_VERSION := -mips3 -32
+$(BUILD_DIR)/src/libultra/libc/llcvt.o: OPTFLAGS := -O1
+$(BUILD_DIR)/src/libultra/libc/llcvt.o: MIPS_VERSION := -mips3 -32
-build/src/libultra/os/%.o: OPTFLAGS := -O1
-build/src/libultra/io/%.o: OPTFLAGS := -O2
-build/src/libultra/libc/%.o: OPTFLAGS := -O2
-build/src/libultra/rmon/%.o: OPTFLAGS := -O2
-build/src/libultra/gu/%.o: OPTFLAGS := -O2
+$(BUILD_DIR)/src/libultra/os/%.o: OPTFLAGS := -O1
+$(BUILD_DIR)/src/libultra/io/%.o: OPTFLAGS := -O2
+$(BUILD_DIR)/src/libultra/libc/%.o: OPTFLAGS := -O2
+$(BUILD_DIR)/src/libultra/rmon/%.o: OPTFLAGS := -O2
+$(BUILD_DIR)/src/libultra/gu/%.o: OPTFLAGS := -O2
-build/assets/misc/z_select_static/%.o: CFLAGS += -DF3DEX_GBI
+$(BUILD_DIR)/assets/misc/z_select_static/%.o: CFLAGS += -DF3DEX_GBI
-build/src/libultra/gu/%.o: CC := $(CC_OLD)
-build/src/libultra/io/%.o: CC := $(CC_OLD)
-build/src/libultra/libc/%.o: CC := $(CC_OLD)
-build/src/libultra/os/%.o: CC := $(CC_OLD)
-build/src/libultra/rmon/%.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/libultra/gu/%.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/libultra/io/%.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/libultra/libc/%.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/libultra/os/%.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/libultra/rmon/%.o: CC := $(CC_OLD)
-build/src/code/jpegutils.o: CC := $(CC_OLD)
-build/src/code/jpegdecoder.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/code/jpegutils.o: CC := $(CC_OLD)
+$(BUILD_DIR)/src/code/jpegdecoder.o: CC := $(CC_OLD)
-build/src/boot/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
-build/src/code/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
-build/src/overlays/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
+$(BUILD_DIR)/src/boot/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
+$(BUILD_DIR)/src/code/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
+$(BUILD_DIR)/src/overlays/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
-build/assets/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
+$(BUILD_DIR)/assets/%.o: CC := python3 tools/asm_processor/build.py $(CC) -- $(AS) $(ASFLAGS) --
else
-build/src/libultra/libc/ll.o: OPTFLAGS := -Ofast
-build/src/%.o: CC := $(CC) -fexec-charset=euc-jp
+$(BUILD_DIR)/src/libultra/libc/ll.o: OPTFLAGS := -Ofast
+$(BUILD_DIR)/src/%.o: CC := $(CC) -fexec-charset=euc-jp
endif
#### Main Targets ###
@@ -251,12 +263,12 @@ ifeq ($(COMPARE),1)
endif
clean:
- $(RM) -r $(ROM) $(ELF) build
+ $(RM) -r $(ROM) $(ELF) $(BUILD_DIR)
assetclean:
$(RM) -r $(ASSET_BIN_DIRS)
$(RM) -r assets/text/*.h
- $(RM) -r build/assets
+ $(RM) -r $(BUILD_DIR)/assets
$(RM) -r .extracted-assets.json
distclean: clean assetclean
@@ -270,10 +282,10 @@ setup:
python3 extract_assets.py -j$(N_THREADS)
run: $(ROM)
-ifeq ($(EMULATOR),)
- $(error Emulator path not set. Set EMULATOR in the Makefile or define it as an environment variable)
+ifeq ($(N64_EMULATOR),)
+ $(error Emulator path not set. Set N64_EMULATOR in the Makefile or define it as an environment variable)
endif
- $(EMULATOR) $(EMU_FLAGS) $<
+ $(N64_EMULATOR) $<
.PHONY: all clean setup run distclean assetclean
@@ -283,8 +295,8 @@ endif
$(ROM): $(ELF)
$(ELF2ROM) -cic 6105 $< $@
-$(ELF): $(TEXTURE_FILES_OUT) $(ASSET_FILES_OUT) $(O_FILES) $(OVL_RELOC_FILES) build/ldscript.txt build/undefined_syms.txt
- $(LD) -T build/undefined_syms.txt -T build/ldscript.txt --no-check-sections --accept-unknown-input-arch --emit-relocs -Map build/z64.map -o $@
+$(ELF): $(TEXTURE_FILES_OUT) $(ASSET_FILES_OUT) $(O_FILES) $(OVL_RELOC_FILES) $(BUILD_DIR)/ldscript.txt $(BUILD_DIR)/undefined_syms.txt
+ $(LD) -T $(BUILD_DIR)/undefined_syms.txt -T $(BUILD_DIR)/ldscript.txt --no-check-sections --accept-unknown-input-arch --emit-relocs -Map $(BUILD_DIR)/z64.map -o $@
## Order-only prerequisites
# These ensure e.g. the O_FILES are built before the OVL_RELOC_FILES.
@@ -298,84 +310,84 @@ $(O_FILES): | asset_files
.PHONY: o_files asset_files
-build/$(SPEC): $(SPEC)
- $(CPP) $(CPPFLAGS) $< > $@
+$(BUILD_DIR)/$(SPEC): $(SPEC)
+ $(CPP) $(CPPFLAGS) $< | $(SPEC_REPLACE_VARS) > $@
-build/ldscript.txt: build/$(SPEC)
+$(BUILD_DIR)/ldscript.txt: $(BUILD_DIR)/$(SPEC)
$(MKLDSCRIPT) $< $@
-build/undefined_syms.txt: undefined_syms.txt
+$(BUILD_DIR)/undefined_syms.txt: undefined_syms.txt
$(CPP) $(CPPFLAGS) $< > $@
-build/baserom/%.o: baserom/%
+$(BUILD_DIR)/baserom/%.o: baserom/%
$(OBJCOPY) -I binary -O elf32-big $< $@
-build/data/%.o: data/%.s
+$(BUILD_DIR)/data/%.o: data/%.s
$(AS) $(ASFLAGS) $< -o $@
-build/assets/text/%.enc.h: assets/text/%.h assets/text/charmap.txt
+$(BUILD_DIR)/assets/text/%.enc.h: assets/text/%.h assets/text/charmap.txt
python3 tools/msgenc.py assets/text/charmap.txt $< $@
# Dependencies for files including message data headers
# TODO remove when full header dependencies are used.
-build/assets/text/fra_message_data_static.o: build/assets/text/message_data.enc.h
-build/assets/text/ger_message_data_static.o: build/assets/text/message_data.enc.h
-build/assets/text/nes_message_data_static.o: build/assets/text/message_data.enc.h
-build/assets/text/staff_message_data_static.o: build/assets/text/message_data_staff.enc.h
-build/src/code/z_message_PAL.o: build/assets/text/message_data.enc.h build/assets/text/message_data_staff.enc.h
+$(BUILD_DIR)/assets/text/fra_message_data_static.o: $(BUILD_DIR)/assets/text/message_data.enc.h
+$(BUILD_DIR)/assets/text/ger_message_data_static.o: $(BUILD_DIR)/assets/text/message_data.enc.h
+$(BUILD_DIR)/assets/text/nes_message_data_static.o: $(BUILD_DIR)/assets/text/message_data.enc.h
+$(BUILD_DIR)/assets/text/staff_message_data_static.o: $(BUILD_DIR)/assets/text/message_data_staff.enc.h
+$(BUILD_DIR)/src/code/z_message_PAL.o: $(BUILD_DIR)/assets/text/message_data.enc.h $(BUILD_DIR)/assets/text/message_data_staff.enc.h
-build/assets/%.o: assets/%.c
+$(BUILD_DIR)/assets/%.o: assets/%.c
$(CC) -c $(CFLAGS) $(MIPS_VERSION) $(OPTFLAGS) -o $@ $<
$(OBJCOPY) -O binary $@ $@.bin
-build/src/%.o: src/%.s
+$(BUILD_DIR)/src/%.o: src/%.s
$(CPP) $(CPPFLAGS) -Iinclude $< | $(AS) $(ASFLAGS) -o $@
-build/dmadata_table_spec.h: build/$(SPEC)
+$(BUILD_DIR)/dmadata_table_spec.h: $(BUILD_DIR)/$(SPEC)
$(MKDMADATA) $< $@
# Dependencies for files that may include the dmadata header automatically generated from the spec file
-build/src/boot/z_std_dma.o: build/dmadata_table_spec.h
-build/src/dmadata/dmadata.o: build/dmadata_table_spec.h
+$(BUILD_DIR)/src/boot/z_std_dma.o: $(BUILD_DIR)/dmadata_table_spec.h
+$(BUILD_DIR)/src/dmadata/dmadata.o: $(BUILD_DIR)/dmadata_table_spec.h
# Dependencies for files including from include/tables/
# TODO remove when full header dependencies are used.
-build/src/code/graph.o: include/tables/gamestate_table.h
-build/src/code/object_table.o: include/tables/object_table.h
-build/src/code/z_actor.o: include/tables/actor_table.h # so uses of ACTOR_ID_MAX update when the table length changes
-build/src/code/z_actor_dlftbls.o: include/tables/actor_table.h
-build/src/code/z_effect_soft_sprite_dlftbls.o: include/tables/effect_ss_table.h
-build/src/code/z_game_dlftbls.o: include/tables/gamestate_table.h
-build/src/code/z_scene_table.o: include/tables/scene_table.h include/tables/entrance_table.h
+$(BUILD_DIR)/src/code/graph.o: include/tables/gamestate_table.h
+$(BUILD_DIR)/src/code/object_table.o: include/tables/object_table.h
+$(BUILD_DIR)/src/code/z_actor.o: include/tables/actor_table.h # so uses of ACTOR_ID_MAX update when the table length changes
+$(BUILD_DIR)/src/code/z_actor_dlftbls.o: include/tables/actor_table.h
+$(BUILD_DIR)/src/code/z_effect_soft_sprite_dlftbls.o: include/tables/effect_ss_table.h
+$(BUILD_DIR)/src/code/z_game_dlftbls.o: include/tables/gamestate_table.h
+$(BUILD_DIR)/src/code/z_scene_table.o: include/tables/scene_table.h include/tables/entrance_table.h
-build/src/%.o: src/%.c
+$(BUILD_DIR)/src/%.o: src/%.c
$(CC_CHECK) $<
$(CC) -c $(CFLAGS) $(MIPS_VERSION) $(OPTFLAGS) -o $@ $<
@$(OBJDUMP) $(OBJDUMP_FLAGS) $@ > $(@:.o=.s)
-build/src/libultra/libc/ll.o: src/libultra/libc/ll.c
+$(BUILD_DIR)/src/libultra/libc/ll.o: src/libultra/libc/ll.c
$(CC_CHECK) $<
$(CC) -c $(CFLAGS) $(MIPS_VERSION) $(OPTFLAGS) -o $@ $<
python3 tools/set_o32abi_bit.py $@
@$(OBJDUMP) $(OBJDUMP_FLAGS) $@ > $(@:.o=.s)
-build/src/libultra/libc/llcvt.o: src/libultra/libc/llcvt.c
+$(BUILD_DIR)/src/libultra/libc/llcvt.o: src/libultra/libc/llcvt.c
$(CC_CHECK) $<
$(CC) -c $(CFLAGS) $(MIPS_VERSION) $(OPTFLAGS) -o $@ $<
python3 tools/set_o32abi_bit.py $@
@$(OBJDUMP) $(OBJDUMP_FLAGS) $@ > $(@:.o=.s)
-build/src/overlays/%_reloc.o: build/$(SPEC)
+$(BUILD_DIR)/src/overlays/%_reloc.o: $(BUILD_DIR)/$(SPEC)
$(FADO) $$(tools/reloc_prereq $< $(notdir $*)) -n $(notdir $*) -o $(@:.o=.s) -M $(@:.o=.d)
$(AS) $(ASFLAGS) $(@:.o=.s) -o $@
-build/%.inc.c: %.png
+$(BUILD_DIR)/%.inc.c: %.png
$(ZAPD) btex -eh -tt $(subst .,,$(suffix $*)) -i $< -o $@
-build/assets/%.bin.inc.c: assets/%.bin
+$(BUILD_DIR)/assets/%.bin.inc.c: assets/%.bin
$(ZAPD) bblb -eh -i $< -o $@
-build/assets/%.jpg.inc.c: assets/%.jpg
+$(BUILD_DIR)/assets/%.jpg.inc.c: assets/%.jpg
$(ZAPD) bren -eh -i $< -o $@
-include $(DEP_FILES)
diff --git a/README.md b/README.md
index 6fe29f6b8a..9ed58a7e64 100644
--- a/README.md
+++ b/README.md
@@ -29,7 +29,7 @@ The only build currently supported is Master Quest (Debug), but other versions a
It builds the following ROM:
-* zelda_ocarina_mq_dbg.z64 `md5: f0b7f35375f9cc8ca1b2d59d78e35405`
+* oot-gc-eu-mq-dbg.z64 `md5: f0b7f35375f9cc8ca1b2d59d78e35405`
**Note: This repository does not include any of the assets necessary to build the ROM. A prior copy of the game is required to extract the needed assets.**
@@ -123,16 +123,16 @@ Make sure your path to the project is not too long, otherwise this process may e
make
```
-If all goes well, a new ROM called "zelda_ocarina_mq_debug.z64" should be built and the following text should be printed:
+If all goes well, a new ROM called "oot-gc-eu-mq-dbg.z64" should be built and the following text should be printed:
```bash
-zelda_ocarina_mq_dbg.z64: OK
+oot-gc-eu-mq-dbg.z64: OK
```
If you instead see the following:
```bash
-zelda_ocarina_mq_dbg.z64: FAILED
+oot-gc-eu-mq-dbg.z64: FAILED
md5sum: WARNING: 1 computed checksum did NOT match
```
diff --git a/assets/xml/objects/object_brob.xml b/assets/xml/objects/object_brob.xml
index 718dcd5617..bef5bbc55f 100644
--- a/assets/xml/objects/object_brob.xml
+++ b/assets/xml/objects/object_brob.xml
@@ -1,25 +1,25 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/assets/xml/objects/object_link_child.xml b/assets/xml/objects/object_link_child.xml
index fcb630e179..23a07b3855 100644
--- a/assets/xml/objects/object_link_child.xml
+++ b/assets/xml/objects/object_link_child.xml
@@ -105,7 +105,7 @@
-
+
diff --git a/assets/xml/objects/object_ma1.xml b/assets/xml/objects/object_ma1.xml
index 466670e18a..11509ad6aa 100644
--- a/assets/xml/objects/object_ma1.xml
+++ b/assets/xml/objects/object_ma1.xml
@@ -1,25 +1,25 @@
-
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
diff --git a/assets/xml/objects/object_mizu_objects.xml b/assets/xml/objects/object_mizu_objects.xml
index f25c29d6c3..5882b20501 100644
--- a/assets/xml/objects/object_mizu_objects.xml
+++ b/assets/xml/objects/object_mizu_objects.xml
@@ -1,15 +1,15 @@
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
diff --git a/checksum.md5 b/checksum.md5
index 4483a7ce34..016512c1e2 100644
--- a/checksum.md5
+++ b/checksum.md5
@@ -1 +1 @@
-f0b7f35375f9cc8ca1b2d59d78e35405 zelda_ocarina_mq_dbg.z64
\ No newline at end of file
+f0b7f35375f9cc8ca1b2d59d78e35405 oot-gc-eu-mq-dbg.z64
diff --git a/diff_settings.py b/diff_settings.py
index fb2f1454eb..8e5d595293 100644
--- a/diff_settings.py
+++ b/diff_settings.py
@@ -1,6 +1,6 @@
def apply(config, args):
- config['mapfile'] = 'build/z64.map'
- config['myimg'] = 'zelda_ocarina_mq_dbg.z64'
+ config['mapfile'] = 'build/gc-eu-mq-dbg/z64.map'
+ config['myimg'] = 'oot-gc-eu-mq-dbg.z64'
config['baseimg'] = 'baserom.z64'
config['makeflags'] = []
config['source_directories'] = ['src', 'include', 'spec']
diff --git a/docs/tutorial/beginning_decomp.md b/docs/tutorial/beginning_decomp.md
index b5c5e85067..49f25784e4 100644
--- a/docs/tutorial/beginning_decomp.md
+++ b/docs/tutorial/beginning_decomp.md
@@ -772,7 +772,7 @@ Once preliminary cleanup and struct filling is done, most time spent matching fu
In order to use `diff.py` with the symbol names, we need a copy of the code to compare against. This is done by copying the `build` directory into a directory called `expected`. Copying in Windows on WSL is very slow, so run
```
$ mkdir expected
-cp -r build/ expected/
+cp -r build expected/
```
from the main directory of the repository. You should end up with the directory structure `expected/build/...`.
@@ -914,7 +914,7 @@ It turns out that this is enough to completely fix the diff:
Everything *looks* fine, but we only know for sure when we run `make`. Thankfully doing so gives
```
-zelda_ocarina_mq_dbg.z64: OK
+oot-gc-eu-mq-dbg.z64: OK
```
which is either a sense of triumph or relief depending on how long you've spent on a function.
diff --git a/docs/tutorial/data.md b/docs/tutorial/data.md
index 69b04c782d..421bc0fe60 100644
--- a/docs/tutorial/data.md
+++ b/docs/tutorial/data.md
@@ -118,18 +118,18 @@ Now, open the file called `spec` in the base directory, find the section corresp
```
beginseg
name "ovl_En_Tg"
- include "build/src/overlays/actors/ovl_En_Tg/z_en_tg.o"
- include "build/data/overlays/actors/z_en_tg.data.o"
- include "build/data/overlays/actors/z_en_tg.reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tg/z_en_tg.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_tg.data.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_tg.reloc.o"
endseg
```
and comment out the .data line,
```
beginseg
name "ovl_En_Tg"
- include "build/src/overlays/actors/ovl_En_Tg/z_en_tg.o"
- //include "build/data/overlays/actors/z_en_tg.data.o"
- include "build/data/overlays/actors/z_en_tg.reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tg/z_en_tg.o"
+ //include "$(BUILD_DIR)/data/overlays/actors/z_en_tg.data.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_tg.reloc.o"
endseg
```
to tell the compiler not to look for the data in that file any more. Now run `make -j`, and if you did both steps correctly, you should get `OK`.
@@ -262,18 +262,18 @@ First, we tell the compiler to ignore the original data file. To do this, open t
```
beginseg
name "ovl_En_Jj"
- include "build/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
- include "build/data/overlays/actors/z_en_jj.data.o"
- include "build/data/overlays/actors/z_en_jj.reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_jj.data.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_jj.reloc.o"
endseg
```
We will eventually remove both of the bottom two lines and replace them with our own reloc file, but for now, just comment out the data line:
```
beginseg
name "ovl_En_Jj"
- include "build/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
- //include "build/data/overlays/actors/z_en_jj.data.o"
- include "build/data/overlays/actors/z_en_jj.reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
+ //include "$(BUILD_DIR)/data/overlays/actors/z_en_jj.data.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_jj.reloc.o"
endseg
```
@@ -557,7 +557,7 @@ Ignore the first line: `gDmaDataTable` is always different if the ROM is shifted
To fix this, we use a binary diff program. A suitable one is `vbindiff`: run it on the baserom and the zelda_whatever one the compiler generates:
```
-vbindiff baserom.z64 zelda_ocarina_mq_dbg.z64
+vbindiff baserom.z64 oot-gc-eu-mq-dbg.z64
```
In this, press `g` to open up goto position, and paste in the address `0xE3ED10` from the first important line of the `first_diff` output. This gives us the following:
@@ -623,7 +623,7 @@ static ColliderCylinderInit sCylinderInit =
Running `make -j` again,
```
-zelda_ocarina_mq_dbg.z64: OK
+oot-gc-eu-mq-dbg.z64: OK
```
Hooray, we won!
diff --git a/docs/tutorial/merging.md b/docs/tutorial/merging.md
index 8ba1aa5cb3..fb51b8d585 100644
--- a/docs/tutorial/merging.md
+++ b/docs/tutorial/merging.md
@@ -26,9 +26,9 @@ Specifically, to use the automatically generated reloc, rather than the original
```
beginseg
name "ovl_En_Jj"
- include "build/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
- //include "build/data/overlays/actors/z_en_jj.data.o"
- include "build/data/overlays/actors/z_en_jj.reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
+ //include "$(BUILD_DIR)/data/overlays/actors/z_en_jj.data.o"
+ include "$(BUILD_DIR)/data/overlays/actors/z_en_jj.reloc.o"
endseg
```
@@ -37,8 +37,8 @@ and change to use our reloc:
```
beginseg
name "ovl_En_Jj"
- include "build/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
- include "build/src/overlays/actors/ovl_En_Jj/ovl_En_Jj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/ovl_En_Jj_reloc.o"
endseg
```
diff --git a/docs/tutorial/object_decomp.md b/docs/tutorial/object_decomp.md
index 480e00cd2f..325239313a 100644
--- a/docs/tutorial/object_decomp.md
+++ b/docs/tutorial/object_decomp.md
@@ -113,13 +113,13 @@ If in doubt, look at completed objects in the repo, and if still in doubt, ask.
Just as when you decomp an actor you have to change the `spec` to tell it to use the new files, you have to do a similar thing for the object. Find the appropriate section for the object you have decompiled, and replace the line
```c
-include "build/baserom/object_name.o"
+include "$(BUILD_DIR)/baserom/object_name.o"
```
by
```c
-include "build/assets/objects/object_name/object_name.o"
+include "$(BUILD_DIR)/assets/objects/object_name/object_name.o"
number 6
```
diff --git a/docs/tutorial/object_decomp_example.md b/docs/tutorial/object_decomp_example.md
index 38b863c196..f7317bbddb 100644
--- a/docs/tutorial/object_decomp_example.md
+++ b/docs/tutorial/object_decomp_example.md
@@ -83,7 +83,7 @@ to extract the contents of the object into the new folder, change the spec to us
beginseg
name "object_bg"
romalign 0x1000
- include "build/baserom/object_bg.o"
+ include "$(BUILD_DIR)/baserom/object_bg.o"
endseg
```
@@ -93,7 +93,7 @@ to
beginseg
name "object_bg"
romalign 0x1000
- include "build/assets/objects/object_bg/object_bg.o"
+ include "$(BUILD_DIR)/assets/objects/object_bg/object_bg.o"
number 6
endseg
```
diff --git a/docs/tutorial/other_functions.md b/docs/tutorial/other_functions.md
index ec886e175f..9c1916ee60 100644
--- a/docs/tutorial/other_functions.md
+++ b/docs/tutorial/other_functions.md
@@ -380,7 +380,7 @@ void func_80A87CEC(EnJj *this, PlayState *play) {
play->csCtx.script = &D_80A88164;
gSaveContext.cutsceneTrigger = (u8)1U;
func_8003EBF8(play, &play->colCtx.dyna, (s32) temp_v1->bgId);
- func_8005B1A4(play->cameraPtrs[play->activeCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[play->activeCamId]);
gSaveContext.unkEDA = (u16) (gSaveContext.unkEDA | 0x400);
Sfx_PlaySfxCentered((u16)0x4802U);
}
@@ -396,7 +396,7 @@ Easy things to sort out:
- `play->cameraPtrs[play->activeCamId]` has a macro: it is `GET_ACTIVE_CAM(play)`, so this line can be written as
```C
-func_8005B1A4(GET_ACTIVE_CAM(play));
+Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
```
- `gSaveContext.unkEDA` we have dealt with before: it is `gSaveContext.save.info.eventChkInf[3]`. This is a flag-setting function; it can be written more compactly as
@@ -418,13 +418,13 @@ void func_80A87CEC(EnJj *this, PlayState *play) {
play->csCtx.script = &D_80A88164;
gSaveContext.cutsceneTrigger = 1;
func_8003EBF8(play, &play->colCtx.dyna, child->bgId);
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
gSaveContext.save.info.eventChkInf[3] |= 0x400;
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
}
```
-matches, but generates a complier warning for `func_8005B1A4`, which it can't find. To fix this, add it to `functions.h`, in as near as possible the correct position in numerical order. Some detective work with VSCode's Search shows that this function lives in `z_camera.c`, and its prototype is `s16 func_8005B1A4(Camera* camera)`, so add this line to `functions.h` at the bottom of the camera functions part.
+matches, but generates a complier warning for `Camera_SetFinishedFlag`, which it can't find. To fix this, add it to `functions.h`, in as near as possible the correct position in numerical order. Some detective work with VSCode's Search shows that this function lives in `z_camera.c`, and its prototype is `s16 Camera_SetFinishedFlag(Camera* camera)`, so add this line to `functions.h` at the bottom of the camera functions part.
Lastly, we prefer to limit use of early `return`s, and use `else`s instead if possible. That applies here: the function can be rewritten as
```C
@@ -437,7 +437,7 @@ void func_80A87CEC(EnJj* this, PlayState* play) {
play->csCtx.script = &D_80A88164;
gSaveContext.cutsceneTrigger = 1;
func_8003EBF8(play, &play->colCtx.dyna, child->bgId);
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
gSaveContext.save.info.eventChkInf[3] |= 0x400;
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
}
diff --git a/docs/vscode.md b/docs/vscode.md
index efd8e8b605..6ba1ebcf37 100644
--- a/docs/vscode.md
+++ b/docs/vscode.md
@@ -50,11 +50,12 @@ You can create a `.vscode/c_cpp_properties.json` file with `C/C++: Edit Configur
"includePath": [ // Matches makefile's includes
"${workspaceFolder}/**",
"src",
- "build",
+ "build/gc-eu-mq-dbg",
"include"
],
"defines": [
- "_LANGUAGE_C" // For gbi.h
+ "_LANGUAGE_C", // For gbi.h
+ "OOT_DEBUG" // If targeting a debug version
],
"cStandard": "gnu89", // C89 + some GNU extensions from C99 like C++ comments
"cppStandard": "${default}" // Only ZAPD uses C++, so doesn't really matter
diff --git a/first_diff.py b/first_diff.py
index f956ca26a3..360eb42dc1 100755
--- a/first_diff.py
+++ b/first_diff.py
@@ -39,15 +39,15 @@ def firstDiffMain():
parser = argparse.ArgumentParser(description="Find the first difference(s) between the built ROM and the base ROM.")
parser.add_argument("-c", "--count", type=int, default=5, help="find up to this many instruction difference(s)")
- parser.add_argument("-v", "--version", help="Which version should be processed", default="mq_dbg")
+ parser.add_argument("-v", "--version", help="Which version should be processed", default="gc-eu-mq-dbg")
parser.add_argument("-a", "--add-colons", action='store_true', help="Add colon between bytes" )
args = parser.parse_args()
- buildFolder = Path("build")
+ buildFolder = Path("build") / args.version
- BUILTROM = Path(f"zelda_ocarina_{args.version}.z64")
- BUILTMAP = buildFolder / f"z64.map"
+ BUILTROM = Path(f"oot-{args.version}.z64")
+ BUILTMAP = buildFolder / "z64.map"
EXPECTEDROM = Path("baserom.z64")
EXPECTEDMAP = "expected" / BUILTMAP
diff --git a/format.py b/format.py
index 51b7b6ac7b..520a2d8078 100755
--- a/format.py
+++ b/format.py
@@ -29,7 +29,7 @@ APPLY_OPTS = "--format --style=file"
# Compiler options used with Clang-Tidy
# Normal warnings are disabled with -Wno-everything to focus only on tidying
-INCLUDES = "-Iinclude -Isrc -Ibuild -I."
+INCLUDES = "-Iinclude -Isrc -Ibuild/gc-eu-mq-dbg -I."
DEFINES = "-D_LANGUAGE_C -DNON_MATCHING"
COMPILER_OPTS = f"-fno-builtin -std=gnu90 -m32 -Wno-everything {INCLUDES} {DEFINES}"
@@ -108,7 +108,7 @@ def format_files(src_files: List[str], extra_files: List[str], nb_jobs: int):
if nb_jobs != 1:
print(f"Formatting files with {nb_jobs} jobs")
else:
- print(f"Formatting files with a single job (consider using -j to make this faster)")
+ print("Formatting files with a single job (consider using -j to make this faster)")
# Format files in chunks to improve performance while still utilizing jobs
file_chunks = list(list_chunks(src_files, (len(src_files) // nb_jobs) + 1))
diff --git a/include/audiomgr.h b/include/audiomgr.h
new file mode 100644
index 0000000000..036192ce7c
--- /dev/null
+++ b/include/audiomgr.h
@@ -0,0 +1,33 @@
+#ifndef AUDIOMGR_H
+#define AUDIOMGR_H
+
+#include "sched.h"
+#include "z64audio.h"
+
+typedef enum {
+ /* 0 */ AUDIOMGR_DEBUG_LEVEL_NONE,
+ /* 1 */ AUDIOMGR_DEBUG_LEVEL_NO_RSP,
+ /* 2 */ AUDIOMGR_DEBUG_LEVEL_NO_UPDATE
+} AudioMgrDebugLevel;
+
+typedef struct {
+ /* 0x0000 */ IrqMgr* irqMgr;
+ /* 0x0004 */ Scheduler* sched;
+ /* 0x0008 */ OSScTask audioTask;
+ /* 0x0070 */ AudioTask* rspTask;
+ /* 0x0074 */ OSMesgQueue interruptQueue;
+ /* 0x008C */ OSMesg interruptMsgBuf[8];
+ /* 0x00AC */ OSMesgQueue taskDoneQueue;
+ /* 0x00C4 */ OSMesg taskDoneMsg;
+ /* 0x00C8 */ OSMesgQueue initQueue;
+ /* 0x00E0 */ OSMesg initMsg;
+ /* 0x00E8 */ OSThread thread;
+} AudioMgr; // size = 0x298
+
+void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, Scheduler* sched, IrqMgr* irqMgr);
+
+void AudioMgr_WaitForInit(AudioMgr* audioMgr);
+
+void AudioMgr_StopAllSfx(void);
+
+#endif
diff --git a/include/functions.h b/include/functions.h
index 771b666020..7e9cc99ac5 100644
--- a/include/functions.h
+++ b/include/functions.h
@@ -391,15 +391,15 @@ Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContex
Hilite* func_8002EB44(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx);
void func_8002EBCC(Actor* actor, PlayState* play, s32 flag);
void func_8002ED80(Actor* actor, PlayState* play, s32 flag);
-PosRot* Actor_GetFocus(PosRot* dest, Actor* actor);
-PosRot* Actor_GetWorld(PosRot* dest, Actor* actor);
-PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor);
+PosRot Actor_GetFocus(Actor* actor);
+PosRot Actor_GetWorld(Actor* actor);
+PosRot Actor_GetWorldPosShapeRot(Actor* actor);
s32 func_8002F0C8(Actor* actor, Player* player, s32 flag);
-u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play);
-s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId);
-s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId);
-s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2);
-s32 func_8002F2F4(Actor* actor, PlayState* play);
+s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play);
+s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId);
+s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId);
+s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius);
+s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play);
u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play);
s8 func_8002F368(PlayState* play);
void Actor_GetScreenPos(PlayState* play, Actor* actor, s16* x, s16* y);
@@ -494,7 +494,7 @@ void func_8003555C(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel);
void func_800355B8(PlayState* play, Vec3f* pos);
u8 func_800355E4(PlayState* play, Collider* collider);
u8 Actor_ApplyDamage(Actor* actor);
-void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo, s32 freezeFlag);
+void Actor_SetDropFlag(Actor* actor, ColliderElement* elem, s32 freezeFlag);
void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag);
void func_80035844(Vec3f* arg0, Vec3f* arg1, Vec3s* arg2, s32 arg3);
Actor* func_800358DC(Actor* actor, Vec3f* spawnPos, Vec3s* spawnRot, f32* arg3, s32 timer, s16* unused,
@@ -634,12 +634,12 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player);
s16 Camera_ChangeStatus(Camera* camera, s16 status);
Vec3s Camera_Update(Camera* camera);
void Camera_Finish(Camera* camera);
-s32 Camera_ChangeMode(Camera* camera, s16 mode);
+s32 Camera_RequestMode(Camera* camera, s16 mode);
s32 Camera_CheckValidMode(Camera* camera, s16 mode);
-s32 Camera_ChangeSetting(Camera* camera, s16 setting);
-s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex);
+s32 Camera_RequestSetting(Camera* camera, s16 setting);
+s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex);
s16 Camera_GetInputDirYaw(Camera* camera);
-Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera);
+Vec3s Camera_GetCamDir(Camera* camera);
s16 Camera_GetCamDirPitch(Camera* camera);
s16 Camera_GetCamDirYaw(Camera* camera);
s32 Camera_RequestQuake(Camera* camera, s32 unused, s16 y, s32 duration);
@@ -653,53 +653,52 @@ s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCa
s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 arg3, s16 timer1, s16 timer2,
s16 timer3);
s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera);
-Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera);
+Vec3f Camera_GetQuakeOffset(Camera* camera);
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
UNK_TYPE arg6);
s32 func_8005B198(void);
-s16 func_8005B1A4(Camera* camera);
+s16 Camera_SetFinishedFlag(Camera* camera);
DamageTable* DamageTable_Get(s32 index);
void DamageTable_Clear(DamageTable* table);
void Collider_DrawRedPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC);
void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC, u8 r, u8 g, u8 b);
-s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* collider);
-s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* collider);
-s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* collider);
+s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* jntSph);
+s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* jntSph);
+s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* jntSph);
s32 Collider_SetJntSphToActor(PlayState* play, ColliderJntSph* dest, ColliderJntSphInitToActor* src);
s32 Collider_SetJntSphAllocType1(PlayState* play, ColliderJntSph* dest, Actor* actor,
ColliderJntSphInitType1* src);
s32 Collider_SetJntSphAlloc(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src);
s32 Collider_SetJntSph(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src,
- ColliderJntSphElement* elements);
-s32 Collider_ResetJntSphAT(PlayState* play, Collider* collider);
-s32 Collider_ResetJntSphAC(PlayState* play, Collider* collider);
-s32 Collider_ResetJntSphOC(PlayState* play, Collider* collider);
-s32 Collider_InitCylinder(PlayState* play, ColliderCylinder* collider);
-s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* collider);
-s32 Collider_SetCylinderToActor(PlayState* play, ColliderCylinder* collider, ColliderCylinderInitToActor* src);
-s32 Collider_SetCylinderType1(PlayState* play, ColliderCylinder* collider, Actor* actor,
- ColliderCylinderInitType1* src);
-s32 Collider_SetCylinder(PlayState* play, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src);
-s32 Collider_ResetCylinderAT(PlayState* play, Collider* collider);
-s32 Collider_ResetCylinderAC(PlayState* play, Collider* collider);
-s32 Collider_ResetCylinderOC(PlayState* play, Collider* collider);
+ ColliderJntSphElement* jntSphElements);
+s32 Collider_ResetJntSphAT(PlayState* play, Collider* col);
+s32 Collider_ResetJntSphAC(PlayState* play, Collider* col);
+s32 Collider_ResetJntSphOC(PlayState* play, Collider* col);
+s32 Collider_InitCylinder(PlayState* play, ColliderCylinder* cyl);
+s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* cyl);
+s32 Collider_SetCylinderToActor(PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src);
+s32 Collider_SetCylinderType1(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInitType1* src);
+s32 Collider_SetCylinder(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInit* src);
+s32 Collider_ResetCylinderAT(PlayState* play, Collider* col);
+s32 Collider_ResetCylinderAC(PlayState* play, Collider* col);
+s32 Collider_ResetCylinderOC(PlayState* play, Collider* col);
s32 Collider_InitTris(PlayState* play, ColliderTris* tris);
s32 Collider_FreeTris(PlayState* play, ColliderTris* tris);
s32 Collider_DestroyTris(PlayState* play, ColliderTris* tris);
s32 Collider_SetTrisAllocType1(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInitType1* src);
s32 Collider_SetTrisAlloc(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src);
s32 Collider_SetTris(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
- ColliderTrisElement* elements);
-s32 Collider_ResetTrisAT(PlayState* play, Collider* collider);
-s32 Collider_ResetTrisAC(PlayState* play, Collider* collider);
-s32 Collider_ResetTrisOC(PlayState* play, Collider* collider);
-s32 Collider_InitQuad(PlayState* play, ColliderQuad* collider);
-s32 Collider_DestroyQuad(PlayState* play, ColliderQuad* collider);
-s32 Collider_SetQuadType1(PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src);
-s32 Collider_SetQuad(PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src);
-s32 Collider_ResetQuadAT(PlayState* play, Collider* collider);
-s32 Collider_ResetQuadAC(PlayState* play, Collider* collider);
-s32 Collider_ResetQuadOC(PlayState* play, Collider* collider);
+ ColliderTrisElement* trisElements);
+s32 Collider_ResetTrisAT(PlayState* play, Collider* col);
+s32 Collider_ResetTrisAC(PlayState* play, Collider* col);
+s32 Collider_ResetTrisOC(PlayState* play, Collider* col);
+s32 Collider_InitQuad(PlayState* play, ColliderQuad* quad);
+s32 Collider_DestroyQuad(PlayState* play, ColliderQuad* quad);
+s32 Collider_SetQuadType1(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInitType1* src);
+s32 Collider_SetQuad(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInit* src);
+s32 Collider_ResetQuadAT(PlayState* play, Collider* col);
+s32 Collider_ResetQuadAC(PlayState* play, Collider* col);
+s32 Collider_ResetQuadOC(PlayState* play, Collider* col);
s32 Collider_InitLine(PlayState* play, OcLine* line);
s32 Collider_DestroyLine(PlayState* play, OcLine* line);
s32 Collider_SetLinePoints(PlayState* play, OcLine* ocLine, Vec3f* a, Vec3f* b);
@@ -710,7 +709,7 @@ void CollisionCheck_DestroyContext(PlayState* play, CollisionCheckContext* colCh
void CollisionCheck_ClearContext(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_EnableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
void CollisionCheck_DisableSAC(PlayState* play, CollisionCheckContext* colChkCtx);
-void Collider_Draw(PlayState* play, Collider* collider);
+void Collider_Draw(PlayState* play, Collider* col);
void CollisionCheck_DrawCollision(PlayState* play, CollisionCheckContext* colChkCtx);
s32 CollisionCheck_SetAT(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider);
s32 CollisionCheck_SetAT_SAC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider, s32 index);
@@ -732,12 +731,12 @@ void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx);
s32 CollisionCheck_LineOCCheckAll(PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b);
s32 CollisionCheck_LineOCCheck(PlayState* play, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b,
Actor** exclusions, s32 numExclusions);
-void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider);
-void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos);
-void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
-void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c);
-void Collider_SetTrisDim(PlayState* play, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* src);
-void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider);
+void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* cyl);
+void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos);
+void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d);
+void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c);
+void Collider_SetTrisDim(PlayState* play, ColliderTris* tris, s32 elemIndex, ColliderTrisElementDimInit* src);
+void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph);
void CollisionCheck_SpawnRedBlood(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnWaterDroplets(PlayState* play, Vec3f* v);
void CollisionCheck_SpawnShieldParticles(PlayState* play, Vec3f* v);
@@ -775,7 +774,7 @@ void SfxSource_UpdateAll(PlayState* play);
void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
u16 QuestHint_GetSariaTextId(PlayState* play);
u16 QuestHint_GetNaviTextId(PlayState* play);
-u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet);
+u16 MaskReaction_GetTextId(PlayState* play, u32 maskReactionSet);
void CutsceneFlags_UnsetAll(PlayState* play);
void CutsceneFlags_Set(PlayState* play, s16 flag);
void CutsceneFlags_Unset(PlayState* play, s16 flag);
@@ -923,12 +922,12 @@ f32 OLib_Vec3fDist(Vec3f* a, Vec3f* b);
f32 OLib_Vec3fDistXZ(Vec3f* a, Vec3f* b);
f32 OLib_ClampMinDist(f32 val, f32 min);
f32 OLib_ClampMaxDist(f32 val, f32 max);
-Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b);
-Vec3f* OLib_VecGeoToVec3f(Vec3f* dest, VecGeo* geo);
-VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec);
-VecGeo* OLib_Vec3fToVecGeo(VecGeo* dest, Vec3f* vec);
-VecGeo* OLib_Vec3fDiffToVecGeo(VecGeo* dest, Vec3f* a, Vec3f* b);
-Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b);
+Vec3f OLib_Vec3fDistNormalize(Vec3f* a, Vec3f* b);
+Vec3f OLib_VecGeoToVec3f(VecGeo* geo);
+VecSph OLib_Vec3fToVecSph(Vec3f* vec);
+VecGeo OLib_Vec3fToVecGeo(Vec3f* vec);
+VecGeo OLib_Vec3fDiffToVecGeo(Vec3f* a, Vec3f* b);
+Vec3f OLib_Vec3fDiffRad(Vec3f* a, Vec3f* b);
s16 OnePointCutscene_Init(PlayState* play, s16 csId, s16 timer, Actor* actor, s16 parentCamId);
s16 OnePointCutscene_EndCutscene(PlayState* play, s16 subCamId);
s32 OnePointCutscene_Attention(PlayState* play, Actor* actor);
@@ -1271,7 +1270,7 @@ s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting);
-s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
+s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting);
void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration);
void Play_SaveSceneFlags(PlayState* this);
void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);
@@ -1295,13 +1294,6 @@ void func_800C213C(PreRender* this, Gfx** gfxP);
void PreRender_RestoreFramebuffer(PreRender* this, Gfx** gfxP);
void PreRender_CopyImageRegion(PreRender* this, Gfx** gfxP);
void PreRender_ApplyFilters(PreRender* this);
-void AudioMgr_StopAllSfx(void);
-void func_800C3C80(AudioMgr* audioMgr);
-void AudioMgr_HandleRetrace(AudioMgr* audioMgr);
-void AudioMgr_HandlePreNMI(AudioMgr* audioMgr);
-void AudioMgr_ThreadEntry(void* arg0);
-void AudioMgr_Unlock(AudioMgr* audioMgr);
-void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, Scheduler* sched, IrqMgr* irqMgr);
void GameState_FaultPrint(void);
void GameState_SetFBFilter(Gfx** gfxP);
void GameState_DrawInputDisplay(u16 input, Gfx** gfxP);
@@ -1437,9 +1429,13 @@ void Matrix_RotateZYX(s16 x, s16 y, s16 z, u8 mode);
void Matrix_TranslateRotateZYX(Vec3f* translation, Vec3s* rotation);
void Matrix_SetTranslateRotateYXZ(f32 translateX, f32 translateY, f32 translateZ, Vec3s* rot);
Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest);
+#ifdef OOT_DEBUG
Mtx* Matrix_ToMtx(Mtx* dest, char* file, s32 line);
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx, char* file, s32 line);
-Mtx* Matrix_MtxFToNewMtx(MtxF* src, GraphicsContext* gfxCtx);
+#else
+Mtx* Matrix_ToMtx(Mtx* dest);
+Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx);
+#endif
void Matrix_MultVec3f(Vec3f* src, Vec3f* dest);
void Matrix_MtxFCopy(MtxF* dest, MtxF* src);
void Matrix_MtxToMtxF(Mtx* src, MtxF* dest);
diff --git a/include/macros.h b/include/macros.h
index 8514a6924e..f391e81ef2 100644
--- a/include/macros.h
+++ b/include/macros.h
@@ -100,12 +100,15 @@
#define CHECK_FLAG_ALL(flags, mask) (((flags) & (mask)) == (mask))
-
+#ifdef OOT_DEBUG
#define LOG(exp, value, format, file, line) \
do { \
LogUtils_LogThreadId(file, line); \
osSyncPrintf(exp " = " format "\n", value); \
} while (0)
+#else
+#define LOG(exp, value, format, file, line) (void)0
+#endif
#define LOG_STRING(string, file, line) LOG(#string, string, "%s", file, line)
#define LOG_ADDRESS(exp, value, file, line) LOG(exp, value, "%08x", file, line)
@@ -141,6 +144,8 @@ extern struct GraphicsContext* __gfxCtx;
#define POLY_XLU_DISP __gfxCtx->polyXlu.p
#define OVERLAY_DISP __gfxCtx->overlay.p
+#ifdef OOT_DEBUG
+
// __gfxCtx shouldn't be used directly.
// Use the DISP macros defined above when writing to display buffers.
#define OPEN_DISPS(gfxCtx, file, line) \
@@ -156,6 +161,48 @@ extern struct GraphicsContext* __gfxCtx;
} \
(void)0
+#define GRAPH_ALLOC(gfxCtx, size) Graph_Alloc(gfxCtx, size)
+#define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx, file, line)
+#define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx, file, line)
+#define MATRIX_CHECK_FLOATS(mtx, file, line) Matrix_CheckFloats(mtx, file, line)
+#define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSyncDebug(ram, vrom, size, file, line)
+#define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsyncDebug(req, ram, vrom, size, unk5, queue, msg, file, line)
+#define GAME_STATE_ALLOC(gameState, size, file, line) GameState_Alloc(gameState, size, file, line)
+#define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_MallocDebug(size, file, line)
+#define SYSTEM_ARENA_MALLOC_R(size, file, line) SystemArena_MallocRDebug(size, file, line)
+#define SYSTEM_ARENA_FREE(size, file, line) SystemArena_FreeDebug(size, file, line)
+#define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_MallocDebug(size, file, line)
+#define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocRDebug(size, file, line)
+#define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_FreeDebug(size, file, line)
+
+#else
+
+#define OPEN_DISPS(gfxCtx, file, line) \
+ { \
+ GraphicsContext* __gfxCtx = gfxCtx; \
+ s32 __dispPad
+
+#define CLOSE_DISPS(gfxCtx, file, line) \
+ (void)0; \
+ } \
+ (void)0
+
+#define GRAPH_ALLOC(gfxCtx, size) ((void*)((gfxCtx)->polyOpa.d = (Gfx*)((u8*)(gfxCtx)->polyOpa.d - ALIGN16(size))))
+#define MATRIX_TO_MTX(gfxCtx, file, line) Matrix_ToMtx(gfxCtx)
+#define MATRIX_NEW(gfxCtx, file, line) Matrix_NewMtx(gfxCtx)
+#define MATRIX_CHECK_FLOATS(mtx, file, line) (mtx)
+#define DMA_REQUEST_SYNC(ram, vrom, size, file, line) DmaMgr_RequestSync(ram, vrom, size)
+#define DMA_REQUEST_ASYNC(req, ram, vrom, size, unk5, queue, msg, file, line) DmaMgr_RequestAsync(req, ram, vrom, size, unk5, queue, msg)
+#define GAME_STATE_ALLOC(gameState, size, file, line) THA_AllocTailAlign16(&(gameState)->tha, size)
+#define SYSTEM_ARENA_MALLOC(size, file, line) SystemArena_Malloc(size)
+#define SYSTEM_ARENA_MALLOC_R(size, file, line) SystemArena_MallocR(size)
+#define SYSTEM_ARENA_FREE(size, file, line) SystemArena_Free(size)
+#define ZELDA_ARENA_MALLOC(size, file, line) ZeldaArena_Malloc(size)
+#define ZELDA_ARENA_MALLOC_R(size, file, line) ZeldaArena_MallocR(size)
+#define ZELDA_ARENA_FREE(size, file, line) ZeldaArena_Free(size)
+
+#endif /* OOT_DEBUG */
+
/**
* `x` vertex x
* `y` vertex y
diff --git a/include/regs.h b/include/regs.h
index 8875ae12ca..a1e25389bb 100644
--- a/include/regs.h
+++ b/include/regs.h
@@ -48,6 +48,7 @@
#define R_ENV_TIME_SPEED_OLD REG(15) // Most likely used during development. Unused in the final game.
#define R_RUN_SPEED_LIMIT REG(45)
#define R_ENABLE_ARENA_DBG SREG(0)
+#define R_AUDIOMGR_DEBUG_LEVEL SREG(20)
#define R_ROOM_IMAGE_NODRAW_FLAGS SREG(25)
#define R_ROOM_BG2D_FORCE_SCALEBG SREG(26)
#define R_UPDATE_RATE SREG(30)
diff --git a/include/ultra64/gbi.h b/include/ultra64/gbi.h
index 35f68a60ce..51adc6b7fe 100644
--- a/include/ultra64/gbi.h
+++ b/include/ultra64/gbi.h
@@ -5123,6 +5123,8 @@ _DW({ \
#define gDPNoOpTag(pkt, tag) gDPParam(pkt, G_NOOP, tag)
#define gsDPNoOpTag(tag) gsDPParam( G_NOOP, tag)
+#ifdef OOT_DEBUG
+
#define gDPNoOpHere(pkt, file, line) gDma1p(pkt, G_NOOP, file, line, 1)
#define gDPNoOpString(pkt, data, n) gDma1p(pkt, G_NOOP, data, n, 2)
#define gDPNoOpWord(pkt, data, n) gDma1p(pkt, G_NOOP, data, n, 3)
@@ -5134,6 +5136,21 @@ _DW({ \
#define gDPNoOpCloseDisp(pkt, file, line) gDma1p(pkt, G_NOOP, file, line, 8)
#define gDPNoOpTag3(pkt, type, data, n) gDma1p(pkt, G_NOOP, data, n, type)
+#else
+
+#define gDPNoOpHere(pkt, file, line)
+#define gDPNoOpString(pkt, data, n)
+#define gDPNoOpWord(pkt, data, n)
+#define gDPNoOpFloat(pkt, data, n)
+#define gDPNoOpQuiet(pkt)
+#define gDPNoOpVerbose(pkt, n)
+#define gDPNoOpCallBack(pkt, callback, arg)
+#define gDPNoOpOpenDisp(pkt, file, line)
+#define gDPNoOpCloseDisp(pkt, file, line)
+#define gDPNoOpTag3(pkt, type, data, n)
+
+#endif /* OOT_DEBUG */
+
#endif
#endif
diff --git a/include/z64.h b/include/z64.h
index 572afb4d1d..09d205d5ee 100644
--- a/include/z64.h
+++ b/include/z64.h
@@ -4,6 +4,7 @@
#include "ultra64.h"
#include "ultra64/gs2dex.h"
#include "attributes.h"
+#include "audiomgr.h"
#include "z64save.h"
#include "z64light.h"
#include "z64bgcheck.h"
@@ -272,6 +273,8 @@ typedef struct {
/* 0x74 */ s16 unk_74[2]; // context-specific data used by the current scene draw config
} RoomContext; // size = 0x78
+#define SAC_ENABLE (1 << 0)
+
typedef struct {
/* 0x000 */ s16 colATCount;
/* 0x002 */ u16 sacFlags;
@@ -695,20 +698,6 @@ typedef struct {
/* 0x10 */ u8 data[1];
} Yaz0Header; // size = 0x10 ("data" is not part of the header)
-typedef struct {
- /* 0x0000 */ IrqMgr* irqMgr;
- /* 0x0004 */ Scheduler* sched;
- /* 0x0008 */ OSScTask audioTask;
- /* 0x0070 */ AudioTask* rspTask;
- /* 0x0074 */ OSMesgQueue interruptQueue;
- /* 0x008C */ OSMesg interruptMsgBuf[8];
- /* 0x00AC */ OSMesgQueue taskQueue;
- /* 0x00C4 */ OSMesg taskMsgBuf[1];
- /* 0x00C8 */ OSMesgQueue lockQueue;
- /* 0x00E0 */ OSMesg lockMsgBuf[1];
- /* 0x00E8 */ OSThread thread;
-} AudioMgr; // size = 0x298
-
struct ArenaNode;
typedef struct Arena {
diff --git a/include/z64actor.h b/include/z64actor.h
index 8fdbbf1dbc..fd38b002b2 100644
--- a/include/z64actor.h
+++ b/include/z64actor.h
@@ -147,7 +147,10 @@ typedef struct {
#define ACTOR_FLAG_5 (1 << 5)
#define ACTOR_FLAG_6 (1 << 6)
#define ACTOR_FLAG_7 (1 << 7)
-#define ACTOR_FLAG_8 (1 << 8)
+// Signals that player has accepted an offer to talk to an actor
+// Player will retain this flag until the player is finished talking
+// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
+#define ACTOR_FLAG_TALK (1 << 8)
#define ACTOR_FLAG_9 (1 << 9)
#define ACTOR_FLAG_10 (1 << 10)
#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
diff --git a/include/z64audio.h b/include/z64audio.h
index d2f3d6360f..7e6f4e40bf 100644
--- a/include/z64audio.h
+++ b/include/z64audio.h
@@ -814,13 +814,6 @@ typedef struct {
/* 0x10 */ AudioTableEntry entries[1]; // (dynamic size)
} AudioTable; // size >= 0x20
-typedef struct {
- /* 0x00 */ OSTask task;
- /* 0x40 */ OSMesgQueue* msgQueue;
- /* 0x44 */ void* unk_44; // probably a message that gets unused.
- /* 0x48 */ char unk_48[0x8];
-} AudioTask; // size = 0x50
-
typedef struct {
/* 0x00 */ u8* ramAddr;
/* 0x04 */ u32 devAddr;
@@ -831,6 +824,13 @@ typedef struct {
/* 0x0E */ u8 ttl; // duration after which the DMA can be discarded
} SampleDma; // size = 0x10
+typedef struct {
+ /* 0x00 */ OSTask task;
+ /* 0x40 */ OSMesgQueue* msgQueue;
+ /* 0x44 */ void* unk_44; // probably a message that gets unused.
+ /* 0x48 */ char unk_48[0x8];
+} AudioTask; // size = 0x50
+
typedef struct {
/* 0x0000 */ char unk_0000;
/* 0x0001 */ s8 numSynthesisReverbs;
diff --git a/include/z64camera.h b/include/z64camera.h
index f6c4589180..81584c1b68 100644
--- a/include/z64camera.h
+++ b/include/z64camera.h
@@ -84,33 +84,33 @@
#define CAM_INTERFACE_FIELD(letterboxFlag, hudVisibilityMode, funcFlags) \
(((letterboxFlag) & CAM_LETTERBOX_MASK) | CAM_HUD_VISIBILITY(hudVisibilityMode) | ((funcFlags) & 0xFF))
-// Camera behaviorFlags. Flags specifically for settings, modes, and bgCam
-// Used to store current state, only CAM_BEHAVIOR_SETTING_1 and CAM_BEHAVIOR_BG_2 are read from and used in logic
+// Camera behaviorFlags. Flags specifically for settings, modes, and bgCam. Reset every frame.
+// Used to store current state, only CAM_BEHAVIOR_SETTING_CHECK_PRIORITY and CAM_BEHAVIOR_BG_PROCESSED are read from and used in logic
// Setting (0x1, 0x10)
-#define CAM_BEHAVIOR_SETTING_1 (1 << 0)
-#define CAM_BEHAVIOR_SETTING_2 (1 << 4)
+#define CAM_BEHAVIOR_SETTING_CHECK_PRIORITY (1 << 0)
+#define CAM_BEHAVIOR_SETTING_VALID (1 << 4) // Set when a valid camera setting is requested
// Mode (0x2, 0x20)
-#define CAM_BEHAVIOR_MODE_1 (1 << 1)
-#define CAM_BEHAVIOR_MODE_2 (1 << 5)
+#define CAM_BEHAVIOR_MODE_SUCCESS (1 << 1) // Set when the camera mode is the requested mode
+#define CAM_BEHAVIOR_MODE_VALID (1 << 5) // Set when a valid camera mode is requested
// bgCam (0x4, 0x40)
-#define CAM_BEHAVIOR_BG_1 (1 << 2)
-#define CAM_BEHAVIOR_BG_2 (1 << 6)
+#define CAM_BEHAVIOR_BG_SUCCESS (1 << 2)
+#define CAM_BEHAVIOR_BG_PROCESSED (1 << 6)
// Camera stateFlags. Variety of generic flags
-#define CAM_STATE_0 (1 << 0) // Must be set for the camera to change settings based on the bg surface
-#define CAM_STATE_1 (1 << 1) // Must be set for Camera_UpdateWater to run
-#define CAM_STATE_2 (1 << 2)
-#define CAM_STATE_3 (1 << 3) // Customizable flag for different functions
-#define CAM_STATE_4 (1 << 4)
-#define CAM_STATE_5 (1 << 5)
-#define CAM_STATE_6 (1 << 6)
-#define CAM_STATE_7 (1 << 7) // Set in play, unused
-#define CAM_STATE_8 (1 << 8) // Camera (eye) is underwater
-#define CAM_STATE_9 (1 << 9)
-#define CAM_STATE_10 (1 << 10) // Prevents the camera from changing settings based on the bg surface
-#define CAM_STATE_12 (1 << 12) // Set in Camera_Demo7, but Camera_Demo7 is never called
-#define CAM_STATE_14 (1 << 14) // isInitialized. Turned on in Camera Init, never used or changed
-#define CAM_STATE_15 ((s16)(1 << 15))
+#define CAM_STATE_CHECK_BG_ALT (1 << 0) // Must be set for the camera to change settings based on the bg surface
+#define CAM_STATE_CHECK_WATER (1 << 1) // Must be set for Camera_UpdateWater to run
+#define CAM_STATE_CHECK_BG (1 << 2) // Must be set for the camera to change settings based on the bg surface
+#define CAM_STATE_EXTERNAL_FINISHED (1 << 3) // Signal from the external systems to camera that the current cam-update function is no longer needed
+#define CAM_STATE_CAM_FUNC_FINISH (1 << 4) // Signal from camera to player that the cam-update function is finished its primary purpose
+#define CAM_STATE_LOCK_MODE (1 << 5) // Prevents camera from changing mode, unless overriden by `forceModeChange` passed to `Camera_RequestModeImpl`
+#define CAM_STATE_DISTORTION (1 << 6) // Set when camera distortion is on
+#define CAM_STATE_PLAY_INIT (1 << 7) // Set in Play_Init, never used or changed
+#define CAM_STATE_CAMERA_IN_WATER (1 << 8) // Camera (eye) is underwater
+#define CAM_STATE_PLAYER_IN_WATER (1 << 9) // Player is swimming in water
+#define CAM_STATE_BLOCK_BG (1 << 10) // Prevents the camera from changing settings based on the bg surface for 1 frame
+#define CAM_STATE_DEMO7 (1 << 12) // Set in Camera_Demo7, but this function is never called
+#define CAM_STATE_CAM_INIT (1 << 14) // Set in Camera_Init, never used or changed
+#define CAM_STATE_PLAYER_DIVING ((s16)(1 << 15)) // Diving from the surface of the water down
// Camera viewFlags. Set params related to view
#define CAM_VIEW_AT (1 << 0) // camera->at
diff --git a/include/z64collision_check.h b/include/z64collision_check.h
index 3e4ae20f32..bf411201d9 100644
--- a/include/z64collision_check.h
+++ b/include/z64collision_check.h
@@ -8,226 +8,9 @@
struct Actor;
-typedef struct {
- /* 0x00 */ struct Actor* actor; // Attached actor
- /* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
- /* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
- /* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
- /* 0x10 */ u8 atFlags; // Information flags for AT collisions.
- /* 0x11 */ u8 acFlags; // Information flags for AC collisions.
- /* 0x12 */ u8 ocFlags1; // Information flags for OC collisions.
- /* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
- /* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
- /* 0x15 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
-} Collider; // size = 0x18
-
-typedef struct {
- /* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
- /* 0x01 */ u8 atFlags; // Information flags for AT collisions.
- /* 0x02 */ u8 acFlags; // Information flags for AC collisions.
- /* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
- /* 0x04 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
- /* 0x05 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
-} ColliderInit; // size = 0x06
-
-typedef struct {
- /* 0x00 */ u8 colType; // Determines hitmarks and sound effects during AC collisions.
- /* 0x01 */ u8 atFlags; // Information flags for AT collisions.
- /* 0x02 */ u8 acFlags; // Information flags for AC collisions.
- /* 0x03 */ u8 ocFlags1; // Information flags for OC collisions.
- /* 0x04 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
-} ColliderInitType1; // size = 0x05
-
-typedef struct {
- /* 0x00 */ struct Actor* actor;
- /* 0x04 */ u8 atFlags; // Information flags for AT collisions.
- /* 0x05 */ u8 acFlags; // Information flags for AC collisions.
- /* 0x06 */ u8 ocFlags1; // Information flags for OC collisions.
- /* 0x07 */ u8 shape; // JntSph, Cylinder, Tris, or Quad
-} ColliderInitToActor; // size = 0x08
-
-typedef struct {
- /* 0x00 */ u32 dmgFlags; // Toucher damage type flags.
- /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
- /* 0x05 */ u8 damage; // Damage or Stun Timer
-} ColliderTouch; // size = 0x08
-
-typedef struct {
- /* 0x00 */ u32 dmgFlags; // Bumper damage type flags.
- /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
- /* 0x05 */ u8 defense; // Damage Resistance
- /* 0x06 */ Vec3s hitPos; // Point of contact
-} ColliderBump; // size = 0x0C
-
-typedef struct {
- /* 0x00 */ u32 dmgFlags; // Bumper exclusion mask
- /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
- /* 0x05 */ u8 defense; // Damage Resistance
-} ColliderBumpInit; // size = 0x08
-
-typedef struct ColliderInfo {
- /* 0x00 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
- /* 0x08 */ ColliderBump bumper; // Damage properties when acting as an AC collider
- /* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
- /* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
- /* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
- /* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
- /* 0x18 */ Collider* atHit; // object touching this element's AT collider
- /* 0x1C */ Collider* acHit; // object touching this element's AC collider
- /* 0x20 */ struct ColliderInfo* atHitInfo; // element that hit the AT collider
- /* 0x24 */ struct ColliderInfo* acHitInfo; // element that hit the AC collider
-} ColliderInfo; // size = 0x28
-
-typedef struct {
- /* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
- /* 0x04 */ ColliderTouch toucher; // Damage properties when acting as an AT collider
- /* 0x0C */ ColliderBumpInit bumper; // Damage properties when acting as an AC collider
- /* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
- /* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
- /* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
-} ColliderInfoInit; // size = 0x18
-
-typedef struct {
- /* 0x00 */ Sphere16 modelSphere; // model space sphere
- /* 0x08 */ Sphere16 worldSphere; // world space sphere
- /* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
- /* 0x14 */ u8 limb; // attached limb
-} ColliderJntSphElementDim; // size = 0x18
-
-typedef struct {
- /* 0x00 */ u8 limb; // attached limb
- /* 0x02 */ Sphere16 modelSphere; // model space sphere
- /* 0x0A */ s16 scale; // world space sphere = model * scale * 0.01
-} ColliderJntSphElementDimInit; // size = 0x0C
-
-typedef struct {
- /* 0x00 */ ColliderInfo info;
- /* 0x28 */ ColliderJntSphElementDim dim;
-} ColliderJntSphElement; // size = 0x40
-
-typedef struct {
- /* 0x00 */ ColliderInfoInit info;
- /* 0x18 */ ColliderJntSphElementDimInit dim;
-} ColliderJntSphElementInit; // size = 0x24
-
-typedef struct {
- /* 0x00 */ Collider base;
- /* 0x18 */ s32 count;
- /* 0x1C */ ColliderJntSphElement* elements;
-} ColliderJntSph; // size = 0x20
-
-typedef struct {
- /* 0x00 */ ColliderInit base;
- /* 0x08 */ s32 count;
- /* 0x0C */ ColliderJntSphElementInit* elements;
-} ColliderJntSphInit; // size = 0x10
-
-typedef struct {
- /* 0x00 */ ColliderInitType1 base;
- /* 0x08 */ s32 count;
- /* 0x0C */ ColliderJntSphElementInit* elements;
-} ColliderJntSphInitType1; // size = 0x10
-
-typedef struct {
- /* 0x00 */ ColliderInitToActor base;
- /* 0x08 */ s32 count;
- /* 0x0C */ ColliderJntSphElementInit* elements;
-} ColliderJntSphInitToActor; // size = 0x10
-
-typedef struct {
- /* 0x00 */ Collider base;
- /* 0x18 */ ColliderInfo info;
- /* 0x40 */ Cylinder16 dim;
-} ColliderCylinder; // size = 0x4C
-
-typedef struct {
- /* 0x00 */ ColliderInit base;
- /* 0x08 */ ColliderInfoInit info;
- /* 0x20 */ Cylinder16 dim;
-} ColliderCylinderInit; // size = 0x2C
-
-typedef struct {
- /* 0x00 */ ColliderInitType1 base;
- /* 0x08 */ ColliderInfoInit info;
- /* 0x20 */ Cylinder16 dim;
-} ColliderCylinderInitType1; // size = 0x2C
-
-typedef struct {
- /* 0x00 */ ColliderInitToActor base;
- /* 0x08 */ ColliderInfoInit info;
- /* 0x20 */ Cylinder16 dim;
-} ColliderCylinderInitToActor; // size = 0x2C
-
-typedef struct {
- /* 0x00 */ Vec3f vtx[3];
-} ColliderTrisElementDimInit; // size = 0x24
-
-typedef struct {
- /* 0x00 */ ColliderInfo info;
- /* 0x28 */ TriNorm dim;
-} ColliderTrisElement; // size = 0x5C
-
-typedef struct {
- /* 0x00 */ ColliderInfoInit info;
- /* 0x18 */ ColliderTrisElementDimInit dim;
-} ColliderTrisElementInit; // size = 0x3C
-
-typedef struct {
- /* 0x00 */ Collider base;
- /* 0x18 */ s32 count;
- /* 0x1C */ ColliderTrisElement* elements;
-} ColliderTris; // size = 0x20
-
-typedef struct {
- /* 0x00 */ ColliderInit base;
- /* 0x08 */ s32 count;
- /* 0x0C */ ColliderTrisElementInit* elements;
-} ColliderTrisInit; // size = 0x10
-
-typedef struct {
- /* 0x00 */ ColliderInitType1 base;
- /* 0x08 */ s32 count;
- /* 0x0C */ ColliderTrisElementInit* elements;
-} ColliderTrisInitType1; // size = 0x10
-
-typedef struct {
- /* 0x00 */ Vec3f quad[4];
- /* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
- /* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
- /* 0x3C */ f32 acDistSq; // distance to nearest AC collision this frame, squared.
-} ColliderQuadDim; // size = 0x40
-
-typedef struct {
- /* 0x00 */ Vec3f quad[4];
-} ColliderQuadDimInit; // size = 0x30
-
-typedef struct {
- /* 0x00 */ ColliderInfo info;
- /* 0x24 */ ColliderQuadDim dim;
-} ColliderQuadElement; // size = 0x68
-
-typedef struct {
- /* 0x00 */ Collider base;
- /* 0x18 */ ColliderInfo info;
- /* 0x40 */ ColliderQuadDim dim;
-} ColliderQuad; // size = 0x80
-
-typedef struct {
- /* 0x00 */ ColliderInit base;
- /* 0x08 */ ColliderInfoInit info;
- /* 0x20 */ ColliderQuadDimInit dim;
-} ColliderQuadInit; // size = 0x50
-
-typedef struct {
- /* 0x00 */ ColliderInitType1 base;
- /* 0x08 */ ColliderInfoInit info;
- /* 0x20 */ ColliderQuadDimInit dim;
-} ColliderQuadInitType1; // size = 0x50
-
-typedef struct {
- /* 0x00 */ Linef line;
- /* 0x18 */ u16 ocFlags;
-} OcLine; // size = 0x1C
+/*
+ * Bases for all shapes of colliders
+ */
typedef enum {
/* 0 */ COLTYPE_HIT0, // Blue blood, white hitmark
@@ -254,6 +37,63 @@ typedef enum {
/* 4 */ COLSHAPE_MAX
} ColliderShape;
+typedef struct {
+ /* 0x00 */ struct Actor* actor; // Attached actor
+ /* 0x04 */ struct Actor* at; // Actor attached to what it collided with as an AT collider.
+ /* 0x08 */ struct Actor* ac; // Actor attached to what it collided with as an AC collider.
+ /* 0x0C */ struct Actor* oc; // Actor attached to what it collided with as an OC collider.
+ /* 0x10 */ u8 atFlags;
+ /* 0x11 */ u8 acFlags;
+ /* 0x12 */ u8 ocFlags1;
+ /* 0x13 */ u8 ocFlags2; // Flags related to which colliders it can OC collide with.
+ /* 0x14 */ u8 colType; // Determines hitmarks and sound effects during AC collisions. See `ColliderType` enum
+ /* 0x15 */ u8 shape; // See `ColliderShape` enum
+} Collider; // size = 0x18
+
+typedef struct {
+ /* 0x00 */ u8 colType;
+ /* 0x01 */ u8 atFlags;
+ /* 0x02 */ u8 acFlags;
+ /* 0x03 */ u8 ocFlags1;
+ /* 0x04 */ u8 ocFlags2;
+ /* 0x05 */ u8 shape;
+} ColliderInit; // size = 0x06
+
+typedef struct {
+ /* 0x00 */ u8 colType;
+ /* 0x01 */ u8 atFlags;
+ /* 0x02 */ u8 acFlags;
+ /* 0x03 */ u8 ocFlags1;
+ /* 0x04 */ u8 shape;
+} ColliderInitType1; // size = 0x05
+
+typedef struct {
+ /* 0x00 */ struct Actor* actor;
+ /* 0x04 */ u8 atFlags;
+ /* 0x05 */ u8 acFlags;
+ /* 0x06 */ u8 ocFlags1;
+ /* 0x07 */ u8 shape;
+} ColliderInitToActor; // size = 0x08
+
+typedef struct {
+ /* 0x00 */ u32 dmgFlags; // Toucher damage type flags.
+ /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
+ /* 0x05 */ u8 damage; // Damage or Stun Timer
+} ColliderElementTouch; // size = 0x08
+
+typedef struct {
+ /* 0x00 */ u32 dmgFlags; // Bumper damage type flags.
+ /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
+ /* 0x05 */ u8 defense; // Damage Resistance
+ /* 0x06 */ Vec3s hitPos; // Point of contact
+} ColliderElementBump; // size = 0x0C
+
+typedef struct {
+ /* 0x00 */ u32 dmgFlags; // Bumper exclusion mask
+ /* 0x04 */ u8 effect; // Damage Effect (Knockback, Fire, etc.)
+ /* 0x05 */ u8 defense; // Damage Resistance
+} ColliderElementBumpInit; // size = 0x08
+
/**
* Affects the sound Link's sword makes when hitting it, hookability,
* and possibly other things. It's definitely not flags, as all checks
@@ -271,7 +111,204 @@ typedef enum {
/* 7 */ ELEMTYPE_UNK7
} ElementType;
-#define SAC_ENABLE (1 << 0)
+typedef struct ColliderElement {
+ /* 0x00 */ ColliderElementTouch toucher; // Damage properties when acting as an AT collider
+ /* 0x08 */ ColliderElementBump bumper; // Damage properties when acting as an AC collider
+ /* 0x14 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
+ /* 0x15 */ u8 toucherFlags; // Information flags for AT collisions
+ /* 0x16 */ u8 bumperFlags; // Information flags for AC collisions
+ /* 0x17 */ u8 ocElemFlags; // Information flags for OC collisions
+ /* 0x18 */ Collider* atHit; // object touching this element's AT collider
+ /* 0x1C */ Collider* acHit; // object touching this element's AC collider
+ /* 0x20 */ struct ColliderElement* atHitElem; // element that hit the AT collider
+ /* 0x24 */ struct ColliderElement* acHitElem; // element that hit the AC collider
+} ColliderElement; // size = 0x28
+
+typedef struct {
+ /* 0x00 */ u8 elemType; // Affects sfx reaction when attacked by Link and hookability. Full purpose unknown.
+ /* 0x04 */ ColliderElementTouch toucher; // Damage properties when acting as an AT collider
+ /* 0x0C */ ColliderElementBumpInit bumper; // Damage properties when acting as an AC collider
+ /* 0x14 */ u8 toucherFlags; // Information flags for AT collisions
+ /* 0x15 */ u8 bumperFlags; // Information flags for AC collisions
+ /* 0x16 */ u8 ocElemFlags; // Information flags for OC collisions
+} ColliderElementInit; // size = 0x18
+
+/*
+ * JntSph - A collider made of sphere shaped elements. Each sphere can attach to a skeleton joint (limb).
+ */
+
+// collider structs
+
+typedef struct {
+ /* 0x00 */ Sphere16 modelSphere; // model space sphere
+ /* 0x08 */ Sphere16 worldSphere; // world space sphere
+ /* 0x10 */ f32 scale; // world space sphere = model * scale * 0.01
+ /* 0x14 */ u8 limb; // attached limb
+} ColliderJntSphElementDim; // size = 0x18
+
+typedef struct {
+ /* 0x00 */ ColliderElement base;
+ /* 0x28 */ ColliderJntSphElementDim dim;
+} ColliderJntSphElement; // size = 0x40
+
+typedef struct {
+ /* 0x00 */ Collider base;
+ /* 0x18 */ s32 count;
+ /* 0x1C */ ColliderJntSphElement* elements;
+} ColliderJntSph; // size = 0x20
+
+// init data structs
+
+typedef struct {
+ /* 0x00 */ u8 limb; // attached limb
+ /* 0x02 */ Sphere16 modelSphere; // model space sphere
+ /* 0x0A */ s16 scale; // world space sphere = model * scale * 0.01
+} ColliderJntSphElementDimInit; // size = 0x0C
+
+typedef struct {
+ /* 0x00 */ ColliderElementInit base;
+ /* 0x18 */ ColliderJntSphElementDimInit dim;
+} ColliderJntSphElementInit; // size = 0x24
+
+typedef struct {
+ /* 0x00 */ ColliderInit base;
+ /* 0x08 */ s32 count;
+ /* 0x0C */ ColliderJntSphElementInit* elements;
+} ColliderJntSphInit; // size = 0x10
+
+typedef struct {
+ /* 0x00 */ ColliderInitType1 base;
+ /* 0x08 */ s32 count;
+ /* 0x0C */ ColliderJntSphElementInit* elements;
+} ColliderJntSphInitType1; // size = 0x10
+
+typedef struct {
+ /* 0x00 */ ColliderInitToActor base;
+ /* 0x08 */ s32 count;
+ /* 0x0C */ ColliderJntSphElementInit* elements;
+} ColliderJntSphInitToActor; // size = 0x10
+
+/*
+ * Cylinder - A single cylinder shaped collider
+ */
+
+// collider structs
+
+typedef struct {
+ /* 0x00 */ Collider base;
+ /* 0x18 */ ColliderElement elem;
+ /* 0x40 */ Cylinder16 dim;
+} ColliderCylinder; // size = 0x4C
+
+// init data structs
+
+typedef struct {
+ /* 0x00 */ ColliderInit base;
+ /* 0x08 */ ColliderElementInit elem;
+ /* 0x20 */ Cylinder16 dim;
+} ColliderCylinderInit; // size = 0x2C
+
+typedef struct {
+ /* 0x00 */ ColliderInitType1 base;
+ /* 0x08 */ ColliderElementInit elem;
+ /* 0x20 */ Cylinder16 dim;
+} ColliderCylinderInitType1; // size = 0x2C
+
+typedef struct {
+ /* 0x00 */ ColliderInitToActor base;
+ /* 0x08 */ ColliderElementInit elem;
+ /* 0x20 */ Cylinder16 dim;
+} ColliderCylinderInitToActor; // size = 0x2C
+
+/*
+ * Tris - A collider made of triangle shaped elements
+ */
+
+// collider structs
+
+typedef struct {
+ /* 0x00 */ ColliderElement base;
+ /* 0x28 */ TriNorm dim;
+} ColliderTrisElement; // size = 0x5C
+
+typedef struct {
+ /* 0x00 */ Collider base;
+ /* 0x18 */ s32 count;
+ /* 0x1C */ ColliderTrisElement* elements;
+} ColliderTris; // size = 0x20
+
+// init data structs
+
+typedef struct {
+ /* 0x00 */ Vec3f vtx[3];
+} ColliderTrisElementDimInit; // size = 0x24
+
+typedef struct {
+ /* 0x00 */ ColliderElementInit base;
+ /* 0x18 */ ColliderTrisElementDimInit dim;
+} ColliderTrisElementInit; // size = 0x3C
+
+typedef struct {
+ /* 0x00 */ ColliderInit base;
+ /* 0x08 */ s32 count;
+ /* 0x0C */ ColliderTrisElementInit* elements;
+} ColliderTrisInit; // size = 0x10
+
+typedef struct {
+ /* 0x00 */ ColliderInitType1 base;
+ /* 0x08 */ s32 count;
+ /* 0x0C */ ColliderTrisElementInit* elements;
+} ColliderTrisInitType1; // size = 0x10
+
+/*
+ * Quad - A single quad shaped collider
+ */
+
+// collider structs
+
+typedef struct {
+ /* 0x00 */ Vec3f quad[4];
+ /* 0x30 */ Vec3s dcMid; // midpoint of vectors d, c
+ /* 0x36 */ Vec3s baMid; // midpoint of vectors b, a
+ /* 0x3C */ f32 acDistSq; // distance to nearest AC collision this frame, squared.
+} ColliderQuadDim; // size = 0x40
+
+typedef struct {
+ /* 0x00 */ Collider base;
+ /* 0x18 */ ColliderElement elem;
+ /* 0x40 */ ColliderQuadDim dim;
+} ColliderQuad; // size = 0x80
+
+// init data structs
+
+typedef struct {
+ /* 0x00 */ Vec3f quad[4];
+} ColliderQuadDimInit; // size = 0x30
+
+typedef struct {
+ /* 0x00 */ ColliderInit base;
+ /* 0x08 */ ColliderElementInit elem;
+ /* 0x20 */ ColliderQuadDimInit dim;
+} ColliderQuadInit; // size = 0x50
+
+typedef struct {
+ /* 0x00 */ ColliderInitType1 base;
+ /* 0x08 */ ColliderElementInit elem;
+ /* 0x20 */ ColliderQuadDimInit dim;
+} ColliderQuadInitType1; // size = 0x50
+
+/*
+ * Line collider
+ */
+
+typedef struct {
+ /* 0x00 */ Linef line;
+ /* 0x18 */ u16 ocFlags;
+} OcLine; // size = 0x1C
+
+/*
+ * Collider properties, for all shapes
+ */
#define AT_NONE 0 // No flags set. Cannot have AT collisions when set as AT
#define AT_ON (1 << 0) // Can have AT collisions when set as AT
diff --git a/include/z64dma.h b/include/z64dma.h
index 1e9e87b074..e63e02a309 100755
--- a/include/z64dma.h
+++ b/include/z64dma.h
@@ -43,10 +43,12 @@ extern size_t gDmaMgrDmaBuffSize;
// Standard DMA Requests
-s32 DmaMgr_RequestSync(void* ram, uintptr_t vrom, size_t size);
-s32 DmaMgr_RequestSyncDebug(void* ram, uintptr_t vrom, size_t size, const char* file, s32 line);
s32 DmaMgr_RequestAsync(DmaRequest* req, void* ram, uintptr_t vrom, size_t size, u32 unk5, OSMesgQueue* queue,
- OSMesg msg, const char* file, s32 line);
+ OSMesg msg);
+s32 DmaMgr_RequestSync(void* ram, uintptr_t vrom, size_t size);
+s32 DmaMgr_RequestAsyncDebug(DmaRequest* req, void* ram, uintptr_t vrom, size_t size, u32 unk5, OSMesgQueue* queue,
+ OSMesg msg, const char* file, s32 line);
+s32 DmaMgr_RequestSyncDebug(void* ram, uintptr_t vrom, size_t size, const char* file, s32 line);
// Special-purpose DMA Requests
diff --git a/include/z64item.h b/include/z64item.h
index 61f0cb3e66..0b2158e60d 100644
--- a/include/z64item.h
+++ b/include/z64item.h
@@ -308,7 +308,7 @@ typedef enum {
/* 0x99 */ ITEM_DEKU_STICK_UPGRADE_30,
/* 0x9A */ ITEM_DEKU_NUT_UPGRADE_30,
/* 0x9B */ ITEM_DEKU_NUT_UPGRADE_40,
- /* 0xFC */ ITEM_LAST_USED = 0xFC,
+ /* 0xFC */ ITEM_SWORD_CS = 0xFC,
/* 0xFE */ ITEM_NONE_FE = 0xFE,
/* 0xFF */ ITEM_NONE = 0xFF
} ItemID;
diff --git a/include/z64message.h b/include/z64message.h
index 6c0c91bfcf..9b42e60847 100644
--- a/include/z64message.h
+++ b/include/z64message.h
@@ -82,6 +82,70 @@ typedef enum {
/* 0x37 */ MSGMODE_PAUSED // Causes the message system to do nothing until external code sets a new message mode or calls a public function
} MessageMode;
+typedef enum MaskReactionSet {
+ /* 0x00 */ MASK_REACTION_SET_CARPENTER_BOSS,
+ /* 0x01 */ MASK_REACTION_SET_CARPENTER_1,
+ /* 0x02 */ MASK_REACTION_SET_CARPENTER_2,
+ /* 0x03 */ MASK_REACTION_SET_CARPENTER_3,
+ /* 0x04 */ MASK_REACTION_SET_CARPENTER_4,
+ /* 0x05 */ MASK_REACTION_SET_HYRULIAN_GUARD,
+ /* 0x06 */ MASK_REACTION_SET_HEISHI4_1,
+ /* 0x07 */ MASK_REACTION_SET_HEISHI4_2,
+ /* 0x08 */ MASK_REACTION_SET_CUCCO_LADY,
+ /* 0x09 */ MASK_REACTION_SET_CARPENTERS_SON,
+ /* 0x0A */ MASK_REACTION_SET_KAKARIKO_ROOF_MAN,
+ /* 0x0B */ MASK_REACTION_SET_WINDMILL_MAN,
+ /* 0x0C */ MASK_REACTION_SET_12, // Unused
+ /* 0x0D */ MASK_REACTION_SET_CURSED_SKULLTULA_MAN,
+ /* 0x0E */ MASK_REACTION_SET_DAMPE,
+ /* 0x0F */ MASK_REACTION_SET_GRAVEYARD_KID,
+ /* 0x10 */ MASK_REACTION_SET_SARIA,
+ /* 0x11 */ MASK_REACTION_SET_MIDO,
+ /* 0x12 */ MASK_REACTION_SET_FADO,
+ /* 0x13 */ MASK_REACTION_SET_KOKIRI_1,
+ /* 0x14 */ MASK_REACTION_SET_KOKIRI_2,
+ /* 0x15 */ MASK_REACTION_SET_SKULL_KID,
+ /* 0x16 */ MASK_REACTION_SET_ZELDA,
+ /* 0x17 */ MASK_REACTION_SET_MALON,
+ /* 0x18 */ MASK_REACTION_SET_TALON,
+ /* 0x19 */ MASK_REACTION_SET_INGO,
+ /* 0x1A */ MASK_REACTION_SET_LAKESIDE_PROFESSOR,
+ /* 0x1B */ MASK_REACTION_SET_MAGIC_BEAN_SALESMAN,
+ /* 0x1C */ MASK_REACTION_SET_RUNNING_MAN,
+ /* 0x1D */ MASK_REACTION_SET_ZORA,
+ /* 0x1E */ MASK_REACTION_SET_KING_ZORA,
+ /* 0x1F */ MASK_REACTION_SET_RUTO,
+ /* 0x20 */ MASK_REACTION_SET_GORON,
+ /* 0x21 */ MASK_REACTION_SET_DARUNIA,
+ /* 0x22 */ MASK_REACTION_SET_GERUDO_WHITE,
+ /* 0x23 */ MASK_REACTION_SET_NABOORU,
+ /* 0x24 */ MASK_REACTION_SET_DANCING_COUPLE,
+ /* 0x25 */ MASK_REACTION_SET_37, // ENHY_TYPE_AOB
+ /* 0x26 */ MASK_REACTION_SET_38, // ENHY_TYPE_COB
+ /* 0x27 */ MASK_REACTION_SET_39, // ENHY_TYPE_AHG_2
+ /* 0x28 */ MASK_REACTION_SET_40, // ENHY_TYPE_BOJ_3
+ /* 0x29 */ MASK_REACTION_SET_41, // ENHY_TYPE_AHG_4
+ /* 0x2A */ MASK_REACTION_SET_42, // ENHY_TYPE_BOJ_5
+ /* 0x2B */ MASK_REACTION_SET_43, // ENHY_TYPE_BBA
+ /* 0x2C */ MASK_REACTION_SET_44, // ENHY_TYPE_BJI_7
+ /* 0x2D */ MASK_REACTION_SET_45, // ENHY_TYPE_CNE_8
+ /* 0x2E */ MASK_REACTION_SET_46, // ENHY_TYPE_BOJ_9
+ /* 0x2F */ MASK_REACTION_SET_47, // ENHY_TYPE_BOJ_10
+ /* 0x30 */ MASK_REACTION_SET_48, // ENHY_TYPE_CNE_11
+ /* 0x31 */ MASK_REACTION_SET_49, // ENHY_TYPE_BOJ_12
+ /* 0x32 */ MASK_REACTION_SET_50, // ENHY_TYPE_AHG_13
+ /* 0x33 */ MASK_REACTION_SET_51, // ENHY_TYPE_BOJ_14
+ /* 0x34 */ MASK_REACTION_SET_52, // ENHY_TYPE_BJI_15
+ /* 0x35 */ MASK_REACTION_SET_53, // ENHY_TYPE_BOJ_16
+ /* 0x36 */ MASK_REACTION_SET_54, // ENHY_TYPE_AHG_17
+ /* 0x37 */ MASK_REACTION_SET_55, // ENHY_TYPE_BOB_18
+ /* 0x38 */ MASK_REACTION_SET_56, // ENHY_TYPE_BJI_19
+ /* 0x39 */ MASK_REACTION_SET_57, // ENHY_TYPE_AHG_20
+ /* 0x3A */ MASK_REACTION_SET_HAGGLING_TOWNSPEOPLE_1,
+ /* 0x3B */ MASK_REACTION_SET_HAGGLING_TOWNSPEOPLE_2,
+ /* 0x3C */ MASK_REACTION_SET_MAX
+} MaskReactionSet;
+
typedef enum {
/* 0 */ TEXT_STATE_NONE,
/* 1 */ TEXT_STATE_DONE_HAS_NEXT,
diff --git a/include/z64player.h b/include/z64player.h
index f5da3c88a6..f47160bdba 100644
--- a/include/z64player.h
+++ b/include/z64player.h
@@ -71,7 +71,7 @@ typedef enum {
typedef enum {
/* 0x00 */ PLAYER_IA_NONE,
- /* 0x01 */ PLAYER_IA_LAST_USED,
+ /* 0x01 */ PLAYER_IA_SWORD_CS, // Hold sword without shield in hand. The sword is not useable.
/* 0x02 */ PLAYER_IA_FISHING_POLE,
/* 0x03 */ PLAYER_IA_SWORD_MASTER,
/* 0x04 */ PLAYER_IA_SWORD_KOKIRI,
@@ -229,9 +229,9 @@ typedef enum {
} PlayerDoorType;
typedef enum {
- /* 0x00 */ PLAYER_MODELGROUP_0, // unused (except with the `func_80091880` bug)
- /* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, // kokiri/master sword, shield not in hand
- /* 0x02 */ PLAYER_MODELGROUP_SWORD, // kokiri/master sword and possibly shield
+ /* 0x00 */ PLAYER_MODELGROUP_0, // unused (except for a bug in `Player_OverrideLimbDrawPause`)
+ /* 0x01 */ PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD, //hold sword only. used for holding sword only as child link with hylian shield equipped
+ /* 0x02 */ PLAYER_MODELGROUP_SWORD_AND_SHIELD, // hold sword and shield or just sword if no shield is equipped
/* 0x03 */ PLAYER_MODELGROUP_DEFAULT, // non-specific models, for items that don't have particular link models
/* 0x04 */ PLAYER_MODELGROUP_4, // unused, same as PLAYER_MODELGROUP_DEFAULT
/* 0x05 */ PLAYER_MODELGROUP_BGS, // biggoron sword
@@ -244,7 +244,7 @@ typedef enum {
/* 0x0C */ PLAYER_MODELGROUP_OCARINA, // ocarina
/* 0x0D */ PLAYER_MODELGROUP_OOT, // ocarina of time
/* 0x0E */ PLAYER_MODELGROUP_BOTTLE, // bottles (drawn separately)
- /* 0x0F */ PLAYER_MODELGROUP_15, // "last used"
+ /* 0x0F */ PLAYER_MODELGROUP_SWORD, // hold sword and no shield, even if one is equipped
/* 0x10 */ PLAYER_MODELGROUP_MAX
} PlayerModelGroup;
@@ -822,7 +822,7 @@ typedef struct Player {
/* 0x088E */ u8 unk_88E;
/* 0x088F */ u8 unk_88F;
/* 0x0890 */ u8 unk_890;
- /* 0x0891 */ u8 shockTimer;
+ /* 0x0891 */ u8 bodyShockTimer;
/* 0x0892 */ u8 unk_892;
/* 0x0893 */ u8 hoverBootsTimer;
/* 0x0894 */ s16 fallStartHeight; // last truncated Y position before falling
@@ -842,8 +842,8 @@ typedef struct Player {
/* 0x0908 */ Vec3f bodyPartsPos[PLAYER_BODYPART_MAX];
/* 0x09E0 */ MtxF mf_9E0;
/* 0x0A20 */ MtxF shieldMf;
- /* 0x0A60 */ u8 isBurning;
- /* 0x0A61 */ u8 flameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
+ /* 0x0A60 */ u8 bodyIsBurning;
+ /* 0x0A61 */ u8 bodyFlameTimers[PLAYER_BODYPART_MAX]; // one flame per body part
/* 0x0A73 */ u8 unk_A73;
/* 0x0A74 */ PlayerFuncA74 func_A74;
/* 0x0A78 */ s8 invincibilityTimer; // prevents damage when nonzero (positive = visible, counts towards zero each frame)
diff --git a/include/z64save.h b/include/z64save.h
index c5f8b6f64a..9e5cc4fe03 100644
--- a/include/z64save.h
+++ b/include/z64save.h
@@ -414,13 +414,13 @@ typedef enum {
#define EVENTCHKINF_0B 0x0B
#define EVENTCHKINF_0C 0x0C
#define EVENTCHKINF_0F 0x0F
-#define EVENTCHKINF_10 0x10
+#define EVENTCHKINF_TALKED_TO_MALON_FIRST_TIME 0x10
#define EVENTCHKINF_11 0x11
-#define EVENTCHKINF_12 0x12
+#define EVENTCHKINF_RECEIVED_WEIRD_EGG 0x12
#define EVENTCHKINF_TALON_WOKEN_IN_CASTLE 0x13
#define EVENTCHKINF_TALON_RETURNED_FROM_CASTLE 0x14
-#define EVENTCHKINF_15 0x15
-#define EVENTCHKINF_16 0x16
+#define EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH 0x15
+#define EVENTCHKINF_CAN_LEARN_EPONAS_SONG 0x16
#define EVENTCHKINF_EPONA_OBTAINED 0x18
#define EVENTCHKINF_1B 0x1B
#define EVENTCHKINF_1C 0x1C
@@ -688,9 +688,9 @@ typedef enum {
#define INFTABLE_76 0x76
#define INFTABLE_77 0x77
#define INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE 0x7E
-#define INFTABLE_84 0x84
-#define INFTABLE_85 0x85
-#define INFTABLE_8B 0x8B
+#define INFTABLE_TALKED_TO_MALON_FIRST_TIME 0x84
+#define INFTABLE_TOLD_EPONA_IS_SCARED 0x85
+#define INFTABLE_MALON_SPAWNED_AT_HYRULE_CASTLE 0x8B
#define INFTABLE_8C 0x8C
#define INFTABLE_8D 0x8D
#define INFTABLE_8E 0x8E
diff --git a/progress.py b/progress.py
index 5c56e4c6c4..6b05f7a648 100755
--- a/progress.py
+++ b/progress.py
@@ -2,7 +2,6 @@
import argparse
import json
-import csv
import git
import os
import re
@@ -59,10 +58,10 @@ def GetNonMatchingSize(path):
return size
def IsCFile(objfile):
- srcfile = objfile.strip().replace("build/", "").replace(".o", ".c")
+ srcfile = objfile.strip().replace("build/gc-eu-mq-dbg/", "").replace(".o", ".c")
return os.path.isfile(srcfile)
-mapFile = ReadAllLines("build/z64.map")
+mapFile = ReadAllLines("build/gc-eu-mq-dbg/z64.map")
curSegment = None
src = 0
code = 0
@@ -86,15 +85,15 @@ for line in mapFile:
objFile = lineSplit[3]
if (section == ".text" and IsCFile(objFile)):
- if (objFile.startswith("build/src")):
+ if objFile.startswith("build/gc-eu-mq-dbg/src"):
src += size
- if (objFile.startswith("build/src/code") or (objFile.startswith("build/src/libultra/") and curSegment == "code")):
- code += size
- elif (objFile.startswith("build/src/boot") or (objFile.startswith("build/src/libultra/") and curSegment == "boot")):
- boot += size
- elif (objFile.startswith("build/src/overlays")):
- ovl += size
+ if curSegment == "code":
+ code += size
+ elif curSegment == "boot":
+ boot += size
+ else:
+ ovl += size
nonMatchingASM = GetNonMatchingSize("asm/non_matchings")
nonMatchingASMBoot = GetNonMatchingSize("asm/non_matchings/boot")
diff --git a/spec b/spec
index 7a02ebd18c..846fa3b72c 100644
--- a/spec
+++ b/spec
@@ -4,10476 +4,10476 @@
beginseg
name "makerom"
- include "build/src/makerom/rom_header.o"
- include "build/src/makerom/ipl3.o"
- include "build/src/makerom/entry.o"
+ include "$(BUILD_DIR)/src/makerom/rom_header.o"
+ include "$(BUILD_DIR)/src/makerom/ipl3.o"
+ include "$(BUILD_DIR)/src/makerom/entry.o"
endseg
beginseg
name "boot"
address 0x80000460
- include "build/src/boot/boot_main.o"
- include "build/data/unk_800093F0.data.o"
- include "build/data/unk_80009410.data.o"
- include "build/src/boot/idle.o"
- include "build/src/boot/viconfig.o"
- include "build/src/boot/z_std_dma.o"
- include "build/src/boot/yaz0.o"
- include "build/src/boot/z_locale.o"
- include "build/src/boot/assert.o"
- include "build/src/boot/is_debug.o"
- include "build/src/libultra/io/driverominit.o"
- include "build/src/boot/mio0.o"
- include "build/src/boot/stackcheck.o"
- include "build/src/boot/logutils.o"
- include "build/src/libultra/libc/sprintf.o"
- include "build/src/libultra/io/piacs.o"
- include "build/src/libultra/os/sendmesg.o"
- include "build/src/libultra/os/stopthread.o"
- include "build/src/libultra/io/viextendvstart.o"
- include "build/src/libultra/io/vimodepallan1.o"
- include "build/src/libultra/os/recvmesg.o"
- include "build/src/libultra/os/initialize.o"
- include "build/src/libultra/libc/ll.o"
- include "build/src/libultra/os/exceptasm.o"
- include "build/src/libultra/os/thread.o"
- include "build/src/libultra/os/destroythread.o"
- include "build/src/libultra/libc/bzero.o"
- include "build/src/libultra/os/parameters.o"
- include "build/src/libultra/os/createthread.o"
- include "build/src/libultra/os/setsr.o"
- include "build/src/libultra/os/getsr.o"
- include "build/src/libultra/os/writebackdcache.o"
- include "build/src/libultra/io/vigetnextframebuf.o"
- include "build/src/libultra/io/pimgr.o"
- include "build/src/libultra/io/devmgr.o"
- include "build/src/libultra/io/pirawdma.o"
- include "build/src/libultra/os/virtualtophysical.o"
- include "build/src/libultra/io/viblack.o"
- include "build/src/libultra/io/sirawread.o"
- include "build/src/libultra/os/getthreadid.o"
- include "build/src/libultra/os/setintmask.o"
- include "build/src/libultra/io/visetmode.o"
- include "build/src/libultra/os/probetlb.o"
- include "build/src/libultra/os/getmemsize.o"
- include "build/src/libultra/os/seteventmesg.o"
- include "build/src/libultra/libc/xprintf.o"
- include "build/src/libultra/os/unmaptlball.o"
- include "build/src/libultra/io/epidma.o"
- include "build/src/libultra/libc/string.o"
- include "build/src/libultra/os/invalicache.o"
- include "build/src/libultra/os/createmesgqueue.o"
- include "build/src/libultra/os/invaldcache.o"
- include "build/src/libultra/io/si.o"
- include "build/src/libultra/os/jammesg.o"
- include "build/src/libultra/os/setthreadpri.o"
- include "build/src/libultra/os/getthreadpri.o"
- include "build/src/libultra/io/epirawread.o"
- include "build/src/libultra/io/viswapbuf.o"
- include "build/src/libultra/io/epirawdma.o"
- include "build/src/libultra/libc/bcmp.o"
- include "build/src/libultra/os/gettime.o"
- include "build/src/libultra/os/timerintr.o"
- include "build/src/libultra/os/getcount.o"
- include "build/src/libultra/os/setglobalintmask.o"
- include "build/src/libultra/os/setcompare.o"
- include "build/src/libultra/libc/bcopy.o"
- include "build/src/libultra/os/resetglobalintmask.o"
- include "build/src/libultra/os/interrupt.o"
- include "build/src/libultra/io/vimodentsclan1.o"
- include "build/src/libultra/io/vimodempallan1.o"
- include "build/src/libultra/io/vi.o"
- include "build/src/libultra/io/viswapcontext.o"
- include "build/src/libultra/io/pigetcmdq.o"
- include "build/src/libultra/io/epiread.o"
- include "build/src/libultra/io/visetspecial.o"
- include "build/src/libultra/io/cartrominit.o"
- include "build/src/libultra/io/vimodefpallan1.o"
- include "build/src/libultra/os/setfpccsr.o"
- include "build/src/libultra/os/getfpccsr.o"
- include "build/src/libultra/io/epiwrite.o"
- include "build/src/libultra/os/maptlbrdb.o"
- include "build/src/libultra/os/yieldthread.o"
- include "build/src/libultra/os/getcause.o"
- include "build/src/libultra/io/epirawwrite.o"
- include "build/src/libultra/libc/xlitob.o"
- include "build/src/libultra/libc/ldiv.o"
- include "build/src/libultra/libc/xldtob.o"
- include "build/src/boot/build.o"
- include "build/src/libultra/io/sirawwrite.o"
- include "build/src/libultra/io/vimgr.o"
- include "build/src/libultra/io/vigetcurrcontext.o"
- include "build/src/libultra/os/startthread.o"
- include "build/src/libultra/io/visetyscale.o"
- include "build/src/libultra/io/visetxscale.o"
- include "build/src/libultra/os/sethwintrroutine.o"
- include "build/src/libultra/os/gethwintrroutine.o"
- include "build/src/libultra/os/setwatchlo.o"
- include "build/data/rsp_boot.text.o"
+ include "$(BUILD_DIR)/src/boot/boot_main.o"
+ include "$(BUILD_DIR)/data/unk_800093F0.data.o"
+ include "$(BUILD_DIR)/data/unk_80009410.data.o"
+ include "$(BUILD_DIR)/src/boot/idle.o"
+ include "$(BUILD_DIR)/src/boot/viconfig.o"
+ include "$(BUILD_DIR)/src/boot/z_std_dma.o"
+ include "$(BUILD_DIR)/src/boot/yaz0.o"
+ include "$(BUILD_DIR)/src/boot/z_locale.o"
+ include "$(BUILD_DIR)/src/boot/assert.o"
+ include "$(BUILD_DIR)/src/boot/is_debug.o"
+ include "$(BUILD_DIR)/src/libultra/io/driverominit.o"
+ include "$(BUILD_DIR)/src/boot/mio0.o"
+ include "$(BUILD_DIR)/src/boot/stackcheck.o"
+ include "$(BUILD_DIR)/src/boot/logutils.o"
+ include "$(BUILD_DIR)/src/libultra/libc/sprintf.o"
+ include "$(BUILD_DIR)/src/libultra/io/piacs.o"
+ include "$(BUILD_DIR)/src/libultra/os/sendmesg.o"
+ include "$(BUILD_DIR)/src/libultra/os/stopthread.o"
+ include "$(BUILD_DIR)/src/libultra/io/viextendvstart.o"
+ include "$(BUILD_DIR)/src/libultra/io/vimodepallan1.o"
+ include "$(BUILD_DIR)/src/libultra/os/recvmesg.o"
+ include "$(BUILD_DIR)/src/libultra/os/initialize.o"
+ include "$(BUILD_DIR)/src/libultra/libc/ll.o"
+ include "$(BUILD_DIR)/src/libultra/os/exceptasm.o"
+ include "$(BUILD_DIR)/src/libultra/os/thread.o"
+ include "$(BUILD_DIR)/src/libultra/os/destroythread.o"
+ include "$(BUILD_DIR)/src/libultra/libc/bzero.o"
+ include "$(BUILD_DIR)/src/libultra/os/parameters.o"
+ include "$(BUILD_DIR)/src/libultra/os/createthread.o"
+ include "$(BUILD_DIR)/src/libultra/os/setsr.o"
+ include "$(BUILD_DIR)/src/libultra/os/getsr.o"
+ include "$(BUILD_DIR)/src/libultra/os/writebackdcache.o"
+ include "$(BUILD_DIR)/src/libultra/io/vigetnextframebuf.o"
+ include "$(BUILD_DIR)/src/libultra/io/pimgr.o"
+ include "$(BUILD_DIR)/src/libultra/io/devmgr.o"
+ include "$(BUILD_DIR)/src/libultra/io/pirawdma.o"
+ include "$(BUILD_DIR)/src/libultra/os/virtualtophysical.o"
+ include "$(BUILD_DIR)/src/libultra/io/viblack.o"
+ include "$(BUILD_DIR)/src/libultra/io/sirawread.o"
+ include "$(BUILD_DIR)/src/libultra/os/getthreadid.o"
+ include "$(BUILD_DIR)/src/libultra/os/setintmask.o"
+ include "$(BUILD_DIR)/src/libultra/io/visetmode.o"
+ include "$(BUILD_DIR)/src/libultra/os/probetlb.o"
+ include "$(BUILD_DIR)/src/libultra/os/getmemsize.o"
+ include "$(BUILD_DIR)/src/libultra/os/seteventmesg.o"
+ include "$(BUILD_DIR)/src/libultra/libc/xprintf.o"
+ include "$(BUILD_DIR)/src/libultra/os/unmaptlball.o"
+ include "$(BUILD_DIR)/src/libultra/io/epidma.o"
+ include "$(BUILD_DIR)/src/libultra/libc/string.o"
+ include "$(BUILD_DIR)/src/libultra/os/invalicache.o"
+ include "$(BUILD_DIR)/src/libultra/os/createmesgqueue.o"
+ include "$(BUILD_DIR)/src/libultra/os/invaldcache.o"
+ include "$(BUILD_DIR)/src/libultra/io/si.o"
+ include "$(BUILD_DIR)/src/libultra/os/jammesg.o"
+ include "$(BUILD_DIR)/src/libultra/os/setthreadpri.o"
+ include "$(BUILD_DIR)/src/libultra/os/getthreadpri.o"
+ include "$(BUILD_DIR)/src/libultra/io/epirawread.o"
+ include "$(BUILD_DIR)/src/libultra/io/viswapbuf.o"
+ include "$(BUILD_DIR)/src/libultra/io/epirawdma.o"
+ include "$(BUILD_DIR)/src/libultra/libc/bcmp.o"
+ include "$(BUILD_DIR)/src/libultra/os/gettime.o"
+ include "$(BUILD_DIR)/src/libultra/os/timerintr.o"
+ include "$(BUILD_DIR)/src/libultra/os/getcount.o"
+ include "$(BUILD_DIR)/src/libultra/os/setglobalintmask.o"
+ include "$(BUILD_DIR)/src/libultra/os/setcompare.o"
+ include "$(BUILD_DIR)/src/libultra/libc/bcopy.o"
+ include "$(BUILD_DIR)/src/libultra/os/resetglobalintmask.o"
+ include "$(BUILD_DIR)/src/libultra/os/interrupt.o"
+ include "$(BUILD_DIR)/src/libultra/io/vimodentsclan1.o"
+ include "$(BUILD_DIR)/src/libultra/io/vimodempallan1.o"
+ include "$(BUILD_DIR)/src/libultra/io/vi.o"
+ include "$(BUILD_DIR)/src/libultra/io/viswapcontext.o"
+ include "$(BUILD_DIR)/src/libultra/io/pigetcmdq.o"
+ include "$(BUILD_DIR)/src/libultra/io/epiread.o"
+ include "$(BUILD_DIR)/src/libultra/io/visetspecial.o"
+ include "$(BUILD_DIR)/src/libultra/io/cartrominit.o"
+ include "$(BUILD_DIR)/src/libultra/io/vimodefpallan1.o"
+ include "$(BUILD_DIR)/src/libultra/os/setfpccsr.o"
+ include "$(BUILD_DIR)/src/libultra/os/getfpccsr.o"
+ include "$(BUILD_DIR)/src/libultra/io/epiwrite.o"
+ include "$(BUILD_DIR)/src/libultra/os/maptlbrdb.o"
+ include "$(BUILD_DIR)/src/libultra/os/yieldthread.o"
+ include "$(BUILD_DIR)/src/libultra/os/getcause.o"
+ include "$(BUILD_DIR)/src/libultra/io/epirawwrite.o"
+ include "$(BUILD_DIR)/src/libultra/libc/xlitob.o"
+ include "$(BUILD_DIR)/src/libultra/libc/ldiv.o"
+ include "$(BUILD_DIR)/src/libultra/libc/xldtob.o"
+ include "$(BUILD_DIR)/src/boot/build.o"
+ include "$(BUILD_DIR)/src/libultra/io/sirawwrite.o"
+ include "$(BUILD_DIR)/src/libultra/io/vimgr.o"
+ include "$(BUILD_DIR)/src/libultra/io/vigetcurrcontext.o"
+ include "$(BUILD_DIR)/src/libultra/os/startthread.o"
+ include "$(BUILD_DIR)/src/libultra/io/visetyscale.o"
+ include "$(BUILD_DIR)/src/libultra/io/visetxscale.o"
+ include "$(BUILD_DIR)/src/libultra/os/sethwintrroutine.o"
+ include "$(BUILD_DIR)/src/libultra/os/gethwintrroutine.o"
+ include "$(BUILD_DIR)/src/libultra/os/setwatchlo.o"
+ include "$(BUILD_DIR)/data/rsp_boot.text.o"
#ifdef COMPILER_GCC
- include "build/src/gcc_fix/missing_gcc_functions.o"
+ include "$(BUILD_DIR)/src/gcc_fix/missing_gcc_functions.o"
#endif
endseg
beginseg
name "dmadata"
- include "build/src/dmadata/dmadata.o"
+ include "$(BUILD_DIR)/src/dmadata/dmadata.o"
endseg
beginseg
name "Audiobank"
address 0x10 // fake RAM address to avoid map lookup inaccuracies
- include "build/baserom/Audiobank.o"
+ include "$(BUILD_DIR)/baserom/Audiobank.o"
endseg
beginseg
name "Audioseq"
- include "build/baserom/Audioseq.o"
+ include "$(BUILD_DIR)/baserom/Audioseq.o"
endseg
beginseg
name "Audiotable"
- include "build/baserom/Audiotable.o"
+ include "$(BUILD_DIR)/baserom/Audiotable.o"
endseg
beginseg
name "link_animetion"
- include "build/assets/misc/link_animetion/link_animetion.o"
+ include "$(BUILD_DIR)/assets/misc/link_animetion/link_animetion.o"
number 7
endseg
beginseg
name "icon_item_static"
romalign 0x1000
- include "build/assets/textures/icon_item_static/icon_item_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_static/icon_item_static.o"
number 8
endseg
beginseg
name "icon_item_24_static"
romalign 0x1000
- include "build/assets/textures/icon_item_24_static/icon_item_24_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_24_static/icon_item_24_static.o"
number 9
endseg
beginseg
name "icon_item_field_static"
romalign 0x1000
- include "build/assets/textures/icon_item_field_static/icon_item_field_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_field_static/icon_item_field_static.o"
number 12
endseg
beginseg
name "icon_item_dungeon_static"
romalign 0x1000
- include "build/assets/textures/icon_item_dungeon_static/icon_item_dungeon_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_dungeon_static/icon_item_dungeon_static.o"
number 12
endseg
beginseg
name "icon_item_gameover_static"
romalign 0x1000
- include "build/assets/textures/icon_item_gameover_static/icon_item_gameover_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_gameover_static/icon_item_gameover_static.o"
number 12
endseg
beginseg
name "icon_item_nes_static"
romalign 0x1000
- include "build/assets/textures/icon_item_nes_static/icon_item_nes_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_nes_static/icon_item_nes_static.o"
number 13
endseg
beginseg
name "icon_item_ger_static"
romalign 0x1000
- include "build/assets/textures/icon_item_ger_static/icon_item_ger_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_ger_static/icon_item_ger_static.o"
number 13
endseg
beginseg
name "icon_item_fra_static"
romalign 0x1000
- include "build/assets/textures/icon_item_fra_static/icon_item_fra_static.o"
+ include "$(BUILD_DIR)/assets/textures/icon_item_fra_static/icon_item_fra_static.o"
number 13
endseg
beginseg
name "item_name_static"
romalign 0x1000
- include "build/assets/textures/item_name_static/item_name_static.o"
+ include "$(BUILD_DIR)/assets/textures/item_name_static/item_name_static.o"
number 10
endseg
beginseg
name "map_name_static"
romalign 0x1000
- include "build/assets/textures/map_name_static/map_name_static.o"
+ include "$(BUILD_DIR)/assets/textures/map_name_static/map_name_static.o"
number 11
endseg
beginseg
name "do_action_static"
romalign 0x1000
- include "build/assets/textures/do_action_static/do_action_static.o"
+ include "$(BUILD_DIR)/assets/textures/do_action_static/do_action_static.o"
number 7
endseg
beginseg
name "message_static"
romalign 0x1000
- include "build/assets/textures/message_static/message_static.o"
+ include "$(BUILD_DIR)/assets/textures/message_static/message_static.o"
number 7
endseg
beginseg
name "message_texture_static"
romalign 0x1000
- include "build/assets/textures/message_texture_static/message_texture_static.o"
+ include "$(BUILD_DIR)/assets/textures/message_texture_static/message_texture_static.o"
number 9
endseg
beginseg
name "nes_font_static"
romalign 0x1000
- include "build/assets/textures/nes_font_static/nes_font_static.o"
+ include "$(BUILD_DIR)/assets/textures/nes_font_static/nes_font_static.o"
number 10
endseg
beginseg
name "nes_message_data_static"
romalign 0x1000
- include "build/assets/text/nes_message_data_static.o"
+ include "$(BUILD_DIR)/assets/text/nes_message_data_static.o"
number 7
endseg
beginseg
name "ger_message_data_static"
romalign 0x1000
- include "build/assets/text/ger_message_data_static.o"
+ include "$(BUILD_DIR)/assets/text/ger_message_data_static.o"
number 7
endseg
beginseg
name "fra_message_data_static"
romalign 0x1000
- include "build/assets/text/fra_message_data_static.o"
+ include "$(BUILD_DIR)/assets/text/fra_message_data_static.o"
number 7
endseg
beginseg
name "staff_message_data_static"
romalign 0x1000
- include "build/assets/text/staff_message_data_static.o"
+ include "$(BUILD_DIR)/assets/text/staff_message_data_static.o"
number 7
endseg
beginseg
name "map_grand_static"
romalign 0x1000
- include "build/assets/textures/map_grand_static/map_grand_static.o"
+ include "$(BUILD_DIR)/assets/textures/map_grand_static/map_grand_static.o"
number 11
endseg
beginseg
name "map_48x85_static"
romalign 0x1000
- include "build/assets/textures/map_48x85_static/map_48x85_static.o"
+ include "$(BUILD_DIR)/assets/textures/map_48x85_static/map_48x85_static.o"
number 11
endseg
beginseg
name "map_i_static"
romalign 0x1000
- include "build/assets/textures/map_i_static/map_i_static.o"
+ include "$(BUILD_DIR)/assets/textures/map_i_static/map_i_static.o"
number 11
endseg
beginseg
name "code"
after "dmadata"
- include "build/src/code/z_en_a_keep.o"
- include "build/src/code/z_en_item00.o"
- include "build/src/code/z_eff_blure.o"
- include "build/src/code/z_eff_shield_particle.o"
- include "build/src/code/z_eff_spark.o"
- include "build/src/code/z_eff_ss_dead.o"
- include "build/src/code/z_effect.o"
- include "build/src/code/z_effect_soft_sprite.o"
- include "build/src/code/z_effect_soft_sprite_old_init.o"
- include "build/src/code/z_effect_soft_sprite_dlftbls.o"
- include "build/src/code/flg_set.o"
- include "build/src/code/z_DLF.o"
- include "build/src/code/z_actor.o"
- include "build/src/code/z_actor_dlftbls.o"
- include "build/src/code/z_bgcheck.o"
- include "build/src/code/code_800430A0.o"
- include "build/src/code/code_80043480.o"
- include "build/src/code/z_camera.o"
- include "build/src/code/z_collision_btltbls.o"
- include "build/src/code/z_collision_check.o"
- include "build/src/code/z_common_data.o"
- include "build/src/code/z_debug.o"
- include "build/src/code/z_debug_display.o"
- include "build/src/code/z_demo.o"
- include "build/src/code/code_80069420.o"
- include "build/src/code/z_draw.o"
- include "build/src/code/z_sfx_source.o"
- include "build/src/code/z_elf_message.o"
- include "build/src/code/z_face_reaction.o"
- include "build/src/code/code_8006C3A0.o"
- include "build/src/code/z_fcurve_data.o"
- include "build/src/code/z_fcurve_data_skelanime.o"
- include "build/src/code/z_game_dlftbls.o"
- include "build/src/code/z_horse.o"
- include "build/src/code/z_jpeg.o"
- include "build/src/code/z_kaleido_setup.o"
- include "build/src/code/z_kanfont.o"
- include "build/src/code/z_kankyo.o"
- include "build/src/code/z_lib.o"
- include "build/src/code/z_lifemeter.o"
- include "build/src/code/z_lights.o"
- include "build/src/code/z_malloc.o"
- include "build/src/code/z_map_mark.o"
- include "build/src/code/z_moji.o"
- include "build/src/code/z_prenmi_buff.o"
- include "build/src/code/z_nulltask.o"
- include "build/src/code/z_olib.o"
- include "build/src/code/z_onepointdemo.o"
- include "build/src/code/z_map_exp.o"
- include "build/src/code/z_map_data.o"
- include "build/src/code/z_parameter.o"
- include "build/src/code/z_path.o"
- include "build/src/code/z_frame_advance.o"
- include "build/src/code/z_player_lib.o"
- include "build/src/code/z_prenmi.o"
- include "build/src/code/z_quake.o"
- include "build/src/code/z_rcp.o"
- include "build/src/code/z_room.o"
- include "build/src/code/z_sample.o"
- include "build/src/code/code_80097A00.o"
- include "build/src/code/z_scene.o"
- include "build/src/code/object_table.o"
- include "build/src/code/z_scene_table.o"
- include "build/src/code/z_skelanime.o"
- include "build/src/code/z_skin.o"
- include "build/src/code/z_skin_awb.o"
- include "build/src/code/z_skin_matrix.o"
- include "build/src/code/z_sram.o"
- include "build/src/code/z_ss_sram.o"
- include "build/src/code/z_rumble.o"
- include "build/data/z_text.data.o"
- include "build/data/unk_8012ABC0.data.o"
- include "build/src/code/z_view.o"
- include "build/src/code/z_vimode.o"
- include "build/src/code/z_viscvg.o"
- include "build/src/code/z_vismono.o"
- include "build/src/code/z_viszbuf.o"
- include "build/src/code/z_vr_box.o"
- include "build/src/code/z_vr_box_draw.o"
- include "build/src/code/z_player_call.o"
- include "build/src/code/z_fbdemo.o"
- include "build/src/code/z_fbdemo_triforce.o"
- include "build/src/code/z_fbdemo_wipe1.o"
- include "build/src/code/z_fbdemo_circle.o"
- include "build/src/code/z_fbdemo_fade.o"
- include "build/src/code/shrink_window.o"
- include "build/src/code/db_camera.o"
- include "build/src/code/code_800BB0A0.o"
- include "build/src/code/mempak.o"
- include "build/src/code/z_kaleido_manager.o"
- include "build/src/code/z_kaleido_scope_call.o"
- include "build/src/code/z_play.o"
- include "build/src/code/PreRender.o"
- include "build/src/code/TwoHeadGfxArena.o"
- include "build/src/code/TwoHeadArena.o"
- include "build/src/code/audio_stop_all_sfx.o"
- include "build/src/code/audio_thread_manager.o"
- include "build/src/code/title_setup.o"
- include "build/src/code/game.o"
- include "build/src/code/gamealloc.o"
- include "build/src/code/graph.o"
- include "build/src/code/listalloc.o"
- include "build/src/code/main.o"
- include "build/src/code/padmgr.o"
- include "build/src/code/sched.o"
- include "build/src/code/speed_meter.o"
- include "build/src/code/sys_cfb.o"
- include "build/src/code/sys_math.o"
- include "build/src/code/sys_math3d.o"
- include "build/src/code/sys_math_atan.o"
- include "build/src/code/sys_matrix.o"
- include "build/src/code/sys_ucode.o"
- include "build/src/code/sys_rumble.o"
- include "build/src/code/code_800D31A0.o"
- include "build/src/code/irqmgr.o"
- include "build/src/code/debug_malloc.o"
- include "build/src/code/fault.o"
- include "build/src/code/fault_drawer.o"
+ include "$(BUILD_DIR)/src/code/z_en_a_keep.o"
+ include "$(BUILD_DIR)/src/code/z_en_item00.o"
+ include "$(BUILD_DIR)/src/code/z_eff_blure.o"
+ include "$(BUILD_DIR)/src/code/z_eff_shield_particle.o"
+ include "$(BUILD_DIR)/src/code/z_eff_spark.o"
+ include "$(BUILD_DIR)/src/code/z_eff_ss_dead.o"
+ include "$(BUILD_DIR)/src/code/z_effect.o"
+ include "$(BUILD_DIR)/src/code/z_effect_soft_sprite.o"
+ include "$(BUILD_DIR)/src/code/z_effect_soft_sprite_old_init.o"
+ include "$(BUILD_DIR)/src/code/z_effect_soft_sprite_dlftbls.o"
+ include "$(BUILD_DIR)/src/code/flg_set.o"
+ include "$(BUILD_DIR)/src/code/z_DLF.o"
+ include "$(BUILD_DIR)/src/code/z_actor.o"
+ include "$(BUILD_DIR)/src/code/z_actor_dlftbls.o"
+ include "$(BUILD_DIR)/src/code/z_bgcheck.o"
+ include "$(BUILD_DIR)/src/code/code_800430A0.o"
+ include "$(BUILD_DIR)/src/code/code_80043480.o"
+ include "$(BUILD_DIR)/src/code/z_camera.o"
+ include "$(BUILD_DIR)/src/code/z_collision_btltbls.o"
+ include "$(BUILD_DIR)/src/code/z_collision_check.o"
+ include "$(BUILD_DIR)/src/code/z_common_data.o"
+ include "$(BUILD_DIR)/src/code/z_debug.o"
+ include "$(BUILD_DIR)/src/code/z_debug_display.o"
+ include "$(BUILD_DIR)/src/code/z_demo.o"
+ include "$(BUILD_DIR)/src/code/code_80069420.o"
+ include "$(BUILD_DIR)/src/code/z_draw.o"
+ include "$(BUILD_DIR)/src/code/z_sfx_source.o"
+ include "$(BUILD_DIR)/src/code/z_elf_message.o"
+ include "$(BUILD_DIR)/src/code/z_face_reaction.o"
+ include "$(BUILD_DIR)/src/code/code_8006C3A0.o"
+ include "$(BUILD_DIR)/src/code/z_fcurve_data.o"
+ include "$(BUILD_DIR)/src/code/z_fcurve_data_skelanime.o"
+ include "$(BUILD_DIR)/src/code/z_game_dlftbls.o"
+ include "$(BUILD_DIR)/src/code/z_horse.o"
+ include "$(BUILD_DIR)/src/code/z_jpeg.o"
+ include "$(BUILD_DIR)/src/code/z_kaleido_setup.o"
+ include "$(BUILD_DIR)/src/code/z_kanfont.o"
+ include "$(BUILD_DIR)/src/code/z_kankyo.o"
+ include "$(BUILD_DIR)/src/code/z_lib.o"
+ include "$(BUILD_DIR)/src/code/z_lifemeter.o"
+ include "$(BUILD_DIR)/src/code/z_lights.o"
+ include "$(BUILD_DIR)/src/code/z_malloc.o"
+ include "$(BUILD_DIR)/src/code/z_map_mark.o"
+ include "$(BUILD_DIR)/src/code/z_moji.o"
+ include "$(BUILD_DIR)/src/code/z_prenmi_buff.o"
+ include "$(BUILD_DIR)/src/code/z_nulltask.o"
+ include "$(BUILD_DIR)/src/code/z_olib.o"
+ include "$(BUILD_DIR)/src/code/z_onepointdemo.o"
+ include "$(BUILD_DIR)/src/code/z_map_exp.o"
+ include "$(BUILD_DIR)/src/code/z_map_data.o"
+ include "$(BUILD_DIR)/src/code/z_parameter.o"
+ include "$(BUILD_DIR)/src/code/z_path.o"
+ include "$(BUILD_DIR)/src/code/z_frame_advance.o"
+ include "$(BUILD_DIR)/src/code/z_player_lib.o"
+ include "$(BUILD_DIR)/src/code/z_prenmi.o"
+ include "$(BUILD_DIR)/src/code/z_quake.o"
+ include "$(BUILD_DIR)/src/code/z_rcp.o"
+ include "$(BUILD_DIR)/src/code/z_room.o"
+ include "$(BUILD_DIR)/src/code/z_sample.o"
+ include "$(BUILD_DIR)/src/code/code_80097A00.o"
+ include "$(BUILD_DIR)/src/code/z_scene.o"
+ include "$(BUILD_DIR)/src/code/object_table.o"
+ include "$(BUILD_DIR)/src/code/z_scene_table.o"
+ include "$(BUILD_DIR)/src/code/z_skelanime.o"
+ include "$(BUILD_DIR)/src/code/z_skin.o"
+ include "$(BUILD_DIR)/src/code/z_skin_awb.o"
+ include "$(BUILD_DIR)/src/code/z_skin_matrix.o"
+ include "$(BUILD_DIR)/src/code/z_sram.o"
+ include "$(BUILD_DIR)/src/code/z_ss_sram.o"
+ include "$(BUILD_DIR)/src/code/z_rumble.o"
+ include "$(BUILD_DIR)/data/z_text.data.o"
+ include "$(BUILD_DIR)/data/unk_8012ABC0.data.o"
+ include "$(BUILD_DIR)/src/code/z_view.o"
+ include "$(BUILD_DIR)/src/code/z_vimode.o"
+ include "$(BUILD_DIR)/src/code/z_viscvg.o"
+ include "$(BUILD_DIR)/src/code/z_vismono.o"
+ include "$(BUILD_DIR)/src/code/z_viszbuf.o"
+ include "$(BUILD_DIR)/src/code/z_vr_box.o"
+ include "$(BUILD_DIR)/src/code/z_vr_box_draw.o"
+ include "$(BUILD_DIR)/src/code/z_player_call.o"
+ include "$(BUILD_DIR)/src/code/z_fbdemo.o"
+ include "$(BUILD_DIR)/src/code/z_fbdemo_triforce.o"
+ include "$(BUILD_DIR)/src/code/z_fbdemo_wipe1.o"
+ include "$(BUILD_DIR)/src/code/z_fbdemo_circle.o"
+ include "$(BUILD_DIR)/src/code/z_fbdemo_fade.o"
+ include "$(BUILD_DIR)/src/code/shrink_window.o"
+ include "$(BUILD_DIR)/src/code/db_camera.o"
+ include "$(BUILD_DIR)/src/code/code_800BB0A0.o"
+ include "$(BUILD_DIR)/src/code/mempak.o"
+ include "$(BUILD_DIR)/src/code/z_kaleido_manager.o"
+ include "$(BUILD_DIR)/src/code/z_kaleido_scope_call.o"
+ include "$(BUILD_DIR)/src/code/z_play.o"
+ include "$(BUILD_DIR)/src/code/PreRender.o"
+ include "$(BUILD_DIR)/src/code/TwoHeadGfxArena.o"
+ include "$(BUILD_DIR)/src/code/TwoHeadArena.o"
+ include "$(BUILD_DIR)/src/code/audio_stop_all_sfx.o"
+ include "$(BUILD_DIR)/src/code/audio_thread_manager.o"
+ include "$(BUILD_DIR)/src/code/title_setup.o"
+ include "$(BUILD_DIR)/src/code/game.o"
+ include "$(BUILD_DIR)/src/code/gamealloc.o"
+ include "$(BUILD_DIR)/src/code/graph.o"
+ include "$(BUILD_DIR)/src/code/listalloc.o"
+ include "$(BUILD_DIR)/src/code/main.o"
+ include "$(BUILD_DIR)/src/code/padmgr.o"
+ include "$(BUILD_DIR)/src/code/sched.o"
+ include "$(BUILD_DIR)/src/code/speed_meter.o"
+ include "$(BUILD_DIR)/src/code/sys_cfb.o"
+ include "$(BUILD_DIR)/src/code/sys_math.o"
+ include "$(BUILD_DIR)/src/code/sys_math3d.o"
+ include "$(BUILD_DIR)/src/code/sys_math_atan.o"
+ include "$(BUILD_DIR)/src/code/sys_matrix.o"
+ include "$(BUILD_DIR)/src/code/sys_ucode.o"
+ include "$(BUILD_DIR)/src/code/sys_rumble.o"
+ include "$(BUILD_DIR)/src/code/code_800D31A0.o"
+ include "$(BUILD_DIR)/src/code/irqmgr.o"
+ include "$(BUILD_DIR)/src/code/debug_malloc.o"
+ include "$(BUILD_DIR)/src/code/fault.o"
+ include "$(BUILD_DIR)/src/code/fault_drawer.o"
#ifndef NON_MATCHING
- include "build/data/fault.bss.o"
- include "build/data/fault_drawer.bss.o"
+ include "$(BUILD_DIR)/data/fault.bss.o"
+ include "$(BUILD_DIR)/data/fault_drawer.bss.o"
#endif
- include "build/src/code/kanread.o"
- include "build/src/code/ucode_disas.o"
+ include "$(BUILD_DIR)/src/code/kanread.o"
+ include "$(BUILD_DIR)/src/code/ucode_disas.o"
pad_text // audio library aligned to 32 bytes?
- include "build/src/audio/lib/data.o"
- include "build/src/audio/lib/synthesis.o"
- include "build/src/audio/lib/heap.o"
- include "build/src/audio/lib/load.o"
- include "build/src/audio/lib/thread.o"
- include "build/src/audio/lib/dcache.o"
- include "build/src/audio/lib/aisetnextbuf.o"
- include "build/src/audio/lib/playback.o"
- include "build/src/audio/lib/effects.o"
- include "build/src/audio/lib/seqplayer.o"
- include "build/src/audio/general.o"
- include "build/src/audio/sfx_params.o"
- include "build/src/audio/sfx.o"
- include "build/src/audio/sequence.o"
- include "build/src/audio/data.o"
- include "build/src/audio/session_config.o"
- include "build/src/code/logseverity.o"
- include "build/src/code/gfxprint.o"
- include "build/src/code/rcp_utils.o"
- include "build/src/code/loadfragment2.o"
- include "build/src/code/mtxuty-cvt.o"
- include "build/src/code/relocation.o"
- include "build/src/code/load.o"
- include "build/src/code/code_800FC620.o"
- include "build/src/code/padutils.o"
- include "build/src/code/padsetup.o"
- include "build/src/code/code_800FCE80.o"
- include "build/src/code/fp.o"
- include "build/src/code/system_malloc.o"
- include "build/src/code/code_800FD970.o"
- include "build/src/code/__osMalloc.o"
- include "build/src/code/printutils.o"
- include "build/src/code/sleep.o"
- include "build/src/code/jpegutils.o"
- include "build/src/code/jpegdecoder.o"
- include "build/src/libultra/io/pfsfreeblocks.o"
- include "build/src/libultra/mgu/scale.o"
- include "build/src/libultra/gu/sinf.o"
- include "build/src/libultra/gu/sins.o"
- include "build/src/libultra/io/sptask.o"
- include "build/src/libultra/io/motor.o"
- include "build/src/libultra/io/siacs.o"
- include "build/src/libultra/io/controller.o"
- include "build/src/libultra/io/contreaddata.o"
- include "build/src/libultra/gu/perspective.o"
- include "build/src/libultra/io/sprawdma.o"
- include "build/src/libultra/io/sirawdma.o"
- include "build/src/libultra/io/sptaskyield.o"
- include "build/src/libultra/io/pfsreadwritefile.o"
- include "build/src/libultra/io/pfsgetstatus.o"
- include "build/src/libultra/mgu/mtxidentf.o"
- include "build/src/libultra/gu/lookat.o"
- include "build/src/libultra/io/pfsallocatefile.o"
- include "build/src/libultra/os/stoptimer.o"
- include "build/src/libultra/io/contpfs.o"
- include "build/src/libultra/mgu/mtxl2f.o"
- include "build/src/libultra/io/pfsfindfile.o"
- include "build/src/libultra/gu/sqrtf.o"
- include "build/src/libultra/os/afterprenmi.o"
- include "build/src/libultra/io/contquery.o"
- include "build/src/libultra/gu/lookathil.o"
- include "build/src/libultra/io/sp.o"
- include "build/src/libultra/mgu/mtxident.o"
- include "build/src/libultra/gu/position.o"
- include "build/src/libultra/io/sptaskyielded.o"
- include "build/src/libultra/gu/rotate.o"
- include "build/src/libultra/io/aisetfreq.o"
- include "build/src/libultra/os/getactivequeue.o"
- include "build/src/libultra/mgu/normalize.o"
- include "build/src/libultra/io/dpgetstat.o"
- include "build/src/libultra/io/dpsetstat.o"
- include "build/src/libultra/io/pfsdeletefile.o"
- include "build/src/libultra/gu/ortho.o"
- include "build/src/libultra/gu/cosf.o"
- include "build/src/libultra/gu/libm_vals.o"
- include "build/src/libultra/gu/coss.o"
- include "build/src/libultra/io/visetevent.o"
- include "build/src/libultra/io/pfsisplug.o"
- include "build/src/libultra/gu/us2dex.o"
- include "build/src/libultra/io/pfsselectbank.o"
- include "build/src/libultra/io/contsetch.o"
- include "build/src/libultra/io/pfsfilestate.o"
- include "build/src/libultra/io/pfsinitpak.o"
- include "build/src/libultra/io/pfschecker.o"
- include "build/src/libultra/io/aigetlen.o"
- include "build/src/libultra/mgu/translate.o"
- include "build/src/libultra/io/contramwrite.o"
- include "build/src/libultra/io/contramread.o"
- include "build/src/libultra/io/crc.o"
- include "build/src/libultra/os/settimer.o"
- include "build/src/libultra/io/spgetstat.o"
- include "build/src/libultra/io/spsetstat.o"
- include "build/src/libultra/os/writebackdcacheall.o"
- include "build/src/libultra/os/getcurrfaultedthread.o"
- include "build/src/libultra/mgu/mtxf2l.o"
- include "build/src/libultra/libc/llcvt.o"
- include "build/src/libultra/io/vigetcurrframebuf.o"
- include "build/src/libultra/io/spsetpc.o"
- include "build/src/libultra/libc/sqrt.o"
- include "build/src/libultra/libc/absf.o"
- include "build/src/code/fmodf.o"
- include "build/src/code/__osMemset.o"
- include "build/src/code/__osMemmove.o"
- include_data_with_rodata "build/src/code/z_message_PAL.o"
- include "build/src/code/z_game_over.o"
- include "build/src/code/z_construct.o"
- include "build/data/audio_tables.rodata.o"
- include "build/data/rsp.text.o"
- include "build/data/rsp.rodata.o"
+ include "$(BUILD_DIR)/src/audio/lib/data.o"
+ include "$(BUILD_DIR)/src/audio/lib/synthesis.o"
+ include "$(BUILD_DIR)/src/audio/lib/heap.o"
+ include "$(BUILD_DIR)/src/audio/lib/load.o"
+ include "$(BUILD_DIR)/src/audio/lib/thread.o"
+ include "$(BUILD_DIR)/src/audio/lib/dcache.o"
+ include "$(BUILD_DIR)/src/audio/lib/aisetnextbuf.o"
+ include "$(BUILD_DIR)/src/audio/lib/playback.o"
+ include "$(BUILD_DIR)/src/audio/lib/effects.o"
+ include "$(BUILD_DIR)/src/audio/lib/seqplayer.o"
+ include "$(BUILD_DIR)/src/audio/general.o"
+ include "$(BUILD_DIR)/src/audio/sfx_params.o"
+ include "$(BUILD_DIR)/src/audio/sfx.o"
+ include "$(BUILD_DIR)/src/audio/sequence.o"
+ include "$(BUILD_DIR)/src/audio/data.o"
+ include "$(BUILD_DIR)/src/audio/session_config.o"
+ include "$(BUILD_DIR)/src/code/logseverity.o"
+ include "$(BUILD_DIR)/src/code/gfxprint.o"
+ include "$(BUILD_DIR)/src/code/rcp_utils.o"
+ include "$(BUILD_DIR)/src/code/loadfragment2.o"
+ include "$(BUILD_DIR)/src/code/mtxuty-cvt.o"
+ include "$(BUILD_DIR)/src/code/relocation.o"
+ include "$(BUILD_DIR)/src/code/load.o"
+ include "$(BUILD_DIR)/src/code/code_800FC620.o"
+ include "$(BUILD_DIR)/src/code/padutils.o"
+ include "$(BUILD_DIR)/src/code/padsetup.o"
+ include "$(BUILD_DIR)/src/code/code_800FCE80.o"
+ include "$(BUILD_DIR)/src/code/fp.o"
+ include "$(BUILD_DIR)/src/code/system_malloc.o"
+ include "$(BUILD_DIR)/src/code/code_800FD970.o"
+ include "$(BUILD_DIR)/src/code/__osMalloc.o"
+ include "$(BUILD_DIR)/src/code/printutils.o"
+ include "$(BUILD_DIR)/src/code/sleep.o"
+ include "$(BUILD_DIR)/src/code/jpegutils.o"
+ include "$(BUILD_DIR)/src/code/jpegdecoder.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsfreeblocks.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/scale.o"
+ include "$(BUILD_DIR)/src/libultra/gu/sinf.o"
+ include "$(BUILD_DIR)/src/libultra/gu/sins.o"
+ include "$(BUILD_DIR)/src/libultra/io/sptask.o"
+ include "$(BUILD_DIR)/src/libultra/io/motor.o"
+ include "$(BUILD_DIR)/src/libultra/io/siacs.o"
+ include "$(BUILD_DIR)/src/libultra/io/controller.o"
+ include "$(BUILD_DIR)/src/libultra/io/contreaddata.o"
+ include "$(BUILD_DIR)/src/libultra/gu/perspective.o"
+ include "$(BUILD_DIR)/src/libultra/io/sprawdma.o"
+ include "$(BUILD_DIR)/src/libultra/io/sirawdma.o"
+ include "$(BUILD_DIR)/src/libultra/io/sptaskyield.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsreadwritefile.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsgetstatus.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/mtxidentf.o"
+ include "$(BUILD_DIR)/src/libultra/gu/lookat.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsallocatefile.o"
+ include "$(BUILD_DIR)/src/libultra/os/stoptimer.o"
+ include "$(BUILD_DIR)/src/libultra/io/contpfs.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/mtxl2f.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsfindfile.o"
+ include "$(BUILD_DIR)/src/libultra/gu/sqrtf.o"
+ include "$(BUILD_DIR)/src/libultra/os/afterprenmi.o"
+ include "$(BUILD_DIR)/src/libultra/io/contquery.o"
+ include "$(BUILD_DIR)/src/libultra/gu/lookathil.o"
+ include "$(BUILD_DIR)/src/libultra/io/sp.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/mtxident.o"
+ include "$(BUILD_DIR)/src/libultra/gu/position.o"
+ include "$(BUILD_DIR)/src/libultra/io/sptaskyielded.o"
+ include "$(BUILD_DIR)/src/libultra/gu/rotate.o"
+ include "$(BUILD_DIR)/src/libultra/io/aisetfreq.o"
+ include "$(BUILD_DIR)/src/libultra/os/getactivequeue.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/normalize.o"
+ include "$(BUILD_DIR)/src/libultra/io/dpgetstat.o"
+ include "$(BUILD_DIR)/src/libultra/io/dpsetstat.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsdeletefile.o"
+ include "$(BUILD_DIR)/src/libultra/gu/ortho.o"
+ include "$(BUILD_DIR)/src/libultra/gu/cosf.o"
+ include "$(BUILD_DIR)/src/libultra/gu/libm_vals.o"
+ include "$(BUILD_DIR)/src/libultra/gu/coss.o"
+ include "$(BUILD_DIR)/src/libultra/io/visetevent.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsisplug.o"
+ include "$(BUILD_DIR)/src/libultra/gu/us2dex.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsselectbank.o"
+ include "$(BUILD_DIR)/src/libultra/io/contsetch.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsfilestate.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfsinitpak.o"
+ include "$(BUILD_DIR)/src/libultra/io/pfschecker.o"
+ include "$(BUILD_DIR)/src/libultra/io/aigetlen.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/translate.o"
+ include "$(BUILD_DIR)/src/libultra/io/contramwrite.o"
+ include "$(BUILD_DIR)/src/libultra/io/contramread.o"
+ include "$(BUILD_DIR)/src/libultra/io/crc.o"
+ include "$(BUILD_DIR)/src/libultra/os/settimer.o"
+ include "$(BUILD_DIR)/src/libultra/io/spgetstat.o"
+ include "$(BUILD_DIR)/src/libultra/io/spsetstat.o"
+ include "$(BUILD_DIR)/src/libultra/os/writebackdcacheall.o"
+ include "$(BUILD_DIR)/src/libultra/os/getcurrfaultedthread.o"
+ include "$(BUILD_DIR)/src/libultra/mgu/mtxf2l.o"
+ include "$(BUILD_DIR)/src/libultra/libc/llcvt.o"
+ include "$(BUILD_DIR)/src/libultra/io/vigetcurrframebuf.o"
+ include "$(BUILD_DIR)/src/libultra/io/spsetpc.o"
+ include "$(BUILD_DIR)/src/libultra/libc/sqrt.o"
+ include "$(BUILD_DIR)/src/libultra/libc/absf.o"
+ include "$(BUILD_DIR)/src/code/fmodf.o"
+ include "$(BUILD_DIR)/src/code/__osMemset.o"
+ include "$(BUILD_DIR)/src/code/__osMemmove.o"
+ include_data_with_rodata "$(BUILD_DIR)/src/code/z_message_PAL.o"
+ include "$(BUILD_DIR)/src/code/z_game_over.o"
+ include "$(BUILD_DIR)/src/code/z_construct.o"
+ include "$(BUILD_DIR)/data/audio_tables.rodata.o"
+ include "$(BUILD_DIR)/data/rsp.text.o"
+ include "$(BUILD_DIR)/data/rsp.rodata.o"
endseg
beginseg
name "buffers"
align 0x40
- include "build/src/buffers/zbuffer.o"
- include "build/src/buffers/gfxbuffers.o"
- include "build/src/buffers/heaps.o"
+ include "$(BUILD_DIR)/src/buffers/zbuffer.o"
+ include "$(BUILD_DIR)/src/buffers/gfxbuffers.o"
+ include "$(BUILD_DIR)/src/buffers/heaps.o"
endseg
beginseg
name "ovl_title"
address 0x80800000
- include "build/src/overlays/gamestates/ovl_title/z_title.o"
- include "build/src/overlays/gamestates/ovl_title/ovl_title_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_title/z_title.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_title/ovl_title_reloc.o"
endseg
beginseg
name "ovl_select"
- include "build/src/overlays/gamestates/ovl_select/z_select.o"
- include "build/src/overlays/gamestates/ovl_select/ovl_select_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_select/z_select.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_select/ovl_select_reloc.o"
endseg
beginseg
name "ovl_opening"
- include "build/src/overlays/gamestates/ovl_opening/z_opening.o"
- include "build/src/overlays/gamestates/ovl_opening/ovl_opening_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_opening/z_opening.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_opening/ovl_opening_reloc.o"
endseg
beginseg
name "ovl_file_choose"
- include "build/src/overlays/gamestates/ovl_file_choose/z_file_nameset_data.o"
- include "build/src/overlays/gamestates/ovl_file_choose/z_file_copy_erase.o"
- include "build/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.o"
- include "build/src/overlays/gamestates/ovl_file_choose/z_file_choose.o"
- include "build/src/overlays/gamestates/ovl_file_choose/ovl_file_choose_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_file_choose/z_file_nameset_data.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_file_choose/z_file_copy_erase.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_file_choose/z_file_choose.o"
+ include "$(BUILD_DIR)/src/overlays/gamestates/ovl_file_choose/ovl_file_choose_reloc.o"
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beginseg
name "ovl_kaleido_scope"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_collect.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_debug.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_equipment.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_item.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_map_PAL.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_prompt.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark_data.o"
- include "build/src/overlays/misc/ovl_kaleido_scope/ovl_kaleido_scope_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_collect.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_debug.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_equipment.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_item.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_map_PAL.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_prompt.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark_data.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_kaleido_scope/ovl_kaleido_scope_reloc.o"
endseg
beginseg
name "ovl_player_actor"
- include "build/src/overlays/actors/ovl_player_actor/z_player.o"
- include "build/src/overlays/actors/ovl_player_actor/ovl_player_actor_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_player_actor/z_player.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_player_actor/ovl_player_actor_reloc.o"
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beginseg
name "ovl_map_mark_data"
- include "build/src/overlays/misc/ovl_map_mark_data/z_map_mark_data.o"
- include "build/src/overlays/misc/ovl_map_mark_data/ovl_map_mark_data_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_map_mark_data/z_map_mark_data.o"
+ include "$(BUILD_DIR)/src/overlays/misc/ovl_map_mark_data/ovl_map_mark_data_reloc.o"
endseg
beginseg
name "ovl_En_Test"
- include "build/src/overlays/actors/ovl_En_Test/z_en_test.o"
- include "build/src/overlays/actors/ovl_En_Test/ovl_En_Test_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Test/z_en_test.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Test/ovl_En_Test_reloc.o"
endseg
beginseg
name "ovl_Arms_Hook"
- include "build/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.o"
- include "build/src/overlays/actors/ovl_Arms_Hook/ovl_Arms_Hook_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arms_Hook/ovl_Arms_Hook_reloc.o"
endseg
beginseg
name "ovl_Arrow_Fire"
- include "build/src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.o"
- include "build/src/overlays/actors/ovl_Arrow_Fire/ovl_Arrow_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arrow_Fire/ovl_Arrow_Fire_reloc.o"
endseg
beginseg
name "ovl_Arrow_Ice"
- include "build/src/overlays/actors/ovl_Arrow_Ice/z_arrow_ice.o"
- include "build/src/overlays/actors/ovl_Arrow_Ice/ovl_Arrow_Ice_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arrow_Ice/z_arrow_ice.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arrow_Ice/ovl_Arrow_Ice_reloc.o"
endseg
beginseg
name "ovl_Arrow_Light"
- include "build/src/overlays/actors/ovl_Arrow_Light/z_arrow_light.o"
- include "build/src/overlays/actors/ovl_Arrow_Light/ovl_Arrow_Light_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arrow_Light/z_arrow_light.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Arrow_Light/ovl_Arrow_Light_reloc.o"
endseg
beginseg
name "ovl_Bg_Bdan_Objects"
- include "build/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.o"
- include "build/src/overlays/actors/ovl_Bg_Bdan_Objects/ovl_Bg_Bdan_Objects_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bdan_Objects/ovl_Bg_Bdan_Objects_reloc.o"
endseg
beginseg
name "ovl_Bg_Bdan_Switch"
- include "build/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.o"
- include "build/src/overlays/actors/ovl_Bg_Bdan_Switch/ovl_Bg_Bdan_Switch_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bdan_Switch/z_bg_bdan_switch.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bdan_Switch/ovl_Bg_Bdan_Switch_reloc.o"
endseg
beginseg
name "ovl_Bg_Bom_Guard"
- include "build/src/overlays/actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.o"
- include "build/src/overlays/actors/ovl_Bg_Bom_Guard/ovl_Bg_Bom_Guard_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bom_Guard/z_bg_bom_guard.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bom_Guard/ovl_Bg_Bom_Guard_reloc.o"
endseg
beginseg
name "ovl_Bg_Bombwall"
- include "build/src/overlays/actors/ovl_Bg_Bombwall/z_bg_bombwall.o"
- include "build/src/overlays/actors/ovl_Bg_Bombwall/ovl_Bg_Bombwall_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bombwall/z_bg_bombwall.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bombwall/ovl_Bg_Bombwall_reloc.o"
endseg
beginseg
name "ovl_Bg_Bowl_Wall"
- include "build/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.o"
- include "build/src/overlays/actors/ovl_Bg_Bowl_Wall/ovl_Bg_Bowl_Wall_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Bowl_Wall/ovl_Bg_Bowl_Wall_reloc.o"
endseg
beginseg
name "ovl_Bg_Breakwall"
- include "build/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.o"
- include "build/src/overlays/actors/ovl_Bg_Breakwall/ovl_Bg_Breakwall_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Breakwall/ovl_Bg_Breakwall_reloc.o"
endseg
beginseg
name "ovl_Bg_Ddan_Jd"
- include "build/src/overlays/actors/ovl_Bg_Ddan_Jd/z_bg_ddan_jd.o"
- include "build/src/overlays/actors/ovl_Bg_Ddan_Jd/ovl_Bg_Ddan_Jd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ddan_Jd/z_bg_ddan_jd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ddan_Jd/ovl_Bg_Ddan_Jd_reloc.o"
endseg
beginseg
name "ovl_Bg_Ddan_Kd"
- include "build/src/overlays/actors/ovl_Bg_Ddan_Kd/z_bg_ddan_kd.o"
- include "build/src/overlays/actors/ovl_Bg_Ddan_Kd/ovl_Bg_Ddan_Kd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ddan_Kd/z_bg_ddan_kd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ddan_Kd/ovl_Bg_Ddan_Kd_reloc.o"
endseg
beginseg
name "ovl_Bg_Dodoago"
- include "build/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.o"
- include "build/src/overlays/actors/ovl_Bg_Dodoago/ovl_Bg_Dodoago_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Dodoago/ovl_Bg_Dodoago_reloc.o"
endseg
beginseg
name "ovl_Bg_Dy_Yoseizo"
- include "build/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.o"
- include "build/src/overlays/actors/ovl_Bg_Dy_Yoseizo/ovl_Bg_Dy_Yoseizo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Dy_Yoseizo/ovl_Bg_Dy_Yoseizo_reloc.o"
endseg
beginseg
name "ovl_Bg_Ganon_Otyuka"
- include "build/src/overlays/actors/ovl_Bg_Ganon_Otyuka/z_bg_ganon_otyuka.o"
- include "build/src/overlays/actors/ovl_Bg_Ganon_Otyuka/ovl_Bg_Ganon_Otyuka_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ganon_Otyuka/z_bg_ganon_otyuka.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ganon_Otyuka/ovl_Bg_Ganon_Otyuka_reloc.o"
endseg
beginseg
name "ovl_Bg_Gate_Shutter"
- include "build/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.o"
- include "build/src/overlays/actors/ovl_Bg_Gate_Shutter/ovl_Bg_Gate_Shutter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gate_Shutter/ovl_Bg_Gate_Shutter_reloc.o"
endseg
beginseg
name "ovl_Bg_Gjyo_Bridge"
- include "build/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.o"
- include "build/src/overlays/actors/ovl_Bg_Gjyo_Bridge/ovl_Bg_Gjyo_Bridge_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gjyo_Bridge/ovl_Bg_Gjyo_Bridge_reloc.o"
endseg
beginseg
name "ovl_Bg_Gnd_Darkmeiro"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Darkmeiro/z_bg_gnd_darkmeiro.o"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Darkmeiro/ovl_Bg_Gnd_Darkmeiro_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Darkmeiro/z_bg_gnd_darkmeiro.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Darkmeiro/ovl_Bg_Gnd_Darkmeiro_reloc.o"
endseg
beginseg
name "ovl_Bg_Gnd_Firemeiro"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.o"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/ovl_Bg_Gnd_Firemeiro_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/ovl_Bg_Gnd_Firemeiro_reloc.o"
endseg
beginseg
name "ovl_Bg_Gnd_Iceblock"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Iceblock/z_bg_gnd_iceblock.o"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Iceblock/ovl_Bg_Gnd_Iceblock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Iceblock/z_bg_gnd_iceblock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Iceblock/ovl_Bg_Gnd_Iceblock_reloc.o"
endseg
beginseg
name "ovl_Bg_Gnd_Nisekabe"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Nisekabe/z_bg_gnd_nisekabe.o"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Nisekabe/ovl_Bg_Gnd_Nisekabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Nisekabe/z_bg_gnd_nisekabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Nisekabe/ovl_Bg_Gnd_Nisekabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Gnd_Soulmeiro"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/z_bg_gnd_soulmeiro.o"
- include "build/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/ovl_Bg_Gnd_Soulmeiro_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/z_bg_gnd_soulmeiro.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/ovl_Bg_Gnd_Soulmeiro_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka"
- include "build/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.o"
- include "build/src/overlays/actors/ovl_Bg_Haka/ovl_Bg_Haka_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka/ovl_Bg_Haka_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Gate"
- include "build/src/overlays/actors/ovl_Bg_Haka_Gate/z_bg_haka_gate.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Gate/ovl_Bg_Haka_Gate_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Gate/z_bg_haka_gate.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Gate/ovl_Bg_Haka_Gate_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Huta"
- include "build/src/overlays/actors/ovl_Bg_Haka_Huta/z_bg_haka_huta.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Huta/ovl_Bg_Haka_Huta_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Huta/z_bg_haka_huta.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Huta/ovl_Bg_Haka_Huta_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Megane"
- include "build/src/overlays/actors/ovl_Bg_Haka_Megane/z_bg_haka_megane.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Megane/ovl_Bg_Haka_Megane_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Megane/z_bg_haka_megane.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Megane/ovl_Bg_Haka_Megane_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_MeganeBG"
- include "build/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_MeganeBG/ovl_Bg_Haka_MeganeBG_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_MeganeBG/ovl_Bg_Haka_MeganeBG_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Sgami"
- include "build/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Sgami/ovl_Bg_Haka_Sgami_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Sgami/z_bg_haka_sgami.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Sgami/ovl_Bg_Haka_Sgami_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Ship"
- include "build/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Ship/ovl_Bg_Haka_Ship_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Ship/ovl_Bg_Haka_Ship_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Trap"
- include "build/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Trap/ovl_Bg_Haka_Trap_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Trap/ovl_Bg_Haka_Trap_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Tubo"
- include "build/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Tubo/ovl_Bg_Haka_Tubo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Tubo/ovl_Bg_Haka_Tubo_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Water"
- include "build/src/overlays/actors/ovl_Bg_Haka_Water/z_bg_haka_water.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Water/ovl_Bg_Haka_Water_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Water/z_bg_haka_water.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Water/ovl_Bg_Haka_Water_reloc.o"
endseg
beginseg
name "ovl_Bg_Haka_Zou"
- include "build/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.o"
- include "build/src/overlays/actors/ovl_Bg_Haka_Zou/ovl_Bg_Haka_Zou_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Zou/z_bg_haka_zou.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Haka_Zou/ovl_Bg_Haka_Zou_reloc.o"
endseg
beginseg
name "ovl_Bg_Heavy_Block"
- include "build/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.o"
- include "build/src/overlays/actors/ovl_Bg_Heavy_Block/ovl_Bg_Heavy_Block_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Heavy_Block/ovl_Bg_Heavy_Block_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Curtain"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Curtain/ovl_Bg_Hidan_Curtain_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Curtain/ovl_Bg_Hidan_Curtain_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Dalm"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Dalm/ovl_Bg_Hidan_Dalm_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Dalm/ovl_Bg_Hidan_Dalm_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Firewall"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Firewall/ovl_Bg_Hidan_Firewall_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Firewall/ovl_Bg_Hidan_Firewall_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Fslift"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Fslift/ovl_Bg_Hidan_Fslift_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Fslift/ovl_Bg_Hidan_Fslift_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Fwbig"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Fwbig/ovl_Bg_Hidan_Fwbig_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Fwbig/ovl_Bg_Hidan_Fwbig_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Hamstep"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Hamstep/ovl_Bg_Hidan_Hamstep_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Hamstep/ovl_Bg_Hidan_Hamstep_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Hrock"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Hrock/z_bg_hidan_hrock.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Hrock/ovl_Bg_Hidan_Hrock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Hrock/z_bg_hidan_hrock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Hrock/ovl_Bg_Hidan_Hrock_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Kousi"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Kousi/ovl_Bg_Hidan_Kousi_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Kousi/ovl_Bg_Hidan_Kousi_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Kowarerukabe"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/ovl_Bg_Hidan_Kowarerukabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/ovl_Bg_Hidan_Kowarerukabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Rock"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Rock/ovl_Bg_Hidan_Rock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Rock/ovl_Bg_Hidan_Rock_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Rsekizou"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/ovl_Bg_Hidan_Rsekizou_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/ovl_Bg_Hidan_Rsekizou_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Sekizou"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Sekizou/ovl_Bg_Hidan_Sekizou_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Sekizou/ovl_Bg_Hidan_Sekizou_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Sima"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Sima/z_bg_hidan_sima.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Sima/ovl_Bg_Hidan_Sima_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Sima/z_bg_hidan_sima.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Sima/ovl_Bg_Hidan_Sima_reloc.o"
endseg
beginseg
name "ovl_Bg_Hidan_Syoku"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Syoku/z_bg_hidan_syoku.o"
- include "build/src/overlays/actors/ovl_Bg_Hidan_Syoku/ovl_Bg_Hidan_Syoku_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Syoku/z_bg_hidan_syoku.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Hidan_Syoku/ovl_Bg_Hidan_Syoku_reloc.o"
endseg
beginseg
name "ovl_Bg_Ice_Objects"
- include "build/src/overlays/actors/ovl_Bg_Ice_Objects/z_bg_ice_objects.o"
- include "build/src/overlays/actors/ovl_Bg_Ice_Objects/ovl_Bg_Ice_Objects_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Objects/z_bg_ice_objects.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Objects/ovl_Bg_Ice_Objects_reloc.o"
endseg
beginseg
name "ovl_Bg_Ice_Shelter"
- include "build/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.o"
- include "build/src/overlays/actors/ovl_Bg_Ice_Shelter/ovl_Bg_Ice_Shelter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Shelter/ovl_Bg_Ice_Shelter_reloc.o"
endseg
beginseg
name "ovl_Bg_Ice_Shutter"
- include "build/src/overlays/actors/ovl_Bg_Ice_Shutter/z_bg_ice_shutter.o"
- include "build/src/overlays/actors/ovl_Bg_Ice_Shutter/ovl_Bg_Ice_Shutter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Shutter/z_bg_ice_shutter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Shutter/ovl_Bg_Ice_Shutter_reloc.o"
endseg
beginseg
name "ovl_Bg_Ice_Turara"
- include "build/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.o"
- include "build/src/overlays/actors/ovl_Bg_Ice_Turara/ovl_Bg_Ice_Turara_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Turara/z_bg_ice_turara.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ice_Turara/ovl_Bg_Ice_Turara_reloc.o"
endseg
beginseg
name "ovl_Bg_Ingate"
- include "build/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.o"
- include "build/src/overlays/actors/ovl_Bg_Ingate/ovl_Bg_Ingate_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ingate/ovl_Bg_Ingate_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_1flift"
- include "build/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_1flift/ovl_Bg_Jya_1flift_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_1flift/ovl_Bg_Jya_1flift_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Amishutter"
- include "build/src/overlays/actors/ovl_Bg_Jya_Amishutter/z_bg_jya_amishutter.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Amishutter/ovl_Bg_Jya_Amishutter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Amishutter/z_bg_jya_amishutter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Amishutter/ovl_Bg_Jya_Amishutter_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Bigmirror"
- include "build/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Bigmirror/ovl_Bg_Jya_Bigmirror_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Bigmirror/ovl_Bg_Jya_Bigmirror_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Block"
- include "build/src/overlays/actors/ovl_Bg_Jya_Block/z_bg_jya_block.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Block/ovl_Bg_Jya_Block_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Block/z_bg_jya_block.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Block/ovl_Bg_Jya_Block_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Bombchuiwa"
- include "build/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/ovl_Bg_Jya_Bombchuiwa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/ovl_Bg_Jya_Bombchuiwa_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Bombiwa"
- include "build/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Bombiwa/ovl_Bg_Jya_Bombiwa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Bombiwa/z_bg_jya_bombiwa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Bombiwa/ovl_Bg_Jya_Bombiwa_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Cobra"
- include "build/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Cobra/ovl_Bg_Jya_Cobra_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Cobra/ovl_Bg_Jya_Cobra_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Goroiwa"
- include "build/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Goroiwa/ovl_Bg_Jya_Goroiwa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Goroiwa/z_bg_jya_goroiwa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Goroiwa/ovl_Bg_Jya_Goroiwa_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Haheniron"
- include "build/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Haheniron/ovl_Bg_Jya_Haheniron_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Haheniron/z_bg_jya_haheniron.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Haheniron/ovl_Bg_Jya_Haheniron_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Ironobj"
- include "build/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Ironobj/ovl_Bg_Jya_Ironobj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Ironobj/z_bg_jya_ironobj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Ironobj/ovl_Bg_Jya_Ironobj_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Kanaami"
- include "build/src/overlays/actors/ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Kanaami/ovl_Bg_Jya_Kanaami_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Kanaami/z_bg_jya_kanaami.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Kanaami/ovl_Bg_Jya_Kanaami_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Lift"
- include "build/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Lift/ovl_Bg_Jya_Lift_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Lift/ovl_Bg_Jya_Lift_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Megami"
- include "build/src/overlays/actors/ovl_Bg_Jya_Megami/z_bg_jya_megami.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Megami/ovl_Bg_Jya_Megami_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Megami/z_bg_jya_megami.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Megami/ovl_Bg_Jya_Megami_reloc.o"
endseg
beginseg
name "ovl_Bg_Jya_Zurerukabe"
- include "build/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.o"
- include "build/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/ovl_Bg_Jya_Zurerukabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/z_bg_jya_zurerukabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Jya_Zurerukabe/ovl_Bg_Jya_Zurerukabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Menkuri_Eye"
- include "build/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.o"
- include "build/src/overlays/actors/ovl_Bg_Menkuri_Eye/ovl_Bg_Menkuri_Eye_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Menkuri_Eye/ovl_Bg_Menkuri_Eye_reloc.o"
endseg
beginseg
name "ovl_Bg_Menkuri_Kaiten"
- include "build/src/overlays/actors/ovl_Bg_Menkuri_Kaiten/z_bg_menkuri_kaiten.o"
- include "build/src/overlays/actors/ovl_Bg_Menkuri_Kaiten/ovl_Bg_Menkuri_Kaiten_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Menkuri_Kaiten/z_bg_menkuri_kaiten.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Menkuri_Kaiten/ovl_Bg_Menkuri_Kaiten_reloc.o"
endseg
beginseg
name "ovl_Bg_Menkuri_Nisekabe"
- include "build/src/overlays/actors/ovl_Bg_Menkuri_Nisekabe/z_bg_menkuri_nisekabe.o"
- include "build/src/overlays/actors/ovl_Bg_Menkuri_Nisekabe/ovl_Bg_Menkuri_Nisekabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Menkuri_Nisekabe/z_bg_menkuri_nisekabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Menkuri_Nisekabe/ovl_Bg_Menkuri_Nisekabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Mizu_Bwall"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.o"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Bwall/ovl_Bg_Mizu_Bwall_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Bwall/ovl_Bg_Mizu_Bwall_reloc.o"
endseg
beginseg
name "ovl_Bg_Mizu_Movebg"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.o"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Movebg/ovl_Bg_Mizu_Movebg_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Movebg/ovl_Bg_Mizu_Movebg_reloc.o"
endseg
beginseg
name "ovl_Bg_Mizu_Shutter"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.o"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Shutter/ovl_Bg_Mizu_Shutter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Shutter/ovl_Bg_Mizu_Shutter_reloc.o"
endseg
beginseg
name "ovl_Bg_Mizu_Uzu"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Uzu/z_bg_mizu_uzu.o"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Uzu/ovl_Bg_Mizu_Uzu_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Uzu/z_bg_mizu_uzu.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Uzu/ovl_Bg_Mizu_Uzu_reloc.o"
endseg
beginseg
name "ovl_Bg_Mizu_Water"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.o"
- include "build/src/overlays/actors/ovl_Bg_Mizu_Water/ovl_Bg_Mizu_Water_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mizu_Water/ovl_Bg_Mizu_Water_reloc.o"
endseg
beginseg
name "ovl_Bg_Mjin"
- include "build/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.o"
- include "build/src/overlays/actors/ovl_Bg_Mjin/ovl_Bg_Mjin_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mjin/ovl_Bg_Mjin_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Bigst"
- include "build/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Bigst/ovl_Bg_Mori_Bigst_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Bigst/ovl_Bg_Mori_Bigst_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Elevator"
- include "build/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Elevator/ovl_Bg_Mori_Elevator_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Elevator/ovl_Bg_Mori_Elevator_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Hashigo"
- include "build/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Hashigo/ovl_Bg_Mori_Hashigo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Hashigo/ovl_Bg_Mori_Hashigo_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Hashira4"
- include "build/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Hashira4/ovl_Bg_Mori_Hashira4_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Hashira4/ovl_Bg_Mori_Hashira4_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Hineri"
- include "build/src/overlays/actors/ovl_Bg_Mori_Hineri/z_bg_mori_hineri.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Hineri/ovl_Bg_Mori_Hineri_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Hineri/z_bg_mori_hineri.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Hineri/ovl_Bg_Mori_Hineri_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Idomizu"
- include "build/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Idomizu/ovl_Bg_Mori_Idomizu_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Idomizu/ovl_Bg_Mori_Idomizu_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Kaitenkabe"
- include "build/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/ovl_Bg_Mori_Kaitenkabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/ovl_Bg_Mori_Kaitenkabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Mori_Rakkatenjo"
- include "build/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.o"
- include "build/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/ovl_Bg_Mori_Rakkatenjo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/ovl_Bg_Mori_Rakkatenjo_reloc.o"
endseg
beginseg
name "ovl_Bg_Po_Event"
- include "build/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.o"
- include "build/src/overlays/actors/ovl_Bg_Po_Event/ovl_Bg_Po_Event_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Po_Event/ovl_Bg_Po_Event_reloc.o"
endseg
beginseg
name "ovl_Bg_Po_Syokudai"
- include "build/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.o"
- include "build/src/overlays/actors/ovl_Bg_Po_Syokudai/ovl_Bg_Po_Syokudai_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Po_Syokudai/ovl_Bg_Po_Syokudai_reloc.o"
endseg
beginseg
name "ovl_Bg_Pushbox"
- include "build/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.o"
- include "build/src/overlays/actors/ovl_Bg_Pushbox/ovl_Bg_Pushbox_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Pushbox/ovl_Bg_Pushbox_reloc.o"
endseg
beginseg
name "ovl_Bg_Relay_Objects"
- include "build/src/overlays/actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.o"
- include "build/src/overlays/actors/ovl_Bg_Relay_Objects/ovl_Bg_Relay_Objects_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Relay_Objects/z_bg_relay_objects.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Relay_Objects/ovl_Bg_Relay_Objects_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot00_Break"
- include "build/src/overlays/actors/ovl_Bg_Spot00_Break/z_bg_spot00_break.o"
- include "build/src/overlays/actors/ovl_Bg_Spot00_Break/ovl_Bg_Spot00_Break_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot00_Break/z_bg_spot00_break.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot00_Break/ovl_Bg_Spot00_Break_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot00_Hanebasi"
- include "build/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/z_bg_spot00_hanebasi.o"
- include "build/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/ovl_Bg_Spot00_Hanebasi_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/z_bg_spot00_hanebasi.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/ovl_Bg_Spot00_Hanebasi_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot01_Fusya"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Fusya/z_bg_spot01_fusya.o"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Fusya/ovl_Bg_Spot01_Fusya_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Fusya/z_bg_spot01_fusya.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Fusya/ovl_Bg_Spot01_Fusya_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot01_Idohashira"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Idohashira/z_bg_spot01_idohashira.o"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Idohashira/ovl_Bg_Spot01_Idohashira_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Idohashira/z_bg_spot01_idohashira.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Idohashira/ovl_Bg_Spot01_Idohashira_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot01_Idomizu"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Idomizu/z_bg_spot01_idomizu.o"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Idomizu/ovl_Bg_Spot01_Idomizu_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Idomizu/z_bg_spot01_idomizu.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Idomizu/ovl_Bg_Spot01_Idomizu_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot01_Idosoko"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Idosoko/z_bg_spot01_idosoko.o"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Idosoko/ovl_Bg_Spot01_Idosoko_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Idosoko/z_bg_spot01_idosoko.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Idosoko/ovl_Bg_Spot01_Idosoko_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot01_Objects2"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.o"
- include "build/src/overlays/actors/ovl_Bg_Spot01_Objects2/ovl_Bg_Spot01_Objects2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Objects2/z_bg_spot01_objects2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot01_Objects2/ovl_Bg_Spot01_Objects2_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot02_Objects"
- include "build/src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.o"
- include "build/src/overlays/actors/ovl_Bg_Spot02_Objects/ovl_Bg_Spot02_Objects_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot02_Objects/ovl_Bg_Spot02_Objects_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot03_Taki"
- include "build/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.o"
- include "build/src/overlays/actors/ovl_Bg_Spot03_Taki/ovl_Bg_Spot03_Taki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot03_Taki/ovl_Bg_Spot03_Taki_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot05_Soko"
- include "build/src/overlays/actors/ovl_Bg_Spot05_Soko/z_bg_spot05_soko.o"
- include "build/src/overlays/actors/ovl_Bg_Spot05_Soko/ovl_Bg_Spot05_Soko_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot05_Soko/z_bg_spot05_soko.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot05_Soko/ovl_Bg_Spot05_Soko_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot06_Objects"
- include "build/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.o"
- include "build/src/overlays/actors/ovl_Bg_Spot06_Objects/ovl_Bg_Spot06_Objects_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot06_Objects/ovl_Bg_Spot06_Objects_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot07_Taki"
- include "build/src/overlays/actors/ovl_Bg_Spot07_Taki/z_bg_spot07_taki.o"
- include "build/src/overlays/actors/ovl_Bg_Spot07_Taki/ovl_Bg_Spot07_Taki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot07_Taki/z_bg_spot07_taki.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot07_Taki/ovl_Bg_Spot07_Taki_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot08_Bakudankabe"
- include "build/src/overlays/actors/ovl_Bg_Spot08_Bakudankabe/z_bg_spot08_bakudankabe.o"
- include "build/src/overlays/actors/ovl_Bg_Spot08_Bakudankabe/ovl_Bg_Spot08_Bakudankabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot08_Bakudankabe/z_bg_spot08_bakudankabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot08_Bakudankabe/ovl_Bg_Spot08_Bakudankabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot08_Iceblock"
- include "build/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.o"
- include "build/src/overlays/actors/ovl_Bg_Spot08_Iceblock/ovl_Bg_Spot08_Iceblock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot08_Iceblock/ovl_Bg_Spot08_Iceblock_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot09_Obj"
- include "build/src/overlays/actors/ovl_Bg_Spot09_Obj/z_bg_spot09_obj.o"
- include "build/src/overlays/actors/ovl_Bg_Spot09_Obj/ovl_Bg_Spot09_Obj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot09_Obj/z_bg_spot09_obj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot09_Obj/ovl_Bg_Spot09_Obj_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot11_Bakudankabe"
- include "build/src/overlays/actors/ovl_Bg_Spot11_Bakudankabe/z_bg_spot11_bakudankabe.o"
- include "build/src/overlays/actors/ovl_Bg_Spot11_Bakudankabe/ovl_Bg_Spot11_Bakudankabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot11_Bakudankabe/z_bg_spot11_bakudankabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot11_Bakudankabe/ovl_Bg_Spot11_Bakudankabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot11_Oasis"
- include "build/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.o"
- include "build/src/overlays/actors/ovl_Bg_Spot11_Oasis/ovl_Bg_Spot11_Oasis_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot11_Oasis/ovl_Bg_Spot11_Oasis_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot12_Gate"
- include "build/src/overlays/actors/ovl_Bg_Spot12_Gate/z_bg_spot12_gate.o"
- include "build/src/overlays/actors/ovl_Bg_Spot12_Gate/ovl_Bg_Spot12_Gate_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot12_Gate/z_bg_spot12_gate.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot12_Gate/ovl_Bg_Spot12_Gate_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot12_Saku"
- include "build/src/overlays/actors/ovl_Bg_Spot12_Saku/z_bg_spot12_saku.o"
- include "build/src/overlays/actors/ovl_Bg_Spot12_Saku/ovl_Bg_Spot12_Saku_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot12_Saku/z_bg_spot12_saku.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot12_Saku/ovl_Bg_Spot12_Saku_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot15_Rrbox"
- include "build/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.o"
- include "build/src/overlays/actors/ovl_Bg_Spot15_Rrbox/ovl_Bg_Spot15_Rrbox_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot15_Rrbox/z_bg_spot15_rrbox.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot15_Rrbox/ovl_Bg_Spot15_Rrbox_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot15_Saku"
- include "build/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.o"
- include "build/src/overlays/actors/ovl_Bg_Spot15_Saku/ovl_Bg_Spot15_Saku_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot15_Saku/ovl_Bg_Spot15_Saku_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot16_Bombstone"
- include "build/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.o"
- include "build/src/overlays/actors/ovl_Bg_Spot16_Bombstone/ovl_Bg_Spot16_Bombstone_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot16_Bombstone/ovl_Bg_Spot16_Bombstone_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot16_Doughnut"
- include "build/src/overlays/actors/ovl_Bg_Spot16_Doughnut/z_bg_spot16_doughnut.o"
- include "build/src/overlays/actors/ovl_Bg_Spot16_Doughnut/ovl_Bg_Spot16_Doughnut_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot16_Doughnut/z_bg_spot16_doughnut.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot16_Doughnut/ovl_Bg_Spot16_Doughnut_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot17_Bakudankabe"
- include "build/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.o"
- include "build/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/ovl_Bg_Spot17_Bakudankabe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/ovl_Bg_Spot17_Bakudankabe_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot17_Funen"
- include "build/src/overlays/actors/ovl_Bg_Spot17_Funen/z_bg_spot17_funen.o"
- include "build/src/overlays/actors/ovl_Bg_Spot17_Funen/ovl_Bg_Spot17_Funen_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot17_Funen/z_bg_spot17_funen.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot17_Funen/ovl_Bg_Spot17_Funen_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot18_Basket"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.o"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Basket/ovl_Bg_Spot18_Basket_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Basket/ovl_Bg_Spot18_Basket_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot18_Futa"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Futa/z_bg_spot18_futa.o"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Futa/ovl_Bg_Spot18_Futa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Futa/z_bg_spot18_futa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Futa/ovl_Bg_Spot18_Futa_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot18_Obj"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Obj/z_bg_spot18_obj.o"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Obj/ovl_Bg_Spot18_Obj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Obj/z_bg_spot18_obj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Obj/ovl_Bg_Spot18_Obj_reloc.o"
endseg
beginseg
name "ovl_Bg_Spot18_Shutter"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Shutter/z_bg_spot18_shutter.o"
- include "build/src/overlays/actors/ovl_Bg_Spot18_Shutter/ovl_Bg_Spot18_Shutter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Shutter/z_bg_spot18_shutter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Spot18_Shutter/ovl_Bg_Spot18_Shutter_reloc.o"
endseg
beginseg
name "ovl_Bg_Sst_Floor"
- include "build/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.o"
- include "build/src/overlays/actors/ovl_Bg_Sst_Floor/ovl_Bg_Sst_Floor_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Sst_Floor/ovl_Bg_Sst_Floor_reloc.o"
endseg
beginseg
name "ovl_Bg_Toki_Hikari"
- include "build/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.o"
- include "build/src/overlays/actors/ovl_Bg_Toki_Hikari/ovl_Bg_Toki_Hikari_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Hikari/ovl_Bg_Toki_Hikari_reloc.o"
endseg
beginseg
name "ovl_Bg_Toki_Swd"
- include "build/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd_cutscene_data_1.o"
- include "build/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd_cutscene_data_2.o"
- include "build/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd_cutscene_data_3.o"
- include "build/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.o"
- include "build/src/overlays/actors/ovl_Bg_Toki_Swd/ovl_Bg_Toki_Swd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd_cutscene_data_1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd_cutscene_data_2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd_cutscene_data_3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Toki_Swd/ovl_Bg_Toki_Swd_reloc.o"
endseg
beginseg
name "ovl_Bg_Treemouth"
- include "build/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth_cutscene_data.o"
- include "build/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.o"
- include "build/src/overlays/actors/ovl_Bg_Treemouth/ovl_Bg_Treemouth_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth_cutscene_data.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Treemouth/ovl_Bg_Treemouth_reloc.o"
endseg
beginseg
name "ovl_Bg_Umajump"
- include "build/src/overlays/actors/ovl_Bg_Umajump/z_bg_umajump.o"
- include "build/src/overlays/actors/ovl_Bg_Umajump/ovl_Bg_Umajump_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Umajump/z_bg_umajump.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Umajump/ovl_Bg_Umajump_reloc.o"
endseg
beginseg
name "ovl_Bg_Vb_Sima"
- include "build/src/overlays/actors/ovl_Bg_Vb_Sima/z_bg_vb_sima.o"
- include "build/src/overlays/actors/ovl_Bg_Vb_Sima/ovl_Bg_Vb_Sima_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Vb_Sima/z_bg_vb_sima.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Vb_Sima/ovl_Bg_Vb_Sima_reloc.o"
endseg
beginseg
name "ovl_Bg_Ydan_Hasi"
- include "build/src/overlays/actors/ovl_Bg_Ydan_Hasi/z_bg_ydan_hasi.o"
- include "build/src/overlays/actors/ovl_Bg_Ydan_Hasi/ovl_Bg_Ydan_Hasi_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ydan_Hasi/z_bg_ydan_hasi.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ydan_Hasi/ovl_Bg_Ydan_Hasi_reloc.o"
endseg
beginseg
name "ovl_Bg_Ydan_Maruta"
- include "build/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.o"
- include "build/src/overlays/actors/ovl_Bg_Ydan_Maruta/ovl_Bg_Ydan_Maruta_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ydan_Maruta/z_bg_ydan_maruta.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ydan_Maruta/ovl_Bg_Ydan_Maruta_reloc.o"
endseg
beginseg
name "ovl_Bg_Ydan_Sp"
- include "build/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.o"
- include "build/src/overlays/actors/ovl_Bg_Ydan_Sp/ovl_Bg_Ydan_Sp_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Ydan_Sp/ovl_Bg_Ydan_Sp_reloc.o"
endseg
beginseg
name "ovl_Bg_Zg"
- include "build/src/overlays/actors/ovl_Bg_Zg/z_bg_zg.o"
- include "build/src/overlays/actors/ovl_Bg_Zg/ovl_Bg_Zg_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Zg/z_bg_zg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Bg_Zg/ovl_Bg_Zg_reloc.o"
endseg
beginseg
name "ovl_Boss_Dodongo"
- include "build/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.o"
- include "build/src/overlays/actors/ovl_Boss_Dodongo/ovl_Boss_Dodongo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Dodongo/ovl_Boss_Dodongo_reloc.o"
endseg
beginseg
name "ovl_Boss_Fd"
- include "build/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.o"
- include "build/src/overlays/actors/ovl_Boss_Fd/ovl_Boss_Fd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Fd/ovl_Boss_Fd_reloc.o"
endseg
beginseg
name "ovl_Boss_Fd2"
- include "build/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.o"
- include "build/src/overlays/actors/ovl_Boss_Fd2/ovl_Boss_Fd2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Fd2/ovl_Boss_Fd2_reloc.o"
endseg
beginseg
name "ovl_Boss_Ganon"
- include "build/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.o"
- include "build/src/overlays/actors/ovl_Boss_Ganon/ovl_Boss_Ganon_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Ganon/ovl_Boss_Ganon_reloc.o"
endseg
beginseg
name "ovl_Boss_Ganon2"
- include "build/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.o"
- include "build/src/overlays/actors/ovl_Boss_Ganon2/ovl_Boss_Ganon2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Ganon2/ovl_Boss_Ganon2_reloc.o"
endseg
beginseg
name "ovl_Boss_Ganondrof"
- include "build/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.o"
- include "build/src/overlays/actors/ovl_Boss_Ganondrof/ovl_Boss_Ganondrof_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Ganondrof/ovl_Boss_Ganondrof_reloc.o"
endseg
beginseg
name "ovl_Boss_Goma"
- include "build/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.o"
- include "build/src/overlays/actors/ovl_Boss_Goma/ovl_Boss_Goma_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Goma/ovl_Boss_Goma_reloc.o"
endseg
beginseg
name "ovl_Boss_Mo"
- include "build/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.o"
- include "build/src/overlays/actors/ovl_Boss_Mo/ovl_Boss_Mo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Mo/ovl_Boss_Mo_reloc.o"
endseg
beginseg
name "ovl_Boss_Sst"
- include "build/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.o"
- include "build/src/overlays/actors/ovl_Boss_Sst/ovl_Boss_Sst_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Sst/ovl_Boss_Sst_reloc.o"
endseg
beginseg
name "ovl_Boss_Tw"
- include "build/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.o"
- include "build/src/overlays/actors/ovl_Boss_Tw/ovl_Boss_Tw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Tw/ovl_Boss_Tw_reloc.o"
endseg
beginseg
name "ovl_Boss_Va"
- include "build/src/overlays/actors/ovl_Boss_Va/z_boss_va.o"
- include "build/src/overlays/actors/ovl_Boss_Va/ovl_Boss_Va_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Va/z_boss_va.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Boss_Va/ovl_Boss_Va_reloc.o"
endseg
beginseg
name "ovl_Demo_6K"
- include "build/src/overlays/actors/ovl_Demo_6K/z_demo_6k.o"
- include "build/src/overlays/actors/ovl_Demo_6K/ovl_Demo_6K_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_6K/z_demo_6k.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_6K/ovl_Demo_6K_reloc.o"
endseg
beginseg
name "ovl_Demo_Du"
- include "build/src/overlays/actors/ovl_Demo_Du/z_demo_du.o"
- include "build/src/overlays/actors/ovl_Demo_Du/ovl_Demo_Du_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Du/z_demo_du.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Du/ovl_Demo_Du_reloc.o"
endseg
beginseg
name "ovl_Demo_Ec"
- include "build/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.o"
- include "build/src/overlays/actors/ovl_Demo_Ec/ovl_Demo_Ec_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Ec/ovl_Demo_Ec_reloc.o"
endseg
beginseg
name "ovl_Demo_Effect"
- include "build/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.o"
- include "build/src/overlays/actors/ovl_Demo_Effect/ovl_Demo_Effect_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Effect/ovl_Demo_Effect_reloc.o"
endseg
beginseg
name "ovl_Demo_Ext"
- include "build/src/overlays/actors/ovl_Demo_Ext/z_demo_ext.o"
- include "build/src/overlays/actors/ovl_Demo_Ext/ovl_Demo_Ext_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Ext/z_demo_ext.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Ext/ovl_Demo_Ext_reloc.o"
endseg
beginseg
name "ovl_Demo_Geff"
- include "build/src/overlays/actors/ovl_Demo_Geff/z_demo_geff.o"
- include "build/src/overlays/actors/ovl_Demo_Geff/ovl_Demo_Geff_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Geff/z_demo_geff.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Geff/ovl_Demo_Geff_reloc.o"
endseg
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name "ovl_Demo_Gj"
- include "build/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.o"
- include "build/src/overlays/actors/ovl_Demo_Gj/ovl_Demo_Gj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Gj/ovl_Demo_Gj_reloc.o"
endseg
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name "ovl_Demo_Go"
- include "build/src/overlays/actors/ovl_Demo_Go/z_demo_go.o"
- include "build/src/overlays/actors/ovl_Demo_Go/ovl_Demo_Go_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Go/z_demo_go.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Go/ovl_Demo_Go_reloc.o"
endseg
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name "ovl_Demo_Gt"
- include "build/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.o"
- include "build/src/overlays/actors/ovl_Demo_Gt/ovl_Demo_Gt_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Gt/ovl_Demo_Gt_reloc.o"
endseg
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name "ovl_Demo_Ik"
- include "build/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.o"
- include "build/src/overlays/actors/ovl_Demo_Ik/ovl_Demo_Ik_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Ik/ovl_Demo_Ik_reloc.o"
endseg
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name "ovl_Demo_Im"
- include "build/src/overlays/actors/ovl_Demo_Im/z_demo_im.o"
- include "build/src/overlays/actors/ovl_Demo_Im/ovl_Demo_Im_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Im/z_demo_im.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Im/ovl_Demo_Im_reloc.o"
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name "ovl_Demo_Kankyo"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data1.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data2.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data3.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data4.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data5.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data6.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data7.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data8.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.o"
- include "build/src/overlays/actors/ovl_Demo_Kankyo/ovl_Demo_Kankyo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data4.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data5.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data6.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data7.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo_cutscene_data8.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kankyo/ovl_Demo_Kankyo_reloc.o"
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name "ovl_Demo_Kekkai"
- include "build/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.o"
- include "build/src/overlays/actors/ovl_Demo_Kekkai/ovl_Demo_Kekkai_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Kekkai/ovl_Demo_Kekkai_reloc.o"
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name "ovl_Demo_Sa"
- include "build/src/overlays/actors/ovl_Demo_Sa/z_demo_sa.o"
- include "build/src/overlays/actors/ovl_Demo_Sa/ovl_Demo_Sa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Sa/z_demo_sa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Sa/ovl_Demo_Sa_reloc.o"
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name "ovl_Demo_Shd"
- include "build/src/overlays/actors/ovl_Demo_Shd/z_demo_shd.o"
- include "build/src/overlays/actors/ovl_Demo_Shd/ovl_Demo_Shd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Shd/z_demo_shd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Shd/ovl_Demo_Shd_reloc.o"
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name "ovl_Demo_Tre_Lgt"
- include "build/src/overlays/actors/ovl_Demo_Tre_Lgt/z_demo_tre_lgt.o"
- include "build/src/overlays/actors/ovl_Demo_Tre_Lgt/ovl_Demo_Tre_Lgt_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Tre_Lgt/z_demo_tre_lgt.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Demo_Tre_Lgt/ovl_Demo_Tre_Lgt_reloc.o"
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name "ovl_Door_Ana"
- include "build/src/overlays/actors/ovl_Door_Ana/z_door_ana.o"
- include "build/src/overlays/actors/ovl_Door_Ana/ovl_Door_Ana_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Ana/z_door_ana.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Ana/ovl_Door_Ana_reloc.o"
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name "ovl_Door_Gerudo"
- include "build/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.o"
- include "build/src/overlays/actors/ovl_Door_Gerudo/ovl_Door_Gerudo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Gerudo/ovl_Door_Gerudo_reloc.o"
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name "ovl_Door_Killer"
- include "build/src/overlays/actors/ovl_Door_Killer/z_door_killer.o"
- include "build/src/overlays/actors/ovl_Door_Killer/ovl_Door_Killer_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Killer/z_door_killer.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Killer/ovl_Door_Killer_reloc.o"
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name "ovl_Door_Shutter"
- include "build/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.o"
- include "build/src/overlays/actors/ovl_Door_Shutter/ovl_Door_Shutter_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Shutter/ovl_Door_Shutter_reloc.o"
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name "ovl_Door_Toki"
- include "build/src/overlays/actors/ovl_Door_Toki/z_door_toki.o"
- include "build/src/overlays/actors/ovl_Door_Toki/ovl_Door_Toki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Toki/z_door_toki.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Toki/ovl_Door_Toki_reloc.o"
endseg
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name "ovl_Door_Warp1"
- include "build/src/overlays/actors/ovl_Door_Warp1/z_door_warp1.o"
- include "build/src/overlays/actors/ovl_Door_Warp1/ovl_Door_Warp1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Warp1/z_door_warp1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Door_Warp1/ovl_Door_Warp1_reloc.o"
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name "ovl_Efc_Erupc"
- include "build/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.o"
- include "build/src/overlays/actors/ovl_Efc_Erupc/ovl_Efc_Erupc_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Efc_Erupc/ovl_Efc_Erupc_reloc.o"
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name "ovl_Eff_Dust"
- include "build/src/overlays/actors/ovl_Eff_Dust/z_eff_dust.o"
- include "build/src/overlays/actors/ovl_Eff_Dust/ovl_Eff_Dust_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Eff_Dust/z_eff_dust.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Eff_Dust/ovl_Eff_Dust_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Blast"
- include "build/src/overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Blast/ovl_Effect_Ss_Blast_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Blast/ovl_Effect_Ss_Blast_reloc.o"
endseg
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name "ovl_Effect_Ss_Bomb"
- include "build/src/overlays/effects/ovl_Effect_Ss_Bomb/z_eff_ss_bomb.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Bomb/ovl_Effect_Ss_Bomb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Bomb/z_eff_ss_bomb.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Bomb/ovl_Effect_Ss_Bomb_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Bomb2"
- include "build/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Bomb2/ovl_Effect_Ss_Bomb2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Bomb2/ovl_Effect_Ss_Bomb2_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Bubble"
- include "build/src/overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Bubble/ovl_Effect_Ss_Bubble_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Bubble/ovl_Effect_Ss_Bubble_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_D_Fire"
- include "build/src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_D_Fire/ovl_Effect_Ss_D_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_D_Fire/ovl_Effect_Ss_D_Fire_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Dead_Db"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Db/z_eff_ss_dead_db.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Db/ovl_Effect_Ss_Dead_Db_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Db/z_eff_ss_dead_db.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Db/ovl_Effect_Ss_Dead_Db_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Dead_Dd"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Dd/z_eff_ss_dead_dd.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Dd/ovl_Effect_Ss_Dead_Dd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Dd/z_eff_ss_dead_dd.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Dd/ovl_Effect_Ss_Dead_Dd_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Dead_Ds"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/ovl_Effect_Ss_Dead_Ds_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/ovl_Effect_Ss_Dead_Ds_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Dead_Sound"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dead_Sound/ovl_Effect_Ss_Dead_Sound_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Sound/z_eff_ss_dead_sound.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dead_Sound/ovl_Effect_Ss_Dead_Sound_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Dt_Bubble"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/ovl_Effect_Ss_Dt_Bubble_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/ovl_Effect_Ss_Dt_Bubble_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Dust"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dust/z_eff_ss_dust.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Dust/ovl_Effect_Ss_Dust_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dust/z_eff_ss_dust.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Dust/ovl_Effect_Ss_Dust_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_En_Fire"
- include "build/src/overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_En_Fire/ovl_Effect_Ss_En_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_En_Fire/ovl_Effect_Ss_En_Fire_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_En_Ice"
- include "build/src/overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_En_Ice/ovl_Effect_Ss_En_Ice_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_En_Ice/ovl_Effect_Ss_En_Ice_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Extra"
- include "build/src/overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Extra/ovl_Effect_Ss_Extra_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Extra/ovl_Effect_Ss_Extra_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Fcircle"
- include "build/src/overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Fcircle/ovl_Effect_Ss_Fcircle_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Fcircle/ovl_Effect_Ss_Fcircle_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Fhg_Flash"
- include "build/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/ovl_Effect_Ss_Fhg_Flash_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/ovl_Effect_Ss_Fhg_Flash_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Fire_Tail"
- include "build/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/ovl_Effect_Ss_Fire_Tail_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/ovl_Effect_Ss_Fire_Tail_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_G_Fire"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Fire/z_eff_ss_g_fire.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Fire/ovl_Effect_Ss_G_Fire_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_G_Magma"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Magma/z_eff_ss_g_magma.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Magma/ovl_Effect_Ss_G_Magma_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Magma/z_eff_ss_g_magma.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Magma/ovl_Effect_Ss_G_Magma_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_G_Magma2"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Magma2/ovl_Effect_Ss_G_Magma2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Magma2/ovl_Effect_Ss_G_Magma2_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_G_Ripple"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Ripple/ovl_Effect_Ss_G_Ripple_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Ripple/ovl_Effect_Ss_G_Ripple_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_G_Spk"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Spk/ovl_Effect_Ss_G_Spk_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Spk/z_eff_ss_g_spk.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Spk/ovl_Effect_Ss_G_Spk_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_G_Splash"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Splash/z_eff_ss_g_splash.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_G_Splash/ovl_Effect_Ss_G_Splash_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Splash/z_eff_ss_g_splash.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_G_Splash/ovl_Effect_Ss_G_Splash_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Hahen"
- include "build/src/overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Hahen/ovl_Effect_Ss_Hahen_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Hahen/ovl_Effect_Ss_Hahen_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_HitMark"
- include "build/src/overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_HitMark/ovl_Effect_Ss_HitMark_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_HitMark/ovl_Effect_Ss_HitMark_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Ice_Piece"
- include "build/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/ovl_Effect_Ss_Ice_Piece_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/ovl_Effect_Ss_Ice_Piece_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Ice_Smoke"
- include "build/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/ovl_Effect_Ss_Ice_Smoke_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/ovl_Effect_Ss_Ice_Smoke_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_K_Fire"
- include "build/src/overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_K_Fire/ovl_Effect_Ss_K_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_K_Fire/ovl_Effect_Ss_K_Fire_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Kakera"
- include "build/src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Kakera/ovl_Effect_Ss_Kakera_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Kakera/ovl_Effect_Ss_Kakera_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_KiraKira"
- include "build/src/overlays/effects/ovl_Effect_Ss_KiraKira/z_eff_ss_kirakira.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_KiraKira/ovl_Effect_Ss_KiraKira_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_KiraKira/z_eff_ss_kirakira.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_KiraKira/ovl_Effect_Ss_KiraKira_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Lightning"
- include "build/src/overlays/effects/ovl_Effect_Ss_Lightning/z_eff_ss_lightning.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Lightning/ovl_Effect_Ss_Lightning_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Lightning/z_eff_ss_lightning.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Lightning/ovl_Effect_Ss_Lightning_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Sibuki"
- include "build/src/overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Sibuki/ovl_Effect_Ss_Sibuki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Sibuki/ovl_Effect_Ss_Sibuki_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Sibuki2"
- include "build/src/overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Sibuki2/ovl_Effect_Ss_Sibuki2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Sibuki2/ovl_Effect_Ss_Sibuki2_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Solder_Srch_Ball"
- include "build/src/overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/ovl_Effect_Ss_Solder_Srch_Ball_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/z_eff_ss_solder_srch_ball.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Solder_Srch_Ball/ovl_Effect_Ss_Solder_Srch_Ball_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Stick"
- include "build/src/overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Stick/ovl_Effect_Ss_Stick_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Stick/ovl_Effect_Ss_Stick_reloc.o"
endseg
beginseg
name "ovl_Effect_Ss_Stone1"
- include "build/src/overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.o"
- include "build/src/overlays/effects/ovl_Effect_Ss_Stone1/ovl_Effect_Ss_Stone1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.o"
+ include "$(BUILD_DIR)/src/overlays/effects/ovl_Effect_Ss_Stone1/ovl_Effect_Ss_Stone1_reloc.o"
endseg
beginseg
name "ovl_Elf_Msg"
- include "build/src/overlays/actors/ovl_Elf_Msg/z_elf_msg.o"
- include "build/src/overlays/actors/ovl_Elf_Msg/ovl_Elf_Msg_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Elf_Msg/z_elf_msg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Elf_Msg/ovl_Elf_Msg_reloc.o"
endseg
beginseg
name "ovl_Elf_Msg2"
- include "build/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.o"
- include "build/src/overlays/actors/ovl_Elf_Msg2/ovl_Elf_Msg2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Elf_Msg2/ovl_Elf_Msg2_reloc.o"
endseg
beginseg
name "ovl_En_Am"
- include "build/src/overlays/actors/ovl_En_Am/z_en_am.o"
- include "build/src/overlays/actors/ovl_En_Am/ovl_En_Am_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Am/z_en_am.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Am/ovl_En_Am_reloc.o"
endseg
beginseg
name "ovl_En_Ani"
- include "build/src/overlays/actors/ovl_En_Ani/z_en_ani.o"
- include "build/src/overlays/actors/ovl_En_Ani/ovl_En_Ani_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ani/z_en_ani.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ani/ovl_En_Ani_reloc.o"
endseg
beginseg
name "ovl_En_Anubice"
- include "build/src/overlays/actors/ovl_En_Anubice/z_en_anubice.o"
- include "build/src/overlays/actors/ovl_En_Anubice/ovl_En_Anubice_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Anubice/z_en_anubice.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Anubice/ovl_En_Anubice_reloc.o"
endseg
beginseg
name "ovl_En_Anubice_Fire"
- include "build/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.o"
- include "build/src/overlays/actors/ovl_En_Anubice_Fire/ovl_En_Anubice_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Anubice_Fire/ovl_En_Anubice_Fire_reloc.o"
endseg
beginseg
name "ovl_En_Anubice_Tag"
- include "build/src/overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.o"
- include "build/src/overlays/actors/ovl_En_Anubice_Tag/ovl_En_Anubice_Tag_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Anubice_Tag/ovl_En_Anubice_Tag_reloc.o"
endseg
beginseg
name "ovl_En_Arow_Trap"
- include "build/src/overlays/actors/ovl_En_Arow_Trap/z_en_arow_trap.o"
- include "build/src/overlays/actors/ovl_En_Arow_Trap/ovl_En_Arow_Trap_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Arow_Trap/z_en_arow_trap.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Arow_Trap/ovl_En_Arow_Trap_reloc.o"
endseg
beginseg
name "ovl_En_Arrow"
- include "build/src/overlays/actors/ovl_En_Arrow/z_en_arrow.o"
- include "build/src/overlays/actors/ovl_En_Arrow/ovl_En_Arrow_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Arrow/z_en_arrow.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Arrow/ovl_En_Arrow_reloc.o"
endseg
beginseg
name "ovl_En_Attack_Niw"
- include "build/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.o"
- include "build/src/overlays/actors/ovl_En_Attack_Niw/ovl_En_Attack_Niw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Attack_Niw/z_en_attack_niw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Attack_Niw/ovl_En_Attack_Niw_reloc.o"
endseg
beginseg
name "ovl_En_Ba"
- include "build/src/overlays/actors/ovl_En_Ba/z_en_ba.o"
- include "build/src/overlays/actors/ovl_En_Ba/ovl_En_Ba_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ba/z_en_ba.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ba/ovl_En_Ba_reloc.o"
endseg
beginseg
name "ovl_En_Bb"
- include "build/src/overlays/actors/ovl_En_Bb/z_en_bb.o"
- include "build/src/overlays/actors/ovl_En_Bb/ovl_En_Bb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bb/z_en_bb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bb/ovl_En_Bb_reloc.o"
endseg
beginseg
name "ovl_En_Bdfire"
- include "build/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.o"
- include "build/src/overlays/actors/ovl_En_Bdfire/ovl_En_Bdfire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bdfire/ovl_En_Bdfire_reloc.o"
endseg
beginseg
name "ovl_En_Bigokuta"
- include "build/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.o"
- include "build/src/overlays/actors/ovl_En_Bigokuta/ovl_En_Bigokuta_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bigokuta/ovl_En_Bigokuta_reloc.o"
endseg
beginseg
name "ovl_En_Bili"
- include "build/src/overlays/actors/ovl_En_Bili/z_en_bili.o"
- include "build/src/overlays/actors/ovl_En_Bili/ovl_En_Bili_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bili/z_en_bili.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bili/ovl_En_Bili_reloc.o"
endseg
beginseg
name "ovl_En_Bird"
- include "build/src/overlays/actors/ovl_En_Bird/z_en_bird.o"
- include "build/src/overlays/actors/ovl_En_Bird/ovl_En_Bird_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bird/z_en_bird.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bird/ovl_En_Bird_reloc.o"
endseg
beginseg
name "ovl_En_Blkobj"
- include "build/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.o"
- include "build/src/overlays/actors/ovl_En_Blkobj/ovl_En_Blkobj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Blkobj/ovl_En_Blkobj_reloc.o"
endseg
beginseg
name "ovl_En_Bom"
- include "build/src/overlays/actors/ovl_En_Bom/z_en_bom.o"
- include "build/src/overlays/actors/ovl_En_Bom/ovl_En_Bom_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom/z_en_bom.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom/ovl_En_Bom_reloc.o"
endseg
beginseg
name "ovl_En_Bom_Bowl_Man"
- include "build/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.o"
- include "build/src/overlays/actors/ovl_En_Bom_Bowl_Man/ovl_En_Bom_Bowl_Man_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom_Bowl_Man/ovl_En_Bom_Bowl_Man_reloc.o"
endseg
beginseg
name "ovl_En_Bom_Bowl_Pit"
- include "build/src/overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.o"
- include "build/src/overlays/actors/ovl_En_Bom_Bowl_Pit/ovl_En_Bom_Bowl_Pit_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom_Bowl_Pit/ovl_En_Bom_Bowl_Pit_reloc.o"
endseg
beginseg
name "ovl_En_Bom_Chu"
- include "build/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.o"
- include "build/src/overlays/actors/ovl_En_Bom_Chu/ovl_En_Bom_Chu_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bom_Chu/ovl_En_Bom_Chu_reloc.o"
endseg
beginseg
name "ovl_En_Bombf"
- include "build/src/overlays/actors/ovl_En_Bombf/z_en_bombf.o"
- include "build/src/overlays/actors/ovl_En_Bombf/ovl_En_Bombf_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bombf/z_en_bombf.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bombf/ovl_En_Bombf_reloc.o"
endseg
beginseg
name "ovl_En_Boom"
- include "build/src/overlays/actors/ovl_En_Boom/z_en_boom.o"
- include "build/src/overlays/actors/ovl_En_Boom/ovl_En_Boom_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Boom/z_en_boom.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Boom/ovl_En_Boom_reloc.o"
endseg
beginseg
name "ovl_En_Box"
- include "build/src/overlays/actors/ovl_En_Box/z_en_box.o"
- include "build/src/overlays/actors/ovl_En_Box/ovl_En_Box_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Box/z_en_box.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Box/ovl_En_Box_reloc.o"
endseg
beginseg
name "ovl_En_Brob"
- include "build/src/overlays/actors/ovl_En_Brob/z_en_brob.o"
- include "build/src/overlays/actors/ovl_En_Brob/ovl_En_Brob_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Brob/z_en_brob.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Brob/ovl_En_Brob_reloc.o"
endseg
beginseg
name "ovl_En_Bubble"
- include "build/src/overlays/actors/ovl_En_Bubble/z_en_bubble.o"
- include "build/src/overlays/actors/ovl_En_Bubble/ovl_En_Bubble_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bubble/z_en_bubble.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bubble/ovl_En_Bubble_reloc.o"
endseg
beginseg
name "ovl_En_Butte"
- include "build/src/overlays/actors/ovl_En_Butte/z_en_butte.o"
- include "build/src/overlays/actors/ovl_En_Butte/ovl_En_Butte_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Butte/z_en_butte.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Butte/ovl_En_Butte_reloc.o"
endseg
beginseg
name "ovl_En_Bw"
- include "build/src/overlays/actors/ovl_En_Bw/z_en_bw.o"
- include "build/src/overlays/actors/ovl_En_Bw/ovl_En_Bw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bw/z_en_bw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bw/ovl_En_Bw_reloc.o"
endseg
beginseg
name "ovl_En_Bx"
- include "build/src/overlays/actors/ovl_En_Bx/z_en_bx.o"
- include "build/src/overlays/actors/ovl_En_Bx/ovl_En_Bx_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bx/z_en_bx.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Bx/ovl_En_Bx_reloc.o"
endseg
beginseg
name "ovl_En_Changer"
- include "build/src/overlays/actors/ovl_En_Changer/z_en_changer.o"
- include "build/src/overlays/actors/ovl_En_Changer/ovl_En_Changer_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Changer/z_en_changer.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Changer/ovl_En_Changer_reloc.o"
endseg
beginseg
name "ovl_En_Clear_Tag"
- include "build/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.o"
- include "build/src/overlays/actors/ovl_En_Clear_Tag/ovl_En_Clear_Tag_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Clear_Tag/ovl_En_Clear_Tag_reloc.o"
endseg
beginseg
name "ovl_En_Cow"
- include "build/src/overlays/actors/ovl_En_Cow/z_en_cow.o"
- include "build/src/overlays/actors/ovl_En_Cow/ovl_En_Cow_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Cow/z_en_cow.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Cow/ovl_En_Cow_reloc.o"
endseg
beginseg
name "ovl_En_Crow"
- include "build/src/overlays/actors/ovl_En_Crow/z_en_crow.o"
- include "build/src/overlays/actors/ovl_En_Crow/ovl_En_Crow_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Crow/z_en_crow.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Crow/ovl_En_Crow_reloc.o"
endseg
beginseg
name "ovl_En_Cs"
- include "build/src/overlays/actors/ovl_En_Cs/z_en_cs.o"
- include "build/src/overlays/actors/ovl_En_Cs/ovl_En_Cs_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Cs/z_en_cs.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Cs/ovl_En_Cs_reloc.o"
endseg
beginseg
name "ovl_En_Daiku"
- include "build/src/overlays/actors/ovl_En_Daiku/z_en_daiku.o"
- include "build/src/overlays/actors/ovl_En_Daiku/ovl_En_Daiku_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Daiku/z_en_daiku.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Daiku/ovl_En_Daiku_reloc.o"
endseg
beginseg
name "ovl_En_Daiku_Kakariko"
- include "build/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.o"
- include "build/src/overlays/actors/ovl_En_Daiku_Kakariko/ovl_En_Daiku_Kakariko_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Daiku_Kakariko/ovl_En_Daiku_Kakariko_reloc.o"
endseg
beginseg
name "ovl_En_Dekubaba"
- include "build/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.o"
- include "build/src/overlays/actors/ovl_En_Dekubaba/ovl_En_Dekubaba_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dekubaba/ovl_En_Dekubaba_reloc.o"
endseg
beginseg
name "ovl_En_Dekunuts"
- include "build/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.o"
- include "build/src/overlays/actors/ovl_En_Dekunuts/ovl_En_Dekunuts_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dekunuts/ovl_En_Dekunuts_reloc.o"
endseg
beginseg
name "ovl_En_Dh"
- include "build/src/overlays/actors/ovl_En_Dh/z_en_dh.o"
- include "build/src/overlays/actors/ovl_En_Dh/ovl_En_Dh_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dh/z_en_dh.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dh/ovl_En_Dh_reloc.o"
endseg
beginseg
name "ovl_En_Dha"
- include "build/src/overlays/actors/ovl_En_Dha/z_en_dha.o"
- include "build/src/overlays/actors/ovl_En_Dha/ovl_En_Dha_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dha/z_en_dha.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dha/ovl_En_Dha_reloc.o"
endseg
beginseg
name "ovl_En_Diving_Game"
- include "build/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.o"
- include "build/src/overlays/actors/ovl_En_Diving_Game/ovl_En_Diving_Game_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Diving_Game/ovl_En_Diving_Game_reloc.o"
endseg
beginseg
name "ovl_En_Dns"
- include "build/src/overlays/actors/ovl_En_Dns/z_en_dns.o"
- include "build/src/overlays/actors/ovl_En_Dns/ovl_En_Dns_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dns/z_en_dns.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dns/ovl_En_Dns_reloc.o"
endseg
beginseg
name "ovl_En_Dnt_Demo"
- include "build/src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.o"
- include "build/src/overlays/actors/ovl_En_Dnt_Demo/ovl_En_Dnt_Demo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dnt_Demo/ovl_En_Dnt_Demo_reloc.o"
endseg
beginseg
name "ovl_En_Dnt_Jiji"
- include "build/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.o"
- include "build/src/overlays/actors/ovl_En_Dnt_Jiji/ovl_En_Dnt_Jiji_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dnt_Jiji/ovl_En_Dnt_Jiji_reloc.o"
endseg
beginseg
name "ovl_En_Dnt_Nomal"
- include "build/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.o"
- include "build/src/overlays/actors/ovl_En_Dnt_Nomal/ovl_En_Dnt_Nomal_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dnt_Nomal/ovl_En_Dnt_Nomal_reloc.o"
endseg
beginseg
name "ovl_En_Dodojr"
- include "build/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.o"
- include "build/src/overlays/actors/ovl_En_Dodojr/ovl_En_Dodojr_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dodojr/z_en_dodojr.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dodojr/ovl_En_Dodojr_reloc.o"
endseg
beginseg
name "ovl_En_Dodongo"
- include "build/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.o"
- include "build/src/overlays/actors/ovl_En_Dodongo/ovl_En_Dodongo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dodongo/ovl_En_Dodongo_reloc.o"
endseg
beginseg
name "ovl_En_Dog"
- include "build/src/overlays/actors/ovl_En_Dog/z_en_dog.o"
- include "build/src/overlays/actors/ovl_En_Dog/ovl_En_Dog_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dog/z_en_dog.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dog/ovl_En_Dog_reloc.o"
endseg
beginseg
name "ovl_En_Door"
- include "build/src/overlays/actors/ovl_En_Door/z_en_door.o"
- include "build/src/overlays/actors/ovl_En_Door/ovl_En_Door_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Door/z_en_door.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Door/ovl_En_Door_reloc.o"
endseg
beginseg
name "ovl_En_Ds"
- include "build/src/overlays/actors/ovl_En_Ds/z_en_ds.o"
- include "build/src/overlays/actors/ovl_En_Ds/ovl_En_Ds_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ds/z_en_ds.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ds/ovl_En_Ds_reloc.o"
endseg
beginseg
name "ovl_En_Du"
- include "build/src/overlays/actors/ovl_En_Du/z_en_du.o"
- include "build/src/overlays/actors/ovl_En_Du/ovl_En_Du_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Du/z_en_du.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Du/ovl_En_Du_reloc.o"
endseg
beginseg
name "ovl_En_Dy_Extra"
- include "build/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.o"
- include "build/src/overlays/actors/ovl_En_Dy_Extra/ovl_En_Dy_Extra_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Dy_Extra/ovl_En_Dy_Extra_reloc.o"
endseg
beginseg
name "ovl_En_Eg"
- include "build/src/overlays/actors/ovl_En_Eg/z_en_eg.o"
- include "build/src/overlays/actors/ovl_En_Eg/ovl_En_Eg_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Eg/z_en_eg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Eg/ovl_En_Eg_reloc.o"
endseg
beginseg
name "ovl_En_Eiyer"
- include "build/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.o"
- include "build/src/overlays/actors/ovl_En_Eiyer/ovl_En_Eiyer_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Eiyer/ovl_En_Eiyer_reloc.o"
endseg
beginseg
name "ovl_En_Elf"
- include "build/src/overlays/actors/ovl_En_Elf/z_en_elf.o"
- include "build/src/overlays/actors/ovl_En_Elf/ovl_En_Elf_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Elf/z_en_elf.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Elf/ovl_En_Elf_reloc.o"
endseg
beginseg
name "ovl_En_Encount1"
- include "build/src/overlays/actors/ovl_En_Encount1/z_en_encount1.o"
- include "build/src/overlays/actors/ovl_En_Encount1/ovl_En_Encount1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Encount1/z_en_encount1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Encount1/ovl_En_Encount1_reloc.o"
endseg
beginseg
name "ovl_En_Encount2"
- include "build/src/overlays/actors/ovl_En_Encount2/z_en_encount2.o"
- include "build/src/overlays/actors/ovl_En_Encount2/ovl_En_Encount2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Encount2/z_en_encount2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Encount2/ovl_En_Encount2_reloc.o"
endseg
beginseg
name "ovl_En_Ex_Item"
- include "build/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.o"
- include "build/src/overlays/actors/ovl_En_Ex_Item/ovl_En_Ex_Item_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ex_Item/ovl_En_Ex_Item_reloc.o"
endseg
beginseg
name "ovl_En_Ex_Ruppy"
- include "build/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.o"
- include "build/src/overlays/actors/ovl_En_Ex_Ruppy/ovl_En_Ex_Ruppy_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ex_Ruppy/ovl_En_Ex_Ruppy_reloc.o"
endseg
beginseg
name "ovl_En_Fd"
- include "build/src/overlays/actors/ovl_En_Fd/z_en_fd.o"
- include "build/src/overlays/actors/ovl_En_Fd/ovl_En_Fd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fd/z_en_fd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fd/ovl_En_Fd_reloc.o"
endseg
beginseg
name "ovl_En_Fd_Fire"
- include "build/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.o"
- include "build/src/overlays/actors/ovl_En_Fd_Fire/ovl_En_Fd_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fd_Fire/ovl_En_Fd_Fire_reloc.o"
endseg
beginseg
name "ovl_En_Fhg_Fire"
- include "build/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.o"
- include "build/src/overlays/actors/ovl_En_Fhg_Fire/ovl_En_Fhg_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fhg_Fire/ovl_En_Fhg_Fire_reloc.o"
endseg
beginseg
name "ovl_En_Fire_Rock"
- include "build/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.o"
- include "build/src/overlays/actors/ovl_En_Fire_Rock/ovl_En_Fire_Rock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fire_Rock/ovl_En_Fire_Rock_reloc.o"
endseg
beginseg
name "ovl_En_Firefly"
- include "build/src/overlays/actors/ovl_En_Firefly/z_en_firefly.o"
- include "build/src/overlays/actors/ovl_En_Firefly/ovl_En_Firefly_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Firefly/z_en_firefly.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Firefly/ovl_En_Firefly_reloc.o"
endseg
beginseg
name "ovl_En_Fish"
- include "build/src/overlays/actors/ovl_En_Fish/z_en_fish.o"
- include "build/src/overlays/actors/ovl_En_Fish/ovl_En_Fish_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fish/z_en_fish.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fish/ovl_En_Fish_reloc.o"
endseg
beginseg
name "ovl_En_Floormas"
- include "build/src/overlays/actors/ovl_En_Floormas/z_en_floormas.o"
- include "build/src/overlays/actors/ovl_En_Floormas/ovl_En_Floormas_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Floormas/z_en_floormas.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Floormas/ovl_En_Floormas_reloc.o"
endseg
beginseg
name "ovl_En_Fr"
- include "build/src/overlays/actors/ovl_En_Fr/z_en_fr.o"
- include "build/src/overlays/actors/ovl_En_Fr/ovl_En_Fr_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fr/z_en_fr.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fr/ovl_En_Fr_reloc.o"
endseg
beginseg
name "ovl_En_Fu"
- include "build/src/overlays/actors/ovl_En_Fu/z_en_fu.o"
- include "build/src/overlays/actors/ovl_En_Fu/ovl_En_Fu_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fu/z_en_fu.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fu/ovl_En_Fu_reloc.o"
endseg
beginseg
name "ovl_En_Fw"
- include "build/src/overlays/actors/ovl_En_Fw/z_en_fw.o"
- include "build/src/overlays/actors/ovl_En_Fw/ovl_En_Fw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fw/z_en_fw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fw/ovl_En_Fw_reloc.o"
endseg
beginseg
name "ovl_En_Fz"
- include "build/src/overlays/actors/ovl_En_Fz/z_en_fz.o"
- include "build/src/overlays/actors/ovl_En_Fz/ovl_En_Fz_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fz/z_en_fz.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Fz/ovl_En_Fz_reloc.o"
endseg
beginseg
name "ovl_En_G_Switch"
- include "build/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.o"
- include "build/src/overlays/actors/ovl_En_G_Switch/ovl_En_G_Switch_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_G_Switch/ovl_En_G_Switch_reloc.o"
endseg
beginseg
name "ovl_En_Ganon_Mant"
- include "build/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.o"
- include "build/src/overlays/actors/ovl_En_Ganon_Mant/ovl_En_Ganon_Mant_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ganon_Mant/ovl_En_Ganon_Mant_reloc.o"
endseg
beginseg
name "ovl_En_Ganon_Organ"
- include "build/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.o"
- include "build/src/overlays/actors/ovl_En_Ganon_Organ/ovl_En_Ganon_Organ_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ganon_Organ/ovl_En_Ganon_Organ_reloc.o"
endseg
beginseg
name "ovl_En_Gb"
- include "build/src/overlays/actors/ovl_En_Gb/z_en_gb.o"
- include "build/src/overlays/actors/ovl_En_Gb/ovl_En_Gb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Gb/z_en_gb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Gb/ovl_En_Gb_reloc.o"
endseg
beginseg
name "ovl_En_Ge1"
- include "build/src/overlays/actors/ovl_En_Ge1/z_en_ge1.o"
- include "build/src/overlays/actors/ovl_En_Ge1/ovl_En_Ge1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ge1/z_en_ge1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ge1/ovl_En_Ge1_reloc.o"
endseg
beginseg
name "ovl_En_Ge2"
- include "build/src/overlays/actors/ovl_En_Ge2/z_en_ge2.o"
- include "build/src/overlays/actors/ovl_En_Ge2/ovl_En_Ge2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ge2/z_en_ge2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ge2/ovl_En_Ge2_reloc.o"
endseg
beginseg
name "ovl_En_Ge3"
- include "build/src/overlays/actors/ovl_En_Ge3/z_en_ge3.o"
- include "build/src/overlays/actors/ovl_En_Ge3/ovl_En_Ge3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ge3/z_en_ge3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ge3/ovl_En_Ge3_reloc.o"
endseg
beginseg
name "ovl_En_GeldB"
- include "build/src/overlays/actors/ovl_En_GeldB/z_en_geldb.o"
- include "build/src/overlays/actors/ovl_En_GeldB/ovl_En_GeldB_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_GeldB/z_en_geldb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_GeldB/ovl_En_GeldB_reloc.o"
endseg
beginseg
name "ovl_En_GirlA"
- include "build/src/overlays/actors/ovl_En_GirlA/z_en_girla.o"
- include "build/src/overlays/actors/ovl_En_GirlA/ovl_En_GirlA_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_GirlA/z_en_girla.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_GirlA/ovl_En_GirlA_reloc.o"
endseg
beginseg
name "ovl_En_Gm"
- include "build/src/overlays/actors/ovl_En_Gm/z_en_gm.o"
- include "build/src/overlays/actors/ovl_En_Gm/ovl_En_Gm_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Gm/z_en_gm.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Gm/ovl_En_Gm_reloc.o"
endseg
beginseg
name "ovl_En_Go"
- include "build/src/overlays/actors/ovl_En_Go/z_en_go.o"
- include "build/src/overlays/actors/ovl_En_Go/ovl_En_Go_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Go/z_en_go.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Go/ovl_En_Go_reloc.o"
endseg
beginseg
name "ovl_En_Go2"
- include "build/src/overlays/actors/ovl_En_Go2/z_en_go2.o"
- include "build/src/overlays/actors/ovl_En_Go2/ovl_En_Go2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Go2/z_en_go2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Go2/ovl_En_Go2_reloc.o"
endseg
beginseg
name "ovl_En_Goma"
- include "build/src/overlays/actors/ovl_En_Goma/z_en_goma.o"
- include "build/src/overlays/actors/ovl_En_Goma/ovl_En_Goma_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Goma/z_en_goma.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Goma/ovl_En_Goma_reloc.o"
endseg
beginseg
name "ovl_En_Goroiwa"
- include "build/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.o"
- include "build/src/overlays/actors/ovl_En_Goroiwa/ovl_En_Goroiwa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Goroiwa/z_en_goroiwa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Goroiwa/ovl_En_Goroiwa_reloc.o"
endseg
beginseg
name "ovl_En_Gs"
- include "build/src/overlays/actors/ovl_En_Gs/z_en_gs.o"
- include "build/src/overlays/actors/ovl_En_Gs/ovl_En_Gs_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Gs/z_en_gs.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Gs/ovl_En_Gs_reloc.o"
endseg
beginseg
name "ovl_En_Guest"
- include "build/src/overlays/actors/ovl_En_Guest/z_en_guest.o"
- include "build/src/overlays/actors/ovl_En_Guest/ovl_En_Guest_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Guest/z_en_guest.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Guest/ovl_En_Guest_reloc.o"
endseg
beginseg
name "ovl_En_Hata"
- include "build/src/overlays/actors/ovl_En_Hata/z_en_hata.o"
- include "build/src/overlays/actors/ovl_En_Hata/ovl_En_Hata_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hata/z_en_hata.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hata/ovl_En_Hata_reloc.o"
endseg
beginseg
name "ovl_En_Heishi1"
- include "build/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.o"
- include "build/src/overlays/actors/ovl_En_Heishi1/ovl_En_Heishi1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi1/z_en_heishi1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi1/ovl_En_Heishi1_reloc.o"
endseg
beginseg
name "ovl_En_Heishi2"
- include "build/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.o"
- include "build/src/overlays/actors/ovl_En_Heishi2/ovl_En_Heishi2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi2/ovl_En_Heishi2_reloc.o"
endseg
beginseg
name "ovl_En_Heishi3"
- include "build/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.o"
- include "build/src/overlays/actors/ovl_En_Heishi3/ovl_En_Heishi3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi3/z_en_heishi3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi3/ovl_En_Heishi3_reloc.o"
endseg
beginseg
name "ovl_En_Heishi4"
- include "build/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.o"
- include "build/src/overlays/actors/ovl_En_Heishi4/ovl_En_Heishi4_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Heishi4/ovl_En_Heishi4_reloc.o"
endseg
beginseg
name "ovl_En_Hintnuts"
- include "build/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.o"
- include "build/src/overlays/actors/ovl_En_Hintnuts/ovl_En_Hintnuts_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hintnuts/ovl_En_Hintnuts_reloc.o"
endseg
beginseg
name "ovl_En_Holl"
- include "build/src/overlays/actors/ovl_En_Holl/z_en_holl.o"
- include "build/src/overlays/actors/ovl_En_Holl/ovl_En_Holl_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Holl/z_en_holl.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Holl/ovl_En_Holl_reloc.o"
endseg
beginseg
name "ovl_En_Honotrap"
- include "build/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.o"
- include "build/src/overlays/actors/ovl_En_Honotrap/ovl_En_Honotrap_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Honotrap/ovl_En_Honotrap_reloc.o"
endseg
beginseg
name "ovl_En_Horse"
- include "build/src/overlays/actors/ovl_En_Horse/z_en_horse.o"
- include "build/src/overlays/actors/ovl_En_Horse/ovl_En_Horse_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse/z_en_horse.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse/ovl_En_Horse_reloc.o"
endseg
beginseg
name "ovl_En_Horse_Game_Check"
- include "build/src/overlays/actors/ovl_En_Horse_Game_Check/z_en_horse_game_check.o"
- include "build/src/overlays/actors/ovl_En_Horse_Game_Check/ovl_En_Horse_Game_Check_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Game_Check/z_en_horse_game_check.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Game_Check/ovl_En_Horse_Game_Check_reloc.o"
endseg
beginseg
name "ovl_En_Horse_Ganon"
- include "build/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.o"
- include "build/src/overlays/actors/ovl_En_Horse_Ganon/ovl_En_Horse_Ganon_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Ganon/z_en_horse_ganon.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Ganon/ovl_En_Horse_Ganon_reloc.o"
endseg
beginseg
name "ovl_En_Horse_Link_Child"
- include "build/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.o"
- include "build/src/overlays/actors/ovl_En_Horse_Link_Child/ovl_En_Horse_Link_Child_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Link_Child/ovl_En_Horse_Link_Child_reloc.o"
endseg
beginseg
name "ovl_En_Horse_Normal"
- include "build/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.o"
- include "build/src/overlays/actors/ovl_En_Horse_Normal/ovl_En_Horse_Normal_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Normal/ovl_En_Horse_Normal_reloc.o"
endseg
beginseg
name "ovl_En_Horse_Zelda"
- include "build/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.o"
- include "build/src/overlays/actors/ovl_En_Horse_Zelda/ovl_En_Horse_Zelda_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Zelda/z_en_horse_zelda.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Horse_Zelda/ovl_En_Horse_Zelda_reloc.o"
endseg
beginseg
name "ovl_En_Hs"
- include "build/src/overlays/actors/ovl_En_Hs/z_en_hs.o"
- include "build/src/overlays/actors/ovl_En_Hs/ovl_En_Hs_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hs/z_en_hs.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hs/ovl_En_Hs_reloc.o"
endseg
beginseg
name "ovl_En_Hs2"
- include "build/src/overlays/actors/ovl_En_Hs2/z_en_hs2.o"
- include "build/src/overlays/actors/ovl_En_Hs2/ovl_En_Hs2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hs2/z_en_hs2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hs2/ovl_En_Hs2_reloc.o"
endseg
beginseg
name "ovl_En_Hy"
- include "build/src/overlays/actors/ovl_En_Hy/z_en_hy.o"
- include "build/src/overlays/actors/ovl_En_Hy/ovl_En_Hy_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hy/z_en_hy.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Hy/ovl_En_Hy_reloc.o"
endseg
beginseg
name "ovl_En_Ice_Hono"
- include "build/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.o"
- include "build/src/overlays/actors/ovl_En_Ice_Hono/ovl_En_Ice_Hono_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ice_Hono/ovl_En_Ice_Hono_reloc.o"
endseg
beginseg
name "ovl_En_Ik"
- include "build/src/overlays/actors/ovl_En_Ik/z_en_ik.o"
- include "build/src/overlays/actors/ovl_En_Ik/ovl_En_Ik_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ik/z_en_ik.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ik/ovl_En_Ik_reloc.o"
endseg
beginseg
name "ovl_En_In"
- include "build/src/overlays/actors/ovl_En_In/z_en_in.o"
- include "build/src/overlays/actors/ovl_En_In/ovl_En_In_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_In/z_en_in.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_In/ovl_En_In_reloc.o"
endseg
beginseg
name "ovl_En_Insect"
- include "build/src/overlays/actors/ovl_En_Insect/z_en_insect.o"
- include "build/src/overlays/actors/ovl_En_Insect/ovl_En_Insect_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Insect/z_en_insect.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Insect/ovl_En_Insect_reloc.o"
endseg
beginseg
name "ovl_En_Ishi"
- include "build/src/overlays/actors/ovl_En_Ishi/z_en_ishi.o"
- include "build/src/overlays/actors/ovl_En_Ishi/ovl_En_Ishi_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ishi/z_en_ishi.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ishi/ovl_En_Ishi_reloc.o"
endseg
beginseg
name "ovl_En_It"
- include "build/src/overlays/actors/ovl_En_It/z_en_it.o"
- include "build/src/overlays/actors/ovl_En_It/ovl_En_It_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_It/z_en_it.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_It/ovl_En_It_reloc.o"
endseg
beginseg
name "ovl_En_Jj"
- include "build/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
- include "build/src/overlays/actors/ovl_En_Jj/ovl_En_Jj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/z_en_jj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jj/ovl_En_Jj_reloc.o"
endseg
beginseg
name "ovl_En_Js"
- include "build/src/overlays/actors/ovl_En_Js/z_en_js.o"
- include "build/src/overlays/actors/ovl_En_Js/ovl_En_Js_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Js/z_en_js.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Js/ovl_En_Js_reloc.o"
endseg
beginseg
name "ovl_En_Jsjutan"
- include "build/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.o"
- include "build/src/overlays/actors/ovl_En_Jsjutan/ovl_En_Jsjutan_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Jsjutan/ovl_En_Jsjutan_reloc.o"
endseg
beginseg
name "ovl_En_Kakasi"
- include "build/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.o"
- include "build/src/overlays/actors/ovl_En_Kakasi/ovl_En_Kakasi_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kakasi/ovl_En_Kakasi_reloc.o"
endseg
beginseg
name "ovl_En_Kakasi2"
- include "build/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.o"
- include "build/src/overlays/actors/ovl_En_Kakasi2/ovl_En_Kakasi2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kakasi2/z_en_kakasi2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kakasi2/ovl_En_Kakasi2_reloc.o"
endseg
beginseg
name "ovl_En_Kakasi3"
- include "build/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.o"
- include "build/src/overlays/actors/ovl_En_Kakasi3/ovl_En_Kakasi3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kakasi3/ovl_En_Kakasi3_reloc.o"
endseg
beginseg
name "ovl_En_Kanban"
- include "build/src/overlays/actors/ovl_En_Kanban/z_en_kanban.o"
- include "build/src/overlays/actors/ovl_En_Kanban/ovl_En_Kanban_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kanban/z_en_kanban.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kanban/ovl_En_Kanban_reloc.o"
endseg
beginseg
name "ovl_En_Karebaba"
- include "build/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.o"
- include "build/src/overlays/actors/ovl_En_Karebaba/ovl_En_Karebaba_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Karebaba/ovl_En_Karebaba_reloc.o"
endseg
beginseg
name "ovl_En_Ko"
- include "build/src/overlays/actors/ovl_En_Ko/z_en_ko.o"
- include "build/src/overlays/actors/ovl_En_Ko/ovl_En_Ko_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ko/z_en_ko.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ko/ovl_En_Ko_reloc.o"
endseg
beginseg
name "ovl_En_Kusa"
- include "build/src/overlays/actors/ovl_En_Kusa/z_en_kusa.o"
- include "build/src/overlays/actors/ovl_En_Kusa/ovl_En_Kusa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kusa/z_en_kusa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kusa/ovl_En_Kusa_reloc.o"
endseg
beginseg
name "ovl_En_Kz"
- include "build/src/overlays/actors/ovl_En_Kz/z_en_kz.o"
- include "build/src/overlays/actors/ovl_En_Kz/ovl_En_Kz_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kz/z_en_kz.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Kz/ovl_En_Kz_reloc.o"
endseg
beginseg
name "ovl_En_Light"
- include "build/src/overlays/actors/ovl_En_Light/z_en_light.o"
- include "build/src/overlays/actors/ovl_En_Light/ovl_En_Light_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Light/z_en_light.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Light/ovl_En_Light_reloc.o"
endseg
beginseg
name "ovl_En_Lightbox"
- include "build/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.o"
- include "build/src/overlays/actors/ovl_En_Lightbox/ovl_En_Lightbox_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Lightbox/z_en_lightbox.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Lightbox/ovl_En_Lightbox_reloc.o"
endseg
beginseg
name "ovl_En_M_Fire1"
- include "build/src/overlays/actors/ovl_En_M_Fire1/z_en_m_fire1.o"
- include "build/src/overlays/actors/ovl_En_M_Fire1/ovl_En_M_Fire1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_M_Fire1/z_en_m_fire1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_M_Fire1/ovl_En_M_Fire1_reloc.o"
endseg
beginseg
name "ovl_En_M_Thunder"
- include "build/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.o"
- include "build/src/overlays/actors/ovl_En_M_Thunder/ovl_En_M_Thunder_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_M_Thunder/ovl_En_M_Thunder_reloc.o"
endseg
beginseg
name "ovl_En_Ma1"
- include "build/src/overlays/actors/ovl_En_Ma1/z_en_ma1.o"
- include "build/src/overlays/actors/ovl_En_Ma1/ovl_En_Ma1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ma1/z_en_ma1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ma1/ovl_En_Ma1_reloc.o"
endseg
beginseg
name "ovl_En_Ma2"
- include "build/src/overlays/actors/ovl_En_Ma2/z_en_ma2.o"
- include "build/src/overlays/actors/ovl_En_Ma2/ovl_En_Ma2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ma2/z_en_ma2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ma2/ovl_En_Ma2_reloc.o"
endseg
beginseg
name "ovl_En_Ma3"
- include "build/src/overlays/actors/ovl_En_Ma3/z_en_ma3.o"
- include "build/src/overlays/actors/ovl_En_Ma3/ovl_En_Ma3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ma3/z_en_ma3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ma3/ovl_En_Ma3_reloc.o"
endseg
beginseg
name "ovl_En_Mag"
- include "build/src/overlays/actors/ovl_En_Mag/z_en_mag.o"
- include "build/src/overlays/actors/ovl_En_Mag/ovl_En_Mag_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mag/z_en_mag.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mag/ovl_En_Mag_reloc.o"
endseg
beginseg
name "ovl_En_Mb"
- include "build/src/overlays/actors/ovl_En_Mb/z_en_mb.o"
- include "build/src/overlays/actors/ovl_En_Mb/ovl_En_Mb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mb/z_en_mb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mb/ovl_En_Mb_reloc.o"
endseg
beginseg
name "ovl_En_Md"
- include "build/src/overlays/actors/ovl_En_Md/z_en_md.o"
- include "build/src/overlays/actors/ovl_En_Md/ovl_En_Md_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Md/z_en_md.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Md/ovl_En_Md_reloc.o"
endseg
beginseg
name "ovl_En_Mk"
- include "build/src/overlays/actors/ovl_En_Mk/z_en_mk.o"
- include "build/src/overlays/actors/ovl_En_Mk/ovl_En_Mk_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mk/z_en_mk.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mk/ovl_En_Mk_reloc.o"
endseg
beginseg
name "ovl_En_Mm"
- include "build/src/overlays/actors/ovl_En_Mm/z_en_mm.o"
- include "build/src/overlays/actors/ovl_En_Mm/ovl_En_Mm_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mm/z_en_mm.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mm/ovl_En_Mm_reloc.o"
endseg
beginseg
name "ovl_En_Mm2"
- include "build/src/overlays/actors/ovl_En_Mm2/z_en_mm2.o"
- include "build/src/overlays/actors/ovl_En_Mm2/ovl_En_Mm2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mm2/z_en_mm2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mm2/ovl_En_Mm2_reloc.o"
endseg
beginseg
name "ovl_En_Ms"
- include "build/src/overlays/actors/ovl_En_Ms/z_en_ms.o"
- include "build/src/overlays/actors/ovl_En_Ms/ovl_En_Ms_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ms/z_en_ms.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ms/ovl_En_Ms_reloc.o"
endseg
beginseg
name "ovl_En_Mu"
- include "build/src/overlays/actors/ovl_En_Mu/z_en_mu.o"
- include "build/src/overlays/actors/ovl_En_Mu/ovl_En_Mu_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mu/z_en_mu.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Mu/ovl_En_Mu_reloc.o"
endseg
beginseg
name "ovl_En_Nb"
- include "build/src/overlays/actors/ovl_En_Nb/z_en_nb.o"
- include "build/src/overlays/actors/ovl_En_Nb/ovl_En_Nb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Nb/z_en_nb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Nb/ovl_En_Nb_reloc.o"
endseg
beginseg
name "ovl_En_Niw"
- include "build/src/overlays/actors/ovl_En_Niw/z_en_niw.o"
- include "build/src/overlays/actors/ovl_En_Niw/ovl_En_Niw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Niw/z_en_niw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Niw/ovl_En_Niw_reloc.o"
endseg
beginseg
name "ovl_En_Niw_Girl"
- include "build/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.o"
- include "build/src/overlays/actors/ovl_En_Niw_Girl/ovl_En_Niw_Girl_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Niw_Girl/ovl_En_Niw_Girl_reloc.o"
endseg
beginseg
name "ovl_En_Niw_Lady"
- include "build/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.o"
- include "build/src/overlays/actors/ovl_En_Niw_Lady/ovl_En_Niw_Lady_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Niw_Lady/ovl_En_Niw_Lady_reloc.o"
endseg
beginseg
name "ovl_En_Nutsball"
- include "build/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.o"
- include "build/src/overlays/actors/ovl_En_Nutsball/ovl_En_Nutsball_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Nutsball/ovl_En_Nutsball_reloc.o"
endseg
beginseg
name "ovl_En_Nwc"
- include "build/src/overlays/actors/ovl_En_Nwc/z_en_nwc.o"
- include "build/src/overlays/actors/ovl_En_Nwc/ovl_En_Nwc_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Nwc/z_en_nwc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Nwc/ovl_En_Nwc_reloc.o"
endseg
beginseg
name "ovl_En_Ny"
- include "build/src/overlays/actors/ovl_En_Ny/z_en_ny.o"
- include "build/src/overlays/actors/ovl_En_Ny/ovl_En_Ny_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ny/z_en_ny.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ny/ovl_En_Ny_reloc.o"
endseg
beginseg
name "ovl_En_OE2"
- include "build/src/overlays/actors/ovl_En_OE2/z_en_oe2.o"
- include "build/src/overlays/actors/ovl_En_OE2/ovl_En_OE2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_OE2/z_en_oe2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_OE2/ovl_En_OE2_reloc.o"
endseg
beginseg
name "ovl_En_Okarina_Effect"
- include "build/src/overlays/actors/ovl_En_Okarina_Effect/z_en_okarina_effect.o"
- include "build/src/overlays/actors/ovl_En_Okarina_Effect/ovl_En_Okarina_Effect_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okarina_Effect/z_en_okarina_effect.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okarina_Effect/ovl_En_Okarina_Effect_reloc.o"
endseg
beginseg
name "ovl_En_Okarina_Tag"
- include "build/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag_cutscene_data.o"
- include "build/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.o"
- include "build/src/overlays/actors/ovl_En_Okarina_Tag/ovl_En_Okarina_Tag_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag_cutscene_data.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okarina_Tag/ovl_En_Okarina_Tag_reloc.o"
endseg
beginseg
name "ovl_En_Okuta"
- include "build/src/overlays/actors/ovl_En_Okuta/z_en_okuta.o"
- include "build/src/overlays/actors/ovl_En_Okuta/ovl_En_Okuta_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okuta/z_en_okuta.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Okuta/ovl_En_Okuta_reloc.o"
endseg
beginseg
name "ovl_En_Ossan"
- include "build/src/overlays/actors/ovl_En_Ossan/z_en_ossan.o"
- include "build/src/overlays/actors/ovl_En_Ossan/ovl_En_Ossan_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ossan/z_en_ossan.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ossan/ovl_En_Ossan_reloc.o"
endseg
beginseg
name "ovl_En_Owl"
- include "build/src/overlays/actors/ovl_En_Owl/z_en_owl.o"
- include "build/src/overlays/actors/ovl_En_Owl/ovl_En_Owl_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Owl/z_en_owl.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Owl/ovl_En_Owl_reloc.o"
endseg
beginseg
name "ovl_En_Part"
- include "build/src/overlays/actors/ovl_En_Part/z_en_part.o"
- include "build/src/overlays/actors/ovl_En_Part/ovl_En_Part_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Part/z_en_part.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Part/ovl_En_Part_reloc.o"
endseg
beginseg
name "ovl_En_Peehat"
- include "build/src/overlays/actors/ovl_En_Peehat/z_en_peehat.o"
- include "build/src/overlays/actors/ovl_En_Peehat/ovl_En_Peehat_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Peehat/z_en_peehat.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Peehat/ovl_En_Peehat_reloc.o"
endseg
beginseg
name "ovl_En_Po_Desert"
- include "build/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.o"
- include "build/src/overlays/actors/ovl_En_Po_Desert/ovl_En_Po_Desert_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Desert/ovl_En_Po_Desert_reloc.o"
endseg
beginseg
name "ovl_En_Po_Field"
- include "build/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.o"
- include "build/src/overlays/actors/ovl_En_Po_Field/ovl_En_Po_Field_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Field/ovl_En_Po_Field_reloc.o"
endseg
beginseg
name "ovl_En_Po_Relay"
- include "build/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.o"
- include "build/src/overlays/actors/ovl_En_Po_Relay/ovl_En_Po_Relay_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Relay/ovl_En_Po_Relay_reloc.o"
endseg
beginseg
name "ovl_En_Po_Sisters"
- include "build/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.o"
- include "build/src/overlays/actors/ovl_En_Po_Sisters/ovl_En_Po_Sisters_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Po_Sisters/ovl_En_Po_Sisters_reloc.o"
endseg
beginseg
name "ovl_En_Poh"
- include "build/src/overlays/actors/ovl_En_Poh/z_en_poh.o"
- include "build/src/overlays/actors/ovl_En_Poh/ovl_En_Poh_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Poh/z_en_poh.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Poh/ovl_En_Poh_reloc.o"
endseg
beginseg
name "ovl_En_Pu_box"
- include "build/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.o"
- include "build/src/overlays/actors/ovl_En_Pu_box/ovl_En_Pu_box_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Pu_box/z_en_pu_box.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Pu_box/ovl_En_Pu_box_reloc.o"
endseg
beginseg
name "ovl_En_Rd"
- include "build/src/overlays/actors/ovl_En_Rd/z_en_rd.o"
- include "build/src/overlays/actors/ovl_En_Rd/ovl_En_Rd_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Rd/z_en_rd.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Rd/ovl_En_Rd_reloc.o"
endseg
beginseg
name "ovl_En_Reeba"
- include "build/src/overlays/actors/ovl_En_Reeba/z_en_reeba.o"
- include "build/src/overlays/actors/ovl_En_Reeba/ovl_En_Reeba_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Reeba/z_en_reeba.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Reeba/ovl_En_Reeba_reloc.o"
endseg
beginseg
name "ovl_En_River_Sound"
- include "build/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.o"
- include "build/src/overlays/actors/ovl_En_River_Sound/ovl_En_River_Sound_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_River_Sound/ovl_En_River_Sound_reloc.o"
endseg
beginseg
name "ovl_En_Rl"
- include "build/src/overlays/actors/ovl_En_Rl/z_en_rl.o"
- include "build/src/overlays/actors/ovl_En_Rl/ovl_En_Rl_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Rl/z_en_rl.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Rl/ovl_En_Rl_reloc.o"
endseg
beginseg
name "ovl_En_Rr"
- include "build/src/overlays/actors/ovl_En_Rr/z_en_rr.o"
- include "build/src/overlays/actors/ovl_En_Rr/ovl_En_Rr_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Rr/z_en_rr.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Rr/ovl_En_Rr_reloc.o"
endseg
beginseg
name "ovl_En_Ru1"
- include "build/src/overlays/actors/ovl_En_Ru1/z_en_ru1.o"
- include "build/src/overlays/actors/ovl_En_Ru1/ovl_En_Ru1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ru1/z_en_ru1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ru1/ovl_En_Ru1_reloc.o"
endseg
beginseg
name "ovl_En_Ru2"
- include "build/src/overlays/actors/ovl_En_Ru2/z_en_ru2.o"
- include "build/src/overlays/actors/ovl_En_Ru2/ovl_En_Ru2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ru2/z_en_ru2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ru2/ovl_En_Ru2_reloc.o"
endseg
beginseg
name "ovl_En_Sa"
- include "build/src/overlays/actors/ovl_En_Sa/z_en_sa.o"
- include "build/src/overlays/actors/ovl_En_Sa/ovl_En_Sa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sa/z_en_sa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sa/ovl_En_Sa_reloc.o"
endseg
beginseg
name "ovl_En_Sb"
- include "build/src/overlays/actors/ovl_En_Sb/z_en_sb.o"
- include "build/src/overlays/actors/ovl_En_Sb/ovl_En_Sb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sb/z_en_sb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sb/ovl_En_Sb_reloc.o"
endseg
beginseg
name "ovl_En_Scene_Change"
- include "build/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.o"
- include "build/src/overlays/actors/ovl_En_Scene_Change/ovl_En_Scene_Change_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Scene_Change/ovl_En_Scene_Change_reloc.o"
endseg
beginseg
name "ovl_En_Sda"
- include "build/src/overlays/actors/ovl_En_Sda/z_en_sda.o"
- include "build/src/overlays/actors/ovl_En_Sda/ovl_En_Sda_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sda/z_en_sda.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sda/ovl_En_Sda_reloc.o"
endseg
beginseg
name "ovl_En_Shopnuts"
- include "build/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.o"
- include "build/src/overlays/actors/ovl_En_Shopnuts/ovl_En_Shopnuts_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Shopnuts/ovl_En_Shopnuts_reloc.o"
endseg
beginseg
name "ovl_En_Si"
- include "build/src/overlays/actors/ovl_En_Si/z_en_si.o"
- include "build/src/overlays/actors/ovl_En_Si/ovl_En_Si_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Si/z_en_si.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Si/ovl_En_Si_reloc.o"
endseg
beginseg
name "ovl_En_Siofuki"
- include "build/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.o"
- include "build/src/overlays/actors/ovl_En_Siofuki/ovl_En_Siofuki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Siofuki/ovl_En_Siofuki_reloc.o"
endseg
beginseg
name "ovl_En_Skb"
- include "build/src/overlays/actors/ovl_En_Skb/z_en_skb.o"
- include "build/src/overlays/actors/ovl_En_Skb/ovl_En_Skb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Skb/z_en_skb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Skb/ovl_En_Skb_reloc.o"
endseg
beginseg
name "ovl_En_Skj"
- include "build/src/overlays/actors/ovl_En_Skj/z_en_skj.o"
- include "build/src/overlays/actors/ovl_En_Skj/ovl_En_Skj_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Skj/z_en_skj.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Skj/ovl_En_Skj_reloc.o"
endseg
beginseg
name "ovl_En_Skjneedle"
- include "build/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.o"
- include "build/src/overlays/actors/ovl_En_Skjneedle/ovl_En_Skjneedle_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Skjneedle/ovl_En_Skjneedle_reloc.o"
endseg
beginseg
name "ovl_En_Ssh"
- include "build/src/overlays/actors/ovl_En_Ssh/z_en_ssh.o"
- include "build/src/overlays/actors/ovl_En_Ssh/ovl_En_Ssh_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ssh/z_en_ssh.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ssh/ovl_En_Ssh_reloc.o"
endseg
beginseg
name "ovl_En_St"
- include "build/src/overlays/actors/ovl_En_St/z_en_st.o"
- include "build/src/overlays/actors/ovl_En_St/ovl_En_St_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_St/z_en_st.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_St/ovl_En_St_reloc.o"
endseg
beginseg
name "ovl_En_Sth"
- include "build/src/overlays/actors/ovl_En_Sth/z_en_sth.o"
- include "build/src/overlays/actors/ovl_En_Sth/ovl_En_Sth_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sth/z_en_sth.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sth/ovl_En_Sth_reloc.o"
endseg
beginseg
name "ovl_En_Stream"
- include "build/src/overlays/actors/ovl_En_Stream/z_en_stream.o"
- include "build/src/overlays/actors/ovl_En_Stream/ovl_En_Stream_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Stream/z_en_stream.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Stream/ovl_En_Stream_reloc.o"
endseg
beginseg
name "ovl_En_Sw"
- include "build/src/overlays/actors/ovl_En_Sw/z_en_sw.o"
- include "build/src/overlays/actors/ovl_En_Sw/ovl_En_Sw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sw/z_en_sw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Sw/ovl_En_Sw_reloc.o"
endseg
beginseg
name "ovl_En_Syateki_Itm"
- include "build/src/overlays/actors/ovl_En_Syateki_Itm/z_en_syateki_itm.o"
- include "build/src/overlays/actors/ovl_En_Syateki_Itm/ovl_En_Syateki_Itm_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Syateki_Itm/z_en_syateki_itm.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Syateki_Itm/ovl_En_Syateki_Itm_reloc.o"
endseg
beginseg
name "ovl_En_Syateki_Man"
- include "build/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.o"
- include "build/src/overlays/actors/ovl_En_Syateki_Man/ovl_En_Syateki_Man_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Syateki_Man/ovl_En_Syateki_Man_reloc.o"
endseg
beginseg
name "ovl_En_Syateki_Niw"
- include "build/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.o"
- include "build/src/overlays/actors/ovl_En_Syateki_Niw/ovl_En_Syateki_Niw_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Syateki_Niw/ovl_En_Syateki_Niw_reloc.o"
endseg
beginseg
name "ovl_En_Ta"
- include "build/src/overlays/actors/ovl_En_Ta/z_en_ta.o"
- include "build/src/overlays/actors/ovl_En_Ta/ovl_En_Ta_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ta/z_en_ta.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Ta/ovl_En_Ta_reloc.o"
endseg
beginseg
name "ovl_En_Takara_Man"
- include "build/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.o"
- include "build/src/overlays/actors/ovl_En_Takara_Man/ovl_En_Takara_Man_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Takara_Man/ovl_En_Takara_Man_reloc.o"
endseg
beginseg
name "ovl_En_Tana"
- include "build/src/overlays/actors/ovl_En_Tana/z_en_tana.o"
- include "build/src/overlays/actors/ovl_En_Tana/ovl_En_Tana_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tana/z_en_tana.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tana/ovl_En_Tana_reloc.o"
endseg
beginseg
name "ovl_En_Tg"
- include "build/src/overlays/actors/ovl_En_Tg/z_en_tg.o"
- include "build/src/overlays/actors/ovl_En_Tg/ovl_En_Tg_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tg/z_en_tg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tg/ovl_En_Tg_reloc.o"
endseg
beginseg
name "ovl_En_Tite"
- include "build/src/overlays/actors/ovl_En_Tite/z_en_tite.o"
- include "build/src/overlays/actors/ovl_En_Tite/ovl_En_Tite_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tite/z_en_tite.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tite/ovl_En_Tite_reloc.o"
endseg
beginseg
name "ovl_En_Tk"
- include "build/src/overlays/actors/ovl_En_Tk/z_en_tk.o"
- include "build/src/overlays/actors/ovl_En_Tk/ovl_En_Tk_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tk/z_en_tk.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tk/ovl_En_Tk_reloc.o"
endseg
beginseg
name "ovl_En_Torch"
- include "build/src/overlays/actors/ovl_En_Torch/z_en_torch.o"
- include "build/src/overlays/actors/ovl_En_Torch/ovl_En_Torch_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Torch/z_en_torch.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Torch/ovl_En_Torch_reloc.o"
endseg
beginseg
name "ovl_En_Torch2"
- include "build/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o"
- include "build/src/overlays/actors/ovl_En_Torch2/ovl_En_Torch2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Torch2/z_en_torch2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Torch2/ovl_En_Torch2_reloc.o"
endseg
beginseg
name "ovl_En_Toryo"
- include "build/src/overlays/actors/ovl_En_Toryo/z_en_toryo.o"
- include "build/src/overlays/actors/ovl_En_Toryo/ovl_En_Toryo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Toryo/z_en_toryo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Toryo/ovl_En_Toryo_reloc.o"
endseg
beginseg
name "ovl_En_Tp"
- include "build/src/overlays/actors/ovl_En_Tp/z_en_tp.o"
- include "build/src/overlays/actors/ovl_En_Tp/ovl_En_Tp_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tp/z_en_tp.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tp/ovl_En_Tp_reloc.o"
endseg
beginseg
name "ovl_En_Tr"
- include "build/src/overlays/actors/ovl_En_Tr/z_en_tr.o"
- include "build/src/overlays/actors/ovl_En_Tr/ovl_En_Tr_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tr/z_en_tr.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tr/ovl_En_Tr_reloc.o"
endseg
beginseg
name "ovl_En_Trap"
- include "build/src/overlays/actors/ovl_En_Trap/z_en_trap.o"
- include "build/src/overlays/actors/ovl_En_Trap/ovl_En_Trap_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Trap/z_en_trap.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Trap/ovl_En_Trap_reloc.o"
endseg
beginseg
name "ovl_En_Tubo_Trap"
- include "build/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.o"
- include "build/src/overlays/actors/ovl_En_Tubo_Trap/ovl_En_Tubo_Trap_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Tubo_Trap/ovl_En_Tubo_Trap_reloc.o"
endseg
beginseg
name "ovl_En_Vali"
- include "build/src/overlays/actors/ovl_En_Vali/z_en_vali.o"
- include "build/src/overlays/actors/ovl_En_Vali/ovl_En_Vali_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vali/z_en_vali.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vali/ovl_En_Vali_reloc.o"
endseg
beginseg
name "ovl_En_Vase"
- include "build/src/overlays/actors/ovl_En_Vase/z_en_vase.o"
- include "build/src/overlays/actors/ovl_En_Vase/ovl_En_Vase_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vase/z_en_vase.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vase/ovl_En_Vase_reloc.o"
endseg
beginseg
name "ovl_En_Vb_Ball"
- include "build/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.o"
- include "build/src/overlays/actors/ovl_En_Vb_Ball/ovl_En_Vb_Ball_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vb_Ball/ovl_En_Vb_Ball_reloc.o"
endseg
beginseg
name "ovl_En_Viewer"
- include "build/src/overlays/actors/ovl_En_Viewer/z_en_viewer.o"
- include "build/src/overlays/actors/ovl_En_Viewer/ovl_En_Viewer_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Viewer/z_en_viewer.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Viewer/ovl_En_Viewer_reloc.o"
endseg
beginseg
name "ovl_En_Vm"
- include "build/src/overlays/actors/ovl_En_Vm/z_en_vm.o"
- include "build/src/overlays/actors/ovl_En_Vm/ovl_En_Vm_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vm/z_en_vm.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Vm/ovl_En_Vm_reloc.o"
endseg
beginseg
name "ovl_En_Wall_Tubo"
- include "build/src/overlays/actors/ovl_En_Wall_Tubo/z_en_wall_tubo.o"
- include "build/src/overlays/actors/ovl_En_Wall_Tubo/ovl_En_Wall_Tubo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wall_Tubo/z_en_wall_tubo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wall_Tubo/ovl_En_Wall_Tubo_reloc.o"
endseg
beginseg
name "ovl_En_Wallmas"
- include "build/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.o"
- include "build/src/overlays/actors/ovl_En_Wallmas/ovl_En_Wallmas_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wallmas/ovl_En_Wallmas_reloc.o"
endseg
beginseg
name "ovl_En_Weather_Tag"
- include "build/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.o"
- include "build/src/overlays/actors/ovl_En_Weather_Tag/ovl_En_Weather_Tag_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Weather_Tag/z_en_weather_tag.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Weather_Tag/ovl_En_Weather_Tag_reloc.o"
endseg
beginseg
name "ovl_En_Weiyer"
- include "build/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.o"
- include "build/src/overlays/actors/ovl_En_Weiyer/ovl_En_Weiyer_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Weiyer/ovl_En_Weiyer_reloc.o"
endseg
beginseg
name "ovl_En_Wf"
- include "build/src/overlays/actors/ovl_En_Wf/z_en_wf.o"
- include "build/src/overlays/actors/ovl_En_Wf/ovl_En_Wf_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wf/z_en_wf.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wf/ovl_En_Wf_reloc.o"
endseg
beginseg
name "ovl_En_Wonder_Item"
- include "build/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.o"
- include "build/src/overlays/actors/ovl_En_Wonder_Item/ovl_En_Wonder_Item_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wonder_Item/ovl_En_Wonder_Item_reloc.o"
endseg
beginseg
name "ovl_En_Wonder_Talk"
- include "build/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.o"
- include "build/src/overlays/actors/ovl_En_Wonder_Talk/ovl_En_Wonder_Talk_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wonder_Talk/ovl_En_Wonder_Talk_reloc.o"
endseg
beginseg
name "ovl_En_Wonder_Talk2"
- include "build/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.o"
- include "build/src/overlays/actors/ovl_En_Wonder_Talk2/ovl_En_Wonder_Talk2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wonder_Talk2/ovl_En_Wonder_Talk2_reloc.o"
endseg
beginseg
name "ovl_En_Wood02"
- include "build/src/overlays/actors/ovl_En_Wood02/z_en_wood02.o"
- include "build/src/overlays/actors/ovl_En_Wood02/ovl_En_Wood02_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wood02/z_en_wood02.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Wood02/ovl_En_Wood02_reloc.o"
endseg
beginseg
name "ovl_En_Xc"
- include "build/src/overlays/actors/ovl_En_Xc/z_en_xc.o"
- include "build/src/overlays/actors/ovl_En_Xc/ovl_En_Xc_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Xc/z_en_xc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Xc/ovl_En_Xc_reloc.o"
endseg
beginseg
name "ovl_En_Yabusame_Mark"
- include "build/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.o"
- include "build/src/overlays/actors/ovl_En_Yabusame_Mark/ovl_En_Yabusame_Mark_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Yabusame_Mark/ovl_En_Yabusame_Mark_reloc.o"
endseg
beginseg
name "ovl_En_Yukabyun"
- include "build/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.o"
- include "build/src/overlays/actors/ovl_En_Yukabyun/ovl_En_Yukabyun_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Yukabyun/ovl_En_Yukabyun_reloc.o"
endseg
beginseg
name "ovl_En_Zf"
- include "build/src/overlays/actors/ovl_En_Zf/z_en_zf.o"
- include "build/src/overlays/actors/ovl_En_Zf/ovl_En_Zf_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zf/z_en_zf.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zf/ovl_En_Zf_reloc.o"
endseg
beginseg
name "ovl_En_Zl1"
- include "build/src/overlays/actors/ovl_En_Zl1/z_en_zl1_cutscene_data.o"
- include "build/src/overlays/actors/ovl_En_Zl1/z_en_zl1.o"
- include "build/src/overlays/actors/ovl_En_Zl1/ovl_En_Zl1_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl1/z_en_zl1_cutscene_data.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl1/z_en_zl1.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl1/ovl_En_Zl1_reloc.o"
endseg
beginseg
name "ovl_En_Zl2"
- include "build/src/overlays/actors/ovl_En_Zl2/z_en_zl2.o"
- include "build/src/overlays/actors/ovl_En_Zl2/ovl_En_Zl2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl2/z_en_zl2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl2/ovl_En_Zl2_reloc.o"
endseg
beginseg
name "ovl_En_Zl3"
- include "build/src/overlays/actors/ovl_En_Zl3/z_en_zl3.o"
- include "build/src/overlays/actors/ovl_En_Zl3/ovl_En_Zl3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl3/z_en_zl3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl3/ovl_En_Zl3_reloc.o"
endseg
beginseg
name "ovl_En_Zl4"
- include "build/src/overlays/actors/ovl_En_Zl4/z_en_zl4.o"
- include "build/src/overlays/actors/ovl_En_Zl4/ovl_En_Zl4_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl4/z_en_zl4.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zl4/ovl_En_Zl4_reloc.o"
endseg
beginseg
name "ovl_En_Zo"
- include "build/src/overlays/actors/ovl_En_Zo/z_en_zo.o"
- include "build/src/overlays/actors/ovl_En_Zo/ovl_En_Zo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zo/z_en_zo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_Zo/ovl_En_Zo_reloc.o"
endseg
beginseg
name "ovl_En_fHG"
- include "build/src/overlays/actors/ovl_En_fHG/z_en_fhg.o"
- include "build/src/overlays/actors/ovl_En_fHG/ovl_En_fHG_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_fHG/z_en_fhg.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_En_fHG/ovl_En_fHG_reloc.o"
endseg
beginseg
name "ovl_End_Title"
- include "build/src/overlays/actors/ovl_End_Title/z_end_title.o"
- include "build/src/overlays/actors/ovl_End_Title/ovl_End_Title_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_End_Title/z_end_title.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_End_Title/ovl_End_Title_reloc.o"
endseg
beginseg
name "ovl_Fishing"
- include "build/src/overlays/actors/ovl_Fishing/z_fishing.o"
- include "build/src/overlays/actors/ovl_Fishing/ovl_Fishing_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Fishing/z_fishing.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Fishing/ovl_Fishing_reloc.o"
endseg
beginseg
name "ovl_Item_B_Heart"
- include "build/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.o"
- include "build/src/overlays/actors/ovl_Item_B_Heart/ovl_Item_B_Heart_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_B_Heart/ovl_Item_B_Heart_reloc.o"
endseg
beginseg
name "ovl_Item_Etcetera"
- include "build/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.o"
- include "build/src/overlays/actors/ovl_Item_Etcetera/ovl_Item_Etcetera_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Etcetera/z_item_etcetera.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Etcetera/ovl_Item_Etcetera_reloc.o"
endseg
beginseg
name "ovl_Item_Inbox"
- include "build/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.o"
- include "build/src/overlays/actors/ovl_Item_Inbox/ovl_Item_Inbox_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Inbox/z_item_inbox.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Inbox/ovl_Item_Inbox_reloc.o"
endseg
beginseg
name "ovl_Item_Ocarina"
- include "build/src/overlays/actors/ovl_Item_Ocarina/z_item_ocarina.o"
- include "build/src/overlays/actors/ovl_Item_Ocarina/ovl_Item_Ocarina_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Ocarina/z_item_ocarina.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Ocarina/ovl_Item_Ocarina_reloc.o"
endseg
beginseg
name "ovl_Item_Shield"
- include "build/src/overlays/actors/ovl_Item_Shield/z_item_shield.o"
- include "build/src/overlays/actors/ovl_Item_Shield/ovl_Item_Shield_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Shield/z_item_shield.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Item_Shield/ovl_Item_Shield_reloc.o"
endseg
beginseg
name "ovl_Magic_Dark"
- include "build/src/overlays/actors/ovl_Magic_Dark/z_magic_dark.o"
- include "build/src/overlays/actors/ovl_Magic_Dark/ovl_Magic_Dark_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Magic_Dark/z_magic_dark.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Magic_Dark/ovl_Magic_Dark_reloc.o"
endseg
beginseg
name "ovl_Magic_Fire"
- include "build/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.o"
- include "build/src/overlays/actors/ovl_Magic_Fire/ovl_Magic_Fire_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Magic_Fire/ovl_Magic_Fire_reloc.o"
endseg
beginseg
name "ovl_Magic_Wind"
- include "build/src/overlays/actors/ovl_Magic_Wind/z_magic_wind.o"
- include "build/src/overlays/actors/ovl_Magic_Wind/ovl_Magic_Wind_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Magic_Wind/z_magic_wind.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Magic_Wind/ovl_Magic_Wind_reloc.o"
endseg
beginseg
name "ovl_Mir_Ray"
- include "build/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.o"
- include "build/src/overlays/actors/ovl_Mir_Ray/ovl_Mir_Ray_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Mir_Ray/ovl_Mir_Ray_reloc.o"
endseg
beginseg
name "ovl_Obj_Bean"
- include "build/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.o"
- include "build/src/overlays/actors/ovl_Obj_Bean/ovl_Obj_Bean_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Bean/ovl_Obj_Bean_reloc.o"
endseg
beginseg
name "ovl_Obj_Blockstop"
- include "build/src/overlays/actors/ovl_Obj_Blockstop/z_obj_blockstop.o"
- include "build/src/overlays/actors/ovl_Obj_Blockstop/ovl_Obj_Blockstop_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Blockstop/z_obj_blockstop.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Blockstop/ovl_Obj_Blockstop_reloc.o"
endseg
beginseg
name "ovl_Obj_Bombiwa"
- include "build/src/overlays/actors/ovl_Obj_Bombiwa/z_obj_bombiwa.o"
- include "build/src/overlays/actors/ovl_Obj_Bombiwa/ovl_Obj_Bombiwa_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Bombiwa/z_obj_bombiwa.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Bombiwa/ovl_Obj_Bombiwa_reloc.o"
endseg
beginseg
name "ovl_Obj_Comb"
- include "build/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.o"
- include "build/src/overlays/actors/ovl_Obj_Comb/ovl_Obj_Comb_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Comb/ovl_Obj_Comb_reloc.o"
endseg
beginseg
name "ovl_Obj_Dekujr"
- include "build/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.o"
- include "build/src/overlays/actors/ovl_Obj_Dekujr/ovl_Obj_Dekujr_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Dekujr/ovl_Obj_Dekujr_reloc.o"
endseg
beginseg
name "ovl_Obj_Elevator"
- include "build/src/overlays/actors/ovl_Obj_Elevator/z_obj_elevator.o"
- include "build/src/overlays/actors/ovl_Obj_Elevator/ovl_Obj_Elevator_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Elevator/z_obj_elevator.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Elevator/ovl_Obj_Elevator_reloc.o"
endseg
beginseg
name "ovl_Obj_Hamishi"
- include "build/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.o"
- include "build/src/overlays/actors/ovl_Obj_Hamishi/ovl_Obj_Hamishi_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Hamishi/ovl_Obj_Hamishi_reloc.o"
endseg
beginseg
name "ovl_Obj_Hana"
- include "build/src/overlays/actors/ovl_Obj_Hana/z_obj_hana.o"
- include "build/src/overlays/actors/ovl_Obj_Hana/ovl_Obj_Hana_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Hana/z_obj_hana.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Hana/ovl_Obj_Hana_reloc.o"
endseg
beginseg
name "ovl_Obj_Hsblock"
- include "build/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.o"
- include "build/src/overlays/actors/ovl_Obj_Hsblock/ovl_Obj_Hsblock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Hsblock/ovl_Obj_Hsblock_reloc.o"
endseg
beginseg
name "ovl_Obj_Ice_Poly"
- include "build/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.o"
- include "build/src/overlays/actors/ovl_Obj_Ice_Poly/ovl_Obj_Ice_Poly_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Ice_Poly/ovl_Obj_Ice_Poly_reloc.o"
endseg
beginseg
name "ovl_Obj_Kibako"
- include "build/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.o"
- include "build/src/overlays/actors/ovl_Obj_Kibako/ovl_Obj_Kibako_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Kibako/z_obj_kibako.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Kibako/ovl_Obj_Kibako_reloc.o"
endseg
beginseg
name "ovl_Obj_Kibako2"
- include "build/src/overlays/actors/ovl_Obj_Kibako2/z_obj_kibako2.o"
- include "build/src/overlays/actors/ovl_Obj_Kibako2/ovl_Obj_Kibako2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Kibako2/z_obj_kibako2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Kibako2/ovl_Obj_Kibako2_reloc.o"
endseg
beginseg
name "ovl_Obj_Lift"
- include "build/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.o"
- include "build/src/overlays/actors/ovl_Obj_Lift/ovl_Obj_Lift_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Lift/z_obj_lift.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Lift/ovl_Obj_Lift_reloc.o"
endseg
beginseg
name "ovl_Obj_Lightswitch"
- include "build/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.o"
- include "build/src/overlays/actors/ovl_Obj_Lightswitch/ovl_Obj_Lightswitch_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Lightswitch/ovl_Obj_Lightswitch_reloc.o"
endseg
beginseg
name "ovl_Obj_Makekinsuta"
- include "build/src/overlays/actors/ovl_Obj_Makekinsuta/z_obj_makekinsuta.o"
- include "build/src/overlays/actors/ovl_Obj_Makekinsuta/ovl_Obj_Makekinsuta_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Makekinsuta/z_obj_makekinsuta.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Makekinsuta/ovl_Obj_Makekinsuta_reloc.o"
endseg
beginseg
name "ovl_Obj_Makeoshihiki"
- include "build/src/overlays/actors/ovl_Obj_Makeoshihiki/z_obj_makeoshihiki.o"
- include "build/src/overlays/actors/ovl_Obj_Makeoshihiki/ovl_Obj_Makeoshihiki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Makeoshihiki/z_obj_makeoshihiki.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Makeoshihiki/ovl_Obj_Makeoshihiki_reloc.o"
endseg
beginseg
name "ovl_Obj_Mure"
- include "build/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.o"
- include "build/src/overlays/actors/ovl_Obj_Mure/ovl_Obj_Mure_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Mure/z_obj_mure.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Mure/ovl_Obj_Mure_reloc.o"
endseg
beginseg
name "ovl_Obj_Mure2"
- include "build/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.o"
- include "build/src/overlays/actors/ovl_Obj_Mure2/ovl_Obj_Mure2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Mure2/z_obj_mure2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Mure2/ovl_Obj_Mure2_reloc.o"
endseg
beginseg
name "ovl_Obj_Mure3"
- include "build/src/overlays/actors/ovl_Obj_Mure3/z_obj_mure3.o"
- include "build/src/overlays/actors/ovl_Obj_Mure3/ovl_Obj_Mure3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Mure3/z_obj_mure3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Mure3/ovl_Obj_Mure3_reloc.o"
endseg
beginseg
name "ovl_Obj_Oshihiki"
- include "build/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.o"
- include "build/src/overlays/actors/ovl_Obj_Oshihiki/ovl_Obj_Oshihiki_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Oshihiki/ovl_Obj_Oshihiki_reloc.o"
endseg
beginseg
name "ovl_Obj_Roomtimer"
- include "build/src/overlays/actors/ovl_Obj_Roomtimer/z_obj_roomtimer.o"
- include "build/src/overlays/actors/ovl_Obj_Roomtimer/ovl_Obj_Roomtimer_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Roomtimer/z_obj_roomtimer.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Roomtimer/ovl_Obj_Roomtimer_reloc.o"
endseg
beginseg
name "ovl_Obj_Switch"
- include "build/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.o"
- include "build/src/overlays/actors/ovl_Obj_Switch/ovl_Obj_Switch_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Switch/ovl_Obj_Switch_reloc.o"
endseg
beginseg
name "ovl_Obj_Syokudai"
- include "build/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.o"
- include "build/src/overlays/actors/ovl_Obj_Syokudai/ovl_Obj_Syokudai_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Syokudai/ovl_Obj_Syokudai_reloc.o"
endseg
beginseg
name "ovl_Obj_Timeblock"
- include "build/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.o"
- include "build/src/overlays/actors/ovl_Obj_Timeblock/ovl_Obj_Timeblock_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Timeblock/ovl_Obj_Timeblock_reloc.o"
endseg
beginseg
name "ovl_Obj_Tsubo"
- include "build/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.o"
- include "build/src/overlays/actors/ovl_Obj_Tsubo/ovl_Obj_Tsubo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Tsubo/ovl_Obj_Tsubo_reloc.o"
endseg
beginseg
name "ovl_Obj_Warp2block"
- include "build/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.o"
- include "build/src/overlays/actors/ovl_Obj_Warp2block/ovl_Obj_Warp2block_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Obj_Warp2block/ovl_Obj_Warp2block_reloc.o"
endseg
beginseg
name "ovl_Object_Kankyo"
- include "build/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.o"
- include "build/src/overlays/actors/ovl_Object_Kankyo/ovl_Object_Kankyo_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Object_Kankyo/ovl_Object_Kankyo_reloc.o"
endseg
beginseg
name "ovl_Oceff_Spot"
- include "build/src/overlays/actors/ovl_Oceff_Spot/z_oceff_spot.o"
- include "build/src/overlays/actors/ovl_Oceff_Spot/ovl_Oceff_Spot_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Spot/z_oceff_spot.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Spot/ovl_Oceff_Spot_reloc.o"
endseg
beginseg
name "ovl_Oceff_Storm"
- include "build/src/overlays/actors/ovl_Oceff_Storm/z_oceff_storm.o"
- include "build/src/overlays/actors/ovl_Oceff_Storm/ovl_Oceff_Storm_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Storm/z_oceff_storm.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Storm/ovl_Oceff_Storm_reloc.o"
endseg
beginseg
name "ovl_Oceff_Wipe"
- include "build/src/overlays/actors/ovl_Oceff_Wipe/z_oceff_wipe.o"
- include "build/src/overlays/actors/ovl_Oceff_Wipe/ovl_Oceff_Wipe_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe/z_oceff_wipe.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe/ovl_Oceff_Wipe_reloc.o"
endseg
beginseg
name "ovl_Oceff_Wipe2"
- include "build/src/overlays/actors/ovl_Oceff_Wipe2/z_oceff_wipe2.o"
- include "build/src/overlays/actors/ovl_Oceff_Wipe2/ovl_Oceff_Wipe2_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe2/z_oceff_wipe2.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe2/ovl_Oceff_Wipe2_reloc.o"
endseg
beginseg
name "ovl_Oceff_Wipe3"
- include "build/src/overlays/actors/ovl_Oceff_Wipe3/z_oceff_wipe3.o"
- include "build/src/overlays/actors/ovl_Oceff_Wipe3/ovl_Oceff_Wipe3_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe3/z_oceff_wipe3.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe3/ovl_Oceff_Wipe3_reloc.o"
endseg
beginseg
name "ovl_Oceff_Wipe4"
- include "build/src/overlays/actors/ovl_Oceff_Wipe4/z_oceff_wipe4.o"
- include "build/src/overlays/actors/ovl_Oceff_Wipe4/ovl_Oceff_Wipe4_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe4/z_oceff_wipe4.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Oceff_Wipe4/ovl_Oceff_Wipe4_reloc.o"
endseg
beginseg
name "ovl_Shot_Sun"
- include "build/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.o"
- include "build/src/overlays/actors/ovl_Shot_Sun/ovl_Shot_Sun_reloc.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Shot_Sun/z_shot_sun.o"
+ include "$(BUILD_DIR)/src/overlays/actors/ovl_Shot_Sun/ovl_Shot_Sun_reloc.o"
endseg
beginseg
name "gameplay_keep"
romalign 0x1000
- include "build/assets/objects/gameplay_keep/gameplay_keep.o"
+ include "$(BUILD_DIR)/assets/objects/gameplay_keep/gameplay_keep.o"
number 4
endseg
beginseg
name "gameplay_field_keep"
romalign 0x1000
- include "build/assets/objects/gameplay_field_keep/gameplay_field_keep.o"
+ include "$(BUILD_DIR)/assets/objects/gameplay_field_keep/gameplay_field_keep.o"
number 5
endseg
beginseg
name "gameplay_dangeon_keep"
romalign 0x1000
- include "build/assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.o"
+ include "$(BUILD_DIR)/assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.o"
number 5
endseg
beginseg
name "gameplay_object_exchange_static"
romalign 0x1000
- include "build/baserom/gameplay_object_exchange_static.o"
+ include "$(BUILD_DIR)/baserom/gameplay_object_exchange_static.o"
endseg
beginseg
name "object_link_boy"
romalign 0x1000
- include "build/assets/objects/object_link_boy/object_link_boy.o"
+ include "$(BUILD_DIR)/assets/objects/object_link_boy/object_link_boy.o"
number 6
endseg
beginseg
name "object_link_child"
romalign 0x1000
- include "build/assets/objects/object_link_child/object_link_child.o"
+ include "$(BUILD_DIR)/assets/objects/object_link_child/object_link_child.o"
number 6
endseg
beginseg
name "object_box"
romalign 0x1000
- include "build/assets/objects/object_box/object_box.o"
+ include "$(BUILD_DIR)/assets/objects/object_box/object_box.o"
number 6
endseg
beginseg
name "object_human"
romalign 0x1000
- include "build/assets/objects/object_human/object_human.o"
+ include "$(BUILD_DIR)/assets/objects/object_human/object_human.o"
number 6
endseg
beginseg
name "object_okuta"
romalign 0x1000
- include "build/assets/objects/object_okuta/object_okuta.o"
+ include "$(BUILD_DIR)/assets/objects/object_okuta/object_okuta.o"
number 6
endseg
beginseg
name "object_poh"
romalign 0x1000
- include "build/assets/objects/object_poh/object_poh.o"
+ include "$(BUILD_DIR)/assets/objects/object_poh/object_poh.o"
number 6
endseg
beginseg
name "object_wallmaster"
romalign 0x1000
- include "build/assets/objects/object_wallmaster/object_wallmaster.o"
+ include "$(BUILD_DIR)/assets/objects/object_wallmaster/object_wallmaster.o"
number 6
endseg
beginseg
name "object_dy_obj"
romalign 0x1000
- include "build/assets/objects/object_dy_obj/object_dy_obj.o"
+ include "$(BUILD_DIR)/assets/objects/object_dy_obj/object_dy_obj.o"
number 6
endseg
beginseg
name "object_firefly"
romalign 0x1000
- include "build/assets/objects/object_firefly/object_firefly.o"
+ include "$(BUILD_DIR)/assets/objects/object_firefly/object_firefly.o"
number 6
endseg
beginseg
name "object_dodongo"
romalign 0x1000
- include "build/assets/objects/object_dodongo/object_dodongo.o"
+ include "$(BUILD_DIR)/assets/objects/object_dodongo/object_dodongo.o"
number 6
endseg
beginseg
name "object_fire"
romalign 0x1000
- include "build/assets/objects/object_fire/object_fire.o"
+ include "$(BUILD_DIR)/assets/objects/object_fire/object_fire.o"
number 6
endseg
beginseg
name "object_niw"
romalign 0x1000
- include "build/assets/objects/object_niw/object_niw.o"
+ include "$(BUILD_DIR)/assets/objects/object_niw/object_niw.o"
number 6
endseg
beginseg
name "object_tite"
romalign 0x1000
- include "build/assets/objects/object_tite/object_tite.o"
+ include "$(BUILD_DIR)/assets/objects/object_tite/object_tite.o"
number 6
endseg
beginseg
name "object_reeba"
romalign 0x1000
- include "build/assets/objects/object_reeba/object_reeba.o"
+ include "$(BUILD_DIR)/assets/objects/object_reeba/object_reeba.o"
number 6
endseg
beginseg
name "object_peehat"
romalign 0x1000
- include "build/assets/objects/object_peehat/object_peehat.o"
+ include "$(BUILD_DIR)/assets/objects/object_peehat/object_peehat.o"
number 6
endseg
beginseg
name "object_kingdodongo"
romalign 0x1000
- include "build/assets/objects/object_kingdodongo/object_kingdodongo.o"
+ include "$(BUILD_DIR)/assets/objects/object_kingdodongo/object_kingdodongo.o"
number 6
endseg
beginseg
name "object_horse"
romalign 0x1000
- include "build/assets/objects/object_horse/object_horse.o"
+ include "$(BUILD_DIR)/assets/objects/object_horse/object_horse.o"
number 6
endseg
beginseg
name "object_zf"
romalign 0x1000
- include "build/assets/objects/object_zf/object_zf.o"
+ include "$(BUILD_DIR)/assets/objects/object_zf/object_zf.o"
number 6
endseg
beginseg
name "object_goma"
romalign 0x1000
- include "build/assets/objects/object_goma/object_goma.o"
+ include "$(BUILD_DIR)/assets/objects/object_goma/object_goma.o"
number 6
endseg
beginseg
name "object_zl1"
romalign 0x1000
- include "build/assets/objects/object_zl1/object_zl1.o"
+ include "$(BUILD_DIR)/assets/objects/object_zl1/object_zl1.o"
number 6
endseg
beginseg
name "object_gol"
romalign 0x1000
- include "build/assets/objects/object_gol/object_gol.o"
+ include "$(BUILD_DIR)/assets/objects/object_gol/object_gol.o"
number 6
endseg
beginseg
name "object_bubble"
romalign 0x1000
- include "build/assets/objects/object_bubble/object_bubble.o"
+ include "$(BUILD_DIR)/assets/objects/object_bubble/object_bubble.o"
number 6
endseg
beginseg
name "object_dodojr"
romalign 0x1000
- include "build/assets/objects/object_dodojr/object_dodojr.o"
+ include "$(BUILD_DIR)/assets/objects/object_dodojr/object_dodojr.o"
number 6
endseg
beginseg
name "object_torch2"
romalign 0x1000
- include "build/assets/objects/object_torch2/object_torch2.o"
+ include "$(BUILD_DIR)/assets/objects/object_torch2/object_torch2.o"
number 6
endseg
beginseg
name "object_bl"
romalign 0x1000
- include "build/assets/objects/object_bl/object_bl.o"
+ include "$(BUILD_DIR)/assets/objects/object_bl/object_bl.o"
number 6
endseg
beginseg
name "object_tp"
romalign 0x1000
- include "build/assets/objects/object_tp/object_tp.o"
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
endseg
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number 6
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number 6
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number 6
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number 6
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number 6
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romalign 0x1000
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number 6
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number 6
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number 6
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number 6
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number 6
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romalign 0x1000
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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endseg
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number 6
endseg
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name "object_efc_star_field"
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- include "build/assets/objects/object_efc_star_field/object_efc_star_field.o"
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number 6
endseg
beginseg
name "object_god_lgt"
romalign 0x1000
- include "build/assets/objects/object_god_lgt/object_god_lgt.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_light_ring/object_light_ring.o"
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number 6
endseg
beginseg
name "object_triforce_spot"
romalign 0x1000
- include "build/assets/objects/object_triforce_spot/object_triforce_spot.o"
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number 6
endseg
beginseg
name "object_medal"
romalign 0x1000
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number 6
endseg
beginseg
name "object_bdan_objects"
romalign 0x1000
- include "build/assets/objects/object_bdan_objects/object_bdan_objects.o"
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number 6
endseg
beginseg
name "object_sd"
romalign 0x1000
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number 6
endseg
beginseg
name "object_rd"
romalign 0x1000
- include "build/assets/objects/object_rd/object_rd.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_po_sisters/object_po_sisters.o"
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number 6
endseg
beginseg
name "object_heavy_object"
romalign 0x1000
- include "build/assets/objects/object_heavy_object/object_heavy_object.o"
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number 6
endseg
beginseg
name "object_gndd"
romalign 0x1000
- include "build/assets/objects/object_gndd/object_gndd.o"
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number 6
endseg
beginseg
name "object_fd"
romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_du/object_du.o"
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number 6
endseg
beginseg
name "object_fw"
romalign 0x1000
- include "build/assets/objects/object_fw/object_fw.o"
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number 6
endseg
beginseg
name "object_horse_link_child"
romalign 0x1000
- include "build/assets/objects/object_horse_link_child/object_horse_link_child.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_spot02_objects/object_spot02_objects.o"
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number 6
endseg
beginseg
name "object_haka"
romalign 0x1000
- include "build/assets/objects/object_haka/object_haka.o"
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number 6
endseg
beginseg
name "object_ru1"
romalign 0x1000
- include "build/assets/objects/object_ru1/object_ru1.o"
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number 6
endseg
beginseg
name "object_syokudai"
romalign 0x1000
- include "build/assets/objects/object_syokudai/object_syokudai.o"
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number 6
endseg
beginseg
name "object_fd2"
romalign 0x1000
- include "build/assets/objects/object_fd2/object_fd2.o"
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number 6
endseg
beginseg
name "object_dh"
romalign 0x1000
- include "build/assets/objects/object_dh/object_dh.o"
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number 6
endseg
beginseg
name "object_rl"
romalign 0x1000
- include "build/assets/objects/object_rl/object_rl.o"
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number 6
endseg
beginseg
name "object_efc_tw"
romalign 0x1000
- include "build/assets/objects/object_efc_tw/object_efc_tw.o"
+ include "$(BUILD_DIR)/assets/objects/object_efc_tw/object_efc_tw.o"
number 6
endseg
beginseg
name "object_demo_tre_lgt"
romalign 0x1000
- include "build/assets/objects/object_demo_tre_lgt/object_demo_tre_lgt.o"
+ include "$(BUILD_DIR)/assets/objects/object_demo_tre_lgt/object_demo_tre_lgt.o"
number 6
endseg
beginseg
name "object_gi_key"
romalign 0x1000
- include "build/assets/objects/object_gi_key/object_gi_key.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_key/object_gi_key.o"
number 6
endseg
beginseg
name "object_mir_ray"
romalign 0x1000
- include "build/assets/objects/object_mir_ray/object_mir_ray.o"
+ include "$(BUILD_DIR)/assets/objects/object_mir_ray/object_mir_ray.o"
number 6
endseg
beginseg
name "object_brob"
romalign 0x1000
- include "build/assets/objects/object_brob/object_brob.o"
+ include "$(BUILD_DIR)/assets/objects/object_brob/object_brob.o"
number 6
endseg
beginseg
name "object_gi_jewel"
romalign 0x1000
- include "build/assets/objects/object_gi_jewel/object_gi_jewel.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_jewel/object_gi_jewel.o"
number 6
endseg
beginseg
name "object_spot09_obj"
romalign 0x1000
- include "build/assets/objects/object_spot09_obj/object_spot09_obj.o"
+ include "$(BUILD_DIR)/assets/objects/object_spot09_obj/object_spot09_obj.o"
number 6
endseg
beginseg
name "object_spot18_obj"
romalign 0x1000
- include "build/assets/objects/object_spot18_obj/object_spot18_obj.o"
+ include "$(BUILD_DIR)/assets/objects/object_spot18_obj/object_spot18_obj.o"
number 6
endseg
beginseg
name "object_bdoor"
romalign 0x1000
- include "build/assets/objects/object_bdoor/object_bdoor.o"
+ include "$(BUILD_DIR)/assets/objects/object_bdoor/object_bdoor.o"
number 6
endseg
beginseg
name "object_spot17_obj"
romalign 0x1000
- include "build/assets/objects/object_spot17_obj/object_spot17_obj.o"
+ include "$(BUILD_DIR)/assets/objects/object_spot17_obj/object_spot17_obj.o"
number 6
endseg
beginseg
name "object_shop_dungen"
romalign 0x1000
- include "build/assets/objects/object_shop_dungen/object_shop_dungen.o"
+ include "$(BUILD_DIR)/assets/objects/object_shop_dungen/object_shop_dungen.o"
number 6
endseg
beginseg
name "object_nb"
romalign 0x1000
- include "build/assets/objects/object_nb/object_nb.o"
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number 6
endseg
beginseg
name "object_mo"
romalign 0x1000
- include "build/assets/objects/object_mo/object_mo.o"
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number 6
endseg
beginseg
name "object_sb"
romalign 0x1000
- include "build/assets/objects/object_sb/object_sb.o"
+ include "$(BUILD_DIR)/assets/objects/object_sb/object_sb.o"
number 6
endseg
beginseg
name "object_gi_melody"
romalign 0x1000
- include "build/assets/objects/object_gi_melody/object_gi_melody.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_melody/object_gi_melody.o"
number 6
endseg
beginseg
name "object_gi_heart"
romalign 0x1000
- include "build/assets/objects/object_gi_heart/object_gi_heart.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_heart/object_gi_heart.o"
number 6
endseg
beginseg
name "object_gi_compass"
romalign 0x1000
- include "build/assets/objects/object_gi_compass/object_gi_compass.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_compass/object_gi_compass.o"
number 6
endseg
beginseg
name "object_gi_bosskey"
romalign 0x1000
- include "build/assets/objects/object_gi_bosskey/object_gi_bosskey.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_bosskey/object_gi_bosskey.o"
number 6
endseg
beginseg
name "object_gi_medal"
romalign 0x1000
- include "build/assets/objects/object_gi_medal/object_gi_medal.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_medal/object_gi_medal.o"
number 6
endseg
beginseg
name "object_gi_nuts"
romalign 0x1000
- include "build/assets/objects/object_gi_nuts/object_gi_nuts.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_nuts/object_gi_nuts.o"
number 6
endseg
beginseg
name "object_sa"
romalign 0x1000
- include "build/assets/objects/object_sa/object_sa.o"
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number 6
endseg
beginseg
name "object_gi_hearts"
romalign 0x1000
- include "build/assets/objects/object_gi_hearts/object_gi_hearts.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_hearts/object_gi_hearts.o"
number 6
endseg
beginseg
name "object_gi_arrowcase"
romalign 0x1000
- include "build/assets/objects/object_gi_arrowcase/object_gi_arrowcase.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_arrowcase/object_gi_arrowcase.o"
number 6
endseg
beginseg
name "object_gi_bombpouch"
romalign 0x1000
- include "build/assets/objects/object_gi_bombpouch/object_gi_bombpouch.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_bombpouch/object_gi_bombpouch.o"
number 6
endseg
beginseg
name "object_in"
romalign 0x1000
- include "build/assets/objects/object_in/object_in.o"
+ include "$(BUILD_DIR)/assets/objects/object_in/object_in.o"
number 6
endseg
beginseg
name "object_tr"
romalign 0x1000
- include "build/assets/objects/object_tr/object_tr.o"
+ include "$(BUILD_DIR)/assets/objects/object_tr/object_tr.o"
number 6
endseg
beginseg
name "object_spot16_obj"
romalign 0x1000
- include "build/assets/objects/object_spot16_obj/object_spot16_obj.o"
+ include "$(BUILD_DIR)/assets/objects/object_spot16_obj/object_spot16_obj.o"
number 6
endseg
beginseg
name "object_oE1s"
romalign 0x1000
- include "build/assets/objects/object_oE1s/object_oE1s.o"
+ include "$(BUILD_DIR)/assets/objects/object_oE1s/object_oE1s.o"
number 6
endseg
beginseg
name "object_oE4s"
romalign 0x1000
- include "build/assets/objects/object_oE4s/object_oE4s.o"
+ include "$(BUILD_DIR)/assets/objects/object_oE4s/object_oE4s.o"
number 6
endseg
beginseg
name "object_os_anime"
romalign 0x1000
- include "build/assets/objects/object_os_anime/object_os_anime.o"
+ include "$(BUILD_DIR)/assets/objects/object_os_anime/object_os_anime.o"
number 6
endseg
beginseg
name "object_gi_bottle"
romalign 0x1000
- include "build/assets/objects/object_gi_bottle/object_gi_bottle.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_bottle/object_gi_bottle.o"
number 6
endseg
beginseg
name "object_gi_stick"
romalign 0x1000
- include "build/assets/objects/object_gi_stick/object_gi_stick.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_stick/object_gi_stick.o"
number 6
endseg
beginseg
name "object_gi_map"
romalign 0x1000
- include "build/assets/objects/object_gi_map/object_gi_map.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_map/object_gi_map.o"
number 6
endseg
beginseg
name "object_oF1d_map"
romalign 0x1000
- include "build/assets/objects/object_oF1d_map/object_oF1d_map.o"
+ include "$(BUILD_DIR)/assets/objects/object_oF1d_map/object_oF1d_map.o"
number 6
endseg
beginseg
name "object_ru2"
romalign 0x1000
- include "build/assets/objects/object_ru2/object_ru2.o"
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number 6
endseg
beginseg
name "object_gi_shield_1"
romalign 0x1000
- include "build/assets/objects/object_gi_shield_1/object_gi_shield_1.o"
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number 6
endseg
beginseg
name "object_dekujr"
romalign 0x1000
- include "build/assets/objects/object_dekujr/object_dekujr.o"
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number 6
endseg
beginseg
name "object_gi_magicpot"
romalign 0x1000
- include "build/assets/objects/object_gi_magicpot/object_gi_magicpot.o"
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number 6
endseg
beginseg
name "object_gi_bomb_1"
romalign 0x1000
- include "build/assets/objects/object_gi_bomb_1/object_gi_bomb_1.o"
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number 6
endseg
beginseg
name "object_oF1s"
romalign 0x1000
- include "build/assets/objects/object_oF1s/object_oF1s.o"
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number 6
endseg
beginseg
name "object_ma2"
romalign 0x1000
- include "build/assets/objects/object_ma2/object_ma2.o"
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number 6
endseg
beginseg
name "object_gi_purse"
romalign 0x1000
- include "build/assets/objects/object_gi_purse/object_gi_purse.o"
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number 6
endseg
beginseg
name "object_hni"
romalign 0x1000
- include "build/assets/objects/object_hni/object_hni.o"
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number 6
endseg
beginseg
name "object_tw"
romalign 0x1000
- include "build/assets/objects/object_tw/object_tw.o"
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number 6
endseg
beginseg
name "object_rr"
romalign 0x1000
- include "build/assets/objects/object_rr/object_rr.o"
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number 6
endseg
beginseg
name "object_bxa"
romalign 0x1000
- include "build/assets/objects/object_bxa/object_bxa.o"
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number 6
endseg
beginseg
name "object_anubice"
romalign 0x1000
- include "build/assets/objects/object_anubice/object_anubice.o"
+ include "$(BUILD_DIR)/assets/objects/object_anubice/object_anubice.o"
number 6
endseg
beginseg
name "object_gi_gerudo"
romalign 0x1000
- include "build/assets/objects/object_gi_gerudo/object_gi_gerudo.o"
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number 6
endseg
beginseg
name "object_gi_arrow"
romalign 0x1000
- include "build/assets/objects/object_gi_arrow/object_gi_arrow.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_arrow/object_gi_arrow.o"
number 6
endseg
beginseg
name "object_gi_bomb_2"
romalign 0x1000
- include "build/assets/objects/object_gi_bomb_2/object_gi_bomb_2.o"
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number 6
endseg
beginseg
name "object_gi_egg"
romalign 0x1000
- include "build/assets/objects/object_gi_egg/object_gi_egg.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_egg/object_gi_egg.o"
number 6
endseg
beginseg
name "object_gi_scale"
romalign 0x1000
- include "build/assets/objects/object_gi_scale/object_gi_scale.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_scale/object_gi_scale.o"
number 6
endseg
beginseg
name "object_gi_shield_2"
romalign 0x1000
- include "build/assets/objects/object_gi_shield_2/object_gi_shield_2.o"
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number 6
endseg
beginseg
name "object_gi_hookshot"
romalign 0x1000
- include "build/assets/objects/object_gi_hookshot/object_gi_hookshot.o"
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number 6
endseg
beginseg
name "object_gi_ocarina"
romalign 0x1000
- include "build/assets/objects/object_gi_ocarina/object_gi_ocarina.o"
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number 6
endseg
beginseg
name "object_gi_milk"
romalign 0x1000
- include "build/assets/objects/object_gi_milk/object_gi_milk.o"
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number 6
endseg
beginseg
name "object_ma1"
romalign 0x1000
- include "build/assets/objects/object_ma1/object_ma1.o"
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number 6
endseg
beginseg
name "object_ganon"
romalign 0x1000
- include "build/assets/objects/object_ganon/object_ganon.o"
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number 6
endseg
beginseg
name "object_sst"
romalign 0x1000
- include "build/assets/objects/object_sst/object_sst.o"
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number 6
endseg
beginseg
name "object_ny"
romalign 0x1000
- include "build/assets/objects/object_ny/object_ny.o"
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number 6
endseg
beginseg
name "object_fr"
romalign 0x1000
- include "build/assets/objects/object_fr/object_fr.o"
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number 6
endseg
beginseg
name "object_gi_pachinko"
romalign 0x1000
- include "build/assets/objects/object_gi_pachinko/object_gi_pachinko.o"
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number 6
endseg
beginseg
name "object_gi_boomerang"
romalign 0x1000
- include "build/assets/objects/object_gi_boomerang/object_gi_boomerang.o"
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number 6
endseg
beginseg
name "object_gi_bow"
romalign 0x1000
- include "build/assets/objects/object_gi_bow/object_gi_bow.o"
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number 6
endseg
beginseg
name "object_gi_glasses"
romalign 0x1000
- include "build/assets/objects/object_gi_glasses/object_gi_glasses.o"
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number 6
endseg
beginseg
name "object_gi_liquid"
romalign 0x1000
- include "build/assets/objects/object_gi_liquid/object_gi_liquid.o"
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number 6
endseg
beginseg
name "object_ani"
romalign 0x1000
- include "build/assets/objects/object_ani/object_ani.o"
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number 6
endseg
beginseg
name "object_demo_6k"
romalign 0x1000
- include "build/assets/objects/object_demo_6k/object_demo_6k.o"
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number 6
endseg
beginseg
name "object_gi_shield_3"
romalign 0x1000
- include "build/assets/objects/object_gi_shield_3/object_gi_shield_3.o"
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number 6
endseg
beginseg
name "object_gi_letter"
romalign 0x1000
- include "build/assets/objects/object_gi_letter/object_gi_letter.o"
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number 6
endseg
beginseg
name "object_spot15_obj"
romalign 0x1000
- include "build/assets/objects/object_spot15_obj/object_spot15_obj.o"
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number 6
endseg
beginseg
name "object_jya_obj"
romalign 0x1000
- include "build/assets/objects/object_jya_obj/object_jya_obj.o"
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number 6
endseg
beginseg
name "object_gi_clothes"
romalign 0x1000
- include "build/assets/objects/object_gi_clothes/object_gi_clothes.o"
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number 6
endseg
beginseg
name "object_gi_bean"
romalign 0x1000
- include "build/assets/objects/object_gi_bean/object_gi_bean.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_bean/object_gi_bean.o"
number 6
endseg
beginseg
name "object_gi_fish"
romalign 0x1000
- include "build/assets/objects/object_gi_fish/object_gi_fish.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_fish/object_gi_fish.o"
number 6
endseg
beginseg
name "object_gi_saw"
romalign 0x1000
- include "build/assets/objects/object_gi_saw/object_gi_saw.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_saw/object_gi_saw.o"
number 6
endseg
beginseg
name "object_gi_hammer"
romalign 0x1000
- include "build/assets/objects/object_gi_hammer/object_gi_hammer.o"
+ include "$(BUILD_DIR)/assets/objects/object_gi_hammer/object_gi_hammer.o"
number 6
endseg
beginseg
name "object_gi_grass"
romalign 0x1000
- include "build/assets/objects/object_gi_grass/object_gi_grass.o"
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
beginseg
name "object_gi_ocarina_0"
romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_ge1/object_ge1.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_yabusame_point/object_yabusame_point.o"
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number 6
endseg
beginseg
name "object_gi_boots_2"
romalign 0x1000
- include "build/assets/objects/object_gi_boots_2/object_gi_boots_2.o"
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
- include "build/assets/objects/object_d_lift/object_d_lift.o"
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number 6
endseg
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romalign 0x1000
- include "build/assets/objects/object_mamenoki/object_mamenoki.o"
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number 6
endseg
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romalign 0x1000
- include "build/assets/objects/object_goroiwa/object_goroiwa.o"
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
- include "build/assets/objects/object_ingate/object_ingate.o"
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number 6
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beginseg
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romalign 0x1000
- include "build/assets/objects/object_lightswitch/object_lightswitch.o"
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number 6
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romalign 0x1000
- include "build/assets/objects/object_kusa/object_kusa.o"
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number 6
endseg
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romalign 0x1000
- include "build/assets/objects/object_tsubo/object_tsubo.o"
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number 6
endseg
beginseg
name "object_gi_gloves"
romalign 0x1000
- include "build/assets/objects/object_gi_gloves/object_gi_gloves.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_gi_coin/object_gi_coin.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_kanban/object_kanban.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_gjyo_objects/object_gjyo_objects.o"
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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name "object_gi_ki_tan_mask"
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- include "build/assets/objects/object_gi_ki_tan_mask/object_gi_ki_tan_mask.o"
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number 6
endseg
beginseg
name "object_gi_redead_mask"
romalign 0x1000
- include "build/assets/objects/object_gi_redead_mask/object_gi_redead_mask.o"
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number 6
endseg
beginseg
name "object_gi_skj_mask"
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- include "build/assets/objects/object_gi_skj_mask/object_gi_skj_mask.o"
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_gi_rabit_mask/object_gi_rabit_mask.o"
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number 6
endseg
beginseg
name "object_gi_truth_mask"
romalign 0x1000
- include "build/assets/objects/object_gi_truth_mask/object_gi_truth_mask.o"
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number 6
endseg
beginseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
endseg
beginseg
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romalign 0x1000
- include "build/assets/objects/object_gi_eye_lotion/object_gi_eye_lotion.o"
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number 6
endseg
beginseg
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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number 6
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- include "build/assets/objects/object_gi_brokensword/object_gi_brokensword.o"
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number 6
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number 6
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number 6
endseg
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number 6
endseg
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romalign 0x1000
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number 6
endseg
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number 6
endseg
beginseg
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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number 6
endseg
beginseg
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number 6
endseg
beginseg
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number 6
endseg
beginseg
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endseg
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number 6
endseg
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number 6
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number 6
endseg
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endseg
beginseg
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number 6
endseg
beginseg
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number 6
endseg
beginseg
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endseg
beginseg
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number 6
endseg
beginseg
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endseg
beginseg
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number 6
endseg
beginseg
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endseg
beginseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
endseg
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romalign 0x1000
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number 6
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romalign 0x1000
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
endseg
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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number 6
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romalign 0x1000
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number 6
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number 6
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number 6
endseg
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number 6
endseg
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number 6
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romalign 0x1000
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number 6
endseg
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number 6
endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
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endseg
beginseg
name "g_pn_48"
romalign 0x1000
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endseg
beginseg
name "g_pn_49"
romalign 0x1000
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endseg
beginseg
name "g_pn_50"
romalign 0x1000
- include "build/assets/textures/place_title_cards/g_pn_50.o"
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endseg
beginseg
name "g_pn_51"
romalign 0x1000
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endseg
beginseg
name "g_pn_52"
romalign 0x1000
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endseg
beginseg
name "g_pn_53"
romalign 0x1000
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endseg
beginseg
name "g_pn_54"
romalign 0x1000
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endseg
beginseg
name "g_pn_55"
romalign 0x1000
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endseg
beginseg
name "g_pn_56"
romalign 0x1000
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endseg
beginseg
name "g_pn_57"
romalign 0x1000
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endseg
beginseg
name "z_select_static"
romalign 0x1000
- include "build/assets/misc/z_select_static/z_select_static.o"
+ include "$(BUILD_DIR)/assets/misc/z_select_static/z_select_static.o"
number 1
endseg
beginseg
name "nintendo_rogo_static"
romalign 0x1000
- include "build/assets/textures/nintendo_rogo_static/nintendo_rogo_static.o"
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number 1
endseg
beginseg
name "title_static"
romalign 0x1000
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number 1
endseg
beginseg
name "parameter_static"
romalign 0x1000
- include "build/assets/textures/parameter_static/parameter_static.o"
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number 2
endseg
beginseg
name "vr_fine0_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_fine1_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_fine2_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/skyboxes/vr_fine3_pal_static.o"
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_cloud1_static"
romalign 0x1000
- include "build/assets/textures/skyboxes/vr_cloud1_static.o"
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/skyboxes/vr_cloud1_pal_static.o"
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endseg
beginseg
name "vr_cloud2_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/skyboxes/vr_cloud2_pal_static.o"
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endseg
beginseg
name "vr_cloud3_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/skyboxes/vr_cloud3_pal_static.o"
+ include "$(BUILD_DIR)/assets/textures/skyboxes/vr_cloud3_pal_static.o"
endseg
beginseg
name "vr_holy0_static"
romalign 0x1000
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endseg
beginseg
name "vr_holy0_pal_static"
romalign 0x1000
- include "build/assets/textures/skyboxes/vr_holy0_pal_static.o"
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endseg
beginseg
name "vr_holy1_static"
romalign 0x1000
- include "build/assets/textures/skyboxes/vr_holy1_static.o"
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/skyboxes/vr_holy1_pal_static.o"
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endseg
beginseg
name "vr_MDVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/backgrounds/vr_MDVR_pal_static.o"
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endseg
beginseg
name "vr_MNVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/backgrounds/vr_MNVR_pal_static.o"
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endseg
beginseg
name "vr_RUVR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_RUVR_static.o"
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endseg
beginseg
name "vr_RUVR_pal_static"
romalign 0x1000
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endseg
beginseg
name "vr_LHVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_KHVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_K3VR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_K4VR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_K4VR_static.o"
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_K5VR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_K5VR_static.o"
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endseg
beginseg
name "vr_K5VR_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_K5VR_pal_static.o"
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endseg
beginseg
name "vr_SP1a_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_SP1a_static.o"
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endseg
beginseg
name "vr_SP1a_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_SP1a_pal_static.o"
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endseg
beginseg
name "vr_MLVR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_MLVR_static.o"
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/backgrounds/vr_MLVR_pal_static.o"
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endseg
beginseg
name "vr_KKRVR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_KKRVR_static.o"
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_KR3VR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_KR3VR_static.o"
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endseg
beginseg
name "vr_KR3VR_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_KR3VR_pal_static.o"
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endseg
beginseg
name "vr_IPVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/backgrounds/vr_IPVR_pal_static.o"
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endseg
beginseg
name "vr_KSVR_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_KSVR_static.o"
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endseg
beginseg
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romalign 0x1000
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endseg
beginseg
name "vr_GLVR_static"
romalign 0x1000
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endseg
beginseg
name "vr_GLVR_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_GLVR_pal_static.o"
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endseg
beginseg
name "vr_ZRVR_static"
romalign 0x1000
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endseg
beginseg
name "vr_ZRVR_pal_static"
romalign 0x1000
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endseg
beginseg
name "vr_DGVR_static"
romalign 0x1000
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endseg
beginseg
name "vr_DGVR_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_DGVR_pal_static.o"
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endseg
beginseg
name "vr_ALVR_static"
romalign 0x1000
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endseg
beginseg
name "vr_ALVR_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_ALVR_pal_static.o"
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endseg
beginseg
name "vr_NSVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/backgrounds/vr_NSVR_pal_static.o"
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endseg
beginseg
name "vr_LBVR_static"
romalign 0x1000
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endseg
beginseg
name "vr_LBVR_pal_static"
romalign 0x1000
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endseg
beginseg
name "vr_TTVR_static"
romalign 0x1000
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endseg
beginseg
name "vr_TTVR_pal_static"
romalign 0x1000
- include "build/assets/textures/backgrounds/vr_TTVR_pal_static.o"
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endseg
beginseg
name "vr_FCVR_static"
romalign 0x1000
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endseg
beginseg
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romalign 0x1000
- include "build/assets/textures/backgrounds/vr_FCVR_pal_static.o"
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endseg
beginseg
name "elf_message_field"
romalign 0x1000
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endseg
beginseg
name "elf_message_ydan"
romalign 0x1000
- include "build/src/elf_message/elf_message_ydan.o"
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number 0
endseg
beginseg
name "ydan_scene"
romalign 0x1000
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endseg
beginseg
name "ydan_room_0"
romalign 0x1000
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endseg
beginseg
name "ydan_room_1"
romalign 0x1000
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endseg
beginseg
name "ydan_room_2"
romalign 0x1000
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endseg
beginseg
name "ydan_room_3"
romalign 0x1000
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endseg
beginseg
name "ydan_room_4"
romalign 0x1000
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endseg
beginseg
name "ydan_room_5"
romalign 0x1000
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endseg
beginseg
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endseg
beginseg
name "ydan_room_7"
romalign 0x1000
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endseg
beginseg
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beginseg
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endseg
beginseg
name "ydan_room_10"
romalign 0x1000
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endseg
beginseg
name "ydan_room_11"
romalign 0x1000
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number 3
endseg
beginseg
name "ddan_scene"
romalign 0x1000
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endseg
beginseg
name "ddan_room_0"
romalign 0x1000
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number 3
endseg
beginseg
name "ddan_room_1"
romalign 0x1000
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endseg
beginseg
name "ddan_room_2"
romalign 0x1000
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number 3
endseg
beginseg
name "ddan_room_3"
romalign 0x1000
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number 3
endseg
beginseg
name "ddan_room_4"
romalign 0x1000
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name "ddan_room_5"
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romalign 0x1000
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number 3
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endseg
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name "MIZUsin_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_6.o"
number 3
endseg
beginseg
name "MIZUsin_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_7.o"
number 3
endseg
beginseg
name "MIZUsin_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_8.o"
number 3
endseg
beginseg
name "MIZUsin_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_9.o"
number 3
endseg
beginseg
name "MIZUsin_room_10"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_10.o"
number 3
endseg
beginseg
name "MIZUsin_room_11"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_11.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_11.o"
number 3
endseg
beginseg
name "MIZUsin_room_12"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_12.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_12.o"
number 3
endseg
beginseg
name "MIZUsin_room_13"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_13.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_13.o"
number 3
endseg
beginseg
name "MIZUsin_room_14"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_14.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_14.o"
number 3
endseg
beginseg
name "MIZUsin_room_15"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_15.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_15.o"
number 3
endseg
beginseg
name "MIZUsin_room_16"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_16.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_16.o"
number 3
endseg
beginseg
name "MIZUsin_room_17"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_17.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_17.o"
number 3
endseg
beginseg
name "MIZUsin_room_18"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_18.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_18.o"
number 3
endseg
beginseg
name "MIZUsin_room_19"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_19.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_19.o"
number 3
endseg
beginseg
name "MIZUsin_room_20"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_20.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_20.o"
number 3
endseg
beginseg
name "MIZUsin_room_21"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_21.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_21.o"
number 3
endseg
beginseg
name "MIZUsin_room_22"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin/MIZUsin_room_22.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin/MIZUsin_room_22.o"
number 3
endseg
beginseg
name "jyasinzou_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_scene.o"
number 2
endseg
beginseg
name "jyasinzou_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_0.o"
number 3
endseg
beginseg
name "jyasinzou_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_1.o"
number 3
endseg
beginseg
name "jyasinzou_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_2.o"
number 3
endseg
beginseg
name "jyasinzou_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_3.o"
number 3
endseg
beginseg
name "jyasinzou_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_4.o"
number 3
endseg
beginseg
name "jyasinzou_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_5.o"
number 3
endseg
beginseg
name "jyasinzou_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_6.o"
number 3
endseg
beginseg
name "jyasinzou_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_7.o"
number 3
endseg
beginseg
name "jyasinzou_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_8.o"
number 3
endseg
beginseg
name "jyasinzou_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_9.o"
number 3
endseg
beginseg
name "jyasinzou_room_10"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_10.o"
number 3
endseg
beginseg
name "jyasinzou_room_11"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_11.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_11.o"
number 3
endseg
beginseg
name "jyasinzou_room_12"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_12.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_12.o"
number 3
endseg
beginseg
name "jyasinzou_room_13"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_13.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_13.o"
number 3
endseg
beginseg
name "jyasinzou_room_14"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_14.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_14.o"
number 3
endseg
beginseg
name "jyasinzou_room_15"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_15.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_15.o"
number 3
endseg
beginseg
name "jyasinzou_room_16"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_16.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_16.o"
number 3
endseg
beginseg
name "jyasinzou_room_17"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_17.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_17.o"
number 3
endseg
beginseg
name "jyasinzou_room_18"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_18.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_18.o"
number 3
endseg
beginseg
name "jyasinzou_room_19"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_19.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_19.o"
number 3
endseg
beginseg
name "jyasinzou_room_20"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_20.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_20.o"
number 3
endseg
beginseg
name "jyasinzou_room_21"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_21.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_21.o"
number 3
endseg
beginseg
name "jyasinzou_room_22"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_22.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_22.o"
number 3
endseg
beginseg
name "jyasinzou_room_23"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_23.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_23.o"
number 3
endseg
beginseg
name "jyasinzou_room_24"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_24.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_24.o"
number 3
endseg
beginseg
name "jyasinzou_room_25"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_25.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_25.o"
number 3
endseg
beginseg
name "jyasinzou_room_26"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_26.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_26.o"
number 3
endseg
beginseg
name "jyasinzou_room_27"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_27.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_27.o"
number 3
endseg
beginseg
name "jyasinzou_room_28"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinzou/jyasinzou_room_28.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinzou/jyasinzou_room_28.o"
number 3
endseg
beginseg
name "HAKAdan_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_scene.o"
number 2
endseg
beginseg
name "HAKAdan_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_0.o"
number 3
endseg
beginseg
name "HAKAdan_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_1.o"
number 3
endseg
beginseg
name "HAKAdan_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_2.o"
number 3
endseg
beginseg
name "HAKAdan_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_3.o"
number 3
endseg
beginseg
name "HAKAdan_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_4.o"
number 3
endseg
beginseg
name "HAKAdan_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_5.o"
number 3
endseg
beginseg
name "HAKAdan_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_6.o"
number 3
endseg
beginseg
name "HAKAdan_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_7.o"
number 3
endseg
beginseg
name "HAKAdan_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_8.o"
number 3
endseg
beginseg
name "HAKAdan_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_9.o"
number 3
endseg
beginseg
name "HAKAdan_room_10"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_10.o"
number 3
endseg
beginseg
name "HAKAdan_room_11"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_11.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_11.o"
number 3
endseg
beginseg
name "HAKAdan_room_12"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_12.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_12.o"
number 3
endseg
beginseg
name "HAKAdan_room_13"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_13.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_13.o"
number 3
endseg
beginseg
name "HAKAdan_room_14"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_14.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_14.o"
number 3
endseg
beginseg
name "HAKAdan_room_15"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_15.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_15.o"
number 3
endseg
beginseg
name "HAKAdan_room_16"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_16.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_16.o"
number 3
endseg
beginseg
name "HAKAdan_room_17"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_17.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_17.o"
number 3
endseg
beginseg
name "HAKAdan_room_18"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_18.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_18.o"
number 3
endseg
beginseg
name "HAKAdan_room_19"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_19.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_19.o"
number 3
endseg
beginseg
name "HAKAdan_room_20"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_20.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_20.o"
number 3
endseg
beginseg
name "HAKAdan_room_21"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_21.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_21.o"
number 3
endseg
beginseg
name "HAKAdan_room_22"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan/HAKAdan_room_22.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan/HAKAdan_room_22.o"
number 3
endseg
beginseg
name "HAKAdanCH_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_scene.o"
number 2
endseg
beginseg
name "HAKAdanCH_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_0.o"
number 3
endseg
beginseg
name "HAKAdanCH_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_1.o"
number 3
endseg
beginseg
name "HAKAdanCH_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_2.o"
number 3
endseg
beginseg
name "HAKAdanCH_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_3.o"
number 3
endseg
beginseg
name "HAKAdanCH_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_4.o"
number 3
endseg
beginseg
name "HAKAdanCH_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_5.o"
number 3
endseg
beginseg
name "HAKAdanCH_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdanCH/HAKAdanCH_room_6.o"
number 3
endseg
beginseg
name "ice_doukutu_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_scene.o"
number 2
endseg
beginseg
name "ice_doukutu_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_0.o"
number 3
endseg
beginseg
name "ice_doukutu_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_1.o"
number 3
endseg
beginseg
name "ice_doukutu_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_2.o"
number 3
endseg
beginseg
name "ice_doukutu_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_3.o"
number 3
endseg
beginseg
name "ice_doukutu_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_4.o"
number 3
endseg
beginseg
name "ice_doukutu_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_5.o"
number 3
endseg
beginseg
name "ice_doukutu_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_6.o"
number 3
endseg
beginseg
name "ice_doukutu_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_7.o"
number 3
endseg
beginseg
name "ice_doukutu_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_8.o"
number 3
endseg
beginseg
name "ice_doukutu_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_9.o"
number 3
endseg
beginseg
name "ice_doukutu_room_10"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_10.o"
number 3
endseg
beginseg
name "ice_doukutu_room_11"
romalign 0x1000
- include "build/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_11.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ice_doukutu/ice_doukutu_room_11.o"
number 3
endseg
beginseg
name "men_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_scene.o"
number 2
endseg
beginseg
name "men_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_0.o"
number 3
endseg
beginseg
name "men_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_1.o"
number 3
endseg
beginseg
name "men_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_2.o"
number 3
endseg
beginseg
name "men_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_3.o"
number 3
endseg
beginseg
name "men_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_4.o"
number 3
endseg
beginseg
name "men_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_5.o"
number 3
endseg
beginseg
name "men_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_6.o"
number 3
endseg
beginseg
name "men_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_7.o"
number 3
endseg
beginseg
name "men_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_8.o"
number 3
endseg
beginseg
name "men_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_9.o"
number 3
endseg
beginseg
name "men_room_10"
romalign 0x1000
- include "build/assets/scenes/dungeons/men/men_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/men/men_room_10.o"
number 3
endseg
beginseg
name "ganontika_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_scene.o"
number 2
endseg
beginseg
name "ganontika_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_0.o"
number 3
endseg
beginseg
name "ganontika_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_1.o"
number 3
endseg
beginseg
name "ganontika_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_2.o"
number 3
endseg
beginseg
name "ganontika_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_3.o"
number 3
endseg
beginseg
name "ganontika_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_4.o"
number 3
endseg
beginseg
name "ganontika_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_5.o"
number 3
endseg
beginseg
name "ganontika_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_6.o"
number 3
endseg
beginseg
name "ganontika_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_7.o"
number 3
endseg
beginseg
name "ganontika_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_8.o"
number 3
endseg
beginseg
name "ganontika_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_9.o"
number 3
endseg
beginseg
name "ganontika_room_10"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_10.o"
number 3
endseg
beginseg
name "ganontika_room_11"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_11.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_11.o"
number 3
endseg
beginseg
name "ganontika_room_12"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_12.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_12.o"
number 3
endseg
beginseg
name "ganontika_room_13"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_13.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_13.o"
number 3
endseg
beginseg
name "ganontika_room_14"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_14.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_14.o"
number 3
endseg
beginseg
name "ganontika_room_15"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_15.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_15.o"
number 3
endseg
beginseg
name "ganontika_room_16"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_16.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_16.o"
number 3
endseg
beginseg
name "ganontika_room_17"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_17.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_17.o"
number 3
endseg
beginseg
name "ganontika_room_18"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_18.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_18.o"
number 3
endseg
beginseg
name "ganontika_room_19"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontika/ganontika_room_19.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontika/ganontika_room_19.o"
number 3
endseg
beginseg
name "syotes_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/syotes/syotes_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/syotes/syotes_scene.o"
number 2
endseg
beginseg
name "syotes_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/syotes/syotes_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/syotes/syotes_room_0.o"
number 3
endseg
beginseg
name "syotes2_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/syotes2/syotes2_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/syotes2/syotes2_scene.o"
number 2
endseg
beginseg
name "syotes2_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/syotes2/syotes2_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/syotes2/syotes2_room_0.o"
number 3
endseg
beginseg
name "depth_test_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/depth_test/depth_test_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/depth_test/depth_test_scene.o"
number 2
endseg
beginseg
name "depth_test_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/depth_test/depth_test_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/depth_test/depth_test_room_0.o"
number 3
endseg
beginseg
name "spot00_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot00/spot00_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot00/spot00_scene.o"
number 2
endseg
beginseg
name "spot00_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot00/spot00_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot00/spot00_room_0.o"
number 3
endseg
beginseg
name "spot01_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot01/spot01_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot01/spot01_scene.o"
number 2
endseg
beginseg
name "spot01_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot01/spot01_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot01/spot01_room_0.o"
number 3
endseg
beginseg
name "spot02_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot02/spot02_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot02/spot02_scene.o"
number 2
endseg
beginseg
name "spot02_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot02/spot02_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot02/spot02_room_0.o"
number 3
endseg
beginseg
name "spot02_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot02/spot02_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot02/spot02_room_1.o"
number 3
endseg
beginseg
name "spot03_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot03/spot03_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot03/spot03_scene.o"
number 2
endseg
beginseg
name "spot03_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot03/spot03_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot03/spot03_room_0.o"
number 3
endseg
beginseg
name "spot03_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot03/spot03_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot03/spot03_room_1.o"
number 3
endseg
beginseg
name "spot04_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot04/spot04_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot04/spot04_scene.o"
number 2
endseg
beginseg
name "spot04_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot04/spot04_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot04/spot04_room_0.o"
number 3
endseg
beginseg
name "spot04_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot04/spot04_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot04/spot04_room_1.o"
number 3
endseg
beginseg
name "spot04_room_2"
romalign 0x1000
- include "build/assets/scenes/overworld/spot04/spot04_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot04/spot04_room_2.o"
number 3
endseg
beginseg
name "spot05_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot05/spot05_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot05/spot05_scene.o"
number 2
endseg
beginseg
name "spot05_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot05/spot05_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot05/spot05_room_0.o"
number 3
endseg
beginseg
name "spot06_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot06/spot06_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot06/spot06_scene.o"
number 2
endseg
beginseg
name "spot06_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot06/spot06_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot06/spot06_room_0.o"
number 3
endseg
beginseg
name "spot07_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot07/spot07_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot07/spot07_scene.o"
number 2
endseg
beginseg
name "spot07_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot07/spot07_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot07/spot07_room_0.o"
number 3
endseg
beginseg
name "spot07_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot07/spot07_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot07/spot07_room_1.o"
number 3
endseg
beginseg
name "spot08_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot08/spot08_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot08/spot08_scene.o"
number 2
endseg
beginseg
name "spot08_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot08/spot08_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot08/spot08_room_0.o"
number 3
endseg
beginseg
name "spot09_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot09/spot09_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot09/spot09_scene.o"
number 2
endseg
beginseg
name "spot09_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot09/spot09_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot09/spot09_room_0.o"
number 3
endseg
beginseg
name "spot10_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_scene.o"
number 2
endseg
beginseg
name "spot10_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_0.o"
number 3
endseg
beginseg
name "spot10_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_1.o"
number 3
endseg
beginseg
name "spot10_room_2"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_2.o"
number 3
endseg
beginseg
name "spot10_room_3"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_3.o"
number 3
endseg
beginseg
name "spot10_room_4"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_4.o"
number 3
endseg
beginseg
name "spot10_room_5"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_5.o"
number 3
endseg
beginseg
name "spot10_room_6"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_6.o"
number 3
endseg
beginseg
name "spot10_room_7"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_7.o"
number 3
endseg
beginseg
name "spot10_room_8"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_8.o"
number 3
endseg
beginseg
name "spot10_room_9"
romalign 0x1000
- include "build/assets/scenes/overworld/spot10/spot10_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot10/spot10_room_9.o"
number 3
endseg
beginseg
name "spot11_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot11/spot11_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot11/spot11_scene.o"
number 2
endseg
beginseg
name "spot11_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot11/spot11_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot11/spot11_room_0.o"
number 3
endseg
beginseg
name "spot12_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot12/spot12_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot12/spot12_scene.o"
number 2
endseg
beginseg
name "spot12_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot12/spot12_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot12/spot12_room_0.o"
number 3
endseg
beginseg
name "spot12_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot12/spot12_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot12/spot12_room_1.o"
number 3
endseg
beginseg
name "spot13_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot13/spot13_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot13/spot13_scene.o"
number 2
endseg
beginseg
name "spot13_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot13/spot13_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot13/spot13_room_0.o"
number 3
endseg
beginseg
name "spot13_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot13/spot13_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot13/spot13_room_1.o"
number 3
endseg
beginseg
name "spot15_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot15/spot15_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot15/spot15_scene.o"
number 2
endseg
beginseg
name "spot15_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot15/spot15_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot15/spot15_room_0.o"
number 3
endseg
beginseg
name "spot16_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot16/spot16_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot16/spot16_scene.o"
number 2
endseg
beginseg
name "spot16_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot16/spot16_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot16/spot16_room_0.o"
number 3
endseg
beginseg
name "spot17_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot17/spot17_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot17/spot17_scene.o"
number 2
endseg
beginseg
name "spot17_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot17/spot17_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot17/spot17_room_0.o"
number 3
endseg
beginseg
name "spot17_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot17/spot17_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot17/spot17_room_1.o"
number 3
endseg
beginseg
name "spot18_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot18/spot18_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot18/spot18_scene.o"
number 2
endseg
beginseg
name "spot18_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot18/spot18_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot18/spot18_room_0.o"
number 3
endseg
beginseg
name "spot18_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/spot18/spot18_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot18/spot18_room_1.o"
number 3
endseg
beginseg
name "spot18_room_2"
romalign 0x1000
- include "build/assets/scenes/overworld/spot18/spot18_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot18/spot18_room_2.o"
number 3
endseg
beginseg
name "spot18_room_3"
romalign 0x1000
- include "build/assets/scenes/overworld/spot18/spot18_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot18/spot18_room_3.o"
number 3
endseg
beginseg
name "market_day_scene"
romalign 0x1000
- include "build/assets/scenes/misc/market_day/market_day_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_day/market_day_scene.o"
number 2
endseg
beginseg
name "market_day_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/market_day/market_day_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_day/market_day_room_0.o"
number 3
endseg
beginseg
name "market_night_scene"
romalign 0x1000
- include "build/assets/scenes/misc/market_night/market_night_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_night/market_night_scene.o"
number 2
endseg
beginseg
name "market_night_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/market_night/market_night_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_night/market_night_room_0.o"
number 3
endseg
beginseg
name "testroom_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/testroom/testroom_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/testroom/testroom_scene.o"
number 2
endseg
beginseg
name "testroom_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/testroom/testroom_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/testroom/testroom_room_0.o"
number 3
endseg
beginseg
name "testroom_room_1"
romalign 0x1000
- include "build/assets/scenes/test_levels/testroom/testroom_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/testroom/testroom_room_1.o"
number 3
endseg
beginseg
name "testroom_room_2"
romalign 0x1000
- include "build/assets/scenes/test_levels/testroom/testroom_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/testroom/testroom_room_2.o"
number 3
endseg
beginseg
name "testroom_room_3"
romalign 0x1000
- include "build/assets/scenes/test_levels/testroom/testroom_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/testroom/testroom_room_3.o"
number 3
endseg
beginseg
name "testroom_room_4"
romalign 0x1000
- include "build/assets/scenes/test_levels/testroom/testroom_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/testroom/testroom_room_4.o"
number 3
endseg
beginseg
name "kenjyanoma_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/kenjyanoma/kenjyanoma_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kenjyanoma/kenjyanoma_scene.o"
number 2
endseg
beginseg
name "kenjyanoma_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/kenjyanoma/kenjyanoma_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kenjyanoma/kenjyanoma_room_0.o"
number 3
endseg
beginseg
name "tokinoma_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/tokinoma/tokinoma_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/tokinoma/tokinoma_scene.o"
number 2
endseg
beginseg
name "tokinoma_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/tokinoma/tokinoma_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/tokinoma/tokinoma_room_0.o"
number 3
endseg
beginseg
name "tokinoma_room_1"
romalign 0x1000
- include "build/assets/scenes/indoors/tokinoma/tokinoma_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/tokinoma/tokinoma_room_1.o"
number 3
endseg
beginseg
name "sutaru_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/sutaru/sutaru_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/sutaru/sutaru_scene.o"
number 2
endseg
beginseg
name "sutaru_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/sutaru/sutaru_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/sutaru/sutaru_room_0.o"
number 3
endseg
beginseg
name "link_home_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/link_home/link_home_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/link_home/link_home_scene.o"
number 2
endseg
beginseg
name "link_home_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/link_home/link_home_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/link_home/link_home_room_0.o"
number 3
endseg
beginseg
name "kokiri_shop_scene"
romalign 0x1000
- include "build/assets/scenes/shops/kokiri_shop/kokiri_shop_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/kokiri_shop/kokiri_shop_scene.o"
number 2
endseg
beginseg
name "kokiri_shop_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/kokiri_shop/kokiri_shop_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/kokiri_shop/kokiri_shop_room_0.o"
number 3
endseg
beginseg
name "kokiri_home_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home/kokiri_home_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home/kokiri_home_scene.o"
number 2
endseg
beginseg
name "kokiri_home_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home/kokiri_home_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home/kokiri_home_room_0.o"
number 3
endseg
beginseg
name "kakusiana_scene"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_scene.o"
number 2
endseg
beginseg
name "kakusiana_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_0.o"
number 3
endseg
beginseg
name "kakusiana_room_1"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_1.o"
number 3
endseg
beginseg
name "kakusiana_room_2"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_2.o"
number 3
endseg
beginseg
name "kakusiana_room_3"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_3.o"
number 3
endseg
beginseg
name "kakusiana_room_4"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_4.o"
number 3
endseg
beginseg
name "kakusiana_room_5"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_5.o"
number 3
endseg
beginseg
name "kakusiana_room_6"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_6.o"
number 3
endseg
beginseg
name "kakusiana_room_7"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_7.o"
number 3
endseg
beginseg
name "kakusiana_room_8"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_8.o"
number 3
endseg
beginseg
name "kakusiana_room_9"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_9.o"
number 3
endseg
beginseg
name "kakusiana_room_10"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_10.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_10.o"
number 3
endseg
beginseg
name "kakusiana_room_11"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_11.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_11.o"
number 3
endseg
beginseg
name "kakusiana_room_12"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_12.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_12.o"
number 3
endseg
beginseg
name "kakusiana_room_13"
romalign 0x1000
- include "build/assets/scenes/misc/kakusiana/kakusiana_room_13.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakusiana/kakusiana_room_13.o"
number 3
endseg
beginseg
name "entra_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/entra/entra_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/entra/entra_scene.o"
number 2
endseg
beginseg
name "entra_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/entra/entra_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/entra/entra_room_0.o"
number 3
endseg
beginseg
name "moribossroom_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/moribossroom/moribossroom_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/moribossroom/moribossroom_scene.o"
number 2
endseg
beginseg
name "moribossroom_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/moribossroom/moribossroom_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/moribossroom/moribossroom_room_0.o"
number 3
endseg
beginseg
name "moribossroom_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/moribossroom/moribossroom_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/moribossroom/moribossroom_room_1.o"
number 3
endseg
beginseg
name "syatekijyou_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/syatekijyou/syatekijyou_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/syatekijyou/syatekijyou_scene.o"
number 2
endseg
beginseg
name "syatekijyou_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/syatekijyou/syatekijyou_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/syatekijyou/syatekijyou_room_0.o"
number 3
endseg
beginseg
name "shop1_scene"
romalign 0x1000
- include "build/assets/scenes/shops/shop1/shop1_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/shop1/shop1_scene.o"
number 2
endseg
beginseg
name "shop1_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/shop1/shop1_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/shop1/shop1_room_0.o"
number 3
endseg
beginseg
name "hairal_niwa_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/hairal_niwa/hairal_niwa_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hairal_niwa/hairal_niwa_scene.o"
number 2
endseg
beginseg
name "hairal_niwa_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/hairal_niwa/hairal_niwa_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hairal_niwa/hairal_niwa_room_0.o"
number 3
endseg
beginseg
name "ganon_tou_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_tou/ganon_tou_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_tou/ganon_tou_scene.o"
number 2
endseg
beginseg
name "ganon_tou_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_tou/ganon_tou_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_tou/ganon_tou_room_0.o"
number 3
endseg
beginseg
name "sasatest_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/sasatest/sasatest_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/sasatest/sasatest_scene.o"
number 2
endseg
beginseg
name "sasatest_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/sasatest/sasatest_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/sasatest/sasatest_room_0.o"
number 3
endseg
beginseg
name "market_alley_scene"
romalign 0x1000
- include "build/assets/scenes/misc/market_alley/market_alley_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_alley/market_alley_scene.o"
number 2
endseg
beginseg
name "market_alley_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/market_alley/market_alley_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_alley/market_alley_room_0.o"
number 3
endseg
beginseg
name "spot20_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/spot20/spot20_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot20/spot20_scene.o"
number 2
endseg
beginseg
name "spot20_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/spot20/spot20_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/spot20/spot20_room_0.o"
number 3
endseg
beginseg
name "market_ruins_scene"
romalign 0x1000
- include "build/assets/scenes/misc/market_ruins/market_ruins_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_ruins/market_ruins_scene.o"
number 2
endseg
beginseg
name "market_ruins_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/market_ruins/market_ruins_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_ruins/market_ruins_room_0.o"
number 3
endseg
beginseg
name "entra_n_scene"
romalign 0x1000
- include "build/assets/scenes/misc/entra_n/entra_n_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/entra_n/entra_n_scene.o"
number 2
endseg
beginseg
name "entra_n_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/entra_n/entra_n_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/entra_n/entra_n_room_0.o"
number 3
endseg
beginseg
name "enrui_scene"
romalign 0x1000
- include "build/assets/scenes/misc/enrui/enrui_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/enrui/enrui_scene.o"
number 2
endseg
beginseg
name "enrui_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/enrui/enrui_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/enrui/enrui_room_0.o"
number 3
endseg
beginseg
name "market_alley_n_scene"
romalign 0x1000
- include "build/assets/scenes/misc/market_alley_n/market_alley_n_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_alley_n/market_alley_n_scene.o"
number 2
endseg
beginseg
name "market_alley_n_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/market_alley_n/market_alley_n_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/market_alley_n/market_alley_n_room_0.o"
number 3
endseg
beginseg
name "hiral_demo_scene"
romalign 0x1000
- include "build/assets/scenes/misc/hiral_demo/hiral_demo_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hiral_demo/hiral_demo_scene.o"
number 2
endseg
beginseg
name "hiral_demo_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/hiral_demo/hiral_demo_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hiral_demo/hiral_demo_room_0.o"
number 3
endseg
beginseg
name "kokiri_home3_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home3/kokiri_home3_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home3/kokiri_home3_scene.o"
number 2
endseg
beginseg
name "kokiri_home3_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home3/kokiri_home3_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home3/kokiri_home3_room_0.o"
number 3
endseg
beginseg
name "malon_stable_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/malon_stable/malon_stable_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/malon_stable/malon_stable_scene.o"
number 2
endseg
beginseg
name "malon_stable_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/malon_stable/malon_stable_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/malon_stable/malon_stable_room_0.o"
number 3
endseg
beginseg
name "kakariko_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/kakariko/kakariko_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kakariko/kakariko_scene.o"
number 2
endseg
beginseg
name "kakariko_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/kakariko/kakariko_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kakariko/kakariko_room_0.o"
number 3
endseg
beginseg
name "bdan_boss_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/bdan_boss/bdan_boss_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/bdan_boss/bdan_boss_scene.o"
number 2
endseg
beginseg
name "bdan_boss_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/bdan_boss/bdan_boss_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/bdan_boss/bdan_boss_room_0.o"
number 3
endseg
beginseg
name "bdan_boss_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/bdan_boss/bdan_boss_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/bdan_boss/bdan_boss_room_1.o"
number 3
endseg
beginseg
name "FIRE_bs_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/FIRE_bs/FIRE_bs_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/FIRE_bs/FIRE_bs_scene.o"
number 2
endseg
beginseg
name "FIRE_bs_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/FIRE_bs/FIRE_bs_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/FIRE_bs/FIRE_bs_room_0.o"
number 3
endseg
beginseg
name "FIRE_bs_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/FIRE_bs/FIRE_bs_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/FIRE_bs/FIRE_bs_room_1.o"
number 3
endseg
beginseg
name "hut_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/hut/hut_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hut/hut_scene.o"
number 2
endseg
beginseg
name "hut_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/hut/hut_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hut/hut_room_0.o"
number 3
endseg
beginseg
name "daiyousei_izumi_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/daiyousei_izumi/daiyousei_izumi_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/daiyousei_izumi/daiyousei_izumi_scene.o"
number 2
endseg
beginseg
name "daiyousei_izumi_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/daiyousei_izumi/daiyousei_izumi_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/daiyousei_izumi/daiyousei_izumi_room_0.o"
number 3
endseg
beginseg
name "hakaana_scene"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana/hakaana_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana/hakaana_scene.o"
number 2
endseg
beginseg
name "hakaana_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana/hakaana_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana/hakaana_room_0.o"
number 3
endseg
beginseg
name "yousei_izumi_tate_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/yousei_izumi_tate/yousei_izumi_tate_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/yousei_izumi_tate/yousei_izumi_tate_scene.o"
number 2
endseg
beginseg
name "yousei_izumi_tate_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/yousei_izumi_tate/yousei_izumi_tate_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/yousei_izumi_tate/yousei_izumi_tate_room_0.o"
number 3
endseg
beginseg
name "yousei_izumi_yoko_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_scene.o"
number 2
endseg
beginseg
name "yousei_izumi_yoko_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_room_0.o"
number 3
endseg
beginseg
name "golon_scene"
romalign 0x1000
- include "build/assets/scenes/shops/golon/golon_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/golon/golon_scene.o"
number 2
endseg
beginseg
name "golon_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/golon/golon_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/golon/golon_room_0.o"
number 3
endseg
beginseg
name "zoora_scene"
romalign 0x1000
- include "build/assets/scenes/shops/zoora/zoora_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/zoora/zoora_scene.o"
number 2
endseg
beginseg
name "zoora_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/zoora/zoora_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/zoora/zoora_room_0.o"
number 3
endseg
beginseg
name "drag_scene"
romalign 0x1000
- include "build/assets/scenes/shops/drag/drag_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/drag/drag_scene.o"
number 2
endseg
beginseg
name "drag_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/drag/drag_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/drag/drag_room_0.o"
number 3
endseg
beginseg
name "alley_shop_scene"
romalign 0x1000
- include "build/assets/scenes/shops/alley_shop/alley_shop_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/alley_shop/alley_shop_scene.o"
number 2
endseg
beginseg
name "alley_shop_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/alley_shop/alley_shop_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/alley_shop/alley_shop_room_0.o"
number 3
endseg
beginseg
name "night_shop_scene"
romalign 0x1000
- include "build/assets/scenes/shops/night_shop/night_shop_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/night_shop/night_shop_scene.o"
number 2
endseg
beginseg
name "night_shop_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/night_shop/night_shop_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/night_shop/night_shop_room_0.o"
number 3
endseg
beginseg
name "impa_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/impa/impa_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/impa/impa_scene.o"
number 2
endseg
beginseg
name "impa_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/impa/impa_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/impa/impa_room_0.o"
number 3
endseg
beginseg
name "labo_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/labo/labo_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/labo/labo_scene.o"
number 2
endseg
beginseg
name "labo_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/labo/labo_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/labo/labo_room_0.o"
number 3
endseg
beginseg
name "tent_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/tent/tent_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/tent/tent_scene.o"
number 2
endseg
beginseg
name "tent_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/tent/tent_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/tent/tent_room_0.o"
number 3
endseg
beginseg
name "nakaniwa_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/nakaniwa/nakaniwa_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/nakaniwa/nakaniwa_scene.o"
number 2
endseg
beginseg
name "nakaniwa_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/nakaniwa/nakaniwa_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/nakaniwa/nakaniwa_room_0.o"
number 3
endseg
beginseg
name "ddan_boss_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ddan_boss/ddan_boss_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ddan_boss/ddan_boss_scene.o"
number 2
endseg
beginseg
name "ddan_boss_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ddan_boss/ddan_boss_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ddan_boss/ddan_boss_room_0.o"
number 3
endseg
beginseg
name "ddan_boss_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ddan_boss/ddan_boss_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ddan_boss/ddan_boss_room_1.o"
number 3
endseg
beginseg
name "ydan_boss_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ydan_boss/ydan_boss_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ydan_boss/ydan_boss_scene.o"
number 2
endseg
beginseg
name "ydan_boss_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ydan_boss/ydan_boss_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ydan_boss/ydan_boss_room_0.o"
number 3
endseg
beginseg
name "ydan_boss_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ydan_boss/ydan_boss_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ydan_boss/ydan_boss_room_1.o"
number 3
endseg
beginseg
name "HAKAdan_bs_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_scene.o"
number 2
endseg
beginseg
name "HAKAdan_bs_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_room_0.o"
number 3
endseg
beginseg
name "HAKAdan_bs_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/HAKAdan_bs/HAKAdan_bs_room_1.o"
number 3
endseg
beginseg
name "MIZUsin_bs_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin_bs/MIZUsin_bs_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin_bs/MIZUsin_bs_scene.o"
number 2
endseg
beginseg
name "MIZUsin_bs_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin_bs/MIZUsin_bs_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin_bs/MIZUsin_bs_room_0.o"
number 3
endseg
beginseg
name "MIZUsin_bs_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/MIZUsin_bs/MIZUsin_bs_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/MIZUsin_bs/MIZUsin_bs_room_1.o"
number 3
endseg
beginseg
name "ganon_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_scene.o"
number 2
endseg
beginseg
name "ganon_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_0.o"
number 3
endseg
beginseg
name "ganon_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_1.o"
number 3
endseg
beginseg
name "ganon_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_2.o"
number 3
endseg
beginseg
name "ganon_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_3.o"
number 3
endseg
beginseg
name "ganon_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_4.o"
number 3
endseg
beginseg
name "ganon_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_5.o"
number 3
endseg
beginseg
name "ganon_room_6"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_6.o"
number 3
endseg
beginseg
name "ganon_room_7"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_7.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_7.o"
number 3
endseg
beginseg
name "ganon_room_8"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_8.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_8.o"
number 3
endseg
beginseg
name "ganon_room_9"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon/ganon_room_9.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon/ganon_room_9.o"
number 3
endseg
beginseg
name "ganon_boss_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_boss/ganon_boss_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_boss/ganon_boss_scene.o"
number 2
endseg
beginseg
name "ganon_boss_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_boss/ganon_boss_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_boss/ganon_boss_room_0.o"
number 3
endseg
beginseg
name "jyasinboss_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinboss/jyasinboss_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinboss/jyasinboss_scene.o"
number 2
endseg
beginseg
name "jyasinboss_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinboss/jyasinboss_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinboss/jyasinboss_room_0.o"
number 3
endseg
beginseg
name "jyasinboss_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinboss/jyasinboss_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinboss/jyasinboss_room_1.o"
number 3
endseg
beginseg
name "jyasinboss_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinboss/jyasinboss_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinboss/jyasinboss_room_2.o"
number 3
endseg
beginseg
name "jyasinboss_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/jyasinboss/jyasinboss_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/jyasinboss/jyasinboss_room_3.o"
number 3
endseg
beginseg
name "kokiri_home4_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home4/kokiri_home4_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home4/kokiri_home4_scene.o"
number 2
endseg
beginseg
name "kokiri_home4_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home4/kokiri_home4_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home4/kokiri_home4_room_0.o"
number 3
endseg
beginseg
name "kokiri_home5_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home5/kokiri_home5_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home5/kokiri_home5_scene.o"
number 2
endseg
beginseg
name "kokiri_home5_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/kokiri_home5/kokiri_home5_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/kokiri_home5/kokiri_home5_room_0.o"
number 3
endseg
beginseg
name "ganon_final_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_final/ganon_final_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_final/ganon_final_scene.o"
number 2
endseg
beginseg
name "ganon_final_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_final/ganon_final_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_final/ganon_final_room_0.o"
number 3
endseg
beginseg
name "kakariko3_scene"
romalign 0x1000
- include "build/assets/scenes/misc/kakariko3/kakariko3_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakariko3/kakariko3_scene.o"
number 2
endseg
beginseg
name "kakariko3_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/kakariko3/kakariko3_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kakariko3/kakariko3_room_0.o"
number 3
endseg
beginseg
name "hairal_niwa2_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/hairal_niwa2/hairal_niwa2_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hairal_niwa2/hairal_niwa2_scene.o"
number 2
endseg
beginseg
name "hairal_niwa2_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/hairal_niwa2/hairal_niwa2_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hairal_niwa2/hairal_niwa2_room_0.o"
number 3
endseg
beginseg
name "hakasitarelay_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_scene.o"
number 2
endseg
beginseg
name "hakasitarelay_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_0.o"
number 3
endseg
beginseg
name "hakasitarelay_room_1"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_1.o"
number 3
endseg
beginseg
name "hakasitarelay_room_2"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_2.o"
number 3
endseg
beginseg
name "hakasitarelay_room_3"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_3.o"
number 3
endseg
beginseg
name "hakasitarelay_room_4"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_4.o"
number 3
endseg
beginseg
name "hakasitarelay_room_5"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_5.o"
number 3
endseg
beginseg
name "hakasitarelay_room_6"
romalign 0x1000
- include "build/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hakasitarelay/hakasitarelay_room_6.o"
number 3
endseg
beginseg
name "shrine_scene"
romalign 0x1000
- include "build/assets/scenes/misc/shrine/shrine_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/shrine/shrine_scene.o"
number 2
endseg
beginseg
name "shrine_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/shrine/shrine_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/shrine/shrine_room_0.o"
number 3
endseg
beginseg
name "turibori_scene"
romalign 0x1000
- include "build/assets/scenes/misc/turibori/turibori_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/turibori/turibori_scene.o"
number 2
endseg
beginseg
name "turibori_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/turibori/turibori_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/turibori/turibori_room_0.o"
number 3
endseg
beginseg
name "shrine_n_scene"
romalign 0x1000
- include "build/assets/scenes/misc/shrine_n/shrine_n_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/shrine_n/shrine_n_scene.o"
number 2
endseg
beginseg
name "shrine_n_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/shrine_n/shrine_n_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/shrine_n/shrine_n_room_0.o"
number 3
endseg
beginseg
name "shrine_r_scene"
romalign 0x1000
- include "build/assets/scenes/misc/shrine_r/shrine_r_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/shrine_r/shrine_r_scene.o"
number 2
endseg
beginseg
name "shrine_r_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/shrine_r/shrine_r_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/shrine_r/shrine_r_room_0.o"
number 3
endseg
beginseg
name "hakaana2_scene"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana2/hakaana2_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana2/hakaana2_scene.o"
number 2
endseg
beginseg
name "hakaana2_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana2/hakaana2_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana2/hakaana2_room_0.o"
number 3
endseg
beginseg
name "gerudoway_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_scene.o"
number 2
endseg
beginseg
name "gerudoway_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_room_0.o"
number 3
endseg
beginseg
name "gerudoway_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_room_1.o"
number 3
endseg
beginseg
name "gerudoway_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_room_2.o"
number 3
endseg
beginseg
name "gerudoway_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_room_3.o"
number 3
endseg
beginseg
name "gerudoway_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_room_4.o"
number 3
endseg
beginseg
name "gerudoway_room_5"
romalign 0x1000
- include "build/assets/scenes/dungeons/gerudoway/gerudoway_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/gerudoway/gerudoway_room_5.o"
number 3
endseg
beginseg
name "hairal_niwa_n_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/hairal_niwa_n/hairal_niwa_n_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hairal_niwa_n/hairal_niwa_n_scene.o"
number 2
endseg
beginseg
name "hairal_niwa_n_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/hairal_niwa_n/hairal_niwa_n_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hairal_niwa_n/hairal_niwa_n_room_0.o"
number 3
endseg
beginseg
name "bowling_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/bowling/bowling_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/bowling/bowling_scene.o"
number 2
endseg
beginseg
name "bowling_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/bowling/bowling_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/bowling/bowling_room_0.o"
number 3
endseg
beginseg
name "hakaana_ouke_scene"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana_ouke/hakaana_ouke_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana_ouke/hakaana_ouke_scene.o"
number 2
endseg
beginseg
name "hakaana_ouke_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana_ouke/hakaana_ouke_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana_ouke/hakaana_ouke_room_0.o"
number 3
endseg
beginseg
name "hakaana_ouke_room_1"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana_ouke/hakaana_ouke_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana_ouke/hakaana_ouke_room_1.o"
number 3
endseg
beginseg
name "hakaana_ouke_room_2"
romalign 0x1000
- include "build/assets/scenes/misc/hakaana_ouke/hakaana_ouke_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/hakaana_ouke/hakaana_ouke_room_2.o"
number 3
endseg
beginseg
name "hylia_labo_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/hylia_labo/hylia_labo_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hylia_labo/hylia_labo_scene.o"
number 2
endseg
beginseg
name "hylia_labo_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/hylia_labo/hylia_labo_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/hylia_labo/hylia_labo_room_0.o"
number 3
endseg
beginseg
name "souko_scene"
romalign 0x1000
- include "build/assets/scenes/overworld/souko/souko_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/souko/souko_scene.o"
number 2
endseg
beginseg
name "souko_room_0"
romalign 0x1000
- include "build/assets/scenes/overworld/souko/souko_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/souko/souko_room_0.o"
number 3
endseg
beginseg
name "souko_room_1"
romalign 0x1000
- include "build/assets/scenes/overworld/souko/souko_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/souko/souko_room_1.o"
number 3
endseg
beginseg
name "souko_room_2"
romalign 0x1000
- include "build/assets/scenes/overworld/souko/souko_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/overworld/souko/souko_room_2.o"
number 3
endseg
beginseg
name "miharigoya_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/miharigoya/miharigoya_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/miharigoya/miharigoya_scene.o"
number 2
endseg
beginseg
name "miharigoya_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/miharigoya/miharigoya_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/miharigoya/miharigoya_room_0.o"
number 3
endseg
beginseg
name "mahouya_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/mahouya/mahouya_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/mahouya/mahouya_scene.o"
number 2
endseg
beginseg
name "mahouya_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/mahouya/mahouya_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/mahouya/mahouya_room_0.o"
number 3
endseg
beginseg
name "takaraya_scene"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_scene.o"
number 2
endseg
beginseg
name "takaraya_room_0"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_0.o"
number 3
endseg
beginseg
name "takaraya_room_1"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_1.o"
number 3
endseg
beginseg
name "takaraya_room_2"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_2.o"
number 3
endseg
beginseg
name "takaraya_room_3"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_3.o"
number 3
endseg
beginseg
name "takaraya_room_4"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_4.o"
number 3
endseg
beginseg
name "takaraya_room_5"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_5.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_5.o"
number 3
endseg
beginseg
name "takaraya_room_6"
romalign 0x1000
- include "build/assets/scenes/indoors/takaraya/takaraya_room_6.o"
+ include "$(BUILD_DIR)/assets/scenes/indoors/takaraya/takaraya_room_6.o"
number 3
endseg
beginseg
name "ganon_sonogo_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_scene.o"
number 2
endseg
beginseg
name "ganon_sonogo_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_0.o"
number 3
endseg
beginseg
name "ganon_sonogo_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_1.o"
number 3
endseg
beginseg
name "ganon_sonogo_room_2"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_2.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_2.o"
number 3
endseg
beginseg
name "ganon_sonogo_room_3"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_3.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_3.o"
number 3
endseg
beginseg
name "ganon_sonogo_room_4"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_4.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_sonogo/ganon_sonogo_room_4.o"
number 3
endseg
beginseg
name "ganon_demo_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_demo/ganon_demo_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_demo/ganon_demo_scene.o"
number 2
endseg
beginseg
name "ganon_demo_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganon_demo/ganon_demo_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganon_demo/ganon_demo_room_0.o"
number 3
endseg
beginseg
name "besitu_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/besitu/besitu_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/besitu/besitu_scene.o"
number 2
endseg
beginseg
name "besitu_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/besitu/besitu_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/besitu/besitu_room_0.o"
number 3
endseg
beginseg
name "face_shop_scene"
romalign 0x1000
- include "build/assets/scenes/shops/face_shop/face_shop_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/face_shop/face_shop_scene.o"
number 2
endseg
beginseg
name "face_shop_room_0"
romalign 0x1000
- include "build/assets/scenes/shops/face_shop/face_shop_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/shops/face_shop/face_shop_room_0.o"
number 3
endseg
beginseg
name "kinsuta_scene"
romalign 0x1000
- include "build/assets/scenes/misc/kinsuta/kinsuta_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kinsuta/kinsuta_scene.o"
number 2
endseg
beginseg
name "kinsuta_room_0"
romalign 0x1000
- include "build/assets/scenes/misc/kinsuta/kinsuta_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/misc/kinsuta/kinsuta_room_0.o"
number 3
endseg
beginseg
name "ganontikasonogo_scene"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontikasonogo/ganontikasonogo_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontikasonogo/ganontikasonogo_scene.o"
number 2
endseg
beginseg
name "ganontikasonogo_room_0"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontikasonogo/ganontikasonogo_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontikasonogo/ganontikasonogo_room_0.o"
number 3
endseg
beginseg
name "ganontikasonogo_room_1"
romalign 0x1000
- include "build/assets/scenes/dungeons/ganontikasonogo/ganontikasonogo_room_1.o"
+ include "$(BUILD_DIR)/assets/scenes/dungeons/ganontikasonogo/ganontikasonogo_room_1.o"
number 3
endseg
beginseg
name "test01_scene"
romalign 0x1000
- include "build/assets/scenes/test_levels/test01/test01_scene.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/test01/test01_scene.o"
number 2
endseg
beginseg
name "test01_room_0"
romalign 0x1000
- include "build/assets/scenes/test_levels/test01/test01_room_0.o"
+ include "$(BUILD_DIR)/assets/scenes/test_levels/test01/test01_room_0.o"
number 3
endseg
beginseg
name "bump_texture_static"
romalign 0x1000
- include "build/baserom/bump_texture_static.o"
+ include "$(BUILD_DIR)/baserom/bump_texture_static.o"
endseg
beginseg
name "anime_model_1_static"
romalign 0x1000
- include "build/baserom/anime_model_1_static.o"
+ include "$(BUILD_DIR)/baserom/anime_model_1_static.o"
endseg
beginseg
name "anime_model_2_static"
romalign 0x1000
- include "build/baserom/anime_model_2_static.o"
+ include "$(BUILD_DIR)/baserom/anime_model_2_static.o"
endseg
beginseg
name "anime_model_3_static"
romalign 0x1000
- include "build/baserom/anime_model_3_static.o"
+ include "$(BUILD_DIR)/baserom/anime_model_3_static.o"
endseg
beginseg
name "anime_model_4_static"
romalign 0x1000
- include "build/baserom/anime_model_4_static.o"
+ include "$(BUILD_DIR)/baserom/anime_model_4_static.o"
endseg
beginseg
name "anime_model_5_static"
romalign 0x1000
- include "build/baserom/anime_model_5_static.o"
+ include "$(BUILD_DIR)/baserom/anime_model_5_static.o"
endseg
beginseg
name "anime_model_6_static"
romalign 0x1000
- include "build/baserom/anime_model_6_static.o"
+ include "$(BUILD_DIR)/baserom/anime_model_6_static.o"
endseg
beginseg
name "anime_texture_1_static"
romalign 0x1000
- include "build/baserom/anime_texture_1_static.o"
+ include "$(BUILD_DIR)/baserom/anime_texture_1_static.o"
endseg
beginseg
name "anime_texture_2_static"
romalign 0x1000
- include "build/baserom/anime_texture_2_static.o"
+ include "$(BUILD_DIR)/baserom/anime_texture_2_static.o"
endseg
beginseg
name "anime_texture_3_static"
romalign 0x1000
- include "build/baserom/anime_texture_3_static.o"
+ include "$(BUILD_DIR)/baserom/anime_texture_3_static.o"
endseg
beginseg
name "anime_texture_4_static"
romalign 0x1000
- include "build/baserom/anime_texture_4_static.o"
+ include "$(BUILD_DIR)/baserom/anime_texture_4_static.o"
endseg
beginseg
name "anime_texture_5_static"
romalign 0x1000
- include "build/baserom/anime_texture_5_static.o"
+ include "$(BUILD_DIR)/baserom/anime_texture_5_static.o"
endseg
beginseg
name "anime_texture_6_static"
romalign 0x1000
- include "build/baserom/anime_texture_6_static.o"
+ include "$(BUILD_DIR)/baserom/anime_texture_6_static.o"
endseg
beginseg
name "softsprite_matrix_static"
romalign 0x1000
- include "build/baserom/softsprite_matrix_static.o"
+ include "$(BUILD_DIR)/baserom/softsprite_matrix_static.o"
endseg
diff --git a/src/audio/lib/effects.c b/src/audio/lib/effects.c
index 6844d8ae57..8de03887e9 100644
--- a/src/audio/lib/effects.c
+++ b/src/audio/lib/effects.c
@@ -269,7 +269,7 @@ f32 Audio_AdsrUpdate(AdsrState* adsr) {
adsr->delay = 1;
}
adsr->target = adsr->envelope[adsr->envIndex].arg / 32767.0f;
- adsr->target = adsr->target * adsr->target;
+ adsr->target = SQ(adsr->target);
adsr->velocity = (adsr->target - adsr->current) / adsr->delay;
adsr->action.s.state = ADSR_STATE_FADE;
adsr->envIndex++;
diff --git a/src/audio/lib/heap.c b/src/audio/lib/heap.c
index 4b586c8c5e..899cf912b9 100644
--- a/src/audio/lib/heap.c
+++ b/src/audio/lib/heap.c
@@ -1356,8 +1356,8 @@ void AudioHeap_ChangeStorage(StorageChange* change, Sample* sample) {
u32 startAddr = change->oldAddr;
u32 endAddr = change->oldAddr + change->size;
- if (startAddr <= (u32)sample->sampleAddr && (u32)sample->sampleAddr < endAddr) {
- sample->sampleAddr = sample->sampleAddr - startAddr + change->newAddr;
+ if (((u32)sample->sampleAddr >= startAddr) && ((u32)sample->sampleAddr < endAddr)) {
+ sample->sampleAddr += -startAddr + change->newAddr;
sample->medium = change->newMedium;
}
}
diff --git a/src/audio/lib/load.c b/src/audio/lib/load.c
index f30527d971..b7b674a237 100644
--- a/src/audio/lib/load.c
+++ b/src/audio/lib/load.c
@@ -789,7 +789,7 @@ AudioTable* AudioLoad_GetLoadTable(s32 tableType) {
* Also relocate offsets into pointers within this loaded soundFont
*
* @param fontId index of font being processed
- * @param fontData ram address of raw soundfont binary loaded into cache
+ * @param fontDataStartAddr ram address of raw soundfont binary loaded into cache
* @param sampleBankReloc information on the sampleBank containing raw audio samples
*/
void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, SampleBankRelocInfo* sampleBankReloc) {
@@ -811,7 +811,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
// The first u32 in fontData is an offset to a list of offsets to the drums
soundListOffset = fontData[0];
- if (1) {}
// If the soundFont has drums
if ((soundListOffset != 0) && (numDrums != 0)) {
@@ -824,20 +823,24 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
soundOffset = (u32)((Drum**)fontData[0])[i];
// Some drum data entries are empty, represented by an offset of 0 in the list of drum offsets
- if (soundOffset != 0) {
- soundOffset = RELOC_TO_RAM(soundOffset);
- ((Drum**)fontData[0])[i] = drum = (Drum*)soundOffset;
-
- // The drum may be in the list multiple times and already relocated
- if (!drum->isRelocated) {
- AudioLoad_RelocateSample(&drum->tunedSample, fontDataStartAddr, sampleBankReloc);
-
- soundOffset = (u32)drum->envelope;
- drum->envelope = (EnvelopePoint*)RELOC_TO_RAM(soundOffset);
-
- drum->isRelocated = true;
- }
+ if (soundOffset == 0) {
+ continue;
}
+
+ soundOffset = RELOC_TO_RAM(soundOffset);
+ ((Drum**)fontData[0])[i] = drum = (Drum*)soundOffset;
+
+ // The drum may be in the list multiple times and already relocated
+ if (drum->isRelocated) {
+ continue;
+ }
+
+ AudioLoad_RelocateSample(&drum->tunedSample, fontDataStartAddr, sampleBankReloc);
+
+ soundOffset = (u32)drum->envelope;
+ drum->envelope = (EnvelopePoint*)RELOC_TO_RAM(soundOffset);
+
+ drum->isRelocated = true;
}
}
@@ -845,7 +848,6 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
// The second u32 in fontData is an offset to the first sound effect entry
soundListOffset = fontData[1];
- if (1) {}
// If the soundFont has sound effects
if ((soundListOffset != 0) && (numSfx != 0)) {
@@ -859,9 +861,11 @@ void AudioLoad_RelocateFont(s32 fontId, SoundFontData* fontDataStartAddr, Sample
soundEffect = (SoundEffect*)soundOffset;
// Check for NULL (note: the pointer is guaranteed to be in fontData and can never be NULL)
- if ((soundEffect != NULL) && ((u32)soundEffect->tunedSample.sample != 0)) {
- AudioLoad_RelocateSample(&soundEffect->tunedSample, fontDataStartAddr, sampleBankReloc);
+ if ((soundEffect == NULL) || ((u32)soundEffect->tunedSample.sample == 0)) {
+ continue;
}
+
+ AudioLoad_RelocateSample(&soundEffect->tunedSample, fontDataStartAddr, sampleBankReloc);
}
}
diff --git a/src/boot/idle.c b/src/boot/idle.c
index 30c244876c..c5dd92bd28 100644
--- a/src/boot/idle.c
+++ b/src/boot/idle.c
@@ -23,8 +23,8 @@ void Main_ThreadEntry(void* arg) {
DmaMgr_Init();
osSyncPrintf("codeセグメントロード中...");
time = osGetTime();
- DmaMgr_RequestSyncDebug(_codeSegmentStart, (uintptr_t)_codeSegmentRomStart,
- _codeSegmentRomEnd - _codeSegmentRomStart, "../idle.c", 238);
+ DMA_REQUEST_SYNC(_codeSegmentStart, (uintptr_t)_codeSegmentRomStart, _codeSegmentRomEnd - _codeSegmentRomStart,
+ "../idle.c", 238);
time -= osGetTime();
osSyncPrintf("\rcodeセグメントロード中...完了\n");
osSyncPrintf("転送時間 %6.3f\n");
diff --git a/src/boot/z_std_dma.c b/src/boot/z_std_dma.c
index 6097605186..417e7665a6 100644
--- a/src/boot/z_std_dma.c
+++ b/src/boot/z_std_dma.c
@@ -446,9 +446,11 @@ void DmaMgr_ThreadEntry(void* arg) {
}
/**
- * Submits a DMA request to the DMA manager. For internal use only.
+ * Submit an asynchronous DMA request. Unlike other DMA requests, this will not block the current thread. Data arrival
+ * is not immediate however, ensure that the request has completed by awaiting a message sent to `queue` when the DMA
+ * operation has completed.
*
- * @param req DMA request, filled out internally.
+ * @param req DMA request structure, filled out internally.
* @param ram Location in DRAM for data to be written.
* @param vrom Virtual ROM location for data to be read.
* @param size Transfer size.
@@ -456,8 +458,8 @@ void DmaMgr_ThreadEntry(void* arg) {
* @param msg Message to send to `queue` once the transfer is complete.
* @return 0
*/
-s32 DmaMgr_SendRequest(DmaRequest* req, void* ram, uintptr_t vrom, size_t size, u32 unk, OSMesgQueue* queue,
- OSMesg msg) {
+s32 DmaMgr_RequestAsync(DmaRequest* req, void* ram, uintptr_t vrom, size_t size, u32 unk, OSMesgQueue* queue,
+ OSMesg msg) {
static s32 sDmaMgrQueueFullLogged = 0;
if ((1 && (ram == NULL)) || (osMemSize < OS_K0_TO_PHYSICAL(ram) + size) || (vrom & 1) || (vrom > 0x4000000) ||
@@ -504,8 +506,8 @@ s32 DmaMgr_RequestSync(void* ram, uintptr_t vrom, size_t size) {
s32 ret;
osCreateMesgQueue(&queue, &msg, 1);
- ret = DmaMgr_SendRequest(&req, ram, vrom, size, 0, &queue, NULL);
- if (ret == -1) { // DmaMgr_SendRequest only returns 0
+ ret = DmaMgr_RequestAsync(&req, ram, vrom, size, 0, &queue, NULL);
+ if (ret == -1) { // DmaMgr_RequestAsync only returns 0
return ret;
}
@@ -564,25 +566,15 @@ void DmaMgr_Init(void) {
}
/**
- * Submit an asynchronous DMA request. Unlike other DMA requests, this will not block the current thread. Data arrival
- * is not immediate however, ensure that the request has completed by awaiting a message sent to `queue` when the DMA
- * operation has completed.
+ * Asynchronous DMA Request with source file and line info for debugging.
*
- * @param req DMA request structure, filled out internally.
- * @param ram Location in DRAM for data to be written.
- * @param vrom Virtual ROM location for data to be read.
- * @param size Transfer size.
- * @param queue Message queue to notify with `msg` once the transfer is complete.
- * @param msg Message to send to `queue` once the transfer is complete.
- * @param file Debug filename of caller.
- * @param line Debug line number of caller.
- * @return 0
+ * @see DmaMgr_RequestAsync
*/
-s32 DmaMgr_RequestAsync(DmaRequest* req, void* ram, uintptr_t vrom, size_t size, u32 unk5, OSMesgQueue* queue,
- OSMesg msg, const char* file, s32 line) {
+s32 DmaMgr_RequestAsyncDebug(DmaRequest* req, void* ram, uintptr_t vrom, size_t size, u32 unk5, OSMesgQueue* queue,
+ OSMesg msg, const char* file, s32 line) {
req->filename = file;
req->line = line;
- return DmaMgr_SendRequest(req, ram, vrom, size, unk5, queue, msg);
+ return DmaMgr_RequestAsync(req, ram, vrom, size, unk5, queue, msg);
}
/**
@@ -600,8 +592,8 @@ s32 DmaMgr_RequestSyncDebug(void* ram, uintptr_t vrom, size_t size, const char*
req.filename = file;
req.line = line;
osCreateMesgQueue(&queue, &msg, 1);
- ret = DmaMgr_SendRequest(&req, ram, vrom, size, 0, &queue, NULL);
- if (ret == -1) { // DmaMgr_SendRequest only returns 0
+ ret = DmaMgr_RequestAsync(&req, ram, vrom, size, 0, &queue, NULL);
+ if (ret == -1) { // DmaMgr_RequestAsync only returns 0
return ret;
}
diff --git a/src/code/audio_thread_manager.c b/src/code/audio_thread_manager.c
index 01bf54397d..1593411537 100644
--- a/src/code/audio_thread_manager.c
+++ b/src/code/audio_thread_manager.c
@@ -1,82 +1,134 @@
+/**
+ * @file audio_thread_manager.c
+ *
+ * This file implements basic thread features for the audio driver. It manages updating the driver on vertical retrace
+ * and sending the audio rsp tasks generated by the driver to the task scheduler.
+ */
+
#include "global.h"
-void func_800C3C80(AudioMgr* audioMgr) {
+void AudioMgr_NotifyTaskDone(AudioMgr* audioMgr) {
AudioTask* task = audioMgr->rspTask;
+ // If the audio rsp task has a message queue to receive task done notifications, post a message to it.
if (audioMgr->rspTask->msgQueue != NULL) {
osSendMesg(task->msgQueue, NULL, OS_MESG_BLOCK);
}
}
+/**
+ * Handle retrace event.
+ * Update the audio driver and schedule audio rsp tasks.
+ */
void AudioMgr_HandleRetrace(AudioMgr* audioMgr) {
AudioTask* rspTask;
- if (SREG(20) > 0) {
+ if (R_AUDIOMGR_DEBUG_LEVEL > AUDIOMGR_DEBUG_LEVEL_NONE) {
+ // Inhibit audio rsp task processing
audioMgr->rspTask = NULL;
}
+
if (audioMgr->rspTask != NULL) {
+ // Got an rsp task to process, build the OSScTask and forward it to the scheduler to run
+
audioMgr->audioTask.next = NULL;
audioMgr->audioTask.flags = OS_SC_NEEDS_RSP;
audioMgr->audioTask.framebuffer = NULL;
audioMgr->audioTask.list = audioMgr->rspTask->task;
- audioMgr->audioTask.msgQueue = &audioMgr->taskQueue;
+ audioMgr->audioTask.msgQueue = &audioMgr->taskDoneQueue;
audioMgr->audioTask.msg = NULL;
osSendMesg(&audioMgr->sched->cmdQueue, (OSMesg)&audioMgr->audioTask, OS_MESG_BLOCK);
Sched_Notify(audioMgr->sched);
}
+ // Update the audio driver
+
gAudioThreadUpdateTimeStart = osGetTime();
- if (SREG(20) >= 2) {
+
+ if (R_AUDIOMGR_DEBUG_LEVEL >= AUDIOMGR_DEBUG_LEVEL_NO_UPDATE) {
+ // Skip update, no rsp task produced
rspTask = NULL;
} else {
rspTask = func_800E4FE0();
}
+
gAudioThreadUpdateTimeAcc += osGetTime() - gAudioThreadUpdateTimeStart;
gAudioThreadUpdateTimeStart = 0;
if (audioMgr->rspTask != NULL) {
- osRecvMesg(&audioMgr->taskQueue, NULL, OS_MESG_BLOCK);
- func_800C3C80(audioMgr);
+ // Wait for the audio rsp task scheduled on the previous retrace to complete. This looks like it should wait
+ // for the task scheduled on the current retrace, earlier in this function, but since the queue is initially
+ // filled in AudioMgr_Init this osRecvMesg call doesn't wait for the task scheduler to post a message for the
+ // most recent task as there is already a message waiting.
+ osRecvMesg(&audioMgr->taskDoneQueue, NULL, OS_MESG_BLOCK);
+ // Report task done
+ //! @bug As the above osRecvMesg is waiting for the previous task to complete rather than the current task,
+ //! the task done notification is sent to the task done queue for the current task as soon as the previous task
+ //! is completed, without waiting for the current task.
+ //! In practice, task done notifications are not used by the audio driver so this is inconsequential.
+ AudioMgr_NotifyTaskDone(audioMgr);
}
+ // Update rsp task to be scheduled on next retrace
audioMgr->rspTask = rspTask;
}
+/**
+ * Handle Pre-NMI event.
+ * Implemented by the audio driver.
+ *
+ * @see Audio_PreNMI
+ */
void AudioMgr_HandlePreNMI(AudioMgr* audioMgr) {
// "Audio manager received OS_SC_PRE_NMI_MSG"
osSyncPrintf("オーディオマネージャが OS_SC_PRE_NMI_MSG を受け取りました\n");
Audio_PreNMI();
}
-void AudioMgr_ThreadEntry(void* arg0) {
- AudioMgr* audioMgr = (AudioMgr*)arg0;
+void AudioMgr_ThreadEntry(void* arg) {
+ AudioMgr* audioMgr = (AudioMgr*)arg;
IrqMgrClient irqClient;
s16* msg = NULL;
- osSyncPrintf("オーディオマネージャスレッド実行開始\n"); // "Start running audio manager thread"
+ // "Start running audio manager thread"
+ osSyncPrintf("オーディオマネージャスレッド実行開始\n");
+
+ // Initialize audio driver
Audio_Init();
AudioLoad_SetDmaHandler(DmaMgr_AudioDmaHandler);
Audio_InitSound();
- osSendMesg(&audioMgr->lockQueue, NULL, OS_MESG_BLOCK);
+
+ // Fill init queue to signal that the audio driver is initialized
+ osSendMesg(&audioMgr->initQueue, NULL, OS_MESG_BLOCK);
+
IrqMgr_AddClient(audioMgr->irqMgr, &irqClient, &audioMgr->interruptQueue);
+ // Spin waiting for events
while (true) {
osRecvMesg(&audioMgr->interruptQueue, (OSMesg*)&msg, OS_MESG_BLOCK);
+
switch (*msg) {
case OS_SC_RETRACE_MSG:
AudioMgr_HandleRetrace(audioMgr);
+
+ // Empty the interrupt queue
while (!MQ_IS_EMPTY(&audioMgr->interruptQueue)) {
osRecvMesg(&audioMgr->interruptQueue, (OSMesg*)&msg, OS_MESG_BLOCK);
+
switch (*msg) {
case OS_SC_RETRACE_MSG:
+ // Don't process a retrace more than once in quick succession
break;
+
case OS_SC_PRE_NMI_MSG:
+ // Always handle Pre-NMI
AudioMgr_HandlePreNMI(audioMgr);
break;
}
}
break;
+
case OS_SC_PRE_NMI_MSG:
AudioMgr_HandlePreNMI(audioMgr);
break;
@@ -84,8 +136,15 @@ void AudioMgr_ThreadEntry(void* arg0) {
}
}
-void AudioMgr_Unlock(AudioMgr* audioMgr) {
- osRecvMesg(&audioMgr->lockQueue, NULL, OS_MESG_BLOCK);
+/**
+ * Stalls the current thread until the audio thread is sufficiently initialized.
+ *
+ * Note this function only works once. After the first call the message that the audio thread posted to the init queue
+ * will have been removed, subsequent calls to this function will block indefinitely as the audio thread does not refill
+ * the queue.
+ */
+void AudioMgr_WaitForInit(AudioMgr* audioMgr) {
+ osRecvMesg(&audioMgr->initQueue, NULL, OS_MESG_BLOCK);
}
void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, Scheduler* sched, IrqMgr* irqMgr) {
@@ -95,11 +154,12 @@ void AudioMgr_Init(AudioMgr* audioMgr, void* stack, OSPri pri, OSId id, Schedule
audioMgr->irqMgr = irqMgr;
audioMgr->rspTask = NULL;
- osCreateMesgQueue(&audioMgr->taskQueue, audioMgr->taskMsgBuf, ARRAY_COUNT(audioMgr->taskMsgBuf));
+ osCreateMesgQueue(&audioMgr->taskDoneQueue, &audioMgr->taskDoneMsg, 1);
osCreateMesgQueue(&audioMgr->interruptQueue, audioMgr->interruptMsgBuf, ARRAY_COUNT(audioMgr->interruptMsgBuf));
- osCreateMesgQueue(&audioMgr->lockQueue, audioMgr->lockMsgBuf, ARRAY_COUNT(audioMgr->lockMsgBuf));
+ osCreateMesgQueue(&audioMgr->initQueue, &audioMgr->initMsg, 1);
- osSendMesg(&audioMgr->taskQueue, NULL, OS_MESG_BLOCK);
+ // Send a message to the task done queue so it is initially full
+ osSendMesg(&audioMgr->taskDoneQueue, NULL, OS_MESG_BLOCK);
osCreateThread(&audioMgr->thread, id, AudioMgr_ThreadEntry, audioMgr, stack, pri);
osStartThread(&audioMgr->thread);
diff --git a/src/code/code_800FC620.c b/src/code/code_800FC620.c
index d31d028a9b..deca11a4fa 100644
--- a/src/code/code_800FC620.c
+++ b/src/code/code_800FC620.c
@@ -13,7 +13,7 @@ typedef struct InitFunc {
// .data
void* sInitFuncs = NULL;
-char sNew[] = { 'n', 'e', 'w' };
+char sNew[] = "new";
char D_80134488[0x18] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7F, 0x80, 0x00, 0x00,
@@ -100,7 +100,7 @@ void func_800FCB34(void) {
initFunc = (InitFunc*)((s32)initFunc + nextOffset);
if (initFunc->func != NULL) {
- (*initFunc->func)();
+ initFunc->func();
}
nextOffset = initFunc->nextOffset;
diff --git a/src/code/code_800FCE80.c b/src/code/code_800FCE80.c
index 17b2bc4e57..8ac46833d9 100644
--- a/src/code/code_800FCE80.c
+++ b/src/code/code_800FCE80.c
@@ -50,8 +50,8 @@ f32 Math_FAtanTaylorQF(f32 x) {
if (poly + term == poly) {
break;
}
- poly = poly + term;
- exp = exp * sq;
+ poly += term;
+ exp *= sq;
}
return poly;
diff --git a/src/code/db_camera.c b/src/code/db_camera.c
index 12e400bfeb..05fcd43666 100644
--- a/src/code/db_camera.c
+++ b/src/code/db_camera.c
@@ -95,25 +95,21 @@ static DebugCam* sDebugCamPtr;
static s16 D_8016110C;
static DebugCamAnim sDebugCamAnim;
-Vec3f* DebugCamera_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo) {
+Vec3f DebugCamera_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) {
Vec3f sum;
- Vec3f b;
-
- OLib_VecGeoToVec3f(&b, geo);
+ Vec3f b = OLib_VecGeoToVec3f(geo);
sum.x = a->x + b.x;
sum.y = a->y + b.y;
sum.z = a->z + b.z;
- *dest = sum;
-
- return dest;
+ return sum;
}
/**
* Calculates a new Up vector from the pitch, yaw, roll
*/
-Vec3f* DebugCamera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll) {
+Vec3f DebugCamera_CalcUpFromPitchYawRoll(s16 pitch, s16 yaw, s16 roll) {
f32 sinP = Math_SinS(pitch);
f32 cosP = Math_CosS(pitch);
f32 sinY = Math_SinS(yaw);
@@ -155,9 +151,7 @@ Vec3f* DebugCamera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16
up.y = DOTXYZ(baseUp, rollMtxRow2);
up.z = DOTXYZ(baseUp, rollMtxRow3);
- *viewUp = up;
-
- return viewUp;
+ return up;
}
char* DebugCamera_SetTextValue(s16 value, char* str, u8 endIdx) {
@@ -221,9 +215,9 @@ void func_800B3F94(PosRot* posRot, Vec3f* vec, Vec3s* out) {
VecGeo geo;
Vec3f tempVec;
- OLib_Vec3fDiffToVecGeo(&geo, &posRot->pos, vec);
+ geo = OLib_Vec3fDiffToVecGeo(&posRot->pos, vec);
geo.yaw -= posRot->rot.y;
- OLib_VecGeoToVec3f(&tempVec, &geo);
+ tempVec = OLib_VecGeoToVec3f(&geo);
DebugCamera_Vec3FToS(&tempVec, out);
}
@@ -232,9 +226,9 @@ void func_800B3FF4(PosRot* posRot, Vec3f* vec, Vec3f* out) {
Vec3f tempVec;
DebugCamera_CopyVec3f(vec, &tempVec);
- OLib_Vec3fToVecGeo(&geo, &tempVec);
+ geo = OLib_Vec3fToVecGeo(&tempVec);
geo.yaw += posRot->rot.y;
- DebugCamera_AddVecGeoToVec3f(out, &posRot->pos, &geo);
+ *out = DebugCamera_AddVecGeoToVec3f(&posRot->pos, &geo);
}
void func_800B404C(PosRot* posRot, Vec3s* vec, Vec3f* out) {
@@ -335,7 +329,7 @@ s32 func_800B4370(DebugCam* debugCam, s16 idx, Camera* cam) {
geo.pitch = 0x2000;
geo.yaw -= 0x7FFF;
geo.r = 250.0f;
- DebugCamera_AddVecGeoToVec3f(&debugCam->eye, &debugCam->at, &geo);
+ debugCam->eye = DebugCamera_AddVecGeoToVec3f(&debugCam->at, &geo);
debugCam->roll = lookAt->cameraRoll;
debugCam->rollDegrees = debugCam->roll * (360.0f / 256.0f);
debugCam->fov = lookAt->viewAngle;
@@ -668,9 +662,9 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
phi_s0 = sp124;
if (!D_80161144) {
- OLib_Vec3fDiffToVecGeo(&sp104, sp7C, sp80);
+ sp104 = OLib_Vec3fDiffToVecGeo(sp7C, sp80);
} else {
- OLib_Vec3fDiffToVecGeo(&sp104, sp80, sp7C);
+ sp104 = OLib_Vec3fDiffToVecGeo(sp80, sp7C);
}
if (debugCam->unk_44 > 100) {
@@ -706,11 +700,11 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.r = temp_f2;
if (!D_80161144) {
spFC.yaw = sp104.yaw;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.pitch = -spFC.pitch;
spFC.yaw = sp104.yaw - 0x7FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 0xB) {
debugCam->unk_44++;
@@ -734,11 +728,11 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.r = -temp_f2;
if (!D_80161144) {
spFC.yaw = sp104.yaw;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.pitch = -spFC.pitch;
spFC.yaw = sp104.yaw - 0x7FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 0xC) {
debugCam->unk_44++;
@@ -757,10 +751,10 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.pitch = 0;
if (!D_80161144) {
spFC.yaw = sp104.yaw;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.yaw = sp104.yaw - 0x7FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 1) {
@@ -775,10 +769,10 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.pitch = 0;
if (!D_80161144) {
spFC.yaw = sp104.yaw;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.yaw = sp104.yaw - 0x7FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 2) {
debugCam->unk_44++;
@@ -792,9 +786,9 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.pitch = 0x3FFF;
spFC.yaw = sp104.yaw;
if (!D_80161144) {
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 3) {
debugCam->unk_44++;
@@ -808,9 +802,9 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.pitch = -0x3FFF;
spFC.yaw = sp104.yaw;
if (!D_80161144) {
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 4) {
debugCam->unk_44++;
@@ -825,10 +819,10 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.pitch = 0;
if (!D_80161144) {
spFC.yaw = sp104.yaw + 0x3FFF;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.yaw = sp104.yaw - 0x3FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 5) {
debugCam->unk_44++;
@@ -843,10 +837,10 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.pitch = 0;
if (!D_80161144) {
spFC.yaw = sp104.yaw - 0x3FFF;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.yaw = sp104.yaw + 0x3FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 6) {
debugCam->unk_44++;
@@ -870,11 +864,11 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.r = temp_f2;
if (!D_80161144) {
spFC.yaw = sp104.yaw;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.pitch = -spFC.pitch;
spFC.yaw = sp104.yaw - 0x7FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 0xB) {
debugCam->unk_44++;
@@ -899,11 +893,11 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
spFC.r = -temp_f2;
if (!D_80161144) {
spFC.yaw = sp104.yaw;
- DebugCamera_AddVecGeoToVec3f(sp7C, sp7C, &spFC);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp7C, &spFC);
} else {
spFC.pitch = -spFC.pitch;
spFC.yaw = sp104.yaw - 0x7FFF;
- DebugCamera_AddVecGeoToVec3f(sp80, sp80, &spFC);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp80, &spFC);
}
if (debugCam->unk_40 == 0xC) {
debugCam->unk_44++;
@@ -961,20 +955,20 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
if (!D_80161144) {
sp104.pitch += (s16)((temp_f0_5 >= 0.0f) ? pitch : -pitch);
sp104.yaw += (s16)((temp_f2_2 >= 0.0f) ? yaw : -yaw);
- DebugCamera_AddVecGeoToVec3f(sp80, sp7C, &sp104);
+ *sp80 = DebugCamera_AddVecGeoToVec3f(sp7C, &sp104);
debugCam->sub.unk_104A.x = -sp104.pitch;
debugCam->sub.unk_104A.y = sp104.yaw - 0x7FFF;
} else {
sp104.pitch += (s16)((temp_f0_5 >= 0.0f) ? -pitch : pitch);
sp104.yaw += (s16)((temp_f2_2 >= 0.0f) ? -yaw : yaw);
- DebugCamera_AddVecGeoToVec3f(sp7C, sp80, &sp104);
+ *sp7C = DebugCamera_AddVecGeoToVec3f(sp80, &sp104);
debugCam->sub.unk_104A.x = sp104.pitch;
debugCam->sub.unk_104A.y = sp104.yaw;
}
- OLib_Vec3fDiffToVecGeo(&spF4, sp80, sp7C);
- DebugCamera_CalcUpFromPitchYawRoll(&debugCam->unk_1C, spF4.pitch, spF4.yaw,
- CAM_DEG_TO_BINANG(debugCam->rollDegrees));
+ spF4 = OLib_Vec3fDiffToVecGeo(sp80, sp7C);
+ debugCam->unk_1C =
+ DebugCamera_CalcUpFromPitchYawRoll(spF4.pitch, spF4.yaw, CAM_DEG_TO_BINANG(debugCam->rollDegrees));
if (debugCam->unk_00 == 1) {
if (CHECK_BTN_ALL(sPlay->state.input[DEBUG_CAM_CONTROLLER_PORT].cur.button, BTN_CRIGHT)) {
cam->inputDir = debugCam->sub.unk_104A;
@@ -982,7 +976,7 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
cam->at = *sp7C;
spFC = sp104;
spFC.r = new_var2;
- DebugCamera_AddVecGeoToVec3f(&cam->eye, &cam->at, &spFC);
+ cam->eye = DebugCamera_AddVecGeoToVec3f(&cam->at, &spFC);
}
}
}
@@ -1380,7 +1374,7 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
DebugCamera_ScreenTextColored(30, 25, DEBUG_CAM_TEXT_BROWN, &sp110);
} else {
if (D_8012CEE0[0]) {}
- OLib_Vec3fDiffToVecGeo(&spFC, sp90, sp7C);
+ spFC = OLib_Vec3fDiffToVecGeo(sp90, sp7C);
spFC.yaw -= cam->playerPosRot.rot.y;
DebugCamera_ScreenTextColored(
3, 22,
@@ -1394,7 +1388,7 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
DebugCamera_ScreenTextColored(3, 24, DEBUG_CAM_TEXT_ORANGE, D_8012D0F8);
DebugCamera_SetTextValue(spFC.r, &D_8012D0D4[7], 6);
DebugCamera_ScreenTextColored(3, 25, DEBUG_CAM_TEXT_ORANGE, D_8012D0D4);
- OLib_Vec3fDiffToVecGeo(&spFC, sp90, sp80);
+ spFC = OLib_Vec3fDiffToVecGeo(sp90, sp80);
spFC.yaw -= cam->playerPosRot.rot.y;
DebugCamera_ScreenTextColored(30, 22,
((debugCam->sub.unk_08 == 1) && (debugCam->sub.unk_0A == 4) && D_80161144)
@@ -1425,7 +1419,7 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
func_800B404C(temp_s6, &(debugCam->sub.lookAt + i)->pos, &spB8);
func_800B404C(temp_s6, &(debugCam->sub.position + i)->pos, &spAC);
}
- OLib_Vec3fDiffToVecGeo(&spFC, &spAC, &spB8);
+ spFC = OLib_Vec3fDiffToVecGeo(&spAC, &spB8);
spAA = debugCam->sub.lookAt[i].cameraRoll * 0xB6;
if (i == debugCam->sub.unkIdx) {
DebugDisplay_AddObject(spAC.x, spAC.y, spAC.z, spFC.pitch * -1, spFC.yaw, spAA, .5f, .5f, .5f,
@@ -1496,7 +1490,7 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
D_8012D110++;
D_8012D110 %= 50;
- OLib_Vec3fDiffToVecGeo(&spA0, &cam->eye, &cam->at);
+ spA0 = OLib_Vec3fDiffToVecGeo(&cam->eye, &cam->at);
DebugDisplay_AddObject(debugCam->at.x, debugCam->at.y + 1.0f, debugCam->at.z, 0, 0, 0, 0.02f, 2.0f, 0.02f, 0xFF,
0xFF, 0x7F, 0x2D, 0, cam->play->view.gfxCtx);
DebugDisplay_AddObject(debugCam->at.x, debugCam->at.y + 1.0f, debugCam->at.z, 0, 0, 0, 2.0f, 0.02f, 0.02f, 0x7F,
@@ -1507,7 +1501,7 @@ void DebugCamera_Update(DebugCam* debugCam, Camera* cam) {
0x7F, 0x7F, 0x80, 5, cam->play->view.gfxCtx);
DebugDisplay_AddObject(cam->at.x, cam->at.y, cam->at.z, spA0.pitch * -1, spA0.yaw, 0, 1.5f, 2.0f, 1.0f, 0xFF,
0x7F, 0x7F, 0x80, 4, cam->play->view.gfxCtx);
- OLib_Vec3fDiffToVecGeo(&spA0, &cam->eyeNext, &cam->at);
+ spA0 = OLib_Vec3fDiffToVecGeo(&cam->eyeNext, &cam->at);
DebugDisplay_AddObject(cam->eyeNext.x, cam->eyeNext.y, cam->eyeNext.z, spA0.pitch * -1, spA0.yaw, 0, .5f, .5f,
.5f, 0xFF, 0xC0, 0x7F, 0x50, 5, cam->play->view.gfxCtx);
}
@@ -2183,9 +2177,9 @@ s32 DebugCamera_UpdateDemoControl(DebugCam* debugCam, Camera* cam) {
Audio_PlaySfxGeneral(NA_SE_SY_GET_RUPY, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
- OLib_Vec3fDiffToVecGeo(&sp5C, &debugCam->eye, &debugCam->at);
- DebugCamera_CalcUpFromPitchYawRoll(&debugCam->unk_1C, sp5C.pitch, sp5C.yaw,
- CAM_DEG_TO_BINANG(debugCam->rollDegrees));
+ sp5C = OLib_Vec3fDiffToVecGeo(&debugCam->eye, &debugCam->at);
+ debugCam->unk_1C =
+ DebugCamera_CalcUpFromPitchYawRoll(sp5C.pitch, sp5C.yaw, CAM_DEG_TO_BINANG(debugCam->rollDegrees));
return 2;
}
diff --git a/src/code/gamealloc.c b/src/code/gamealloc.c
index 9a4303ad23..2b1cd04d43 100644
--- a/src/code/gamealloc.c
+++ b/src/code/gamealloc.c
@@ -29,7 +29,7 @@ void* GameAlloc_MallocDebug(GameAlloc* this, u32 size, const char* file, s32 lin
}
void* GameAlloc_Malloc(GameAlloc* this, u32 size) {
- GameAllocEntry* ptr = SystemArena_MallocDebug(size + sizeof(GameAllocEntry), "../gamealloc.c", 93);
+ GameAllocEntry* ptr = SYSTEM_ARENA_MALLOC(size + sizeof(GameAllocEntry), "../gamealloc.c", 93);
if (ptr != NULL) {
ptr->size = size;
@@ -54,7 +54,7 @@ void GameAlloc_Free(GameAlloc* this, void* data) {
ptr->prev->next = ptr->next;
ptr->next->prev = ptr->prev;
this->head = this->base.prev;
- SystemArena_FreeDebug(ptr, "../gamealloc.c", 125);
+ SYSTEM_ARENA_FREE(ptr, "../gamealloc.c", 125);
}
}
@@ -65,7 +65,7 @@ void GameAlloc_Cleanup(GameAlloc* this) {
while (&this->base != next) {
cur = next;
next = next->next;
- SystemArena_FreeDebug(cur, "../gamealloc.c", 145);
+ SYSTEM_ARENA_FREE(cur, "../gamealloc.c", 145);
}
this->head = &this->base;
diff --git a/src/code/graph.c b/src/code/graph.c
index fd79efac5c..5704c68f59 100644
--- a/src/code/graph.c
+++ b/src/code/graph.c
@@ -181,7 +181,6 @@ void Graph_TaskSet00(GraphicsContext* gfxCtx) {
R_HREG_MODE = HREG_MODE_UCODE_DISAS;
R_UCODE_DISAS_TOGGLE = 1;
R_UCODE_DISAS_LOG_LEVEL = 2;
- sPrevTaskWorkBuffer = sPrevTaskWorkBuffer;
Graph_DisassembleUCode(sPrevTaskWorkBuffer);
}
@@ -426,7 +425,7 @@ void Graph_ThreadEntry(void* arg0) {
size = ovl->instanceSize;
osSyncPrintf("クラスサイズ=%dバイト\n", size); // "Class size = %d bytes"
- gameState = SystemArena_MallocDebug(size, "../graph.c", 1196);
+ gameState = SYSTEM_ARENA_MALLOC(size, "../graph.c", 1196);
if (gameState == NULL) {
osSyncPrintf("確保失敗\n"); // "Failure to secure"
@@ -443,7 +442,7 @@ void Graph_ThreadEntry(void* arg0) {
nextOvl = Graph_GetNextGameState(gameState);
GameState_Destroy(gameState);
- SystemArena_FreeDebug(gameState, "../graph.c", 1227);
+ SYSTEM_ARENA_FREE(gameState, "../graph.c", 1227);
Overlay_FreeGameState(ovl);
}
Graph_Destroy(&gfxCtx);
diff --git a/src/code/jpegdecoder.c b/src/code/jpegdecoder.c
index 3301817d0f..c0c772abd6 100644
--- a/src/code/jpegdecoder.c
+++ b/src/code/jpegdecoder.c
@@ -154,7 +154,7 @@ s32 JpegDecoder_ParseNextSymbol(JpegHuffmanTable* hTable, s16* outCoeff, s8* out
if (sym) {
*outCoeff = JpegDecoder_ReadBits(sym);
if (*outCoeff < (1 << (sym - 1))) {
- *outCoeff += (-1 << sym) + 1;
+ *outCoeff += (-1U << sym) + 1;
}
}
diff --git a/src/code/listalloc.c b/src/code/listalloc.c
index d4d24138cf..7560c20c64 100644
--- a/src/code/listalloc.c
+++ b/src/code/listalloc.c
@@ -7,7 +7,7 @@ ListAlloc* ListAlloc_Init(ListAlloc* this) {
}
void* ListAlloc_Alloc(ListAlloc* this, u32 size) {
- ListAlloc* ptr = SystemArena_MallocDebug(size + sizeof(ListAlloc), "../listalloc.c", 40);
+ ListAlloc* ptr = SYSTEM_ARENA_MALLOC(size + sizeof(ListAlloc), "../listalloc.c", 40);
ListAlloc* next;
if (ptr == NULL) {
@@ -49,7 +49,7 @@ void ListAlloc_Free(ListAlloc* this, void* data) {
this->next = ptr->prev;
}
- SystemArena_FreeDebug(ptr, "../listalloc.c", 72);
+ SYSTEM_ARENA_FREE(ptr, "../listalloc.c", 72);
}
void ListAlloc_FreeAll(ListAlloc* this) {
diff --git a/src/code/loadfragment2.c b/src/code/loadfragment2.c
index 97002f9e9e..693ef54250 100644
--- a/src/code/loadfragment2.c
+++ b/src/code/loadfragment2.c
@@ -1,8 +1,7 @@
#include "global.h"
void* Overlay_AllocateAndLoad(uintptr_t vromStart, uintptr_t vromEnd, void* vramStart, void* vramEnd) {
- void* allocatedRamAddr =
- SystemArena_MallocRDebug((intptr_t)vramEnd - (intptr_t)vramStart, "../loadfragment2.c", 31);
+ void* allocatedRamAddr = SYSTEM_ARENA_MALLOC_R((intptr_t)vramEnd - (intptr_t)vramStart, "../loadfragment2.c", 31);
if (gOverlayLogSeverity >= 3) {
osSyncPrintf("OVL:SPEC(%08x-%08x) REAL(%08x-%08x) OFFSET(%08x)\n", vramStart, vramEnd, allocatedRamAddr,
diff --git a/src/code/main.c b/src/code/main.c
index a1fe35ef38..c1fd17c48f 100644
--- a/src/code/main.c
+++ b/src/code/main.c
@@ -61,7 +61,7 @@ void Main(void* arg) {
debugHeapSize = PHYS_TO_K0(0x600000) - (uintptr_t)debugHeapStart;
} else {
debugHeapSize = 0x400;
- debugHeapStart = SystemArena_MallocDebug(debugHeapSize, "../main.c", 565);
+ debugHeapStart = SYSTEM_ARENA_MALLOC(debugHeapSize, "../main.c", 565);
}
osSyncPrintf("debug_InitArena(%08x, %08x)\n", debugHeapStart, debugHeapSize);
DebugArena_Init(debugHeapStart, debugHeapSize);
@@ -90,7 +90,7 @@ void Main(void* arg) {
StackCheck_Init(&sPadMgrStackInfo, sPadMgrStack, STACK_TOP(sPadMgrStack), 0, 0x100, "padmgr");
PadMgr_Init(&gPadMgr, &sSerialEventQueue, &gIrqMgr, THREAD_ID_PADMGR, THREAD_PRI_PADMGR, STACK_TOP(sPadMgrStack));
- AudioMgr_Unlock(&gAudioMgr);
+ AudioMgr_WaitForInit(&gAudioMgr);
StackCheck_Init(&sGraphStackInfo, sGraphStack, STACK_TOP(sGraphStack), 0, 0x100, "graph");
osCreateThread(&sGraphThread, THREAD_ID_GRAPH, Graph_ThreadEntry, arg, STACK_TOP(sGraphStack), THREAD_PRI_GRAPH);
diff --git a/src/code/sys_matrix.c b/src/code/sys_matrix.c
index f58872d07b..fa038a76cb 100644
--- a/src/code/sys_matrix.c
+++ b/src/code/sys_matrix.c
@@ -20,7 +20,7 @@ MtxF* sMatrixStack; // "Matrix_stack"
MtxF* sCurrentMatrix; // "Matrix_now"
void Matrix_Init(GameState* gameState) {
- sCurrentMatrix = GameState_Alloc(gameState, 20 * sizeof(MtxF), "../sys_matrix.c", 153);
+ sCurrentMatrix = GAME_STATE_ALLOC(gameState, 20 * sizeof(MtxF), "../sys_matrix.c", 153);
sMatrixStack = sCurrentMatrix;
}
@@ -603,16 +603,30 @@ Mtx* Matrix_MtxFToMtx(MtxF* src, Mtx* dest) {
return dest;
}
+#ifdef OOT_DEBUG
+
Mtx* Matrix_ToMtx(Mtx* dest, char* file, s32 line) {
- return Matrix_MtxFToMtx(Matrix_CheckFloats(sCurrentMatrix, file, line), dest);
+ return Matrix_MtxFToMtx(MATRIX_CHECK_FLOATS(sCurrentMatrix, file, line), dest);
}
Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx, char* file, s32 line) {
- return Matrix_ToMtx(Graph_Alloc(gfxCtx, sizeof(Mtx)), file, line);
+ return Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)), file, line);
}
+#else
+
+Mtx* Matrix_ToMtx(Mtx* dest) {
+ return Matrix_MtxFToMtx(sCurrentMatrix, dest);
+}
+
+Mtx* Matrix_NewMtx(GraphicsContext* gfxCtx) {
+ return Matrix_ToMtx(GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
+}
+
+#endif /* OOT_DEBUG */
+
Mtx* Matrix_MtxFToNewMtx(MtxF* src, GraphicsContext* gfxCtx) {
- return Matrix_MtxFToMtx(src, Graph_Alloc(gfxCtx, sizeof(Mtx)));
+ return Matrix_MtxFToMtx(src, GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
}
void Matrix_MultVec3f(Vec3f* src, Vec3f* dest) {
diff --git a/src/code/z_DLF.c b/src/code/z_DLF.c
index 7034f829c0..5da87b7af3 100644
--- a/src/code/z_DLF.c
+++ b/src/code/z_DLF.c
@@ -104,7 +104,7 @@ void Overlay_FreeGameState(GameStateOverlay* overlayEntry) {
overlayEntry->unk_24 = NULL;
}
- SystemArena_FreeDebug(overlayEntry->loadedRamAddr, "../z_DLF.c", 149);
+ SYSTEM_ARENA_FREE(overlayEntry->loadedRamAddr, "../z_DLF.c", 149);
overlayEntry->loadedRamAddr = NULL;
}
}
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 091b5d109f..0207725be6 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -54,7 +54,7 @@ void ActorShadow_Draw(Actor* actor, Lights* lights, PlayState* play, Gfx* dlist,
temp2 = (1.0f - (temp1 * (1.0f / 350))) * actor->shape.shadowScale;
Matrix_Scale(actor->scale.x * temp2, 1.0f, actor->scale.z * temp2, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 1588),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1588),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
@@ -94,7 +94,7 @@ void ActorShadow_DrawFoot(PlayState* play, Light* light, MtxF* arg2, s32 arg3, f
Matrix_RotateY(sp58, MTXMODE_APPLY);
Matrix_Scale(arg5, 1.0f, arg5 * arg6, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 1687), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 1687), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gFootShadowDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 1693);
@@ -377,7 +377,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(entry->unk_0C, entry->unk_0C, 0.0f, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 2116),
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2116),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(OVERLAY_DISP++, gZTargetLockOnTriangleDL);
Matrix_Pop();
@@ -404,8 +404,7 @@ void func_8002C124(TargetContext* targetCtx, PlayState* play) {
Matrix_Scale((iREG(27) + 35) / 1000.0f, (iREG(28) + 60) / 1000.0f, (iREG(29) + 50) / 1000.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, naviColor->inner.r, naviColor->inner.g, naviColor->inner.b, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 2153),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 2153), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gZTargetArrowDL);
}
@@ -679,7 +678,7 @@ void TitleCard_InitPlaceName(PlayState* play, TitleCardContext* titleCtx, void*
u32 size = loadedScene->titleFile.vromEnd - loadedScene->titleFile.vromStart;
if ((size != 0) && (size <= 0x3000)) {
- DmaMgr_RequestSyncDebug(texture, loadedScene->titleFile.vromStart, size, "../z_actor.c", 2765);
+ DMA_REQUEST_SYNC(texture, loadedScene->titleFile.vromStart, size, "../z_actor.c", 2765);
}
titleCtx->texture = texture;
@@ -1039,7 +1038,7 @@ void func_8002DE04(PlayState* play, Actor* actorA, Actor* actorB) {
void func_8002DE74(PlayState* play, Player* player) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && Play_CamIsNotFixed(play)) {
- Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE);
+ Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_HORSE);
}
}
@@ -1363,11 +1362,11 @@ Gfx* func_8002E830(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext*
LookAt* lookAt;
f32 correctedEyeX;
- lookAt = Graph_Alloc(gfxCtx, sizeof(LookAt));
+ lookAt = GRAPH_ALLOC(gfxCtx, sizeof(LookAt));
correctedEyeX = (eye->x == object->x) && (eye->z == object->z) ? eye->x + 0.001f : eye->x;
- *hilite = Graph_Alloc(gfxCtx, sizeof(Hilite));
+ *hilite = GRAPH_ALLOC(gfxCtx, sizeof(Hilite));
if (R_HREG_MODE == HREG_MODE_PRINT_HILITE_INFO) {
osSyncPrintf("z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f]\n", correctedEyeX,
@@ -1426,7 +1425,7 @@ void func_8002EBCC(Actor* actor, PlayState* play, s32 flag) {
hilite = func_8002EABC(&actor->world.pos, &play->view.eye, &lightDir, play->state.gfxCtx);
if (flag != 0) {
- displayList = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx));
displayListHead = displayList;
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 4384);
@@ -1452,7 +1451,7 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag) {
hilite = func_8002EB44(&actor->world.pos, &play->view.eye, &lightDir, play->state.gfxCtx);
if (flag != 0) {
- displayList = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx));
displayListHead = displayList;
OPEN_DISPS(play->state.gfxCtx, "../z_actor.c", 4429);
@@ -1465,26 +1464,21 @@ void func_8002ED80(Actor* actor, PlayState* play, s32 flag) {
}
}
-PosRot* Actor_GetFocus(PosRot* dest, Actor* actor) {
- *dest = actor->focus;
-
- return dest;
+PosRot Actor_GetFocus(Actor* actor) {
+ return actor->focus;
}
-PosRot* Actor_GetWorld(PosRot* dest, Actor* actor) {
- *dest = actor->world;
-
- return dest;
+PosRot Actor_GetWorld(Actor* actor) {
+ return actor->world;
}
-PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor) {
- PosRot sp1C;
+PosRot Actor_GetWorldPosShapeRot(Actor* actor) {
+ PosRot worldPosRot;
- Math_Vec3f_Copy(&sp1C.pos, &actor->world.pos);
- sp1C.rot = actor->shape.rot;
- *arg0 = sp1C;
+ Math_Vec3f_Copy(&worldPosRot.pos, &actor->world.pos);
+ worldPosRot.rot = actor->shape.rot;
- return arg0;
+ return worldPosRot;
}
f32 func_8002EFC0(Actor* actor, Player* player, s16 arg2) {
@@ -1549,22 +1543,39 @@ s32 func_8002F0C8(Actor* actor, Player* player, s32 flag) {
return false;
}
-u32 Actor_ProcessTalkRequest(Actor* actor, PlayState* play) {
- if (actor->flags & ACTOR_FLAG_8) {
- actor->flags &= ~ACTOR_FLAG_8;
+/**
+ * When a given talk offer is accepted, Player will set `ACTOR_FLAG_TALK` for that actor.
+ * This function serves to acknowledge that the offer was accepted by Player, and notifies the actor
+ * that it should proceed with its own internal processes for handling dialogue.
+ *
+ * @return true if the talk offer was accepted, false otherwise
+ */
+s32 Actor_TalkOfferAccepted(Actor* actor, PlayState* play) {
+ if (actor->flags & ACTOR_FLAG_TALK) {
+ actor->flags &= ~ACTOR_FLAG_TALK;
return true;
}
return false;
}
-s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchangeItemId) {
+/**
+ * This function covers offering the ability to talk with the player.
+ * Passing an exchangeItemId (see `ExchangeItemID`) allows the player to also use the item to initiate the
+ * conversation.
+ *
+ * This function carries a talk exchange offer to the player actor if context allows it (e.g. the player is in range
+ * and not busy with certain things).
+ *
+ * @return true If the player actor is capable of accepting the offer.
+ */
+s32 Actor_OfferTalkExchange(Actor* actor, PlayState* play, f32 xzRange, f32 yRange, u32 exchangeItemId) {
Player* player = GET_PLAYER(play);
- if ((player->actor.flags & ACTOR_FLAG_8) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(play)) ||
+ if ((player->actor.flags & ACTOR_FLAG_TALK) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(play)) ||
(!actor->isTargeted &&
- ((arg3 < fabsf(actor->yDistToPlayer)) || (player->targetActorDistance < actor->xzDistToPlayer) ||
- (arg2 < actor->xzDistToPlayer)))) {
+ ((yRange < fabsf(actor->yDistToPlayer)) || (player->targetActorDistance < actor->xzDistToPlayer) ||
+ (xzRange < actor->xzDistToPlayer)))) {
return false;
}
@@ -1575,18 +1586,28 @@ s32 func_8002F1C4(Actor* actor, PlayState* play, f32 arg2, f32 arg3, u32 exchang
return true;
}
-s32 func_8002F298(Actor* actor, PlayState* play, f32 arg2, u32 exchangeItemId) {
- return func_8002F1C4(actor, play, arg2, arg2, exchangeItemId);
+/**
+ * Offers a talk exchange request within an equilateral cylinder with the radius specified.
+ */
+s32 Actor_OfferTalkExchangeEquiCylinder(Actor* actor, PlayState* play, f32 radius, u32 exchangeItemId) {
+ return Actor_OfferTalkExchange(actor, play, radius, radius, exchangeItemId);
}
-s32 func_8002F2CC(Actor* actor, PlayState* play, f32 arg2) {
- return func_8002F298(actor, play, arg2, EXCH_ITEM_NONE);
+/**
+ * Offers a talk request within an equilateral cylinder with the radius specified.
+ */
+s32 Actor_OfferTalk(Actor* actor, PlayState* play, f32 radius) {
+ return Actor_OfferTalkExchangeEquiCylinder(actor, play, radius, EXCH_ITEM_NONE);
}
-s32 func_8002F2F4(Actor* actor, PlayState* play) {
- f32 var1 = 50.0f + actor->colChkInfo.cylRadius;
+/**
+ * Offers a talk request within an equilateral cylinder whose radius is determined by the actor's collision check
+ * cylinder's radius.
+ */
+s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, PlayState* play) {
+ f32 cylRadius = 50.0f + actor->colChkInfo.cylRadius;
- return func_8002F2CC(actor, play, var1);
+ return Actor_OfferTalk(actor, play, cylRadius);
}
u32 Actor_TextboxIsClosing(Actor* actor, PlayState* play) {
@@ -2012,14 +2033,14 @@ void Actor_DrawFaroresWindPointer(PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 100, 200, 0, 255);
Matrix_RotateZ(BINANG_TO_RAD_ALT2((play->gameplayFrames * 1500) & 0xFFFF), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 5458),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 5458),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
Matrix_RotateZ(BINANG_TO_RAD_ALT2(~((play->gameplayFrames * 1200) & 0xFFFF)), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 5463),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 5463),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
}
@@ -2667,7 +2688,7 @@ void func_80031C3C(ActorContext* actorCtx, PlayState* play) {
}
if (actorCtx->absoluteSpace != NULL) {
- ZeldaArena_FreeDebug(actorCtx->absoluteSpace, "../z_actor.c", 6731);
+ ZELDA_ARENA_FREE(actorCtx->absoluteSpace, "../z_actor.c", 6731);
actorCtx->absoluteSpace = NULL;
}
@@ -2753,7 +2774,7 @@ void Actor_FreeOverlay(ActorOverlay* actorOverlay) {
if (HREG(20) != 0) {
osSyncPrintf("オーバーレイ解放します\n"); // "Overlay deallocated"
}
- ZeldaArena_FreeDebug(actorOverlay->loadedRamAddr, "../z_actor.c", 6834);
+ ZELDA_ARENA_FREE(actorOverlay->loadedRamAddr, "../z_actor.c", 6834);
actorOverlay->loadedRamAddr = NULL;
}
}
@@ -2811,8 +2832,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
if (actorCtx->absoluteSpace == NULL) {
// "AMF: absolute magic field"
- actorCtx->absoluteSpace =
- ZeldaArena_MallocRDebug(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0);
+ actorCtx->absoluteSpace = ZELDA_ARENA_MALLOC_R(ACTOROVL_ABSOLUTE_SPACE_SIZE, "AMF:絶対魔法領域", 0);
if (HREG(20) != 0) {
// "Absolute magic field reservation - %d bytes reserved"
osSyncPrintf("絶対魔法領域確保 %d バイト確保\n", ACTOROVL_ABSOLUTE_SPACE_SIZE);
@@ -2821,9 +2841,9 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
overlayEntry->loadedRamAddr = actorCtx->absoluteSpace;
} else if (overlayEntry->allocType & ACTOROVL_ALLOC_PERSISTENT) {
- overlayEntry->loadedRamAddr = ZeldaArena_MallocRDebug(overlaySize, name, 0);
+ overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC_R(overlaySize, name, 0);
} else {
- overlayEntry->loadedRamAddr = ZeldaArena_MallocDebug(overlaySize, name, 0);
+ overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC(overlaySize, name, 0);
}
if (overlayEntry->loadedRamAddr == NULL) {
@@ -2864,7 +2884,7 @@ Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 pos
return NULL;
}
- actor = ZeldaArena_MallocDebug(actorInit->instanceSize, name, 1);
+ actor = ZELDA_ARENA_MALLOC(actorInit->instanceSize, name, 1);
if (actor == NULL) {
// "Actor class cannot be reserved! %s "
@@ -2985,7 +3005,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
if ((player != NULL) && (actor == player->unk_664)) {
func_8008EDF0(player);
- Camera_ChangeMode(Play_GetCamera(play, Play_GetActiveCamId(play)), 0);
+ Camera_RequestMode(Play_GetCamera(play, Play_GetActiveCamId(play)), CAM_MODE_NORMAL);
}
if (actor == actorCtx->targetCtx.arrowPointedActor) {
@@ -3005,7 +3025,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, PlayState* play) {
newHead = Actor_RemoveFromCategory(play, actorCtx, actor);
- ZeldaArena_FreeDebug(actor, "../z_actor.c", 7242);
+ ZELDA_ARENA_FREE(actor, "../z_actor.c", 7242);
if (overlayEntry->vramStart == NULL) {
if (HREG(20) != 0) {
@@ -3183,15 +3203,15 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
u32 objectSlotsSize;
matricesSize = (count + 1) * sizeof(*bodyBreak->matrices);
- bodyBreak->matrices = ZeldaArena_MallocDebug(matricesSize, "../z_actor.c", 7540);
+ bodyBreak->matrices = ZELDA_ARENA_MALLOC(matricesSize, "../z_actor.c", 7540);
if (bodyBreak->matrices != NULL) {
dListsSize = (count + 1) * sizeof(*bodyBreak->dLists);
- bodyBreak->dLists = ZeldaArena_MallocDebug(dListsSize, "../z_actor.c", 7543);
+ bodyBreak->dLists = ZELDA_ARENA_MALLOC(dListsSize, "../z_actor.c", 7543);
if (bodyBreak->dLists != NULL) {
objectSlotsSize = (count + 1) * sizeof(*bodyBreak->objectSlots);
- bodyBreak->objectSlots = ZeldaArena_MallocDebug(objectSlotsSize, "../z_actor.c", 7546);
+ bodyBreak->objectSlots = ZELDA_ARENA_MALLOC(objectSlotsSize, "../z_actor.c", 7546);
if (bodyBreak->objectSlots != NULL) {
Lib_MemSet((u8*)bodyBreak->matrices, matricesSize, 0);
@@ -3204,15 +3224,15 @@ void BodyBreak_Alloc(BodyBreak* bodyBreak, s32 count, PlayState* play) {
}
if (bodyBreak->matrices != NULL) {
- ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7558);
+ ZELDA_ARENA_FREE(bodyBreak->matrices, "../z_actor.c", 7558);
}
if (bodyBreak->dLists != NULL) {
- ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7561);
+ ZELDA_ARENA_FREE(bodyBreak->dLists, "../z_actor.c", 7561);
}
if (bodyBreak->objectSlots != NULL) {
- ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7564);
+ ZELDA_ARENA_FREE(bodyBreak->objectSlots, "../z_actor.c", 7564);
}
}
@@ -3279,9 +3299,9 @@ s32 BodyBreak_SpawnParts(Actor* actor, BodyBreak* bodyBreak, PlayState* play, s1
bodyBreak->val = BODYBREAK_STATUS_FINISHED;
- ZeldaArena_FreeDebug(bodyBreak->matrices, "../z_actor.c", 7678);
- ZeldaArena_FreeDebug(bodyBreak->dLists, "../z_actor.c", 7679);
- ZeldaArena_FreeDebug(bodyBreak->objectSlots, "../z_actor.c", 7680);
+ ZELDA_ARENA_FREE(bodyBreak->matrices, "../z_actor.c", 7678);
+ ZELDA_ARENA_FREE(bodyBreak->dLists, "../z_actor.c", 7679);
+ ZELDA_ARENA_FREE(bodyBreak->objectSlots, "../z_actor.c", 7680);
return true;
}
@@ -3375,6 +3395,12 @@ Actor* func_80033684(PlayState* play, Actor* explosiveActor) {
* This is done by moving it to the corresponding category list and setting its category variable accordingly.
*/
void Actor_ChangeCategory(PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory) {
+ //! @bug Calling this function immediately moves an actor from one category list to the other.
+ //! So, if Actor_ChangeCategory is called during an actor update, the inner loop in
+ //! Actor_UpdateAll will continue from the next actor in the new category, rather than the next
+ //! actor in the old category. This will cause any actors after this one in the old category to
+ //! be skipped over and not updated, and any actors in the new category to be updated more than
+ //! once.
Actor_RemoveFromCategory(play, actorCtx, actor);
Actor_AddToCategory(actorCtx, actor, actorCategory);
}
@@ -3612,7 +3638,7 @@ void func_80033C30(Vec3f* arg0, Vec3f* arg1, u8 alpha, PlayState* play) {
Matrix_Scale(arg1->x, 1.0f, arg1->z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 8149), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8149), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gCircleShadowDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8155);
@@ -3700,8 +3726,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
Matrix_Scale(entry->chainsScale, entry->chainsScale, entry->chainsScale, MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 8299),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8299), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->chainDL);
if (i % 2) {
@@ -3716,7 +3741,7 @@ void Actor_DrawDoorLock(PlayState* play, s32 frame, s32 type) {
Matrix_Put(&baseMtxF);
Matrix_Scale(frame * 0.1f, frame * 0.1f, frame * 0.1f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_actor.c", 8314), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_actor.c", 8314), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, entry->lockDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_actor.c", 8319);
@@ -3776,7 +3801,7 @@ s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interac
s16 x;
s16 y;
- if (Actor_ProcessTalkRequest(actor, play)) {
+ if (Actor_TalkOfferAccepted(actor, play)) {
*talkState = NPC_TALK_STATE_TALKING;
return true;
}
@@ -3792,7 +3817,7 @@ s32 Npc_UpdateTalking(PlayState* play, Actor* actor, s16* talkState, f32 interac
return false;
}
- if (!func_8002F2CC(actor, play, interactRange)) {
+ if (!Actor_OfferTalk(actor, play, interactRange)) {
return false;
}
@@ -4037,7 +4062,7 @@ void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex
Gfx* func_80034B28(GraphicsContext* gfxCtx) {
Gfx* displayList;
- displayList = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(displayList);
return displayList;
@@ -4047,7 +4072,7 @@ Gfx* func_80034B54(GraphicsContext* gfxCtx) {
Gfx* displayListHead;
Gfx* displayList;
- displayList = displayListHead = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ displayList = displayListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetRenderMode(displayListHead++, G_RM_FOG_SHADE_A,
AA_EN | Z_CMP | Z_UPD | IM_RD | CLR_ON_CVG | CVG_DST_WRAP | ZMODE_XLU | FORCE_BL |
@@ -4269,28 +4294,27 @@ u8 Actor_ApplyDamage(Actor* actor) {
return actor->colChkInfo.health;
}
-void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo, s32 freezeFlag) {
- if (colInfo->acHitInfo == NULL) {
+void Actor_SetDropFlag(Actor* actor, ColliderElement* elem, s32 freezeFlag) {
+ if (elem->acHitElem == NULL) {
actor->dropFlag = 0x00;
- } else if (freezeFlag &&
- (colInfo->acHitInfo->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
- actor->freezeTimer = colInfo->acHitInfo->toucher.damage;
+ } else if (freezeFlag && (elem->acHitElem->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
+ actor->freezeTimer = elem->acHitElem->toucher.damage;
actor->dropFlag = 0x00;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_FIRE) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_FIRE) {
actor->dropFlag = 0x01;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_ICE) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
actor->dropFlag = 0x02;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_UNK1) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK1) {
actor->dropFlag = 0x04;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_UNK2) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK2) {
actor->dropFlag = 0x08;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_UNK3) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK3) {
actor->dropFlag = 0x10;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
actor->dropFlag = 0x20;
- } else if (colInfo->acHitInfo->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
if (freezeFlag) {
- actor->freezeTimer = colInfo->acHitInfo->toucher.damage;
+ actor->freezeTimer = elem->acHitElem->toucher.damage;
}
actor->dropFlag = 0x40;
} else {
@@ -4299,35 +4323,35 @@ void Actor_SetDropFlag(Actor* actor, ColliderInfo* colInfo, s32 freezeFlag) {
}
void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph, s32 freezeFlag) {
- ColliderInfo* curColInfo;
+ ColliderElement* elem;
s32 flag;
s32 i;
actor->dropFlag = 0x00;
for (i = jntSph->count - 1; i >= 0; i--) {
- curColInfo = &jntSph->elements[i].info;
- if (curColInfo->acHitInfo == NULL) {
+ elem = &jntSph->elements[i].base;
+ if (elem->acHitElem == NULL) {
flag = 0x00;
} else if (freezeFlag &&
- (curColInfo->acHitInfo->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
- actor->freezeTimer = curColInfo->acHitInfo->toucher.damage;
+ (elem->acHitElem->toucher.dmgFlags & (DMG_UNKNOWN_1 | DMG_MAGIC_ICE | DMG_MAGIC_FIRE))) {
+ actor->freezeTimer = elem->acHitElem->toucher.damage;
flag = 0x00;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_FIRE) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_FIRE) {
flag = 0x01;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_ICE) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
flag = 0x02;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_UNK1) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK1) {
flag = 0x04;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_UNK2) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK2) {
flag = 0x08;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_UNK3) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_UNK3) {
flag = 0x10;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
flag = 0x20;
- } else if (curColInfo->acHitInfo->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
+ } else if (elem->acHitElem->toucher.dmgFlags & DMG_MAGIC_LIGHT) {
if (freezeFlag) {
- actor->freezeTimer = curColInfo->acHitInfo->toucher.damage;
+ actor->freezeTimer = elem->acHitElem->toucher.damage;
}
flag = 0x40;
} else {
@@ -4754,7 +4778,7 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
Flags_GetEventChkInf(EVENTCHKINF_37)) {
retTextId = 0x7006;
} else {
- if (Flags_GetEventChkInf(EVENTCHKINF_12)) {
+ if (Flags_GetEventChkInf(EVENTCHKINF_RECEIVED_WEIRD_EGG)) {
if (Flags_GetInfTable(INFTABLE_71)) {
retTextId = 0x7072;
} else {
@@ -5116,16 +5140,16 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 71:
- if (Flags_GetEventChkInf(EVENTCHKINF_16)) {
+ if (Flags_GetEventChkInf(EVENTCHKINF_CAN_LEARN_EPONAS_SONG)) {
retTextId = 0x2049;
- } else if (Flags_GetEventChkInf(EVENTCHKINF_15)) {
+ } else if (Flags_GetEventChkInf(EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH)) {
retTextId = 0x2048;
} else if (Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
retTextId = 0x2047;
- } else if (Flags_GetEventChkInf(EVENTCHKINF_12) &&
+ } else if (Flags_GetEventChkInf(EVENTCHKINF_RECEIVED_WEIRD_EGG) &&
!Flags_GetEventChkInf(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
retTextId = 0x2044;
- } else if (Flags_GetEventChkInf(EVENTCHKINF_10)) {
+ } else if (Flags_GetEventChkInf(EVENTCHKINF_TALKED_TO_MALON_FIRST_TIME)) {
if (Flags_GetEventChkInf(EVENTCHKINF_11)) {
retTextId = 0x2043;
} else {
@@ -5417,16 +5441,16 @@ void func_80036E50(u16 textId, s16 arg1) {
return;
case 71:
if (textId == 0x2041) {
- Flags_SetEventChkInf(EVENTCHKINF_10);
+ Flags_SetEventChkInf(EVENTCHKINF_TALKED_TO_MALON_FIRST_TIME);
}
if (textId == 0x2044) {
- Flags_SetEventChkInf(EVENTCHKINF_12);
+ Flags_SetEventChkInf(EVENTCHKINF_RECEIVED_WEIRD_EGG);
}
if (textId == 0x2047) {
- Flags_SetEventChkInf(EVENTCHKINF_15);
+ Flags_SetEventChkInf(EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH);
}
if (textId == 0x2048) {
- Flags_SetEventChkInf(EVENTCHKINF_16);
+ Flags_SetEventChkInf(EVENTCHKINF_CAN_LEARN_EPONAS_SONG);
}
return;
case 72:
@@ -5568,7 +5592,7 @@ s32 func_800374E0(PlayState* play, Actor* actor, u16 textId) {
ret = 0;
break;
case 0x2043:
- if (Flags_GetEventChkInf(EVENTCHKINF_12)) {
+ if (Flags_GetEventChkInf(EVENTCHKINF_RECEIVED_WEIRD_EGG)) {
break;
}
func_80035B18(play, actor, 0x2044);
@@ -5674,7 +5698,7 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) {
s16 sp2A;
s16 abs_var;
- if (Actor_ProcessTalkRequest(actor, play)) {
+ if (Actor_TalkOfferAccepted(actor, play)) {
*arg3 = 1;
return true;
}
@@ -5704,11 +5728,11 @@ s32 func_80037D98(PlayState* play, Actor* actor, s16 arg2, s32* arg3) {
}
if (actor->xyzDistToPlayerSq <= SQ(80.0f)) {
- if (func_8002F2CC(actor, play, 80.0f)) {
+ if (Actor_OfferTalk(actor, play, 80.0f)) {
actor->textId = func_80037C30(play, arg2);
}
} else {
- if (func_8002F2F4(actor, play)) {
+ if (Actor_OfferTalkNearColChkInfoCylinder(actor, play)) {
actor->textId = func_80037C30(play, arg2);
}
}
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index 0525c89874..1fbca9e096 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -2503,7 +2503,7 @@ void SSNodeList_Alloc(PlayState* play, SSNodeList* this, s32 tblMax, s32 numPoly
ASSERT(this->tbl != NULL, "this->short_slist_node_tbl != NULL", "../z_bgcheck.c", 5975);
- this->polyCheckTbl = GameState_Alloc(&play->state, numPolys, "../z_bgcheck.c", 5979);
+ this->polyCheckTbl = GAME_STATE_ALLOC(&play->state, numPolys, "../z_bgcheck.c", 5979);
ASSERT(this->polyCheckTbl != NULL, "this->polygon_check != NULL", "../z_bgcheck.c", 5981);
}
diff --git a/src/code/z_camera.c b/src/code/z_camera.c
index ef2964d451..8dd3e3e62d 100644
--- a/src/code/z_camera.c
+++ b/src/code/z_camera.c
@@ -4,8 +4,8 @@
#include "terminal.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
-s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);
-s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags);
+s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags);
+s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange);
s32 Camera_QRegInit(void);
s32 Camera_UpdateWater(Camera* camera);
@@ -31,6 +31,13 @@ s32 Camera_UpdateWater(Camera* camera);
#define DISTORTION_UNDERWATER_STRONG (1 << 3)
#define DISTORTION_UNDERWATER_FISHING (1 << 4)
+#define CAM_REQUEST_SETTING_FORCE_CHANGE (1 << 0)
+// If set, then any other setting requests on the same frame will skip a priority check
+// and overwrite the request
+#define CAM_REQUEST_SETTING_IGNORE_PRIORITY (1 << 1)
+#define CAM_REQUEST_SETTING_PRESERVE_BG_CAM_INDEX (1 << 2)
+#define CAM_REQUEST_SETTING_RESTORE_PREV_BG_CAM_INDEX (1 << 3)
+
#include "z_camera_data.inc.c"
/*===============================================================*/
@@ -169,40 +176,34 @@ void func_80043B60(Camera* camera) {
camera->fovUpdateRate = 0.001f;
}
-Vec3f* Camera_Vec3sToVec3f(Vec3f* dest, Vec3s* src) {
- Vec3f copy;
+Vec3f Camera_Vec3sToVec3f(Vec3s* src) {
+ Vec3f dest;
- copy.x = src->x;
- copy.y = src->y;
- copy.z = src->z;
+ dest.x = src->x;
+ dest.y = src->y;
+ dest.z = src->z;
- *dest = copy;
return dest;
}
-Vec3f* Camera_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo) {
+Vec3f Camera_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) {
Vec3f sum;
- Vec3f b;
-
- OLib_VecGeoToVec3f(&b, geo);
+ Vec3f b = OLib_VecGeoToVec3f(geo);
sum.x = a->x + b.x;
sum.y = a->y + b.y;
sum.z = a->z + b.z;
- *dest = sum;
-
- return dest;
+ return sum;
}
-Vec3f* Camera_Vec3fTranslateByUnitVector(Vec3f* dest, Vec3f* src, Vec3f* unitVector, f32 uvScale) {
- Vec3f copy;
+Vec3f Camera_Vec3fTranslateByUnitVector(Vec3f* src, Vec3f* unitVector, f32 uvScale) {
+ Vec3f dest;
- copy.x = src->x + (unitVector->x * uvScale);
- copy.y = src->y + (unitVector->y * uvScale);
- copy.z = src->z + (unitVector->z * uvScale);
+ dest.x = src->x + (unitVector->x * uvScale);
+ dest.y = src->y + (unitVector->y * uvScale);
+ dest.z = src->z + (unitVector->z * uvScale);
- *dest = copy;
return dest;
}
@@ -219,13 +220,13 @@ s32 Camera_BGCheckInfo(Camera* camera, Vec3f* from, CamColChk* to) {
s32 floorBgId;
VecGeo fromToOffset;
- OLib_Vec3fDiffToVecGeo(&fromToOffset, from, &to->pos);
+ fromToOffset = OLib_Vec3fDiffToVecGeo(from, &to->pos);
fromToOffset.r += 8.0f;
- Camera_AddVecGeoToVec3f(&toPoint, from, &fromToOffset);
+ toPoint = Camera_AddVecGeoToVec3f(from, &fromToOffset);
if (!BgCheck_CameraLineTest1(colCtx, from, &toPoint, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
// no poly in path.
- OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
+ fromToNorm = OLib_Vec3fDistNormalize(from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
@@ -283,11 +284,11 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
s32 bgId;
VecGeo fromToGeo;
- OLib_Vec3fDiffToVecGeo(&fromToGeo, from, &to->pos);
+ fromToGeo = OLib_Vec3fDiffToVecGeo(from, &to->pos);
fromToGeo.r += 8.0f;
- Camera_AddVecGeoToVec3f(&toPos, from, &fromToGeo);
+ toPos = Camera_AddVecGeoToVec3f(from, &fromToGeo);
if (!BgCheck_CameraLineTest1(colCtx, from, &toPos, &toNewPos, &to->poly, 1, 1, 1, -1, &to->bgId)) {
- OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
+ fromToNorm = OLib_Vec3fDistNormalize(from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
@@ -327,7 +328,7 @@ s32 func_80043F94(Camera* camera, Vec3f* from, CamColChk* to) {
to->pos.y = to->norm.y + toNewPos.y;
to->pos.z = to->norm.z + toNewPos.z;
} else {
- OLib_Vec3fDistNormalize(&fromToNorm, from, &to->pos);
+ fromToNorm = OLib_Vec3fDistNormalize(from, &to->pos);
to->norm.x = -fromToNorm.x;
to->norm.y = -fromToNorm.y;
to->norm.z = -fromToNorm.z;
@@ -467,7 +468,7 @@ s32 Camera_GetBgCamIndex(Camera* camera, s32* bgId, CollisionPoly* poly) {
PosRot playerPosRot;
s32 ret;
- Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor); // unused.
+ playerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor); // unused.
bgCamIndex = SurfaceType_GetBgCamIndex(&camera->play->colCtx, poly, *bgId);
if (BgCheck_GetBgCamSettingImpl(&camera->play->colCtx, bgCamIndex, *bgId) == CAM_SET_NONE) {
@@ -489,7 +490,7 @@ Vec3s* Camera_GetBgCamFuncDataUnderPlayer(Camera* camera, u16* bgCamCount) {
s32 bgId;
PosRot playerPosRot;
- Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
+ playerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor);
playerPosRot.pos.y += Player_GetHeight(camera->player);
if (BgCheck_EntityRaycastDown3(&camera->play->colCtx, &floorPoly, &bgId, &playerPosRot.pos) == BGCHECK_Y_MIN) {
@@ -512,12 +513,12 @@ s32 Camera_GetWaterBoxBgCamIndex(Camera* camera, f32* waterY) {
WaterBox* waterBox;
s32 bgCamIndex;
- Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
+ playerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor);
*waterY = playerPosRot.pos.y;
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, playerPosRot.pos.x, playerPosRot.pos.z, waterY,
&waterBox)) {
- // player's position is not in a water box.
+ // player's position is not within the x/z boundaries of a water box.
*waterY = BGCHECK_Y_MIN;
return -1;
}
@@ -549,7 +550,7 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* lightIndex) {
f32 waterY;
WaterBox* waterBox;
- Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
+ playerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor);
waterY = playerPosRot.pos.y;
if (!WaterBox_GetSurface1(camera->play, &camera->play->colCtx, chkPos->x, chkPos->z, &waterY, &waterBox)) {
@@ -557,8 +558,8 @@ f32 Camera_GetWaterSurface(Camera* camera, Vec3f* chkPos, s32* lightIndex) {
return BGCHECK_Y_MIN;
}
- if (waterY < chkPos->y) {
- // the water's y position is below the check position
+ if (chkPos->y > waterY) {
+ // the check position is above the water's y position
// meaning the position is NOT in the water.
return BGCHECK_Y_MIN;
}
@@ -656,7 +657,7 @@ s16 Camera_GetPitchAdjFromFloorHeightDiffs(Camera* camera, s16 viewYaw, s16 init
/**
* Calculates a new Up vector from the pitch, yaw, roll
*/
-Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll) {
+Vec3f Camera_CalcUpFromPitchYawRoll(s16 pitch, s16 yaw, s16 roll) {
f32 sinP = Math_SinS(pitch);
f32 cosP = Math_CosS(pitch);
f32 sinY = Math_SinS(yaw);
@@ -699,9 +700,7 @@ Vec3f* Camera_CalcUpFromPitchYawRoll(Vec3f* viewUp, s16 pitch, s16 yaw, s16 roll
up.y = DOTXYZ(baseUp, rollMtxRow2);
up.z = DOTXYZ(baseUp, rollMtxRow3);
- *viewUp = up;
-
- return viewUp;
+ return up;
}
f32 Camera_ClampLERPScale(Camera* camera, f32 maxLERPScale) {
@@ -795,19 +794,16 @@ void Camera_UpdateInterface(s16 interfaceField) {
}
}
-Vec3f* Camera_BGCheckCorner(Vec3f* dst, Vec3f* linePointA, Vec3f* linePointB, CamColChk* pointAColChk,
- CamColChk* pointBColChk) {
+Vec3f Camera_BGCheckCorner(Vec3f* linePointA, Vec3f* linePointB, CamColChk* pointAColChk, CamColChk* pointBColChk) {
Vec3f closestPoint;
if (!func_800427B4(pointAColChk->poly, pointBColChk->poly, linePointA, linePointB, &closestPoint)) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: corner check no cross point %x %x\n" VT_RST, pointAColChk,
pointBColChk);
- *dst = pointAColChk->pos;
- return dst;
+ return pointAColChk->pos;
}
- *dst = closestPoint;
- return dst;
+ return closestPoint;
}
/**
@@ -838,7 +834,7 @@ s32 func_80045508(Camera* camera, VecGeo* diffGeo, CamColChk* eyeChk, CamColChk*
// collision found between at->eye
atChk->pos = camera->at;
- OLib_Vec3fToVecGeo(&eyeChk->geoNorm, &eyeChk->norm);
+ eyeChk->geoNorm = OLib_Vec3fToVecGeo(&eyeChk->norm);
if (eyeChk->geoNorm.pitch >= 0x2EE1) {
eyeChk->geoNorm.yaw = diffGeo->yaw;
@@ -868,7 +864,7 @@ s32 func_80045508(Camera* camera, VecGeo* diffGeo, CamColChk* eyeChk, CamColChk*
return 3;
}
- OLib_Vec3fToVecGeo(&atChk->geoNorm, &atChk->norm);
+ atChk->geoNorm = OLib_Vec3fToVecGeo(&atChk->norm);
if (atChk->geoNorm.pitch >= 0x2EE1) {
atChk->geoNorm.yaw = diffGeo->yaw - 0x7FFF;
@@ -898,7 +894,7 @@ f32 Camera_CalcSlopeYAdj(Vec3f* floorNorm, s16 playerYRot, s16 eyeAtYaw, f32 adj
f32 tmp;
VecGeo floorNormGeo;
- OLib_Vec3fToVecGeo(&floorNormGeo, floorNorm);
+ floorNormGeo = OLib_Vec3fToVecGeo(floorNorm);
tmp = Math_CosS(floorNormGeo.pitch) * Math_CosS(playerYRot - floorNormGeo.yaw);
return (fabsf(tmp) * adjAmt) * Math_CosS(playerYRot - eyeAtYaw);
@@ -1114,7 +1110,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targetPos, f
// tmpPos1 is player's head
tmpPos1 = playerPosRot->pos;
tmpPos1.y += playerHeight;
- OLib_Vec3fDiffToVecGeo(outPlayerToTargetDir, &tmpPos1, targetPos);
+ *outPlayerToTargetDir = OLib_Vec3fDiffToVecGeo(&tmpPos1, targetPos);
playerToTargetDir = *outPlayerToTargetDir;
if (distance < playerToTargetDir.r) {
playerToTargetDir.r = playerToTargetDir.r * CAM_DATA_SCALED(OREG(38));
@@ -1124,7 +1120,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targetPos, f
playerToTargetDir.r = (playerToTargetDir.r * CAM_DATA_SCALED(OREG(39))) -
(((CAM_DATA_SCALED(OREG(39)) - CAM_DATA_SCALED(OREG(38))) * playerToTargetDir.r) *
(playerToTargetDir.r / distance));
- playerToTargetDir.r = playerToTargetDir.r - (playerToTargetDir.r * temp_f0_2) * temp_f0_2;
+ playerToTargetDir.r -= (playerToTargetDir.r * temp_f0_2) * temp_f0_2;
}
if (flags & CAM_LOCKON_AT_FLAG_OFF_GROUND) {
@@ -1132,7 +1128,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targetPos, f
camera->xzOffsetUpdateRate = camera->yOffsetUpdateRate = .01f;
}
- OLib_VecGeoToVec3f(&lookFromOffset, &playerToTargetDir);
+ lookFromOffset = OLib_VecGeoToVec3f(&playerToTargetDir);
if (PREG(89)) {
osSyncPrintf("%f (%f %f %f) %f\n", playerToTargetDir.r / distance, lookFromOffset.x, lookFromOffset.y,
@@ -1164,7 +1160,7 @@ s32 Camera_CalcAtForLockOn(Camera* camera, VecGeo* eyeAtDir, Vec3f* targetPos, f
*yPosOffset = *yPosOffset + (yPosDelta + temp_f0_2);
yPosDelta = -temp_f0_2;
}
- playerToAtOffsetTarget.y = playerToAtOffsetTarget.y - yPosDelta;
+ playerToAtOffsetTarget.y -= yPosDelta;
} else {
yPosDelta = playerPosRot->pos.y - *yPosOffset;
temp_f0_2 = Math_FAtan2F(yPosDelta, OLib_Vec3fDistXZ(at, &camera->eye));
@@ -1202,7 +1198,7 @@ s32 Camera_CalcAtForHorse(Camera* camera, VecGeo* eyeAtDir, f32 yOffset, f32* yP
Player* player = camera->player;
PosRot horsePosRot;
- Actor_GetWorldPosShapeRot(&horsePosRot, player->rideActor);
+ horsePosRot = Actor_GetWorldPosShapeRot(player->rideActor);
if (EN_HORSE_CHECK_JUMPING((EnHorse*)player->rideActor)) {
horsePosRot.pos.y -= 49.f;
@@ -1345,7 +1341,7 @@ void func_80046E20(Camera* camera, VecGeo* eyeAdjustment, f32 minDist, f32 arg3,
case 1:
case 2:
// angle between polys is between 60 and 120 degrees.
- Camera_BGCheckCorner(&anim->collisionClosePoint, at, eyeNext, &atEyeColChk, &eyeAtColChk);
+ anim->collisionClosePoint = Camera_BGCheckCorner(at, eyeNext, &atEyeColChk, &eyeAtColChk);
peekAroundPoint.x = anim->collisionClosePoint.x + (atEyeColChk.norm.x + eyeAtColChk.norm.x);
peekAroundPoint.y = anim->collisionClosePoint.y + (atEyeColChk.norm.y + eyeAtColChk.norm.y);
peekAroundPoint.z = anim->collisionClosePoint.z + (atEyeColChk.norm.z + eyeAtColChk.norm.z);
@@ -1356,16 +1352,16 @@ void func_80046E20(Camera* camera, VecGeo* eyeAdjustment, f32 minDist, f32 arg3,
anim->swingUpdateRate = CAM_DATA_SCALED(OREG(10));
anim->unk_18 = 1;
anim->atEyePoly = eyeAtColChk.poly;
- OLib_Vec3fDiffToVecGeo(&newEyeAdjustment, at, &peekAroundPoint);
+ newEyeAdjustment = OLib_Vec3fDiffToVecGeo(at, &peekAroundPoint);
newEyeAdjustment.r = eyeAdjustment->r;
- Camera_AddVecGeoToVec3f(eye, at, &newEyeAdjustment);
+ *eye = Camera_AddVecGeoToVec3f(at, &newEyeAdjustment);
newEyeColChk.pos = *eye;
if (Camera_BGCheckInfo(camera, at, &newEyeColChk) == 0) {
// no collision found between at->newEyePos
newEyeAdjustment.yaw += (s16)(eyeAdjustment->yaw - newEyeAdjustment.yaw) >> 1;
newEyeAdjustment.pitch += (s16)(eyeAdjustment->pitch - newEyeAdjustment.pitch) >> 1;
- Camera_AddVecGeoToVec3f(eye, at, &newEyeAdjustment);
+ *eye = Camera_AddVecGeoToVec3f(at, &newEyeAdjustment);
if (atEyeColChk.geoNorm.pitch < 0x2AA8) {
// ~ 60 degrees
anim->unk_16 = newEyeAdjustment.yaw;
@@ -1377,9 +1373,9 @@ void func_80046E20(Camera* camera, VecGeo* eyeAdjustment, f32 minDist, f32 arg3,
peekAroundPoint.x = anim->collisionClosePoint.x - (atEyeColChk.norm.x + eyeAtColChk.norm.x);
peekAroundPoint.y = anim->collisionClosePoint.y - (atEyeColChk.norm.y + eyeAtColChk.norm.y);
peekAroundPoint.z = anim->collisionClosePoint.z - (atEyeColChk.norm.z + eyeAtColChk.norm.z);
- OLib_Vec3fDiffToVecGeo(&newEyeAdjustment, at, &peekAroundPoint);
+ newEyeAdjustment = OLib_Vec3fDiffToVecGeo(at, &peekAroundPoint);
newEyeAdjustment.r = eyeAdjustment->r;
- Camera_AddVecGeoToVec3f(eyeNext, at, &newEyeAdjustment);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &newEyeAdjustment);
break;
}
@@ -1399,13 +1395,13 @@ void func_80046E20(Camera* camera, VecGeo* eyeAdjustment, f32 minDist, f32 arg3,
anim->swingUpdateRate = *arg4 * arg3;
- Camera_Vec3fTranslateByUnitVector(eye, &atEyeColChk.pos, &atEyeColChk.norm, 1.0f);
+ *eye = Camera_Vec3fTranslateByUnitVector(&atEyeColChk.pos, &atEyeColChk.norm, 1.0f);
anim->atEyePoly = NULL;
if (temp_f0 < OREG(21)) {
sp40.yaw = eyeAdjustment->yaw;
sp40.pitch = Math_SinS(atEyeColChk.geoNorm.pitch + 0x3FFF) * 16380.0f;
sp40.r = (OREG(21) - temp_f0) * CAM_DATA_SCALED(OREG(22));
- Camera_AddVecGeoToVec3f(eye, eye, &sp40);
+ *eye = Camera_AddVecGeoToVec3f(eye, &sp40);
}
break;
default:
@@ -1473,8 +1469,8 @@ s32 Camera_Normal1(Camera* camera) {
sCameraInterfaceField = roData->interfaceField;
- OLib_Vec3fDiffToVecGeo(&atEyeGeo, at, eye);
- OLib_Vec3fDiffToVecGeo(&atEyeNextGeo, at, eyeNext);
+ atEyeGeo = OLib_Vec3fDiffToVecGeo(at, eye);
+ atEyeNextGeo = OLib_Vec3fDiffToVecGeo(at, eyeNext);
switch (camera->animState) {
case 20:
@@ -1579,7 +1575,7 @@ s32 Camera_Normal1(Camera* camera) {
Camera_CalcAtDefault(camera, &atEyeNextGeo, spA0, roData->interfaceField & NORMAL1_FLAG_0);
}
- OLib_Vec3fDiffToVecGeo(&eyeAdjustment, at, eyeNext);
+ eyeAdjustment = OLib_Vec3fDiffToVecGeo(at, eyeNext);
camera->dist = eyeAdjustment.r =
Camera_ClampDist(camera, eyeAdjustment.r, roData->distMin, roData->distMax, rwData->unk_28);
@@ -1609,7 +1605,7 @@ s32 Camera_Normal1(Camera* camera) {
eyeAdjustment.pitch = -0x3C8C;
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeAdjustment);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeAdjustment);
if ((camera->status == CAM_STAT_ACTIVE) && !(roData->interfaceField & NORMAL1_FLAG_4)) {
rwData->swingYawTarget = camera->playerPosRot.rot.y - 0x7FFF;
if (rwData->startSwingTimer > 0) {
@@ -1637,7 +1633,7 @@ s32 Camera_Normal1(Camera* camera) {
camera->inputDir.y = atEyeGeo.yaw - 0x7FFF;
camera->inputDir.z = 0;
} else {
- OLib_Vec3fDiffToVecGeo(&eyeAdjustment, eye, at);
+ eyeAdjustment = OLib_Vec3fDiffToVecGeo(eye, at);
camera->inputDir.x = eyeAdjustment.pitch;
camera->inputDir.y = eyeAdjustment.yaw;
camera->inputDir.z = 0;
@@ -1718,7 +1714,7 @@ s32 Camera_Normal2(Camera* camera) {
case 20:
case 25:
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(&rwData->unk_00, &bgCamFuncData->pos);
+ rwData->unk_00 = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
rwData->unk_20 = bgCamFuncData->rot.x;
rwData->unk_22 = bgCamFuncData->rot.y;
rwData->unk_24 = playerPosRot->pos.y;
@@ -1734,7 +1730,7 @@ s32 Camera_Normal2(Camera* camera) {
sp88.pitch = rwData->unk_20;
sp88.yaw = rwData->unk_22 + 0x3FFF;
sp88.r = 100.0f;
- OLib_VecGeoToVec3f(&rwData->unk_0C, &sp88);
+ rwData->unk_0C = OLib_VecGeoToVec3f(&sp88);
}
camera->animState = 1;
@@ -1747,8 +1743,8 @@ s32 Camera_Normal2(Camera* camera) {
break;
}
- OLib_Vec3fDiffToVecGeo(&atToEyeDir, at, eye);
- OLib_Vec3fDiffToVecGeo(&atToEyeNextDir, at, eyeNext);
+ atToEyeDir = OLib_Vec3fDiffToVecGeo(at, eye);
+ atToEyeNextDir = OLib_Vec3fDiffToVecGeo(at, eyeNext);
camera->speedRatio *= 0.5f;
spA4 = CAM_DATA_SCALED(R_CAM_UPDATE_RATE_STEP_SCALE_XZ) * camera->speedRatio;
@@ -1778,8 +1774,8 @@ s32 Camera_Normal2(Camera* camera) {
rwData->unk_00.y = playerPosRot->pos.y;
- OLib_Vec3fDiffToVecGeo(&sp88, &rwData->unk_00, at);
- OLib_Vec3fDiffToVecGeo(&sp90, at, eyeNext);
+ sp88 = OLib_Vec3fDiffToVecGeo(&rwData->unk_00, at);
+ sp90 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
phi_a1 = (rwData->unk_28 & 2 ? rwData->unk_22 : roData->unk_1C);
phi_a0 = sp90.yaw - sp88.yaw;
@@ -1810,7 +1806,7 @@ s32 Camera_Normal2(Camera* camera) {
}
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &adjGeo);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &adjGeo);
if (camera->status == CAM_STAT_ACTIVE) {
bgChk.pos = *eyeNext;
@@ -1820,7 +1816,7 @@ s32 Camera_Normal2(Camera* camera) {
} else {
func_80043F94(camera, at, &bgChk);
*eye = bgChk.pos;
- OLib_Vec3fDiffToVecGeo(&adjGeo, eye, at);
+ adjGeo = OLib_Vec3fDiffToVecGeo(eye, at);
camera->inputDir.x = adjGeo.pitch;
camera->inputDir.y = adjGeo.yaw;
camera->inputDir.z = 0;
@@ -1873,8 +1869,8 @@ s32 Camera_Normal3(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&sp7C, at, eye);
- OLib_Vec3fDiffToVecGeo(&sp74, at, eyeNext);
+ sp7C = OLib_Vec3fDiffToVecGeo(at, eye);
+ sp74 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
sUpdateCameraDirection = true;
sCameraInterfaceField = roData->interfaceField;
@@ -1931,7 +1927,7 @@ s32 Camera_Normal3(Camera* camera) {
Camera_CalcAtForHorse(camera, &sp74, roData->yOffset, &rwData->unk_20, true);
sp90 = (roData->distMax + roData->distMin) * 0.5f;
- OLib_Vec3fDiffToVecGeo(&sp84, at, eyeNext);
+ sp84 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
camera->dist = sp84.r = Camera_ClampDist(camera, sp84.r, roData->distMin, roData->distMax, rwData->distTimer);
if (camera->xzSpeed > 0.001f) {
sp84.r += (sp90 - sp84.r) * 0.002f;
@@ -1969,7 +1965,7 @@ s32 Camera_Normal3(Camera* camera) {
rwData->yawTimer--;
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &sp84);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &sp84);
if (camera->status == CAM_STAT_ACTIVE) {
func_80046E20(camera, &sp84, roData->distMin, roData->yawUpdateSpeed, &sp8C, &rwData->swing);
@@ -2034,8 +2030,8 @@ s32 Camera_Parallel1(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&atToEyeDir, at, eye);
- OLib_Vec3fDiffToVecGeo(&atToEyeNextDir, at, eyeNext);
+ atToEyeDir = OLib_Vec3fDiffToVecGeo(at, eye);
+ atToEyeNextDir = OLib_Vec3fDiffToVecGeo(at, eyeNext);
switch (camera->animState) {
case 0:
@@ -2122,7 +2118,7 @@ s32 Camera_Parallel1(Camera* camera) {
}
if (rwData->animTimer != 0) {
- camera->stateFlags |= CAM_STATE_5;
+ camera->stateFlags |= CAM_STATE_LOCK_MODE;
tangle = (((rwData->animTimer + 1) * rwData->animTimer) >> 1);
spA8.yaw = atToEyeDir.yaw + (((s16)(rwData->yawTarget - atToEyeDir.yaw) / tangle) * rwData->animTimer);
spA8.pitch = atToEyeDir.pitch;
@@ -2131,7 +2127,7 @@ s32 Camera_Parallel1(Camera* camera) {
} else {
rwData->unk_16 = 0;
camera->dist = Camera_LERPCeilF(roData->distTarget, camera->dist, 1.0f / camera->rUpdateRateInv, 2.0f);
- OLib_Vec3fDiffToVecGeo(&spA8, at, eyeNext);
+ spA8 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
spA8.r = camera->dist;
if (roData->interfaceField & PARALLEL1_FLAG_6) {
@@ -2156,7 +2152,7 @@ s32 Camera_Parallel1(Camera* camera) {
spA8.pitch = R_CAM_MIN_PITCH_1;
}
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &spA8);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &spA8);
if (camera->status == CAM_STAT_ACTIVE) {
sp6C.pos = *eyeNext;
if (!camera->play->envCtx.skyboxDisabled || roData->interfaceField & PARALLEL1_FLAG_4) {
@@ -2165,7 +2161,7 @@ s32 Camera_Parallel1(Camera* camera) {
} else {
func_80043F94(camera, at, &sp6C);
*eye = sp6C.pos;
- OLib_Vec3fDiffToVecGeo(&spA8, eye, at);
+ spA8 = OLib_Vec3fDiffToVecGeo(eye, at);
camera->inputDir.x = spA8.pitch;
camera->inputDir.y = spA8.yaw;
camera->inputDir.z = 0;
@@ -2188,10 +2184,10 @@ s32 Camera_Parallel3(Camera* camera) {
sCameraInterfaceField = interfaceField;
if (interfaceField & PARALLEL3_FLAG_0) {
- camera->stateFlags |= CAM_STATE_10;
+ camera->stateFlags |= CAM_STATE_BLOCK_BG;
}
if (interfaceField & PARALLEL3_FLAG_1) {
- camera->stateFlags |= CAM_STATE_4;
+ camera->stateFlags |= CAM_STATE_CAM_FUNC_FINISH;
}
//! @bug doesn't return
}
@@ -2247,10 +2243,10 @@ s32 Camera_Jump1(Camera* camera) {
}
// playerhead never gets used.
- Actor_GetFocus(&playerhead, &camera->player->actor);
+ playerhead = Actor_GetFocus(&camera->player->actor);
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, at, eye);
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(at, eye);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
sCameraInterfaceField = roData->interfaceField;
@@ -2295,7 +2291,7 @@ s32 Camera_Jump1(Camera* camera) {
eyeDiffGeo = eyeAtOffset;
- OLib_Vec3fDiffToVecGeo(&eyeDiffTarget, at, eye);
+ eyeDiffTarget = OLib_Vec3fDiffToVecGeo(at, eye);
eyeDiffGeo.r = Camera_LERPCeilF(eyeDiffTarget.r, eyeAtOffset.r, CAM_DATA_SCALED(OREG(29)), 1.0f);
eyeDiffGeo.pitch = Camera_LERPCeilS(eyeDiffTarget.pitch, eyeAtOffset.pitch, CAM_DATA_SCALED(OREG(29)), 0xA);
@@ -2324,7 +2320,7 @@ s32 Camera_Jump1(Camera* camera) {
eyeDiffGeo.pitch = R_CAM_MIN_PITCH_2;
}
- Camera_AddVecGeoToVec3f(&newEye, at, &eyeDiffGeo);
+ newEye = Camera_AddVecGeoToVec3f(at, &eyeDiffGeo);
eyeNext->x = newEye.x;
eyeNext->z = newEye.z;
eyeNext->y += (newEye.y - eyeNext->y) * CAM_DATA_SCALED(R_CAM_JUMP1_EYE_Y_STEP_SCALE);
@@ -2335,7 +2331,7 @@ s32 Camera_Jump1(Camera* camera) {
camera->inputDir.y = eyeAtOffset.yaw - 0x7FFF;
camera->inputDir.z = 0;
} else {
- OLib_Vec3fDiffToVecGeo(&eyeDiffGeo, eye, at);
+ eyeDiffGeo = OLib_Vec3fDiffToVecGeo(eye, at);
camera->inputDir.x = eyeDiffGeo.pitch;
camera->inputDir.y = eyeDiffGeo.yaw;
camera->inputDir.z = 0;
@@ -2407,8 +2403,8 @@ s32 Camera_Jump2(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&atToEyeDir, at, eye);
- OLib_Vec3fDiffToVecGeo(&atToEyeNextDir, at, eyeNext);
+ atToEyeDir = OLib_Vec3fDiffToVecGeo(at, eye);
+ atToEyeNextDir = OLib_Vec3fDiffToVecGeo(at, eyeNext);
sCameraInterfaceField = roData->interfaceField;
@@ -2456,7 +2452,7 @@ s32 Camera_Jump2(Camera* camera) {
camera->rUpdateRateInv = OREG(27);
Camera_CalcAtDefault(camera, &atToEyeNextDir, roData->atYOffset, false);
- OLib_Vec3fDiffToVecGeo(&adjAtToEyeDir, at, eye);
+ adjAtToEyeDir = OLib_Vec3fDiffToVecGeo(at, eye);
temp_f16 = roData->minDist;
sp90 = roData->maxDist + (roData->maxDist * roData->minMaxDistFactor);
@@ -2516,7 +2512,7 @@ s32 Camera_Jump2(Camera* camera) {
adjAtToEyeDir.pitch = -0x2AF8;
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &adjAtToEyeDir);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &adjAtToEyeDir);
camBgChk.pos = *eyeNext;
if (Camera_BGCheckInfo(camera, at, &camBgChk)) {
// Collision detected between at->eyeNext, Check if collision between
@@ -2525,7 +2521,7 @@ s32 Camera_Jump2(Camera* camera) {
bgChkPara.r = adjAtToEyeDir.r;
bgChkPara.pitch = 0;
bgChkPara.yaw = adjAtToEyeDir.yaw;
- Camera_AddVecGeoToVec3f(&camBgChk.pos, at, &bgChkPara);
+ camBgChk.pos = Camera_AddVecGeoToVec3f(at, &bgChkPara);
if (Camera_BGCheckInfo(camera, at, &camBgChk)) {
// Collision found between parallel at->eyeNext, set eye position to
// first collision point.
@@ -2533,7 +2529,7 @@ s32 Camera_Jump2(Camera* camera) {
} else {
// no collision found with the parallel at->eye, animate to be parallel
adjAtToEyeDir.pitch = Camera_LERPCeilS(0, adjAtToEyeDir.pitch, 0.2f, 0xA);
- Camera_AddVecGeoToVec3f(eye, at, &adjAtToEyeDir);
+ *eye = Camera_AddVecGeoToVec3f(at, &adjAtToEyeDir);
// useless?
Camera_BGCheck(camera, at, eye);
}
@@ -2578,7 +2574,7 @@ s32 Camera_Jump3(Camera* camera) {
Jump3ReadWriteData* rwData = &camera->paramData.jump3.rwData;
playerHeight = Player_GetHeight(camera->player);
- Actor_GetFocus(&playerhead, &camera->player->actor);
+ playerhead = Actor_GetFocus(&camera->player->actor);
modeSwitch = false;
if (((camera->waterYPos - eye->y) < OREG(44) || (camera->animState == 0))) {
@@ -2591,8 +2587,8 @@ s32 Camera_Jump3(Camera* camera) {
modeSwitch = true;
}
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, at, eye);
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(at, eye);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
if (RELOAD_PARAMS(camera) || modeSwitch || R_RELOAD_CAM_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[rwData->mode].values;
@@ -2667,7 +2663,7 @@ s32 Camera_Jump3(Camera* camera) {
camera->speedRatio * 0.05f, 0.1f);
Camera_CalcAtDefault(camera, &eyeNextAtOffset, roData->yOffset, roData->interfaceField);
- OLib_Vec3fDiffToVecGeo(&eyeDiffGeo, at, eyeNext);
+ eyeDiffGeo = OLib_Vec3fDiffToVecGeo(at, eyeNext);
camera->dist = eyeDiffGeo.r =
Camera_ClampDist(camera, eyeDiffGeo.r, roData->distMin, roData->distMax, rwData->animTimer);
@@ -2706,7 +2702,7 @@ s32 Camera_Jump3(Camera* camera) {
eyeDiffGeo.pitch = R_CAM_MIN_PITCH_1;
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeDiffGeo);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeDiffGeo);
if ((camera->status == CAM_STAT_ACTIVE) && !(roData->interfaceField & JUMP3_FLAG_4)) {
func_80046E20(camera, &eyeDiffGeo, roData->distMin, roData->swingUpdateRate, &spBC, &rwData->swing);
if (roData->interfaceField & JUMP3_FLAG_2) {
@@ -2714,7 +2710,7 @@ s32 Camera_Jump3(Camera* camera) {
camera->inputDir.y = eyeAtOffset.yaw - 0x7FFF;
camera->inputDir.z = 0;
} else {
- OLib_Vec3fDiffToVecGeo(&eyeDiffGeo, eye, at);
+ eyeDiffGeo = OLib_Vec3fDiffToVecGeo(eye, at);
camera->inputDir.x = eyeDiffGeo.pitch;
camera->inputDir.y = eyeDiffGeo.yaw;
camera->inputDir.z = 0;
@@ -2853,15 +2849,15 @@ s32 Camera_Battle1(Camera* camera) {
camera->fovUpdateRate = Camera_LERPCeilF(CAM_DATA_SCALED(R_CAM_FOV_UPDATE_RATE), camera->fovUpdateRate,
camera->speedRatio * 0.05f, 0.1f);
playerHeight += roData->yOffset;
- OLib_Vec3fDiffToVecGeo(&atToEyeDir, at, eye);
- OLib_Vec3fDiffToVecGeo(&atToEyeNextDir, at, eyeNext);
+ atToEyeDir = OLib_Vec3fDiffToVecGeo(at, eye);
+ atToEyeNextDir = OLib_Vec3fDiffToVecGeo(at, eyeNext);
if (camera->target == NULL || camera->target->update == NULL) {
if (camera->target == NULL) {
osSyncPrintf(
VT_COL(YELLOW, BLACK) "camera: warning: battle: target is not valid, change parallel\n" VT_RST);
}
camera->target = NULL;
- Camera_ChangeMode(camera, CAM_MODE_Z_PARALLEL);
+ Camera_RequestMode(camera, CAM_MODE_Z_PARALLEL);
return true;
}
@@ -2877,7 +2873,7 @@ s32 Camera_Battle1(Camera* camera) {
} else {
osSyncPrintf("camera: battle: target actor name " VT_COL(RED, WHITE) "%d" VT_RST "\n", rwData->target->id);
camera->target = NULL;
- Camera_ChangeMode(camera, CAM_MODE_Z_PARALLEL);
+ Camera_RequestMode(camera, CAM_MODE_Z_PARALLEL);
return true;
}
rwData->animTimer = R_CAM_DEFAULT_ANIM_TIME + OREG(24);
@@ -2906,7 +2902,7 @@ s32 Camera_Battle1(Camera* camera) {
camera->atLERPStepScale =
Camera_ClampLERPScale(camera, isOffGround ? roData->atLERPScaleOffGround : roData->atLERPScaleOnGround);
}
- Actor_GetFocus(&camera->targetPosRot, camera->target);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
if (rwData->target != camera->target) {
osSyncPrintf("camera: battle: change target %d -> " VT_FGCOL(BLUE) "%d" VT_RST "\n", rwData->target->id,
camera->target->id);
@@ -2923,10 +2919,10 @@ s32 Camera_Battle1(Camera* camera) {
tmpAng2 = playerToTargetDir.yaw;
playerHead = playerPosRot->pos;
playerHead.y += playerHeight;
- OLib_Vec3fDiffToVecGeo(&playerToTargetDir, &playerHead, &camera->targetPosRot.pos);
+ playerToTargetDir = OLib_Vec3fDiffToVecGeo(&playerHead, &camera->targetPosRot.pos);
distRatio = playerToTargetDir.r > distance ? 1 : playerToTargetDir.r / distance;
targetPos = camera->targetPosRot.pos;
- OLib_Vec3fDiffToVecGeo(&atToTargetDir, at, &targetPos);
+ atToTargetDir = OLib_Vec3fDiffToVecGeo(at, &targetPos);
atToTargetDir.r = distance - ((atToTargetDir.r <= distance ? atToTargetDir.r : distance) * 0.5f);
swingAngle = roData->swingYawInitial + ((roData->swingYawFinal - roData->swingYawInitial) * (1.1f - distRatio));
spF8 = OREG(13) + swingAngle;
@@ -2937,7 +2933,7 @@ s32 Camera_Battle1(Camera* camera) {
if (rwData->animTimer != 0) {
if (rwData->animTimer >= OREG(24)) {
sp86 = rwData->animTimer - OREG(24);
- OLib_Vec3fDiffToVecGeo(&playerToTargetDir, at, eye);
+ playerToTargetDir = OLib_Vec3fDiffToVecGeo(at, eye);
playerToTargetDir.yaw = tmpAng2 - 0x7FFF;
var2 = 1.0f / R_CAM_DEFAULT_ANIM_TIME;
@@ -2983,7 +2979,7 @@ s32 Camera_Battle1(Camera* camera) {
}
spB4.pitch = Camera_LERPCeilS(tmpAng1, atToEyeNextDir.pitch, rwData->unk_10, 0xA);
- Camera_AddVecGeoToVec3f(eyeNext, at, &spB4);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &spB4);
spBC.pos = *eyeNext;
if (camera->status == CAM_STAT_ACTIVE) {
if (!camera->play->envCtx.skyboxDisabled || roData->interfaceField & BATTLE1_FLAG_0) {
@@ -2991,7 +2987,7 @@ s32 Camera_Battle1(Camera* camera) {
} else if (roData->interfaceField & BATTLE1_FLAG_1) {
func_80043F94(camera, at, &spBC);
} else {
- OLib_Vec3fDistNormalize(&sp128, at, &spBC.pos);
+ sp128 = OLib_Vec3fDistNormalize(at, &spBC.pos);
spBC.pos.x -= sp128.x;
spBC.pos.y -= sp128.y;
spBC.pos.z -= sp128.z;
@@ -3055,8 +3051,8 @@ s32 Camera_Battle4(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, at, eye);
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(at, eye);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
sCameraInterfaceField = roData->interfaceField;
@@ -3091,7 +3087,7 @@ s32 Camera_Battle4(Camera* camera) {
eyeNextOffset.pitch = Camera_LERPCeilS(roData->pitchTarget, eyeAtOffset.pitch, roData->lerpUpdateRate, 2);
eyeNextOffset.r = Camera_LERPCeilF(roData->rTarget, eyeAtOffset.r, roData->lerpUpdateRate, 0.001f);
}
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeNextOffset);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeNextOffset);
*eye = *eyeNext;
camera->dist = eyeNextOffset.r;
camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, roData->lerpUpdateRate, 1.0f);
@@ -3147,7 +3143,7 @@ s32 Camera_KeepOn1(Camera* camera) {
VT_COL(YELLOW, BLACK) "camera: warning: keepon: target is not valid, change parallel\n" VT_RST);
}
camera->target = NULL;
- Camera_ChangeMode(camera, CAM_MODE_Z_PARALLEL);
+ Camera_RequestMode(camera, CAM_MODE_Z_PARALLEL);
return 1;
}
@@ -3175,8 +3171,8 @@ s32 Camera_KeepOn1(Camera* camera) {
}
playerHeight += roData->unk_00;
- OLib_Vec3fDiffToVecGeo(&spC0, at, eye);
- OLib_Vec3fDiffToVecGeo(&spB8, at, eyeNext);
+ spC0 = OLib_Vec3fDiffToVecGeo(at, eye);
+ spB8 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
sCameraInterfaceField = roData->interfaceField;
if (RELOAD_PARAMS(camera)) {
camera->animState++;
@@ -3204,15 +3200,15 @@ s32 Camera_KeepOn1(Camera* camera) {
if ((camera->player->actor.category == 2) && (camera->player->interactRangeActor == camera->target)) {
PosRot sp54;
- Actor_GetFocus(&sp54, &camera->player->actor);
+ sp54 = Actor_GetFocus(&camera->player->actor);
spC8.r = 60.0f;
spC8.yaw = camera->playerPosRot.rot.y;
spC8.pitch = 0x2EE0;
- Camera_AddVecGeoToVec3f(&camera->targetPosRot.pos, &sp54.pos, &spC8);
+ camera->targetPosRot.pos = Camera_AddVecGeoToVec3f(&sp54.pos, &spC8);
} else {
- Actor_GetFocus(&camera->targetPosRot, camera->target);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
}
- Actor_GetFocus(&camera->targetPosRot, camera->target);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
if (rwData->unk_0C != camera->target) {
rwData->unk_0C = camera->target;
camera->atLERPStepScale = 0.0f;
@@ -3242,7 +3238,7 @@ s32 Camera_KeepOn1(Camera* camera) {
(isOffGround ? CAM_LOCKON_AT_FLAG_OFF_GROUND : 0) | roData->interfaceField);
sp114 = playerPosRot->pos;
sp114.y += playerHeight;
- OLib_Vec3fDiffToVecGeo(&spC8, &sp114, &camera->targetPosRot.pos);
+ spC8 = OLib_Vec3fDiffToVecGeo(&sp114, &camera->targetPosRot.pos);
sp84 = spC8.r > sp104 ? 1.0f : spC8.r / sp104;
break;
default:
@@ -3251,7 +3247,7 @@ s32 Camera_KeepOn1(Camera* camera) {
rwData->unk_0C = NULL;
break;
}
- OLib_Vec3fDiffToVecGeo(&spD8, at, eyeNext);
+ spD8 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
if (spD8.r < roData->unk_04) {
sp104 = roData->unk_04;
spE8 = R_CAM_R_UPDATE_RATE_INV;
@@ -3267,7 +3263,7 @@ s32 Camera_KeepOn1(Camera* camera) {
Camera_LERPCeilF(spE8, camera->rUpdateRateInv, CAM_DATA_SCALED(R_CAM_UPDATE_RATE_STEP_SCALE_XZ), 0.1f);
spD8.r = spE8 = camera->dist = Camera_LERPCeilF(sp104, camera->dist, 1.0f / camera->rUpdateRateInv, 0.2f);
sp108 = camera->targetPosRot.pos;
- OLib_Vec3fDiffToVecGeo(&spD0, at, &sp108);
+ spD0 = OLib_Vec3fDiffToVecGeo(at, &sp108);
spD0.r = spE8 - ((spD0.r <= spE8 ? spD0.r : spE8) * 0.5f);
spEC = roData->unk_0C + ((roData->unk_10 - roData->unk_0C) * (1.1f - sp84));
spF0 = OREG(13) + spEC;
@@ -3278,7 +3274,7 @@ s32 Camera_KeepOn1(Camera* camera) {
if (rwData->unk_16 >= OREG(24)) {
sp82 = rwData->unk_16 - OREG(24);
spE2 = spC8.yaw;
- OLib_Vec3fDiffToVecGeo(&spC8, at, eye);
+ spC8 = OLib_Vec3fDiffToVecGeo(at, eye);
spC8.yaw = spE2 - 0x7FFF;
t2 = 1.0f / R_CAM_DEFAULT_ANIM_TIME;
@@ -3321,7 +3317,7 @@ s32 Camera_KeepOn1(Camera* camera) {
}
spD8.pitch = Camera_LERPCeilS(spE2, spB8.pitch, CAM_DATA_SCALED(OREG(12)), 0xA);
- Camera_AddVecGeoToVec3f(eyeNext, at, &spD8);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &spD8);
sp8C.pos = *eyeNext;
if (camera->status == CAM_STAT_ACTIVE) {
if (!camera->play->envCtx.skyboxDisabled || roData->interfaceField & KEEPON1_FLAG_0) {
@@ -3329,7 +3325,7 @@ s32 Camera_KeepOn1(Camera* camera) {
} else if (roData->interfaceField & KEEPON1_FLAG_1) {
func_80043F94(camera, at, &sp8C);
} else {
- OLib_Vec3fDistNormalize(&sp120, at, &sp8C.pos);
+ sp120 = OLib_Vec3fDistNormalize(at, &sp8C.pos);
sp8C.pos.x -= sp120.x;
sp8C.pos.y -= sp120.y;
sp8C.pos.z -= sp120.z;
@@ -3338,8 +3334,8 @@ s32 Camera_KeepOn1(Camera* camera) {
} else {
*eye = *eyeNext;
}
- OLib_Vec3fDistNormalize(&sp120, eye, at);
- Camera_Vec3fTranslateByUnitVector(eye, eye, &sp120, OREG(1));
+ sp120 = OLib_Vec3fDistNormalize(eye, at);
+ *eye = Camera_Vec3fTranslateByUnitVector(eye, &sp120, OREG(1));
}
camera->fov = Camera_LERPCeilF(roData->unk_20, camera->fov, camera->fovUpdateRate, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5f, 0xA);
@@ -3386,18 +3382,18 @@ s32 Camera_KeepOn3(Camera* camera) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: talk: target is not valid, change parallel\n" VT_RST);
}
camera->target = NULL;
- Camera_ChangeMode(camera, CAM_MODE_Z_PARALLEL);
+ Camera_RequestMode(camera, CAM_MODE_Z_PARALLEL);
return 1;
}
if (RELOAD_PARAMS(camera)) {
if (camera->play->view.unk_124 == 0) {
- camera->stateFlags |= CAM_STATE_5;
+ camera->stateFlags |= CAM_STATE_LOCK_MODE;
camera->play->view.unk_124 = camera->camId | 0x50;
return 1;
}
- camera->stateFlags &= ~CAM_STATE_5;
+ camera->stateFlags &= ~CAM_STATE_LOCK_MODE;
}
- camera->stateFlags &= ~CAM_STATE_4;
+ camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal =
@@ -3422,13 +3418,13 @@ s32 Camera_KeepOn3(Camera* camera) {
}
playerHeight += roData->yOffset;
- OLib_Vec3fDiffToVecGeo(&atToEyeDir, at, eye);
- OLib_Vec3fDiffToVecGeo(&atToEyeNextDir, at, eyeNext);
- Actor_GetFocus(&camera->targetPosRot, camera->target);
- Actor_GetFocus(&playerPosRot, &camera->player->actor);
+ atToEyeDir = OLib_Vec3fDiffToVecGeo(at, eye);
+ atToEyeNextDir = OLib_Vec3fDiffToVecGeo(at, eyeNext);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
+ playerPosRot = Actor_GetFocus(&camera->player->actor);
playerHeadPos = camPlayerPosRot->pos;
playerHeadPos.y += playerHeight;
- OLib_Vec3fDiffToVecGeo(&targetToPlayerDir, &playerHeadPos, &camera->targetPosRot.pos);
+ targetToPlayerDir = OLib_Vec3fDiffToVecGeo(&playerHeadPos, &camera->targetPosRot.pos);
sCameraInterfaceField = roData->interfaceField;
if (RELOAD_PARAMS(camera)) {
colChkActors[0] = camera->target;
@@ -3473,12 +3469,12 @@ s32 Camera_KeepOn3(Camera* camera) {
sp82 = atToEyeAdj.pitch;
playerHeadPos = camPlayerPosRot->pos;
playerHeadPos.y += playerHeight;
- Camera_AddVecGeoToVec3f(&rwData->atTarget, &playerHeadPos, &targetToPlayerDir);
+ rwData->atTarget = Camera_AddVecGeoToVec3f(&playerHeadPos, &targetToPlayerDir);
angleCnt = ARRAY_COUNT(D_8011D3B0);
i = 0;
targetToPlayerDir.r = prevTargetPlayerDist;
atToEyeAdj.r = roData->minDist + (targetToPlayerDir.r * (1 - 0.5f)) - atToEyeNextDir.r + atToEyeNextDir.r;
- Camera_AddVecGeoToVec3f(&lineChkPointB, &rwData->atTarget, &atToEyeAdj);
+ lineChkPointB = Camera_AddVecGeoToVec3f(&rwData->atTarget, &atToEyeAdj);
if (!(roData->interfaceField & KEEPON3_FLAG_7)) {
while (i < angleCnt) {
if (!CollisionCheck_LineOCCheck(camera->play, &camera->play->colChkCtx, &rwData->atTarget,
@@ -3488,12 +3484,12 @@ s32 Camera_KeepOn3(Camera* camera) {
}
atToEyeAdj.yaw = sp80 + D_8011D3B0[i];
atToEyeAdj.pitch = sp82 + D_8011D3CC[i];
- Camera_AddVecGeoToVec3f(&lineChkPointB, &rwData->atTarget, &atToEyeAdj);
+ lineChkPointB = Camera_AddVecGeoToVec3f(&rwData->atTarget, &atToEyeAdj);
i++;
}
}
osSyncPrintf("camera: talk: BG&collision check %d time(s)\n", i);
- camera->stateFlags &= ~(CAM_STATE_2 | CAM_STATE_3);
+ camera->stateFlags &= ~(CAM_STATE_CHECK_BG | CAM_STATE_EXTERNAL_FINISHED);
pad = ((rwData->animTimer + 1) * rwData->animTimer) >> 1;
rwData->eyeToAtTargetYaw = (f32)(s16)(atToEyeAdj.yaw - atToEyeNextDir.yaw) / pad;
rwData->eyeToAtTargetPitch = (f32)(s16)(atToEyeAdj.pitch - atToEyeNextDir.pitch) / pad;
@@ -3510,7 +3506,7 @@ s32 Camera_KeepOn3(Camera* camera) {
atToEyeAdj.r = ((rwData->eyeToAtTargetR * rwData->animTimer) + atToEyeNextDir.r) + 1.0f;
atToEyeAdj.yaw = atToEyeNextDir.yaw + (s16)(rwData->eyeToAtTargetYaw * rwData->animTimer);
atToEyeAdj.pitch = atToEyeNextDir.pitch + (s16)(rwData->eyeToAtTargetPitch * rwData->animTimer);
- Camera_AddVecGeoToVec3f(eyeNext, at, &atToEyeAdj);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &atToEyeAdj);
*eye = *eyeNext;
camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, 0.5, 1.0f);
camera->roll = Camera_LERPCeilS(0, camera->roll, 0.5, 0xA);
@@ -3518,10 +3514,10 @@ s32 Camera_KeepOn3(Camera* camera) {
Camera_BGCheck(camera, at, eye);
rwData->animTimer--;
} else {
- camera->stateFlags |= (CAM_STATE_4 | CAM_STATE_10);
+ camera->stateFlags |= (CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_BLOCK_BG);
}
- if (camera->stateFlags & CAM_STATE_3) {
+ if (camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED) {
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
func_80043B60(camera);
camera->atLERPStepScale = 0.0f;
@@ -3534,8 +3530,8 @@ s32 Camera_KeepOn3(Camera* camera) {
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z)) {
- camera->stateFlags |= CAM_STATE_2;
- camera->stateFlags &= ~CAM_STATE_3;
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
}
}
return 1;
@@ -3571,27 +3567,27 @@ s32 Camera_KeepOn4(Camera* camera) {
if (RELOAD_PARAMS(camera)) {
if (camera->play->view.unk_124 == 0) {
- camera->stateFlags |= CAM_STATE_5;
- camera->stateFlags &= ~(CAM_STATE_1 | CAM_STATE_2);
+ camera->stateFlags |= CAM_STATE_LOCK_MODE;
+ camera->stateFlags &= ~(CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
camera->play->view.unk_124 = camera->camId | 0x50;
return 1;
}
rwData->unk_14 = *temp_s0;
- camera->stateFlags &= ~CAM_STATE_5;
+ camera->stateFlags &= ~CAM_STATE_LOCK_MODE;
}
if (rwData->unk_14 != *temp_s0) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: item: item type changed %d -> %d\n" VT_RST, rwData->unk_14,
*temp_s0);
camera->animState = 20;
- camera->stateFlags |= CAM_STATE_5;
- camera->stateFlags &= ~(CAM_STATE_1 | CAM_STATE_2);
+ camera->stateFlags |= CAM_STATE_LOCK_MODE;
+ camera->stateFlags &= ~(CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
camera->play->view.unk_124 = camera->camId | 0x50;
return 1;
}
playerHeight = Player_GetHeight(camera->player);
- camera->stateFlags &= ~CAM_STATE_4;
+ camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
f32 yNormal = 1.0f + t - (68.0f / playerHeight * t);
@@ -3720,8 +3716,8 @@ s32 Camera_KeepOn4(Camera* camera) {
sUpdateCameraDirection = 1;
sCameraInterfaceField = roData->interfaceField;
- OLib_Vec3fDiffToVecGeo(&spB0, at, eye);
- OLib_Vec3fDiffToVecGeo(&spA8, at, eyeNext);
+ spB0 = OLib_Vec3fDiffToVecGeo(at, eye);
+ spA8 = OLib_Vec3fDiffToVecGeo(at, eyeNext);
D_8015BD50 = playerPosRot->pos;
D_8015BD50.y += playerHeight;
temp_f0_2 = BgCheck_CameraRaycastDown2(&camera->play->colCtx, &spC0, &i, &D_8015BD50);
@@ -3738,7 +3734,7 @@ s32 Camera_KeepOn4(Camera* camera) {
spCC[sp9C] = &camera->player->actor;
sp9C++;
func_80043ABC(camera);
- camera->stateFlags &= ~(CAM_STATE_1 | CAM_STATE_2);
+ camera->stateFlags &= ~(CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
rwData->unk_10 = roData->unk_1E;
rwData->unk_08 = playerPosRot->pos.y - camera->playerPosDelta.y;
if (roData->interfaceField & KEEPON4_FLAG_1) {
@@ -3752,7 +3748,7 @@ s32 Camera_KeepOn4(Camera* camera) {
} else if ((roData->interfaceField & KEEPON4_FLAG_3) && camera->target != NULL) {
PosRot sp60;
- Actor_GetWorldPosShapeRot(&sp60, camera->target);
+ sp60 = Actor_GetWorldPosShapeRot(camera->target);
spA2 = CAM_DEG_TO_BINANG(roData->unk_08) - sp60.rot.x;
spA0 = (s16)((s16)(sp60.rot.y - 0x7FFF) - spA8.yaw) > 0
? (s16)(sp60.rot.y - 0x7FFF) + CAM_DEG_TO_BINANG(roData->unk_0C)
@@ -3762,7 +3758,7 @@ s32 Camera_KeepOn4(Camera* camera) {
} else if ((roData->interfaceField & KEEPON4_FLAG_7) && camera->target != NULL) {
PosRot sp4C;
- Actor_GetWorld(&sp4C, camera->target);
+ sp4C = Actor_GetWorld(camera->target);
spA2 = CAM_DEG_TO_BINANG(roData->unk_08);
sp9E = Camera_XZAngle(&sp4C.pos, &playerPosRot->pos);
spA0 = ((s16)(sp9E - spA8.yaw) > 0) ? sp9E + CAM_DEG_TO_BINANG(roData->unk_0C)
@@ -3780,7 +3776,7 @@ s32 Camera_KeepOn4(Camera* camera) {
spB8.pitch = spA2;
spB8.yaw = spA0;
spB8.r = roData->unk_04;
- Camera_AddVecGeoToVec3f(&D_8015BD70, &D_8015BD50, &spB8);
+ D_8015BD70 = Camera_AddVecGeoToVec3f(&D_8015BD50, &spB8);
if (!(roData->interfaceField & KEEPON4_FLAG_0)) {
angleCnt = ARRAY_COUNT(D_8011D3B0);
for (i = 0; i < angleCnt; i++) {
@@ -3791,7 +3787,7 @@ s32 Camera_KeepOn4(Camera* camera) {
}
spB8.yaw = D_8011D3B0[i] + spA0;
spB8.pitch = D_8011D3CC[i] + spA2;
- Camera_AddVecGeoToVec3f(&D_8015BD70, &D_8015BD50, &spB8);
+ D_8015BD70 = Camera_AddVecGeoToVec3f(&D_8015BD50, &spB8);
}
osSyncPrintf("camera: item: BG&collision check %d time(s)\n", i);
}
@@ -3815,40 +3811,40 @@ s32 Camera_KeepOn4(Camera* camera) {
spB8.r = roData->unk_10;
spB8.pitch = 0;
spB8.yaw = playerPosRot->rot.y;
- Camera_AddVecGeoToVec3f(at, at, &spB8);
+ *at = Camera_AddVecGeoToVec3f(at, &spB8);
}
camera->atLERPStepScale = 0.0f;
camera->dist = Camera_LERPCeilF(roData->unk_04, camera->dist, 0.25f, 2.0f);
spB8.r = camera->dist;
if (rwData->unk_10 != 0) {
- camera->stateFlags |= CAM_STATE_5;
+ camera->stateFlags |= CAM_STATE_LOCK_MODE;
rwData->unk_0C += (s16)rwData->unk_00;
rwData->unk_0E += (s16)rwData->unk_04;
rwData->unk_10--;
} else if (roData->interfaceField & KEEPON4_FLAG_4) {
- camera->stateFlags |= (CAM_STATE_4 | CAM_STATE_10);
- camera->stateFlags |= (CAM_STATE_1 | CAM_STATE_2);
- camera->stateFlags &= ~CAM_STATE_3;
+ camera->stateFlags |= (CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_BLOCK_BG);
+ camera->stateFlags |= (CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
if (camera->timer > 0) {
camera->timer--;
}
} else {
- camera->stateFlags |= (CAM_STATE_4 | CAM_STATE_10);
- if ((camera->stateFlags & CAM_STATE_3) || (roData->interfaceField & KEEPON4_FLAG_7)) {
+ camera->stateFlags |= (CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_BLOCK_BG);
+ if ((camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED) || (roData->interfaceField & KEEPON4_FLAG_7)) {
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
- camera->stateFlags |= (CAM_STATE_1 | CAM_STATE_2);
- camera->stateFlags &= ~CAM_STATE_3;
+ camera->stateFlags |= (CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
if (camera->prevBgCamIndex < 0) {
- Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
+ Camera_RequestSettingImpl(camera, camera->prevSetting, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
} else {
- Camera_ChangeBgCamIndex(camera, camera->prevBgCamIndex);
+ Camera_RequestBgCam(camera, camera->prevBgCamIndex);
camera->prevBgCamIndex = -1;
}
}
}
spB8.yaw = Camera_LERPCeilS(rwData->unk_0C, spA8.yaw, roData->unk_14, 4);
spB8.pitch = Camera_LERPCeilS(rwData->unk_0E, spA8.pitch, roData->unk_14, 4);
- Camera_AddVecGeoToVec3f(eyeNext, at, &spB8);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &spB8);
*eye = *eyeNext;
Camera_BGCheck(camera, at, eye);
camera->fov = Camera_LERPCeilF(roData->unk_18, camera->fov, camera->fovUpdateRate, 1.0f);
@@ -3871,7 +3867,7 @@ s32 Camera_KeepOn0(Camera* camera) {
UNUSED Vec3s bgCamRot;
s16 fov;
- camera->stateFlags &= ~CAM_STATE_4;
+ camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@@ -3887,7 +3883,7 @@ s32 Camera_KeepOn0(Camera* camera) {
}
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos);
+ *eyeNext = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
*eye = *eyeNext;
bgCamRot = bgCamFuncData->rot;
@@ -3903,14 +3899,14 @@ s32 Camera_KeepOn0(Camera* camera) {
VT_COL(YELLOW, BLACK) "camera: warning: talk: target is not valid, change normal camera\n" VT_RST);
}
camera->target = NULL;
- Camera_ChangeMode(camera, CAM_MODE_NORMAL);
+ Camera_RequestMode(camera, CAM_MODE_NORMAL);
return true;
}
- Actor_GetFocus(&camera->targetPosRot, camera->target);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, eye, at);
- OLib_Vec3fDiffToVecGeo(&eyeTargetPosOffset, eye, &camera->targetPosRot.pos);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
+ eyeTargetPosOffset = OLib_Vec3fDiffToVecGeo(eye, &camera->targetPosRot.pos);
sCameraInterfaceField = roData->interfaceField;
@@ -3925,10 +3921,10 @@ s32 Camera_KeepOn0(Camera* camera) {
if (rwData->animTimer != 0) {
eyeAtOffset.yaw += ((s16)(eyeTargetPosOffset.yaw - eyeAtOffset.yaw) / rwData->animTimer) * roData->yawScale;
- Camera_AddVecGeoToVec3f(at, eye, &eyeAtOffset);
+ *at = Camera_AddVecGeoToVec3f(eye, &eyeAtOffset);
rwData->animTimer--;
} else {
- camera->stateFlags |= (CAM_STATE_4 | CAM_STATE_10);
+ camera->stateFlags |= (CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_BLOCK_BG);
}
camera->fov = Camera_LERPCeilF(rwData->fovTarget, camera->fov, 0.5f, 10.0f);
return true;
@@ -3953,7 +3949,7 @@ s32 Camera_Fixed1(Camera* camera) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(&rwData->eyePosRotTarget.pos, &bgCamFuncData->pos);
+ rwData->eyePosRotTarget.pos = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
rwData->eyePosRotTarget.rot = bgCamFuncData->rot;
rwData->fov = bgCamFuncData->fov;
@@ -3982,7 +3978,7 @@ s32 Camera_Fixed1(Camera* camera) {
}
}
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, eye, at);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
Camera_LERPCeilVec3f(&rwData->eyePosRotTarget.pos, eye, 0.1f, 0.1f, 0.2f);
adjustedPos = playerPosRot->pos;
@@ -3993,7 +3989,7 @@ s32 Camera_Fixed1(Camera* camera) {
eyeOffset.pitch = Camera_LERPCeilS(-rwData->eyePosRotTarget.rot.x, eyeAtOffset.pitch, roData->lerpStep, 5);
eyeOffset.yaw = Camera_LERPCeilS(rwData->eyePosRotTarget.rot.y, eyeAtOffset.yaw, roData->lerpStep, 5);
- Camera_AddVecGeoToVec3f(at, eye, &eyeOffset);
+ *at = Camera_AddVecGeoToVec3f(eye, &eyeOffset);
camera->eyeNext = *eye;
@@ -4037,7 +4033,7 @@ s32 Camera_Fixed2(Camera* camera) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
if (bgCamFuncData != NULL) {
- Camera_Vec3sToVec3f(&rwData->eye, &bgCamFuncData->pos);
+ rwData->eye = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
if (bgCamFuncData->fov != -1) {
rwData->fov = bgCamFuncData->fov;
}
@@ -4104,13 +4100,13 @@ s32 Camera_Fixed3(Camera* camera) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, eye, at);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
roData->interfaceField = GET_NEXT_RO_DATA(values);
- Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos);
+ *eyeNext = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
*eye = *eyeNext;
rwData->rot = bgCamFuncData->rot;
rwData->fov = bgCamFuncData->fov;
@@ -4150,7 +4146,7 @@ s32 Camera_Fixed3(Camera* camera) {
atGeo.yaw = rwData->rot.y;
atGeo.pitch = -rwData->rot.x;
- Camera_AddVecGeoToVec3f(at, eye, &atGeo);
+ *at = Camera_AddVecGeoToVec3f(eye, &atGeo);
sCameraInterfaceField = roData->interfaceField;
rwData->fov = R_CAM_DATA(CAM_DATA_FOV);
camera->roll = 0;
@@ -4194,7 +4190,7 @@ s32 Camera_Fixed4(Camera* camera) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
if (bgCamFuncData != NULL) {
- Camera_Vec3sToVec3f(&rwData->eyeTarget, &bgCamFuncData->pos);
+ rwData->eyeTarget = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
} else {
rwData->eyeTarget = *eye;
}
@@ -4224,15 +4220,15 @@ s32 Camera_Fixed4(Camera* camera) {
playerPosWithCamOffset.z = playerPosRot->pos.z + camera->playerToAtOffset.z;
VEC3F_LERPIMPDST(&atTarget, at, &playerPosWithCamOffset, 0.5f);
- OLib_Vec3fDiffToVecGeo(&atEyeNextOffset, eyeNext, at);
- OLib_Vec3fDiffToVecGeo(&atTargetEyeNextOffset, eyeNext, &atTarget);
+ atEyeNextOffset = OLib_Vec3fDiffToVecGeo(eyeNext, at);
+ atTargetEyeNextOffset = OLib_Vec3fDiffToVecGeo(eyeNext, &atTarget);
atEyeNextOffset.r += (atTargetEyeNextOffset.r - atEyeNextOffset.r) * rwData->followSpeed;
atEyeNextOffset.pitch = Camera_LERPCeilS(atTargetEyeNextOffset.pitch, atEyeNextOffset.pitch,
rwData->followSpeed * camera->speedRatio, 0xA);
atEyeNextOffset.yaw =
Camera_LERPCeilS(atTargetEyeNextOffset.yaw, atEyeNextOffset.yaw, rwData->followSpeed * camera->speedRatio, 0xA);
- Camera_AddVecGeoToVec3f(at, eyeNext, &atEyeNextOffset);
+ *at = Camera_AddVecGeoToVec3f(eyeNext, &atEyeNextOffset);
camera->dist = OLib_Vec3fDist(at, eye);
camera->roll = 0;
camera->fov = roData->fov;
@@ -4276,7 +4272,7 @@ s32 Camera_Subj3(Camera* camera) {
Vec3f* pad2;
f32 playerHeight;
- Actor_GetFocus(&sp60, &camera->player->actor);
+ sp60 = Actor_GetFocus(&camera->player->actor);
playerHeight = Player_GetHeight(camera->player);
if (camera->play->view.unk_124 == 0) {
@@ -4302,8 +4298,8 @@ s32 Camera_Subj3(Camera* camera) {
sp98 = sp60.pos;
sp98.y += roData->eyeNextYOffset;
- Camera_AddVecGeoToVec3f(&sp8C, &sp98, &sp84);
- OLib_Vec3fDiffToVecGeo(&sp7C, at, eye);
+ sp8C = Camera_AddVecGeoToVec3f(&sp98, &sp84);
+ sp7C = OLib_Vec3fDiffToVecGeo(at, eye);
sCameraInterfaceField = roData->interfaceField;
if (RELOAD_PARAMS(camera)) {
@@ -4322,10 +4318,9 @@ s32 Camera_Subj3(Camera* camera) {
tGeo.pitch = rwData->pitch;
if (rwData->animTimer != 0) {
temp_f0_3 = (1.0f / rwData->animTimer);
- pad2 = at;
- at->x = at->x + (sp98.x - pad2->x) * temp_f0_3;
- at->y = at->y + (sp98.y - pad2->y) * temp_f0_3;
- at->z = at->z + (sp98.z - pad2->z) * temp_f0_3;
+ at->x = F32_LERPIMP(at->x, sp98.x, temp_f0_3);
+ at->y = F32_LERPIMP(at->y, sp98.y, temp_f0_3);
+ at->z = F32_LERPIMP(at->z, sp98.z, temp_f0_3);
temp_f0_3 = (1.0f / R_CAM_DEFAULT_ANIM_TIME);
sp58 = (tGeo.r - sp84.r) * temp_f0_3;
@@ -4336,7 +4331,7 @@ s32 Camera_Subj3(Camera* camera) {
sp7C.yaw = Camera_LERPCeilS(sp84.yaw + (sp52 * rwData->animTimer), sp7C.yaw, CAM_DATA_SCALED(OREG(28)), 0xA);
sp7C.pitch =
Camera_LERPCeilS(sp84.pitch + (sp50 * rwData->animTimer), sp7C.pitch, CAM_DATA_SCALED(OREG(28)), 0xA);
- Camera_AddVecGeoToVec3f(eyeNext, at, &sp7C);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &sp7C);
*eye = *eyeNext;
rwData->animTimer--;
@@ -4363,9 +4358,9 @@ s32 Camera_Subj3(Camera* camera) {
sp7C.r = roData->eyeNextDist;
sp7C.yaw = sp60.rot.y - 0x7FFF;
sp7C.pitch = sp60.rot.x;
- Camera_AddVecGeoToVec3f(eyeNext, at, &sp7C);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &sp7C);
sp7C.r = roData->eyeDist;
- Camera_AddVecGeoToVec3f(eye, at, &sp7C);
+ *eye = Camera_AddVecGeoToVec3f(at, &sp7C);
}
camera->playerToAtOffset.x = camera->at.x - playerPosRot->pos.x;
@@ -4431,8 +4426,8 @@ s32 Camera_Subj4(Camera* camera) {
return true;
}
- Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
- OLib_Vec3fDiffToVecGeo(&atEyeOffset, at, eye);
+ playerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor);
+ atEyeOffset = OLib_Vec3fDiffToVecGeo(at, eye);
sCameraInterfaceField = roData->interfaceField;
@@ -4440,9 +4435,9 @@ s32 Camera_Subj4(Camera* camera) {
if (camera->animState == 0) {
crawlspacePoints = (Vec3s*)Camera_GetBgCamFuncDataUnderPlayer(camera, &crawlspaceNumPoints);
// Second entry of crawlspacePoints contains the front position
- Camera_Vec3sToVec3f(&rwData->crawlspaceLine.point, &crawlspacePoints[1]);
+ rwData->crawlspaceLine.point = Camera_Vec3sToVec3f(&crawlspacePoints[1]);
// Second last entry of crawlspacePoints contains the back position
- Camera_Vec3sToVec3f(&vCrawlSpaceBackPos, &crawlspacePoints[crawlspaceNumPoints - 2]);
+ vCrawlSpaceBackPos = Camera_Vec3sToVec3f(&crawlspacePoints[crawlspaceNumPoints - 2]);
targetOffset.r = 10.0f;
targetOffset.pitch = 0x238C; // ~50 degrees
@@ -4476,7 +4471,7 @@ s32 Camera_Subj4(Camera* camera) {
targetOffset.r = 10.0f;
targetOffset.pitch = 0x238C; // ~50 degrees
targetOffset.yaw = rwData->forwardYaw;
- Camera_AddVecGeoToVec3f(&zoomAtTarget, &playerPosRot.pos, &targetOffset);
+ zoomAtTarget = Camera_AddVecGeoToVec3f(&playerPosRot.pos, &targetOffset);
vZoomTimer = rwData->zoomTimer + 1.0f;
at->x = F32_LERPIMPINV(at->x, zoomAtTarget.x, vZoomTimer);
@@ -4486,7 +4481,7 @@ s32 Camera_Subj4(Camera* camera) {
atEyeOffset.r -= (atEyeOffset.r / vZoomTimer);
atEyeOffset.yaw = BINANG_LERPIMPINV(atEyeOffset.yaw, (s16)(playerPosRot.rot.y - 0x7FFF), rwData->zoomTimer);
atEyeOffset.pitch = BINANG_LERPIMPINV(atEyeOffset.pitch, playerPosRot.rot.x, rwData->zoomTimer);
- Camera_AddVecGeoToVec3f(eyeNext, at, &atEyeOffset);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &atEyeOffset);
*eye = *eyeNext;
rwData->zoomTimer--;
return false;
@@ -4496,7 +4491,7 @@ s32 Camera_Subj4(Camera* camera) {
return false;
}
- Actor_GetWorldPosShapeRot(&playerPosRot, &camera->player->actor);
+ playerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor);
Math3D_LineClosestToPoint(&rwData->crawlspaceLine, &playerPosRot.pos, eyeNext);
// *at is unused before getting overwritten later this function
@@ -4510,7 +4505,7 @@ s32 Camera_Subj4(Camera* camera) {
targetOffset.r = 5.0f;
targetOffset.pitch = 0x238C; // ~50 degrees
- Camera_AddVecGeoToVec3f(&vEyeTarget, eyeNext, &targetOffset);
+ vEyeTarget = Camera_AddVecGeoToVec3f(eyeNext, &targetOffset);
rwData->eyeLerpPhase += 0xBB8;
eyeLerp = Math_CosS(rwData->eyeLerpPhase);
@@ -4598,7 +4593,7 @@ s32 Camera_Data4(Camera* camera) {
roData->interfaceField = GET_NEXT_RO_DATA(values);
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(&rwData->eyePosRot.pos, &bgCamFuncData->pos);
+ rwData->eyePosRot.pos = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
rwData->eyePosRot.rot = bgCamFuncData->rot;
fov = bgCamFuncData->fov;
rwData->fov = fov;
@@ -4621,16 +4616,16 @@ s32 Camera_Data4(Camera* camera) {
func_80043B60(camera);
}
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
Camera_CalcAtDefault(camera, &eyeNextAtOffset, roData->yOffset, false);
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, eye, at);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
atOffset.r = eyeAtOffset.r;
atOffset.yaw = (rwData->flags & 1) ? (CAM_DEG_TO_BINANG(camera->data2) + rwData->eyePosRot.rot.y) : eyeAtOffset.yaw;
atOffset.pitch =
(rwData->flags & 2) ? (CAM_DEG_TO_BINANG(camera->data3) + rwData->eyePosRot.rot.x) : eyeAtOffset.pitch;
- Camera_AddVecGeoToVec3f(at, eye, &atOffset);
+ *at = Camera_AddVecGeoToVec3f(eye, &atOffset);
lookAt = camera->playerPosRot.pos;
lookAt.y += playerHeight;
@@ -4685,8 +4680,8 @@ s32 Camera_Unique1(Camera* camera) {
sUpdateCameraDirection = 1;
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, at, eye);
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(at, eye);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
sCameraInterfaceField = roData->interfaceField;
@@ -4695,7 +4690,7 @@ s32 Camera_Unique1(Camera* camera) {
rwData->yawTarget = eyeNextAtOffset.yaw;
rwData->unk_00 = 0.0f;
playerWaistPos = camera->player->bodyPartsPos[PLAYER_BODYPART_WAIST];
- OLib_Vec3fDiffToVecGeo(&unk908PlayerPosOffset, &playerPosRot->pos, &playerWaistPos);
+ unk908PlayerPosOffset = OLib_Vec3fDiffToVecGeo(&playerPosRot->pos, &playerWaistPos);
rwData->timer = R_CAM_DEFAULT_ANIM_TIME;
rwData->yawTargetAdj = ABS((s16)(unk908PlayerPosOffset.yaw - eyeAtOffset.yaw)) < 0x3A98
? 0
@@ -4703,7 +4698,7 @@ s32 Camera_Unique1(Camera* camera) {
camera->animState++;
}
- Actor_GetFocus(&playerhead, &camera->player->actor); // unused
+ playerhead = Actor_GetFocus(&camera->player->actor); // unused
camera->yawUpdateRateInv =
Camera_LERPCeilF(100.0f, camera->yawUpdateRateInv, R_CAM_UPDATE_RATE_STEP_SCALE_XZ * 0.01f, 0.1f);
@@ -4716,7 +4711,7 @@ s32 Camera_Unique1(Camera* camera) {
camera->fovUpdateRate = Camera_LERPCeilF(R_CAM_FOV_UPDATE_RATE * 0.01f, camera->fovUpdateRate, 0.05f, 0.1f);
Camera_CalcAtDefault(camera, &eyeNextAtOffset, roData->yOffset, true);
- OLib_Vec3fDiffToVecGeo(&sp8C, at, eyeNext);
+ sp8C = OLib_Vec3fDiffToVecGeo(at, eyeNext);
camera->dist = Camera_LERPClampDist(camera, sp8C.r, roData->distMin, roData->distMax);
@@ -4736,7 +4731,7 @@ s32 Camera_Unique1(Camera* camera) {
}
sp8C.yaw = Camera_LERPFloorS(rwData->yawTarget, eyeNextAtOffset.yaw, 0.5f, 0x2710);
- Camera_AddVecGeoToVec3f(eyeNext, at, &sp8C);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &sp8C);
*eye = *eyeNext;
Camera_BGCheck(camera, at, eye);
camera->fov = Camera_LERPCeilF(roData->fovTarget, camera->fov, camera->fovUpdateRate, 1.0f);
@@ -4761,7 +4756,7 @@ s32 Camera_Unique2(Camera* camera) {
playerHeight = Player_GetHeight(camera->player);
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, at, eye);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(at, eye);
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@@ -4789,7 +4784,7 @@ s32 Camera_Unique2(Camera* camera) {
func_80043B60(camera);
rwData->unk_00 = 200.0f;
if (roData->interfaceField & UNIQUE2_FLAG_4) {
- camera->stateFlags &= ~CAM_STATE_2;
+ camera->stateFlags &= ~CAM_STATE_CHECK_BG;
}
}
@@ -4801,17 +4796,17 @@ s32 Camera_Unique2(Camera* camera) {
rwData->unk_00 = F32_LERPIMP(rwData->unk_00, 2.0f, 0.05f); // unused.
if (roData->interfaceField & UNIQUE2_FLAG_0) {
- OLib_Vec3fDiffToVecGeo(&eyeOffset, at, eyeNext);
+ eyeOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
eyeOffset.r = roData->distTarget;
- Camera_AddVecGeoToVec3f(&playerPos, at, &eyeOffset);
+ playerPos = Camera_AddVecGeoToVec3f(at, &eyeOffset);
Camera_LERPCeilVec3f(&playerPos, eye, 0.25f, 0.25f, 0.2f);
} else if (roData->interfaceField & UNIQUE2_FLAG_1) {
if (OLib_Vec3fDistXZ(at, eyeNext) < roData->distTarget) {
- OLib_Vec3fDiffToVecGeo(&eyeOffset, at, eyeNext);
+ eyeOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
eyeOffset.yaw = Camera_LERPCeilS(eyeOffset.yaw, eyeAtOffset.yaw, 0.1f, 0xA);
eyeOffset.r = roData->distTarget;
eyeOffset.pitch = 0;
- Camera_AddVecGeoToVec3f(eye, at, &eyeOffset);
+ *eye = Camera_AddVecGeoToVec3f(at, &eyeOffset);
eye->y = eyeNext->y;
} else {
Camera_LERPCeilVec3f(eyeNext, eye, 0.25f, 0.25f, 0.2f);
@@ -4838,7 +4833,7 @@ s32 Camera_Unique3(Camera* camera) {
PosRot* cameraPlayerPosRot = &camera->playerPosRot;
playerHeight = Player_GetHeight(camera->player);
- camera->stateFlags &= ~CAM_STATE_4;
+ camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@@ -4859,7 +4854,7 @@ s32 Camera_Unique3(Camera* camera) {
switch (camera->animState) {
case 0:
func_80043B60(camera);
- camera->stateFlags &= ~(CAM_STATE_2 | CAM_STATE_3);
+ camera->stateFlags &= ~(CAM_STATE_CHECK_BG | CAM_STATE_EXTERNAL_FINISHED);
rwData->initialFov = camera->fov;
rwData->initialDist = OLib_Vec3fDist(at, &camera->eye);
camera->animState++;
@@ -4870,7 +4865,7 @@ s32 Camera_Unique3(Camera* camera) {
}
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(&camera->eyeNext, &bgCamFuncData->pos);
+ camera->eyeNext = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
camera->eye = camera->eyeNext;
bgCamRot = bgCamFuncData->rot;
@@ -4878,7 +4873,7 @@ s32 Camera_Unique3(Camera* camera) {
sp60.yaw = bgCamRot.y;
sp60.pitch = -bgCamRot.x;
- Camera_AddVecGeoToVec3f(at, &camera->eye, &sp60);
+ *at = Camera_AddVecGeoToVec3f(&camera->eye, &sp60);
camera->animState++;
FALLTHROUGH;
case 2:
@@ -4892,8 +4887,8 @@ s32 Camera_Unique3(Camera* camera) {
camera->animState++;
FALLTHROUGH;
case 3:
- camera->stateFlags |= (CAM_STATE_4 | CAM_STATE_10);
- if (camera->stateFlags & CAM_STATE_3) {
+ camera->stateFlags |= (CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_BLOCK_BG);
+ if (camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED) {
camera->animState++;
} else {
break;
@@ -4901,9 +4896,9 @@ s32 Camera_Unique3(Camera* camera) {
FALLTHROUGH;
case 4:
if (roData->interfaceField & UNIQUE3_FLAG_1) {
- camera->stateFlags |= CAM_STATE_2;
- camera->stateFlags &= ~CAM_STATE_3;
- Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_IN_FRONT, 2);
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
+ Camera_RequestSettingImpl(camera, CAM_SET_PIVOT_IN_FRONT, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
break;
}
doorParams->timer3 = 5;
@@ -4922,9 +4917,9 @@ s32 Camera_Unique3(Camera* camera) {
FALLTHROUGH;
case 5:
camera->fov = Camera_LERPCeilF(rwData->initialFov, camera->fov, 0.4f, 0.1f);
- OLib_Vec3fDiffToVecGeo(&sp60, at, &camera->eye);
+ sp60 = OLib_Vec3fDiffToVecGeo(at, &camera->eye);
sp60.r = Camera_LERPCeilF(100.0f, sp60.r, 0.4f, 0.1f);
- Camera_AddVecGeoToVec3f(&camera->eyeNext, at, &sp60);
+ camera->eyeNext = Camera_AddVecGeoToVec3f(at, &sp60);
camera->eye = camera->eyeNext;
if (doorParams->timer3-- > 0) {
break;
@@ -4932,10 +4927,10 @@ s32 Camera_Unique3(Camera* camera) {
camera->animState++;
FALLTHROUGH;
default:
- camera->stateFlags |= CAM_STATE_2;
- camera->stateFlags &= ~CAM_STATE_3;
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
camera->fov = roData->fov;
- Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
+ Camera_RequestSettingImpl(camera, camera->prevSetting, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
camera->atLERPStepScale = 0.0f;
camera->playerToAtOffset.x = camera->at.x - cameraPlayerPosRot->pos.x;
camera->playerToAtOffset.y = camera->at.y - cameraPlayerPosRot->pos.y;
@@ -4984,10 +4979,10 @@ s32 Camera_Unique0(Camera* camera) {
if (camera->animState == 0) {
func_80043B60(camera);
- camera->stateFlags &= ~CAM_STATE_2;
+ camera->stateFlags &= ~CAM_STATE_CHECK_BG;
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(&rwData->eyeAndDirection.point, &bgCamFuncData->pos);
+ rwData->eyeAndDirection.point = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
*eye = camera->eyeNext = rwData->eyeAndDirection.point;
bgCamRot = bgCamFuncData->rot;
@@ -5002,7 +4997,7 @@ s32 Camera_Unique0(Camera* camera) {
atPlayerOffset.r = OLib_Vec3fDist(&playerPosWithOffset, eye);
atPlayerOffset.yaw = bgCamRot.y;
atPlayerOffset.pitch = -bgCamRot.x;
- OLib_VecGeoToVec3f(&rwData->eyeAndDirection.dir, &atPlayerOffset);
+ rwData->eyeAndDirection.dir = OLib_VecGeoToVec3f(&atPlayerOffset);
Math3D_LineClosestToPoint(&rwData->eyeAndDirection, &playerPosRot->pos, &camera->at);
rwData->initalPos = playerPosRot->pos;
camera->animState++;
@@ -5031,8 +5026,8 @@ s32 Camera_Unique0(Camera* camera) {
camera->playerToAtOffset.y = camera->at.y - playerPosRot->pos.y;
camera->playerToAtOffset.z = camera->at.z - playerPosRot->pos.z;
camera->atLERPStepScale = 0.0f;
- camera->stateFlags |= CAM_STATE_2;
- Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
+ Camera_RequestSettingImpl(camera, camera->prevSetting, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
}
} else {
if (rwData->animTimer > 0) {
@@ -5058,8 +5053,8 @@ s32 Camera_Unique0(Camera* camera) {
camera->playerToAtOffset.y = camera->at.y - playerPosRot->pos.y;
camera->playerToAtOffset.z = camera->at.z - playerPosRot->pos.z;
camera->atLERPStepScale = 0.0f;
- Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
- camera->stateFlags |= CAM_STATE_2;
+ Camera_RequestSettingImpl(camera, camera->prevSetting, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
}
}
return true;
@@ -5151,11 +5146,11 @@ s32 Camera_Unique7(Camera* camera) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos);
+ *eyeNext = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
*eye = *eyeNext;
bgCamRot = bgCamFuncData->rot;
- OLib_Vec3fDiffToVecGeo(&playerPosEyeOffset, eye, &playerPosRot->pos);
+ playerPosEyeOffset = OLib_Vec3fDiffToVecGeo(eye, &playerPosRot->pos);
// fov actually goes unused since it's hard set later on.
fov = bgCamFuncData->fov;
@@ -5182,8 +5177,8 @@ s32 Camera_Unique7(Camera* camera) {
// 0x7D0 ~ 10.98 degres.
rwData->unk_00.x = Camera_LERPFloorS(playerPosEyeOffset.yaw, rwData->unk_00.x, 0.4f, 0x7D0);
playerPosEyeOffset.pitch = -bgCamFuncData->rot.x * Math_CosS(playerPosEyeOffset.yaw - bgCamFuncData->rot.y);
- Camera_AddVecGeoToVec3f(at, eye, &playerPosEyeOffset);
- camera->stateFlags |= CAM_STATE_10;
+ *at = Camera_AddVecGeoToVec3f(eye, &playerPosEyeOffset);
+ camera->stateFlags |= CAM_STATE_BLOCK_BG;
return true;
}
@@ -5232,7 +5227,7 @@ s32 Camera_Unique9(Camera* camera) {
sCameraInterfaceField = roData->interfaceField;
- Actor_GetWorld(&playerPosRot, &camera->player->actor);
+ playerPosRot = Actor_GetWorld(&camera->player->actor);
if (camera->animState == 0) {
camera->animState++;
@@ -5302,21 +5297,21 @@ s32 Camera_Unique9(Camera* camera) {
}
} else if (atFlags == 4 || atFlags == 0x84) {
if (camera->target != NULL && camera->target->update != NULL) {
- Actor_GetFocus(&targethead, camera->target);
- Actor_GetFocus(&playerhead, &camera->player->actor);
+ targethead = Actor_GetFocus(camera->target);
+ playerhead = Actor_GetFocus(&camera->player->actor);
playerhead.pos.x = playerPosRot.pos.x;
playerhead.pos.z = playerPosRot.pos.z;
- OLib_Vec3fDiffToVecGeo(&playerTargetOffset, &targethead.pos, &playerhead.pos);
+ playerTargetOffset = OLib_Vec3fDiffToVecGeo(&targethead.pos, &playerhead.pos);
if (atFlags & (s16)0x8080) {
scratchGeo.pitch = CAM_DEG_TO_BINANG(rwData->curKeyFrame->atTargetInit.x);
scratchGeo.yaw = CAM_DEG_TO_BINANG(rwData->curKeyFrame->atTargetInit.y);
scratchGeo.r = rwData->curKeyFrame->atTargetInit.z;
} else {
- OLib_Vec3fToVecGeo(&scratchGeo, &rwData->curKeyFrame->atTargetInit);
+ scratchGeo = OLib_Vec3fToVecGeo(&rwData->curKeyFrame->atTargetInit);
}
scratchGeo.yaw += playerTargetOffset.yaw;
scratchGeo.pitch += playerTargetOffset.pitch;
- Camera_AddVecGeoToVec3f(&rwData->atTarget, &targethead.pos, &scratchGeo);
+ rwData->atTarget = Camera_AddVecGeoToVec3f(&targethead.pos, &scratchGeo);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
@@ -5338,11 +5333,11 @@ s32 Camera_Unique9(Camera* camera) {
if (focusActor != NULL) {
if ((atFlags & 0xF) == 1) {
- Actor_GetFocus(&atFocusPosRot, focusActor);
+ atFocusPosRot = Actor_GetFocus(focusActor);
} else if ((atFlags & 0xF) == 2) {
- Actor_GetWorld(&atFocusPosRot, focusActor);
+ atFocusPosRot = Actor_GetWorld(focusActor);
} else {
- Actor_GetWorldPosShapeRot(&atFocusPosRot, focusActor);
+ atFocusPosRot = Actor_GetWorldPosShapeRot(focusActor);
}
if (atFlags & (s16)0x8080) {
@@ -5350,12 +5345,12 @@ s32 Camera_Unique9(Camera* camera) {
scratchGeo.yaw = CAM_DEG_TO_BINANG(rwData->curKeyFrame->atTargetInit.y);
scratchGeo.r = rwData->curKeyFrame->atTargetInit.z;
} else {
- OLib_Vec3fToVecGeo(&scratchGeo, &rwData->curKeyFrame->atTargetInit);
+ scratchGeo = OLib_Vec3fToVecGeo(&rwData->curKeyFrame->atTargetInit);
}
scratchGeo.yaw += atFocusPosRot.rot.y;
scratchGeo.pitch -= atFocusPosRot.rot.x;
- Camera_AddVecGeoToVec3f(&rwData->atTarget, &atFocusPosRot.pos, &scratchGeo);
+ rwData->atTarget = Camera_AddVecGeoToVec3f(&atFocusPosRot.pos, &scratchGeo);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
@@ -5384,11 +5379,11 @@ s32 Camera_Unique9(Camera* camera) {
}
} else if (eyeFlags == 0x400 || eyeFlags == (s16)0x8400 || eyeFlags == 0x500 || eyeFlags == (s16)0x8500) {
if (camera->target != NULL && camera->target->update != NULL) {
- Actor_GetFocus(&targethead, camera->target);
- Actor_GetFocus(&playerhead, &camera->player->actor);
+ targethead = Actor_GetFocus(camera->target);
+ playerhead = Actor_GetFocus(&camera->player->actor);
playerhead.pos.x = playerPosRot.pos.x;
playerhead.pos.z = playerPosRot.pos.z;
- OLib_Vec3fDiffToVecGeo(&playerTargetOffset, &targethead.pos, &playerhead.pos);
+ playerTargetOffset = OLib_Vec3fDiffToVecGeo(&targethead.pos, &playerhead.pos);
if (eyeFlags == 0x400 || eyeFlags == (s16)0x8400) {
eyeLookAtPos = targethead.pos;
} else {
@@ -5400,12 +5395,12 @@ s32 Camera_Unique9(Camera* camera) {
scratchGeo.yaw = CAM_DEG_TO_BINANG(rwData->curKeyFrame->eyeTargetInit.y);
scratchGeo.r = rwData->curKeyFrame->eyeTargetInit.z;
} else {
- OLib_Vec3fToVecGeo(&scratchGeo, &rwData->curKeyFrame->eyeTargetInit);
+ scratchGeo = OLib_Vec3fToVecGeo(&rwData->curKeyFrame->eyeTargetInit);
}
scratchGeo.yaw += playerTargetOffset.yaw;
scratchGeo.pitch += playerTargetOffset.pitch;
- Camera_AddVecGeoToVec3f(&rwData->eyeTarget, &eyeLookAtPos, &scratchGeo);
+ rwData->eyeTarget = Camera_AddVecGeoToVec3f(&eyeLookAtPos, &scratchGeo);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
@@ -5427,13 +5422,13 @@ s32 Camera_Unique9(Camera* camera) {
if (focusActor != NULL) {
if ((eyeFlags & 0xF00) == 0x100) {
// head
- Actor_GetFocus(&eyeFocusPosRot, focusActor);
+ eyeFocusPosRot = Actor_GetFocus(focusActor);
} else if ((eyeFlags & 0xF00) == 0x200) {
// world
- Actor_GetWorld(&eyeFocusPosRot, focusActor);
+ eyeFocusPosRot = Actor_GetWorld(focusActor);
} else {
// world, shapeRot
- Actor_GetWorldPosShapeRot(&eyeFocusPosRot, focusActor);
+ eyeFocusPosRot = Actor_GetWorldPosShapeRot(focusActor);
}
if (eyeFlags & (s16)0x8080) {
@@ -5441,12 +5436,12 @@ s32 Camera_Unique9(Camera* camera) {
scratchGeo.yaw = CAM_DEG_TO_BINANG(rwData->curKeyFrame->eyeTargetInit.y);
scratchGeo.r = rwData->curKeyFrame->eyeTargetInit.z;
} else {
- OLib_Vec3fToVecGeo(&scratchGeo, &rwData->curKeyFrame->eyeTargetInit);
+ scratchGeo = OLib_Vec3fToVecGeo(&rwData->curKeyFrame->eyeTargetInit);
}
scratchGeo.yaw += eyeFocusPosRot.rot.y;
scratchGeo.pitch -= eyeFocusPosRot.rot.x;
- Camera_AddVecGeoToVec3f(&rwData->eyeTarget, &eyeFocusPosRot.pos, &scratchGeo);
+ rwData->eyeTarget = Camera_AddVecGeoToVec3f(&eyeFocusPosRot.pos, &scratchGeo);
} else {
if (camera->target == NULL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: warning: demo C: actor is not valid\n" VT_RST);
@@ -5478,16 +5473,16 @@ s32 Camera_Unique9(Camera* camera) {
*eyeNext = rwData->eyeTarget;
camera->fov = rwData->fovTarget;
camera->roll = rwData->rollTarget;
- camera->stateFlags |= CAM_STATE_10;
+ camera->stateFlags |= CAM_STATE_BLOCK_BG;
break;
case ONEPOINT_CS_ACTION_ID_21:
// same as 15, but with unk_38 ?
if (rwData->unk_38 == 0) {
rwData->unk_38 = 1;
- } else if (camera->stateFlags & CAM_STATE_3) {
+ } else if (camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED) {
rwData->unk_38 = 0;
- camera->stateFlags &= ~CAM_STATE_3;
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
}
*at = rwData->atTarget;
*eyeNext = rwData->eyeTarget;
@@ -5496,10 +5491,10 @@ s32 Camera_Unique9(Camera* camera) {
break;
case ONEPOINT_CS_ACTION_ID_16:
- // same as 21, but don't unset CAM_STATE_3 on stateFlags
+ // same as 21, but don't unset CAM_STATE_EXTERNAL_FINISHED on stateFlags
if (rwData->unk_38 == 0) {
rwData->unk_38 = 1;
- } else if (camera->stateFlags & CAM_STATE_3) {
+ } else if (camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED) {
rwData->unk_38 = 0;
}
@@ -5511,15 +5506,15 @@ s32 Camera_Unique9(Camera* camera) {
case ONEPOINT_CS_ACTION_ID_1:
// linear interpolation of eye/at using the geographic coordinates
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
- OLib_Vec3fDiffToVecGeo(&rwData->atEyeOffsetTarget, &rwData->atTarget, &rwData->eyeTarget);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
+ rwData->atEyeOffsetTarget = OLib_Vec3fDiffToVecGeo(&rwData->atTarget, &rwData->eyeTarget);
invKeyFrameTimer = 1.0f / rwData->keyFrameTimer;
scratchGeo.r = F32_LERPIMP(eyeNextAtOffset.r, rwData->atEyeOffsetTarget.r, invKeyFrameTimer);
scratchGeo.pitch = eyeNextAtOffset.pitch +
((s16)(rwData->atEyeOffsetTarget.pitch - eyeNextAtOffset.pitch) * invKeyFrameTimer);
scratchGeo.yaw =
eyeNextAtOffset.yaw + ((s16)(rwData->atEyeOffsetTarget.yaw - eyeNextAtOffset.yaw) * invKeyFrameTimer);
- Camera_AddVecGeoToVec3f(&eyeTarget, at, &scratchGeo);
+ eyeTarget = Camera_AddVecGeoToVec3f(at, &scratchGeo);
goto setEyeNext;
case ONEPOINT_CS_ACTION_ID_2:
@@ -5555,15 +5550,15 @@ s32 Camera_Unique9(Camera* camera) {
case ONEPOINT_CS_ACTION_ID_4:
// linear interpolation of eye/at/fov/roll using the step scale, and spherical coordinates
- OLib_Vec3fDiffToVecGeo(&eyeNextAtOffset, at, eyeNext);
- OLib_Vec3fDiffToVecGeo(&rwData->atEyeOffsetTarget, &rwData->atTarget, &rwData->eyeTarget);
+ eyeNextAtOffset = OLib_Vec3fDiffToVecGeo(at, eyeNext);
+ rwData->atEyeOffsetTarget = OLib_Vec3fDiffToVecGeo(&rwData->atTarget, &rwData->eyeTarget);
scratchGeo.r = Camera_LERPCeilF(rwData->atEyeOffsetTarget.r, eyeNextAtOffset.r,
rwData->curKeyFrame->lerpStepScale, 0.1f);
scratchGeo.pitch = Camera_LERPCeilS(rwData->atEyeOffsetTarget.pitch, eyeNextAtOffset.pitch,
rwData->curKeyFrame->lerpStepScale, 1);
scratchGeo.yaw = Camera_LERPCeilS(rwData->atEyeOffsetTarget.yaw, eyeNextAtOffset.yaw,
rwData->curKeyFrame->lerpStepScale, 1);
- Camera_AddVecGeoToVec3f(eyeNext, at, &scratchGeo);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &scratchGeo);
goto setAtFovRoll;
case ONEPOINT_CS_ACTION_ID_3:
@@ -5591,7 +5586,7 @@ s32 Camera_Unique9(Camera* camera) {
camera->at.x = Camera_LERPCeilF(rwData->atTarget.x, camera->at.x, rwData->curKeyFrame->lerpStepScale, 1.0f);
camera->at.y += camera->playerPosDelta.y * rwData->curKeyFrame->lerpStepScale;
camera->at.z = Camera_LERPCeilF(rwData->atTarget.z, camera->at.z, rwData->curKeyFrame->lerpStepScale, 1.0f);
- OLib_Vec3fDiffToVecGeo(&scratchGeo, at, eyeNext);
+ scratchGeo = OLib_Vec3fDiffToVecGeo(at, eyeNext);
scratchGeo.yaw += CAM_DEG_TO_BINANG(rwData->curKeyFrame->eyeTargetInit.y);
// 3A98 ~ 82.40 degrees
@@ -5610,7 +5605,7 @@ s32 Camera_Unique9(Camera* camera) {
rwData->curKeyFrame->lerpStepScale, 1.0f)
: scratchGeo.r;
- Camera_AddVecGeoToVec3f(eyeNext, at, &scratchGeo);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &scratchGeo);
camera->fov =
Camera_LERPCeilF(F32_LERPIMPINV(camera->fov, rwData->curKeyFrame->fovTargetInit, rwData->keyFrameTimer),
camera->fov, rwData->curKeyFrame->lerpStepScale, 1.0f);
@@ -5626,7 +5621,7 @@ s32 Camera_Unique9(Camera* camera) {
// Change the parent camera (or default)'s mode to normal
s32 camId = camera->parentCamId <= CAM_ID_NONE ? CAM_ID_MAIN : camera->parentCamId;
- Camera_ChangeModeFlags(camera->play->cameraPtrs[camId], CAM_MODE_NORMAL, 1);
+ Camera_RequestModeImpl(camera->play->cameraPtrs[camId], CAM_MODE_NORMAL, true);
}
FALLTHROUGH;
case ONEPOINT_CS_ACTION_ID_18: {
@@ -5714,9 +5709,9 @@ void Camera_RotateAroundPoint(PosRot* at, Vec3f* pos, Vec3f* dst) {
Vec3f posCopy;
Camera_Vec3fCopy(pos, &posCopy);
- OLib_Vec3fToVecGeo(&posGeo, &posCopy);
+ posGeo = OLib_Vec3fToVecGeo(&posCopy);
posGeo.yaw += at->rot.y;
- Camera_AddVecGeoToVec3f(dst, &at->pos, &posGeo);
+ *dst = Camera_AddVecGeoToVec3f(&at->pos, &posGeo);
}
/**
@@ -5773,7 +5768,7 @@ s32 Camera_Demo1(Camera* camera) {
// if the camera is set to be relative to the player, move the interpolated points
// relative to the player's position
if (camera->player != NULL && camera->player->actor.update != NULL) {
- Actor_GetWorld(&curPlayerPosRot, &camera->player->actor);
+ curPlayerPosRot = Actor_GetWorld(&camera->player->actor);
Camera_RotateAroundPoint(&curPlayerPosRot, &csEyeUpdate, eyeNext);
Camera_RotateAroundPoint(&curPlayerPosRot, &csAtUpdate, at);
} else {
@@ -5821,7 +5816,7 @@ s32 Camera_Demo3(Camera* camera) {
Demo3ReadWriteData* rwData = &camera->paramData.demo3.rwData;
s32 pad2;
- camera->stateFlags &= ~CAM_STATE_4;
+ camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
CameraModeValue* values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@@ -5835,13 +5830,13 @@ s32 Camera_Demo3(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, at, eye);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(at, eye);
sCameraInterfaceField = roData->interfaceField;
switch (camera->animState) {
case 0:
- camera->stateFlags &= ~(CAM_STATE_2 | CAM_STATE_3);
+ camera->stateFlags &= ~(CAM_STATE_CHECK_BG | CAM_STATE_EXTERNAL_FINISHED);
func_80043B60(camera);
camera->fov = roData->fov;
camera->roll = rwData->animFrame = 0;
@@ -5866,9 +5861,9 @@ s32 Camera_Demo3(Camera* camera) {
if (Camera_BGCheck(camera, &sp68, &sp74)) {
rwData->yawDir = -rwData->yawDir;
}
- OLib_Vec3fToVecGeo(&atOffset, &D_8011D678[0]);
+ atOffset = OLib_Vec3fToVecGeo(&D_8011D678[0]);
atOffset.yaw += camPlayerPosRot->rot.y;
- Camera_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
+ *at = Camera_AddVecGeoToVec3f(&rwData->initialAt, &atOffset);
eyeOffset.r = D_8011D658[0].r;
eyeOffset.pitch = D_8011D658[0].pitch;
eyeOffset.yaw = (D_8011D658[0].yaw * rwData->yawDir) + camPlayerPosRot->rot.y;
@@ -5881,9 +5876,9 @@ s32 Camera_Demo3(Camera* camera) {
sp5C.y = F32_LERPIMP(D_8011D678[0].y, D_8011D678[1].y, temp_f0);
sp5C.z = F32_LERPIMP(D_8011D678[0].z, D_8011D678[1].z, temp_f0);
- OLib_Vec3fToVecGeo(&atOffset, &sp5C);
+ atOffset = OLib_Vec3fToVecGeo(&sp5C);
atOffset.yaw = (atOffset.yaw * rwData->yawDir) + camPlayerPosRot->rot.y;
- Camera_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
+ *at = Camera_AddVecGeoToVec3f(&rwData->initialAt, &atOffset);
atOffset.r = F32_LERPIMP(D_8011D658[0].r, D_8011D658[1].r, temp_f0);
atOffset.pitch = BINANG_LERPIMP(D_8011D658[0].pitch, D_8011D658[1].pitch, temp_f0);
@@ -5903,9 +5898,9 @@ s32 Camera_Demo3(Camera* camera) {
sp5C.y += yOffset;
sp5C.z = F32_LERPIMP(D_8011D678[1].z, D_8011D678[2].z, temp_f0);
- OLib_Vec3fToVecGeo(&atOffset, &sp5C);
+ atOffset = OLib_Vec3fToVecGeo(&sp5C);
atOffset.yaw = (atOffset.yaw * rwData->yawDir) + camPlayerPosRot->rot.y;
- Camera_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
+ *at = Camera_AddVecGeoToVec3f(&rwData->initialAt, &atOffset);
atOffset.r = F32_LERPIMP(D_8011D658[1].r, D_8011D658[2].r, temp_f0);
atOffset.pitch = BINANG_LERPIMP(D_8011D658[1].pitch, D_8011D658[2].pitch, temp_f0);
@@ -5924,9 +5919,9 @@ s32 Camera_Demo3(Camera* camera) {
sp5C.y += yOffset;
sp5C.z = F32_LERPIMP(D_8011D678[2].z, D_8011D678[3].z, temp_f0);
- OLib_Vec3fToVecGeo(&atOffset, &sp5C);
+ atOffset = OLib_Vec3fToVecGeo(&sp5C);
atOffset.yaw = (atOffset.yaw * rwData->yawDir) + camPlayerPosRot->rot.y;
- Camera_AddVecGeoToVec3f(at, &rwData->initialAt, &atOffset);
+ *at = Camera_AddVecGeoToVec3f(&rwData->initialAt, &atOffset);
atOffset.r = F32_LERPIMP(D_8011D658[2].r, D_8011D658[3].r, temp_f0);
atOffset.pitch = BINANG_LERPIMP(D_8011D658[2].pitch, D_8011D658[3].pitch, temp_f0);
@@ -5938,8 +5933,8 @@ s32 Camera_Demo3(Camera* camera) {
rwData->unk_0C += (4.0f / 45.0f);
break;
case 30:
- camera->stateFlags |= CAM_STATE_10;
- if (camera->stateFlags & CAM_STATE_3) {
+ camera->stateFlags |= CAM_STATE_BLOCK_BG;
+ if (camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED) {
camera->animState = 4;
}
FALLTHROUGH;
@@ -5963,17 +5958,17 @@ s32 Camera_Demo3(Camera* camera) {
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_CRIGHT) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_R) ||
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z)) &&
- (camera->stateFlags & CAM_STATE_3))) {
+ (camera->stateFlags & CAM_STATE_EXTERNAL_FINISHED))) {
goto skipeyeUpdate;
}
FALLTHROUGH;
default:
- camera->stateFlags |= (CAM_STATE_2 | CAM_STATE_4);
- camera->stateFlags &= ~CAM_STATE_3;
+ camera->stateFlags |= (CAM_STATE_CHECK_BG | CAM_STATE_CAM_FUNC_FINISH);
+ camera->stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
if (camera->prevBgCamIndex < 0) {
- Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
+ Camera_RequestSettingImpl(camera, camera->prevSetting, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
} else {
- Camera_ChangeBgCamIndex(camera, camera->prevBgCamIndex);
+ Camera_RequestBgCam(camera, camera->prevBgCamIndex);
camera->prevBgCamIndex = -1;
}
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
@@ -6004,7 +5999,7 @@ s32 Camera_Demo3(Camera* camera) {
eyeOffset.r = Camera_LERPCeilF(eyeOffset.r, eyeAtOffset.r, rwData->unk_0C, 2.0f);
eyeOffset.pitch = Camera_LERPCeilS(eyeOffset.pitch, eyeAtOffset.pitch, rwData->unk_0C, 0xA);
eyeOffset.yaw = Camera_LERPCeilS(eyeOffset.yaw, eyeAtOffset.yaw, rwData->unk_0C, 0xA);
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeOffset);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeOffset);
*eye = *eyeNext;
}
@@ -6040,7 +6035,7 @@ s32 Camera_Demo5(Camera* camera) {
s16 t;
s32 pad2;
- Actor_GetFocus(&playerhead, &camera->player->actor);
+ playerhead = Actor_GetFocus(&camera->player->actor);
player = camera->player;
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_LARGE, CAM_HUD_VISIBILITY_NOTHING_ALT, 0);
@@ -6052,12 +6047,12 @@ s32 Camera_Demo5(Camera* camera) {
return true;
}
- Actor_GetFocus(&camera->targetPosRot, camera->target);
- OLib_Vec3fDiffToVecGeo(&playerTargetGeo, &camera->targetPosRot.pos, &camera->playerPosRot.pos);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
+ playerTargetGeo = OLib_Vec3fDiffToVecGeo(&camera->targetPosRot.pos, &camera->playerPosRot.pos);
D_8011D3AC = camera->target->category;
Actor_GetScreenPos(camera->play, camera->target, &targetScreenPosX, &targetScreenPosY);
eyeTargetDist = OLib_Vec3fDist(&camera->targetPosRot.pos, &camera->eye);
- OLib_Vec3fDiffToVecGeo(&eyePlayerGeo, &playerhead.pos, &camera->eyeNext);
+ eyePlayerGeo = OLib_Vec3fDiffToVecGeo(&playerhead.pos, &camera->eyeNext);
sp4A = eyePlayerGeo.yaw - playerTargetGeo.yaw;
if (camera->target->category == ACTORCAT_PLAYER) {
@@ -6170,7 +6165,7 @@ s32 Camera_Demo5(Camera* camera) {
temp_v0 = Rand_ZeroOne() * (sp90 * -0.2f);
D_8011D954[1].rollTargetInit = temp_v0;
D_8011D954[0].rollTargetInit = temp_v0;
- Actor_GetFocus(&targethead, camera->target);
+ targethead = Actor_GetFocus(camera->target);
targethead.pos.x += 50.0f * Math_SinS(sp4A - 0x7FFF);
targethead.pos.z += 50.0f * Math_CosS(sp4A - 0x7FFF);
if (Camera_BGCheck(camera, &playerhead.pos, &targethead.pos)) {
@@ -6196,7 +6191,7 @@ s32 Camera_Demo5(Camera* camera) {
}
Player_GetHeight(camera->player);
D_8011D9F4[0].timerInit = camera->timer;
- Actor_GetFocus(&targethead, camera->target);
+ targethead = Actor_GetFocus(camera->target);
if (Camera_BGCheck(camera, &playerhead.pos, &targethead.pos)) {
D_8011D9F4[1].timerInit = 4;
D_8011D9F4[1].actionFlags = ONEPOINT_CS_ACTION(ONEPOINT_CS_ACTION_ID_15, false, true);
@@ -6248,7 +6243,8 @@ s32 Camera_Demo5(Camera* camera) {
}
sDemo5PrevAction12Frame = camera->play->state.frames;
- Camera_ChangeSettingFlags(camera, CAM_SET_CS_C, (4 | 1));
+ Camera_RequestSettingImpl(camera, CAM_SET_CS_C,
+ CAM_REQUEST_SETTING_PRESERVE_BG_CAM_INDEX | CAM_REQUEST_SETTING_FORCE_CHANGE);
Camera_Unique9(camera);
@@ -6290,7 +6286,7 @@ s32 Camera_Demo6(Camera* camera) {
// initializes the camera state.
rwData->animTimer = 0;
camera->fov = 60.0f;
- Actor_GetWorld(&focusPosRot, camFocus);
+ focusPosRot = Actor_GetWorld(camFocus);
camera->at.x = focusPosRot.pos.x;
camera->at.y = focusPosRot.pos.y + 20.0f;
camera->at.z = focusPosRot.pos.z;
@@ -6299,14 +6295,14 @@ s32 Camera_Demo6(Camera* camera) {
eyeOffset.yaw = Camera_XZAngle(&focusPosRot.pos, &mainCam->playerPosRot.pos) + 0x7D0;
// -0x3E8 ~5.49 degrees
eyeOffset.pitch = -0x3E8;
- Camera_AddVecGeoToVec3f(eyeNext, &camera->at, &eyeOffset);
+ *eyeNext = Camera_AddVecGeoToVec3f(&camera->at, &eyeOffset);
camera->eye = *eyeNext;
camera->animState++;
FALLTHROUGH;
case 1:
if (stateTimers[camera->animState] < rwData->animTimer) {
Player_SetCsActionWithHaltedActors(camera->play, &camera->player->actor, PLAYER_CSACTION_8);
- Actor_GetWorld(&focusPosRot, camFocus);
+ focusPosRot = Actor_GetWorld(camFocus);
rwData->atTarget.x = focusPosRot.pos.x;
rwData->atTarget.y = focusPosRot.pos.y - 20.0f;
rwData->atTarget.z = focusPosRot.pos.z;
@@ -6333,15 +6329,15 @@ s32 Camera_Demo6(Camera* camera) {
}
rwData->animTimer++;
- Actor_GetWorld(&focusPosRot, camFocus);
+ focusPosRot = Actor_GetWorld(camFocus);
return true;
}
s32 Camera_Demo7(Camera* camera) {
if (camera->animState == 0) {
- camera->stateFlags &= ~CAM_STATE_2;
- camera->stateFlags |= CAM_STATE_12;
+ camera->stateFlags &= ~CAM_STATE_CHECK_BG;
+ camera->stateFlags |= CAM_STATE_DEMO7;
camera->animState++;
}
//! @bug doesn't return
@@ -6429,13 +6425,13 @@ s32 Camera_Demo9(Camera* camera) {
Camera_RotateAroundPoint(mainCamPlayerPosRot, &csAtUpdate, &newAt);
} else if (onePointCamData->actionParameters == 4) {
// rotate around the current camera's player
- Actor_GetWorld(&focusPosRot, &camera->player->actor);
+ focusPosRot = Actor_GetWorld(&camera->player->actor);
Camera_RotateAroundPoint(&focusPosRot, &csEyeUpdate, &newEye);
Camera_RotateAroundPoint(&focusPosRot, &csAtUpdate, &newAt);
} else if (onePointCamData->actionParameters == 8) {
// rotate around the current camera's target
if (camera->target != NULL && camera->target->update != NULL) {
- Actor_GetWorld(&focusPosRot, camera->target);
+ focusPosRot = Actor_GetWorld(camera->target);
Camera_RotateAroundPoint(&focusPosRot, &csEyeUpdate, &newEye);
Camera_RotateAroundPoint(&focusPosRot, &csAtUpdate, &newAt);
} else {
@@ -6528,7 +6524,7 @@ s32 Camera_Special0(Camera* camera) {
return true;
}
- Actor_GetFocus(&camera->targetPosRot, camera->target);
+ camera->targetPosRot = Actor_GetFocus(camera->target);
Camera_LERPCeilVec3f(&camera->targetPosRot.pos, &camera->at, roData->lerpAtScale, roData->lerpAtScale, 0.1f);
camera->playerToAtOffset.x = camera->at.x - playerPosRot->pos.x;
@@ -6574,7 +6570,7 @@ s32 Camera_Special4(Camera* camera) {
return false;
} else {
camera->roll = -0x1F4;
- Actor_GetWorld(&curTargetPosRot, camera->target);
+ curTargetPosRot = Actor_GetWorld(camera->target);
camera->at = curTargetPosRot.pos;
camera->at.y -= 150.0f;
@@ -6632,9 +6628,9 @@ s32 Camera_Special5(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&sp64, at, eye);
- OLib_Vec3fDiffToVecGeo(&sp5C, at, eyeNext);
- Actor_GetWorld(&spA8, camera->target);
+ sp64 = OLib_Vec3fDiffToVecGeo(at, eye);
+ sp5C = OLib_Vec3fDiffToVecGeo(at, eyeNext);
+ spA8 = Actor_GetWorld(camera->target);
sCameraInterfaceField = roData->interfaceField;
@@ -6656,9 +6652,9 @@ s32 Camera_Special5(Camera* camera) {
sp6C.yaw = playerPosRot->rot.y;
sp6C.pitch = -playerPosRot->rot.x;
sp6C.r = 20.0f;
- Camera_AddVecGeoToVec3f(&sp7C.pos, &spA8.pos, &sp6C);
+ sp7C.pos = Camera_AddVecGeoToVec3f(&spA8.pos, &sp6C);
Camera_BGCheckInfo(camera, at, &sp7C);
- OLib_Vec3fToVecGeo(&sp6C, &sp7C.norm);
+ sp6C = OLib_Vec3fToVecGeo(&sp7C.norm);
spA4 = playerPosRot->rot.y - sp6C.yaw;
sp74.r = roData->eyeDist;
temp_f0_2 = Rand_ZeroOne();
@@ -6666,7 +6662,7 @@ s32 Camera_Special5(Camera* camera) {
(s16)(playerPosRot->rot.y - 0x7FFF) + (s16)(spA4 < 0 ? -(s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f))
: (s16)(0x1553 + (s16)(temp_f0_2 * 2730.0f)));
sp74.pitch = roData->pitch;
- Camera_AddVecGeoToVec3f(eyeNext, &spA8.pos, &sp74);
+ *eyeNext = Camera_AddVecGeoToVec3f(&spA8.pos, &sp74);
*eye = *eyeNext;
Camera_BGCheck(camera, &spA8.pos, eye);
}
@@ -6785,10 +6781,10 @@ s32 Camera_Special6(Camera* camera) {
Camera_CopyPREGToModeValues(camera);
}
- OLib_Vec3fDiffToVecGeo(&eyeAtOffset, eye, at);
+ eyeAtOffset = OLib_Vec3fDiffToVecGeo(eye, at);
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(&bgCamPos, &bgCamFuncData->pos);
+ bgCamPos = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
bgCamRot = bgCamFuncData->rot;
fov = bgCamFuncData->fov;
if (fov == -1) {
@@ -6830,7 +6826,7 @@ s32 Camera_Special6(Camera* camera) {
atOffset.r = 100.0f;
atOffset.yaw = bgCamRot.y;
atOffset.pitch = -bgCamRot.x;
- Camera_AddVecGeoToVec3f(&atAnim, &eyeAnim, &atOffset);
+ atAnim = Camera_AddVecGeoToVec3f(&eyeAnim, &atOffset);
timerDivisor = 1.0f / timerF;
eye->x += (eyeAnim.x - eye->x) * timerDivisor;
eye->y += (eyeAnim.y - eye->y) * timerDivisor;
@@ -6856,7 +6852,7 @@ s32 Camera_Special6(Camera* camera) {
atOffset.r = 100.0f;
atOffset.yaw = bgCamRot.y;
atOffset.pitch = -bgCamRot.x;
- Camera_AddVecGeoToVec3f(at, eye, &atOffset);
+ *at = Camera_AddVecGeoToVec3f(eye, &atOffset);
}
return true;
}
@@ -6885,7 +6881,7 @@ s32 Camera_Special9(Camera* camera) {
BgCamFuncData* bgCamFuncData;
playerYOffset = Player_GetHeight(camera->player);
- camera->stateFlags &= ~CAM_STATE_4;
+ camera->stateFlags &= ~CAM_STATE_CAM_FUNC_FINISH;
yNormal =
1.0f + CAM_DATA_SCALED(R_CAM_YOFFSET_NORM) - (CAM_DATA_SCALED(R_CAM_YOFFSET_NORM) * (68.0f / playerYOffset));
@@ -6902,14 +6898,14 @@ s32 Camera_Special9(Camera* camera) {
}
if (doorParams->doorActor != NULL) {
- Actor_GetWorldPosShapeRot(&referencePosRot, doorParams->doorActor);
+ referencePosRot = Actor_GetWorldPosShapeRot(doorParams->doorActor);
} else {
referencePosRot = *playerPosRot;
referencePosRot.pos.y += playerYOffset + roData->yOffset;
referencePosRot.rot.x = 0;
}
- OLib_Vec3fDiffToVecGeo(&atEyeOffsetGeo, at, eye);
+ atEyeOffsetGeo = OLib_Vec3fDiffToVecGeo(at, eye);
sCameraInterfaceField = roData->interfaceField;
@@ -6917,7 +6913,7 @@ s32 Camera_Special9(Camera* camera) {
if (1) {}
case 0:
- camera->stateFlags &= ~(CAM_STATE_1 | CAM_STATE_2);
+ camera->stateFlags &= ~(CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
camera->animState++;
//! @bug The angle passed to ABS should be cast to s16.
@@ -6935,7 +6931,7 @@ s32 Camera_Special9(Camera* camera) {
camera->animState++;
if (roData->interfaceField & SPECIAL9_FLAG_0) {
bgCamFuncData = (BgCamFuncData*)Camera_GetBgCamFuncData(camera);
- Camera_Vec3sToVec3f(eyeNext, &bgCamFuncData->pos);
+ *eyeNext = Camera_Vec3sToVec3f(&bgCamFuncData->pos);
spAC = *eye = *eyeNext;
} else {
s16 yaw;
@@ -6946,12 +6942,12 @@ s32 Camera_Special9(Camera* camera) {
yaw = 0xAAA * ((camera->play->state.frames & 1) ? 1 : -1);
eyeAdjustment.yaw = rwData->targetYaw + yaw;
eyeAdjustment.r = 200.0f * yNormal;
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeAdjustment);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeAdjustment);
spAC = *eye = *eyeNext;
if (Camera_CheckOOB(camera, &spAC, &playerPosRot->pos)) {
yaw = -yaw;
eyeAdjustment.yaw = rwData->targetYaw + yaw;
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeAdjustment);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeAdjustment);
*eye = *eyeNext;
}
}
@@ -6967,7 +6963,7 @@ s32 Camera_Special9(Camera* camera) {
doorParams->timer2--;
if (doorParams->timer2 <= 0) {
camera->animState++;
- rwData->targetYaw = rwData->targetYaw - 0x7FFF;
+ rwData->targetYaw -= 0x7FFF;
} else {
break;
}
@@ -6979,7 +6975,7 @@ s32 Camera_Special9(Camera* camera) {
eyeAdjustment.pitch = Camera_LERPCeilS(0xAAA, atEyeOffsetGeo.pitch, 0.3f, 0xA);
eyeAdjustment.yaw = Camera_LERPCeilS(rwData->targetYaw, atEyeOffsetGeo.yaw, 0.3f, 0xA);
eyeAdjustment.r = Camera_LERPCeilF(60.0f, atEyeOffsetGeo.r, 0.3f, 1.0f);
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeAdjustment);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeAdjustment);
*eye = *eyeNext;
doorParams->timer3--;
if (doorParams->timer3 <= 0) {
@@ -6992,7 +6988,7 @@ s32 Camera_Special9(Camera* camera) {
camera->animState++;
FALLTHROUGH;
default:
- camera->stateFlags |= (CAM_STATE_4 | CAM_STATE_10);
+ camera->stateFlags |= (CAM_STATE_CAM_FUNC_FINISH | CAM_STATE_BLOCK_BG);
sCameraInterfaceField = CAM_INTERFACE_FIELD(CAM_LETTERBOX_NONE, CAM_HUD_VISIBILITY_ALL, 0);
if (camera->xzSpeed > 0.001f || CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_A) ||
@@ -7005,8 +7001,8 @@ s32 Camera_Special9(Camera* camera) {
CHECK_BTN_ALL(D_8015BD7C->state.input[0].press.button, BTN_Z) ||
(roData->interfaceField & SPECIAL9_FLAG_3)) {
- Camera_ChangeSettingFlags(camera, camera->prevSetting, 2);
- camera->stateFlags |= (CAM_STATE_1 | CAM_STATE_2);
+ Camera_RequestSettingImpl(camera, camera->prevSetting, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
+ camera->stateFlags |= (CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG);
}
break;
}
@@ -7021,7 +7017,7 @@ s32 Camera_Special9(Camera* camera) {
}
Camera* Camera_Create(View* view, CollisionContext* colCtx, PlayState* play) {
- Camera* newCamera = ZeldaArena_MallocDebug(sizeof(*newCamera), "../z_camera.c", 9370);
+ Camera* newCamera = ZELDA_ARENA_MALLOC(sizeof(*newCamera), "../z_camera.c", 9370);
if (newCamera != NULL) {
osSyncPrintf(VT_FGCOL(BLUE) "camera: create --- allocate %d byte" VT_RST "\n", sizeof(*newCamera) * 4);
@@ -7035,7 +7031,7 @@ Camera* Camera_Create(View* view, CollisionContext* colCtx, PlayState* play) {
void Camera_Destroy(Camera* camera) {
if (camera != NULL) {
osSyncPrintf(VT_FGCOL(BLUE) "camera: destroy ---" VT_RST "\n");
- ZeldaArena_FreeDebug(camera, "../z_camera.c", 9391);
+ ZELDA_ARENA_FREE(camera, "../z_camera.c", 9391);
} else {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: destroy: already cleared\n" VT_RST);
}
@@ -7107,7 +7103,7 @@ void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState
camera->bgId = BGCHECK_SCENE;
camera->csId = 0x7FFF;
camera->timer = -1;
- camera->stateFlags |= CAM_STATE_14;
+ camera->stateFlags |= CAM_STATE_CAM_INIT;
camera->up.y = 1.0f;
camera->up.z = camera->up.x = 0.0f;
@@ -7122,7 +7118,7 @@ void Camera_Init(Camera* camera, View* view, CollisionContext* colCtx, PlayState
void func_80057FC4(Camera* camera) {
if (camera != &camera->play->mainCamera) {
camera->prevSetting = camera->setting = CAM_SET_FREE0;
- camera->stateFlags &= ~CAM_STATE_2;
+ camera->stateFlags &= ~CAM_STATE_CHECK_BG;
} else if (camera->play->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) {
switch (camera->play->roomCtx.curRoom.behaviorType1) {
case ROOM_BEHAVIOR_TYPE1_1:
@@ -7138,13 +7134,13 @@ void func_80057FC4(Camera* camera) {
osSyncPrintf("camera: room type: default set etc (%d)\n", camera->play->roomCtx.curRoom.behaviorType1);
Camera_ChangeDoorCam(camera, NULL, -99, 0, 0, 18, 10);
camera->prevSetting = camera->setting = CAM_SET_NORMAL0;
- camera->stateFlags |= CAM_STATE_2;
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
break;
}
} else {
osSyncPrintf("camera: room type: prerender\n");
camera->prevSetting = camera->setting = CAM_SET_FREE0;
- camera->stateFlags &= ~CAM_STATE_2;
+ camera->stateFlags &= ~CAM_STATE_CHECK_BG;
}
}
@@ -7162,7 +7158,7 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
Vec3f* at = &camera->at;
Vec3f* eyeNext = &camera->eyeNext;
- Actor_GetWorldPosShapeRot(&playerPosRot, &player->actor);
+ playerPosRot = Actor_GetWorldPosShapeRot(&player->actor);
playerToAtOffsetY = Player_GetHeight(player);
camera->player = player;
camera->playerPosRot = playerPosRot;
@@ -7181,7 +7177,7 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
camera->playerToAtOffset.y = playerToAtOffsetY;
camera->playerToAtOffset.z = 0;
- Camera_AddVecGeoToVec3f(eyeNext, at, &eyeNextAtOffset);
+ *eyeNext = Camera_AddVecGeoToVec3f(at, &eyeNextAtOffset);
*eye = *eyeNext;
camera->roll = 0;
@@ -7196,7 +7192,7 @@ void Camera_InitDataUsingPlayer(Camera* camera, Player* player) {
camera->bgCamIndexBeforeUnderwater = -1;
camera->waterCamSetting = -1;
- camera->stateFlags |= CAM_STATE_2;
+ camera->stateFlags |= CAM_STATE_CHECK_BG;
if (camera == &camera->play->mainCamera) {
sCameraInterfaceField =
@@ -7334,24 +7330,29 @@ s32 Camera_UpdateWater(Camera* camera) {
Player* player = camera->player;
s16 prevBgId;
- if (!(camera->stateFlags & CAM_STATE_1) || sCameraSettings[camera->setting].unk_00 & 0x40000000) {
+ if (!(camera->stateFlags & CAM_STATE_CHECK_WATER) || sCameraSettings[camera->setting].unk_00 & 0x40000000) {
return 0;
}
- if (camera->stateFlags & CAM_STATE_9) {
+ // Process player diving in water
+ if (camera->stateFlags & CAM_STATE_PLAYER_IN_WATER) {
if (player->stateFlags2 & PLAYER_STATE2_11) {
- Camera_ChangeSettingFlags(camera, CAM_SET_PIVOT_WATER_SURFACE, 6);
- camera->stateFlags |= CAM_STATE_15;
- } else if (camera->stateFlags & CAM_STATE_15) {
- Camera_ChangeSettingFlags(camera, *waterCamSetting, 6);
- camera->stateFlags &= ~CAM_STATE_15;
+ Camera_RequestSettingImpl(camera, CAM_SET_PIVOT_WATER_SURFACE,
+ CAM_REQUEST_SETTING_PRESERVE_BG_CAM_INDEX | CAM_REQUEST_SETTING_IGNORE_PRIORITY);
+ camera->stateFlags |= CAM_STATE_PLAYER_DIVING;
+ } else if (camera->stateFlags & CAM_STATE_PLAYER_DIVING) {
+ Camera_RequestSettingImpl(camera, *waterCamSetting,
+ CAM_REQUEST_SETTING_PRESERVE_BG_CAM_INDEX | CAM_REQUEST_SETTING_IGNORE_PRIORITY);
+ camera->stateFlags &= ~CAM_STATE_PLAYER_DIVING;
}
}
- if (!(camera->stateFlags & CAM_STATE_15)) {
+
+ // Process player swimming in water
+ if (!(camera->stateFlags & CAM_STATE_PLAYER_DIVING)) {
if (waterBgCamIndex = Camera_GetWaterBoxBgCamIndex(camera, &waterY), waterBgCamIndex == -2) {
- // No camera data index
- if (!(camera->stateFlags & CAM_STATE_9)) {
- camera->stateFlags |= CAM_STATE_9;
+ // In a water box that has no bgCamIndex
+ if (!(camera->stateFlags & CAM_STATE_PLAYER_IN_WATER)) {
+ camera->stateFlags |= CAM_STATE_PLAYER_IN_WATER;
camera->waterYPos = waterY;
camera->bgCamIndexBeforeUnderwater = camera->bgCamIndex;
*waterQuakeIndex = -1;
@@ -7359,15 +7360,15 @@ s32 Camera_UpdateWater(Camera* camera) {
if (camera->playerGroundY != camera->playerPosRot.pos.y) {
prevBgId = camera->bgId;
camera->bgId = BGCHECK_SCENE;
- Camera_ChangeSettingFlags(camera, CAM_SET_NORMAL3, 2);
+ Camera_RequestSettingImpl(camera, CAM_SET_NORMAL3, CAM_REQUEST_SETTING_IGNORE_PRIORITY);
*waterCamSetting = camera->setting;
camera->bgId = prevBgId;
camera->bgCamIndex = -2;
}
} else if (waterBgCamIndex != -1) {
- // player is in a water box
- if (!(camera->stateFlags & CAM_STATE_9)) {
- camera->stateFlags |= CAM_STATE_9;
+ // In a water box with a bgCamIndex
+ if (!(camera->stateFlags & CAM_STATE_PLAYER_IN_WATER)) {
+ camera->stateFlags |= CAM_STATE_PLAYER_IN_WATER;
camera->waterYPos = waterY;
camera->bgCamIndexBeforeUnderwater = camera->bgCamIndex;
*waterQuakeIndex = -1;
@@ -7375,30 +7376,31 @@ s32 Camera_UpdateWater(Camera* camera) {
if (camera->playerGroundY != camera->playerPosRot.pos.y) {
prevBgId = camera->bgId;
camera->bgId = BGCHECK_SCENE;
- Camera_ChangeBgCamIndex(camera, waterBgCamIndex);
+ Camera_RequestBgCam(camera, waterBgCamIndex);
*waterCamSetting = camera->setting;
camera->bgId = prevBgId;
}
- } else if (camera->stateFlags & CAM_STATE_9) {
- // player is out of a water box.
+ } else if (camera->stateFlags & CAM_STATE_PLAYER_IN_WATER) {
+ // player is leaving a water box.
osSyncPrintf("camera: water: off\n");
- camera->stateFlags &= ~CAM_STATE_9;
+ camera->stateFlags &= ~CAM_STATE_PLAYER_IN_WATER;
prevBgId = camera->bgId;
camera->bgId = BGCHECK_SCENE;
if (camera->bgCamIndexBeforeUnderwater < 0) {
func_80057FC4(camera);
camera->bgCamIndex = -1;
} else {
- Camera_ChangeBgCamIndex(camera, camera->bgCamIndexBeforeUnderwater);
+ Camera_RequestBgCam(camera, camera->bgCamIndexBeforeUnderwater);
}
camera->bgId = prevBgId;
}
}
+ // Process camera in water
if (waterY = Camera_GetWaterSurface(camera, &camera->eye, &waterLightsIndex), waterY != BGCHECK_Y_MIN) {
camera->waterYPos = waterY;
- if (!(camera->stateFlags & CAM_STATE_8)) {
- camera->stateFlags |= CAM_STATE_8;
+ if (!(camera->stateFlags & CAM_STATE_CAMERA_IN_WATER)) {
+ camera->stateFlags |= CAM_STATE_CAMERA_IN_WATER;
osSyncPrintf("kankyo changed water, sound on\n");
Environment_EnableUnderwaterLights(camera->play, waterLightsIndex);
camera->waterDistortionTimer = 80;
@@ -7432,8 +7434,8 @@ s32 Camera_UpdateWater(Camera* camera) {
camera->distortionFlags |= DISTORTION_UNDERWATER_WEAK;
}
} else {
- if (camera->stateFlags & CAM_STATE_8) {
- camera->stateFlags &= ~CAM_STATE_8;
+ if (camera->stateFlags & CAM_STATE_CAMERA_IN_WATER) {
+ camera->stateFlags &= ~CAM_STATE_CAMERA_IN_WATER;
osSyncPrintf("kankyo changed water off, sound off\n");
Environment_DisableUnderwaterLights(camera->play);
if (*waterQuakeIndex != 0) {
@@ -7477,7 +7479,7 @@ s32 Camera_DbgChangeMode(Camera* camera) {
}
if (changeDir != 0) {
sDbgModeIdx = (sDbgModeIdx + changeDir) % 6;
- if (Camera_ChangeSetting(camera, D_8011DAFC[sDbgModeIdx]) > 0) {
+ if (Camera_RequestSetting(camera, D_8011DAFC[sDbgModeIdx]) > 0) {
osSyncPrintf("camera: force change SET to %s!\n", sCameraSettingNames[D_8011DAFC[sDbgModeIdx]]);
}
}
@@ -7562,11 +7564,11 @@ void Camera_UpdateDistortion(Camera* camera) {
Math_CosS(depthPhase) * (zScale * scaleFactor) + 1.0f);
View_SetDistortionSpeed(&camera->play->view, speed * speedFactor);
- camera->stateFlags |= CAM_STATE_6;
+ camera->stateFlags |= CAM_STATE_DISTORTION;
- } else if (camera->stateFlags & CAM_STATE_6) {
+ } else if (camera->stateFlags & CAM_STATE_DISTORTION) {
View_ClearDistortion(&camera->play->view);
- camera->stateFlags &= ~CAM_STATE_6;
+ camera->stateFlags &= ~CAM_STATE_DISTORTION;
}
}
@@ -7603,7 +7605,7 @@ Vec3s Camera_Update(Camera* camera) {
sUpdateCameraDirection = false;
if (camera->player != NULL) {
- Actor_GetWorldPosShapeRot(&curPlayerPosRot, &camera->player->actor);
+ curPlayerPosRot = Actor_GetWorldPosShapeRot(&camera->player->actor);
camera->xzSpeed = playerXZSpeed = OLib_Vec3fDistXZ(&curPlayerPosRot.pos, &camera->playerPosRot.pos);
camera->speedRatio =
@@ -7640,14 +7642,14 @@ Vec3s Camera_Update(Camera* camera) {
Camera_UpdateHotRoom(camera);
}
- if (!(camera->stateFlags & CAM_STATE_2)) {
+ if (!(camera->stateFlags & CAM_STATE_CHECK_BG)) {
camera->nextBgCamIndex = -1;
}
- if ((camera->stateFlags & CAM_STATE_0) && (camera->stateFlags & CAM_STATE_2) &&
- !(camera->stateFlags & CAM_STATE_10) &&
- (!(camera->stateFlags & CAM_STATE_9) || (player->currentBoots == PLAYER_BOOTS_IRON)) &&
- !(camera->stateFlags & CAM_STATE_15) && (playerGroundY != BGCHECK_Y_MIN)) {
+ if ((camera->stateFlags & CAM_STATE_CHECK_BG_ALT) && (camera->stateFlags & CAM_STATE_CHECK_BG) &&
+ !(camera->stateFlags & CAM_STATE_BLOCK_BG) &&
+ (!(camera->stateFlags & CAM_STATE_PLAYER_IN_WATER) || (player->currentBoots == PLAYER_BOOTS_IRON)) &&
+ !(camera->stateFlags & CAM_STATE_PLAYER_DIVING) && (playerGroundY != BGCHECK_Y_MIN)) {
bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, playerFloorPoly);
if (bgCamIndex != -1) {
camera->nextBgId = bgId;
@@ -7657,10 +7659,10 @@ Vec3s Camera_Update(Camera* camera) {
}
}
- if (camera->nextBgCamIndex != -1 && (fabsf(curPlayerPosRot.pos.y - playerGroundY) < 2.0f) &&
- (!(camera->stateFlags & CAM_STATE_9) || (player->currentBoots == PLAYER_BOOTS_IRON))) {
+ if ((camera->nextBgCamIndex != -1) && (fabsf(curPlayerPosRot.pos.y - playerGroundY) < 2.0f) &&
+ (!(camera->stateFlags & CAM_STATE_PLAYER_IN_WATER) || (player->currentBoots == PLAYER_BOOTS_IRON))) {
camera->bgId = camera->nextBgId;
- Camera_ChangeBgCamIndex(camera, camera->nextBgCamIndex);
+ Camera_RequestBgCam(camera, camera->nextBgCamIndex);
camera->nextBgCamIndex = -1;
}
}
@@ -7676,8 +7678,8 @@ Vec3s Camera_Update(Camera* camera) {
}
camera->behaviorFlags = 0;
- camera->stateFlags &= ~(CAM_STATE_10 | CAM_STATE_5);
- camera->stateFlags |= CAM_STATE_4;
+ camera->stateFlags &= ~(CAM_STATE_BLOCK_BG | CAM_STATE_LOCK_MODE);
+ camera->stateFlags |= CAM_STATE_CAM_FUNC_FINISH;
if (R_DEBUG_CAM_UPDATE) {
osSyncPrintf("camera: engine (%d %d %d) %04x \n", camera->setting, camera->mode,
@@ -7687,7 +7689,7 @@ Vec3s Camera_Update(Camera* camera) {
if (sOOBTimer < 200) {
sCameraFunctions[sCameraSettings[camera->setting].cameraModes[camera->mode].funcIdx](camera);
} else if (camera->player != NULL) {
- OLib_Vec3fDiffToVecGeo(&eyeAtAngle, &camera->at, &camera->eye);
+ eyeAtAngle = OLib_Vec3fDiffToVecGeo(&camera->at, &camera->eye);
Camera_CalcAtDefault(camera, &eyeAtAngle, 0.0f, false);
}
@@ -7761,15 +7763,15 @@ Vec3s Camera_Update(Camera* camera) {
viewEye.y = camera->eye.y + camShake.eyeOffset.y;
viewEye.z = camera->eye.z + camShake.eyeOffset.z;
- OLib_Vec3fDiffToVecGeo(&eyeAtAngle, &viewEye, &viewAt);
- Camera_CalcUpFromPitchYawRoll(&viewUp, eyeAtAngle.pitch + camShake.upPitchOffset,
- eyeAtAngle.yaw + camShake.upYawOffset, camera->roll);
+ eyeAtAngle = OLib_Vec3fDiffToVecGeo(&viewEye, &viewAt);
+ viewUp = Camera_CalcUpFromPitchYawRoll(eyeAtAngle.pitch + camShake.upPitchOffset,
+ eyeAtAngle.yaw + camShake.upYawOffset, camera->roll);
viewFov = camera->fov + CAM_BINANG_TO_DEG(camShake.fovOffset);
} else {
viewAt = camera->at;
viewEye = camera->eye;
- OLib_Vec3fDiffToVecGeo(&eyeAtAngle, &viewEye, &viewAt);
- Camera_CalcUpFromPitchYawRoll(&viewUp, eyeAtAngle.pitch, eyeAtAngle.yaw, camera->roll);
+ eyeAtAngle = OLib_Vec3fDiffToVecGeo(&viewEye, &viewAt);
+ viewUp = Camera_CalcUpFromPitchYawRoll(eyeAtAngle.pitch, eyeAtAngle.yaw, camera->roll);
viewFov = camera->fov;
}
@@ -7846,7 +7848,7 @@ void Camera_Finish(Camera* camera) {
osSyncPrintf("camera: player demo end!!\n");
}
- mainCam->stateFlags |= CAM_STATE_3;
+ mainCam->stateFlags |= CAM_STATE_EXTERNAL_FINISHED;
}
if (CHILD_CAM(camera)->parentCamId == camera->camId) {
@@ -7869,140 +7871,181 @@ void Camera_Finish(Camera* camera) {
}
}
-s32 func_8005A02C(Camera* camera) {
- camera->stateFlags |= (CAM_STATE_2 | CAM_STATE_3);
- camera->stateFlags &= ~(CAM_STATE_3 | CAM_STATE_12);
+s32 Camera_SetNewModeStateFlags(Camera* camera) {
+ camera->stateFlags |= (CAM_STATE_CHECK_BG | CAM_STATE_EXTERNAL_FINISHED);
+ camera->stateFlags &= ~(CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_DEMO7);
return true;
}
-s32 Camera_ChangeModeFlags(Camera* camera, s16 mode, u8 flags) {
- static s32 modeChangeFlags = 0;
+#define CAM_REQUEST_MODE_FORCE_NO_SFX (1 << 0)
+#define CAM_REQUEST_MODE_SFX_ATTENTION (1 << 1)
+#define CAM_REQUEST_MODE_Z_TARGET_UNFRIENDLY (1 << 2)
+#define CAM_REQUEST_MODE_Z_TARGET_FRIENDLY (1 << 3)
+#define CAM_REQUEST_MODE_SKIP_ANIM_NORMAL_PARALLEL (1 << 4) // never set to
+#define CAM_REQUEST_MODE_SKIP_ANIM_FIRST_PERSON (1 << 5)
+
+s32 Camera_RequestModeImpl(Camera* camera, s16 requestedMode, u8 forceModeChange) {
+ static s32 sModeRequestFlags = 0;
if (QREG(89)) {
- osSyncPrintf("+=+(%d)+=+ recive request -> %s\n", camera->play->state.frames, sCameraModeNames[mode]);
+ osSyncPrintf("+=+(%d)+=+ recive request -> %s\n", camera->play->state.frames, sCameraModeNames[requestedMode]);
}
- if ((camera->stateFlags & CAM_STATE_5) && (flags == 0)) {
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_2;
+ if ((camera->stateFlags & CAM_STATE_LOCK_MODE) && !forceModeChange) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
return -1;
}
- if (!((sCameraSettings[camera->setting].unk_00 & 0x3FFFFFFF) & (1 << mode))) {
- if (mode == CAM_MODE_FIRST_PERSON) {
+ if (!((sCameraSettings[camera->setting].unk_00 & 0x3FFFFFFF) & (1 << requestedMode))) {
+ if (requestedMode == CAM_MODE_FIRST_PERSON) {
osSyncPrintf("camera: error sound\n");
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
}
if (camera->mode != CAM_MODE_NORMAL) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "camera: change camera mode: force NORMAL: %s %s refused\n" VT_RST,
- sCameraSettingNames[camera->setting], sCameraModeNames[mode]);
+ sCameraSettingNames[camera->setting], sCameraModeNames[requestedMode]);
camera->mode = CAM_MODE_NORMAL;
Camera_CopyDataToRegs(camera, camera->mode);
- func_8005A02C(camera);
- return 0xC0000000 | mode;
- } else {
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_2;
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_1;
- return 0;
- }
- } else {
- if (mode == camera->mode && flags == 0) {
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_2;
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_1;
- return -1;
- }
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_2;
- camera->behaviorFlags |= CAM_BEHAVIOR_MODE_1;
- Camera_CopyDataToRegs(camera, mode);
- modeChangeFlags = 0;
- switch (mode) {
- case CAM_MODE_FIRST_PERSON:
- modeChangeFlags = 0x20;
- break;
- case CAM_MODE_Z_TARGET_UNFRIENDLY:
- modeChangeFlags = 4;
- break;
- case CAM_MODE_Z_TARGET_FRIENDLY:
- if (camera->target != NULL && camera->target->id != ACTOR_EN_BOOM) {
- modeChangeFlags = 8;
- }
- break;
- case CAM_MODE_Z_PARALLEL:
- case CAM_MODE_TALK:
- case CAM_MODE_Z_AIM:
- case CAM_MODE_Z_LEDGE_HANG:
- case CAM_MODE_PUSH_PULL:
- modeChangeFlags = 2;
- break;
+ Camera_SetNewModeStateFlags(camera);
+ return 0xC0000000 | requestedMode;
}
- switch (camera->mode) {
- case CAM_MODE_FIRST_PERSON:
- if (modeChangeFlags & 0x20) {
- camera->animState = 10;
- }
- break;
- case CAM_MODE_Z_PARALLEL:
- if (modeChangeFlags & 0x10) {
- camera->animState = 10;
- }
- modeChangeFlags |= 1;
- break;
- case CAM_MODE_CHARGE:
- modeChangeFlags |= 1;
- break;
- case CAM_MODE_Z_TARGET_FRIENDLY:
- if (modeChangeFlags & 8) {
- camera->animState = 10;
- }
- modeChangeFlags |= 1;
- break;
- case CAM_MODE_Z_TARGET_UNFRIENDLY:
- if (modeChangeFlags & 4) {
- camera->animState = 10;
- }
- modeChangeFlags |= 1;
- break;
- case CAM_MODE_Z_AIM:
- case CAM_MODE_Z_LEDGE_HANG:
- case CAM_MODE_PUSH_PULL:
- modeChangeFlags |= 1;
- break;
- case CAM_MODE_NORMAL:
- if (modeChangeFlags & 0x10) {
- camera->animState = 10;
- }
- break;
- }
- modeChangeFlags &= ~0x10;
- if (camera->status == CAM_STAT_ACTIVE) {
- switch (modeChangeFlags) {
- case 1:
- Sfx_PlaySfxCentered(0);
- break;
- case 2:
- if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) {
- Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_URGENCY);
- } else {
- Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_ON);
- }
- break;
- case 4:
- Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_URGENCY);
- break;
- case 8:
- Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_ON);
- break;
- }
- }
- func_8005A02C(camera);
- camera->mode = mode;
- return 0x80000000 | mode;
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_SUCCESS;
+ return CAM_MODE_NORMAL;
}
+
+ if ((requestedMode == camera->mode) && !forceModeChange) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_SUCCESS;
+ return -1;
+ }
+
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_VALID;
+ camera->behaviorFlags |= CAM_BEHAVIOR_MODE_SUCCESS;
+
+ Camera_CopyDataToRegs(camera, requestedMode);
+
+ sModeRequestFlags = 0;
+
+ // requested camMode
+ switch (requestedMode) {
+ case CAM_MODE_FIRST_PERSON:
+ sModeRequestFlags = CAM_REQUEST_MODE_SKIP_ANIM_FIRST_PERSON;
+ break;
+
+ case CAM_MODE_Z_TARGET_UNFRIENDLY:
+ sModeRequestFlags = CAM_REQUEST_MODE_Z_TARGET_UNFRIENDLY;
+ break;
+
+ case CAM_MODE_Z_TARGET_FRIENDLY:
+ if ((camera->target != NULL) && (camera->target->id != ACTOR_EN_BOOM)) {
+ sModeRequestFlags = CAM_REQUEST_MODE_Z_TARGET_FRIENDLY;
+ }
+ break;
+
+ case CAM_MODE_Z_PARALLEL:
+ case CAM_MODE_TALK:
+ case CAM_MODE_Z_AIM:
+ case CAM_MODE_Z_LEDGE_HANG:
+ case CAM_MODE_PUSH_PULL:
+ sModeRequestFlags = CAM_REQUEST_MODE_SFX_ATTENTION;
+ break;
+
+ default:
+ break;
+ }
+
+ // If the requested mode is already the same as the current mode,
+ // then many modes will reset their animState to 10.
+ switch (camera->mode) {
+ case CAM_MODE_FIRST_PERSON:
+ if (sModeRequestFlags & CAM_REQUEST_MODE_SKIP_ANIM_FIRST_PERSON) {
+ camera->animState = 10;
+ }
+ break;
+
+ case CAM_MODE_Z_PARALLEL:
+ if (sModeRequestFlags & CAM_REQUEST_MODE_SKIP_ANIM_NORMAL_PARALLEL) {
+ camera->animState = 10;
+ }
+ sModeRequestFlags |= CAM_REQUEST_MODE_FORCE_NO_SFX;
+ break;
+
+ case CAM_MODE_CHARGE:
+ sModeRequestFlags |= CAM_REQUEST_MODE_FORCE_NO_SFX;
+ break;
+
+ case CAM_MODE_Z_TARGET_FRIENDLY:
+ if (sModeRequestFlags & CAM_REQUEST_MODE_Z_TARGET_FRIENDLY) {
+ camera->animState = 10;
+ }
+ sModeRequestFlags |= CAM_REQUEST_MODE_FORCE_NO_SFX;
+ break;
+
+ case CAM_MODE_Z_TARGET_UNFRIENDLY:
+ if (sModeRequestFlags & CAM_REQUEST_MODE_Z_TARGET_UNFRIENDLY) {
+ camera->animState = 10;
+ }
+ sModeRequestFlags |= CAM_REQUEST_MODE_FORCE_NO_SFX;
+ break;
+
+ case CAM_MODE_Z_AIM:
+ case CAM_MODE_Z_LEDGE_HANG:
+ case CAM_MODE_PUSH_PULL:
+ sModeRequestFlags |= CAM_REQUEST_MODE_FORCE_NO_SFX;
+ break;
+
+ case CAM_MODE_NORMAL:
+ if (sModeRequestFlags & CAM_REQUEST_MODE_SKIP_ANIM_NORMAL_PARALLEL) {
+ camera->animState = 10;
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ sModeRequestFlags &= ~CAM_REQUEST_MODE_SKIP_ANIM_NORMAL_PARALLEL;
+
+ // Choose a sound effect to play.
+ // Having `CAM_REQUEST_MODE_FORCE_NO_SFX` set often means `default` is taken from two bits being set
+ if (camera->status == CAM_STAT_ACTIVE) {
+ switch (sModeRequestFlags) {
+ case CAM_REQUEST_MODE_FORCE_NO_SFX:
+ Sfx_PlaySfxCentered(NA_SE_NONE);
+ break;
+
+ case CAM_REQUEST_MODE_SFX_ATTENTION:
+ if (camera->play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_1) {
+ Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_URGENCY);
+ } else {
+ Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_ON);
+ }
+ break;
+
+ case CAM_REQUEST_MODE_Z_TARGET_UNFRIENDLY:
+ Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_URGENCY);
+ break;
+
+ case CAM_REQUEST_MODE_Z_TARGET_FRIENDLY:
+ Sfx_PlaySfxCentered(NA_SE_SY_ATTENTION_ON);
+ break;
+
+ default:
+ break;
+ }
+ }
+
+ Camera_SetNewModeStateFlags(camera);
+ camera->mode = requestedMode;
+
+ return requestedMode | 0x80000000;
}
-s32 Camera_ChangeMode(Camera* camera, s16 mode) {
- return Camera_ChangeModeFlags(camera, mode, 0);
+s32 Camera_RequestMode(Camera* camera, s16 mode) {
+ return Camera_RequestModeImpl(camera, mode, false);
}
s32 Camera_CheckValidMode(Camera* camera, s16 mode) {
@@ -8019,144 +8062,144 @@ s32 Camera_CheckValidMode(Camera* camera, s16 mode) {
}
}
-s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags) {
- if (camera->behaviorFlags & CAM_BEHAVIOR_SETTING_1) {
- if ((u32)((u32)(sCameraSettings[camera->setting].unk_00 & 0xF000000) >> 0x18) >=
- (u32)((u32)(sCameraSettings[setting].unk_00 & 0xF000000) >> 0x18)) {
- camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
+s16 Camera_RequestSettingImpl(Camera* camera, s16 requestedSetting, s16 flags) {
+ if (camera->behaviorFlags & CAM_BEHAVIOR_SETTING_CHECK_PRIORITY) {
+ // If a second setting is requested this frame, determine if the setting overwrites the
+ // current setting through priority
+ if (((sCameraSettings[camera->setting].unk_00 & 0xF000000) >> 0x18) >=
+ ((sCameraSettings[requestedSetting].unk_00 & 0xF000000) >> 0x18)) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_VALID;
return -2;
}
}
- if (((setting == CAM_SET_MEADOW_BIRDS_EYE) || (setting == CAM_SET_MEADOW_UNUSED)) && LINK_IS_ADULT &&
- (camera->play->sceneId == SCENE_SACRED_FOREST_MEADOW)) {
- camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
+
+ if (((requestedSetting == CAM_SET_MEADOW_BIRDS_EYE) || (requestedSetting == CAM_SET_MEADOW_UNUSED)) &&
+ LINK_IS_ADULT && (camera->play->sceneId == SCENE_SACRED_FOREST_MEADOW)) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_VALID;
return -5;
}
- if (setting == CAM_SET_NONE || setting >= CAM_SET_MAX) {
- osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera set (%d) !!!!\n" VT_RST, setting);
+ if ((requestedSetting == CAM_SET_NONE) || (requestedSetting >= CAM_SET_MAX)) {
+ osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera set (%d) !!!!\n" VT_RST, requestedSetting);
return -99;
}
- if ((setting == camera->setting) && !(flags & 1)) {
- camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
- if (!(flags & 2)) {
- camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_1;
+ if ((requestedSetting == camera->setting) && !(flags & CAM_REQUEST_SETTING_FORCE_CHANGE)) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_VALID;
+ if (!(flags & CAM_REQUEST_SETTING_IGNORE_PRIORITY)) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_CHECK_PRIORITY;
}
return -1;
}
- camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_2;
- if (!(flags & 2)) {
- camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_1;
+ camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_VALID;
+
+ if (!(flags & CAM_REQUEST_SETTING_IGNORE_PRIORITY)) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_SETTING_CHECK_PRIORITY;
}
- camera->stateFlags |= (CAM_STATE_2 | CAM_STATE_3);
- camera->stateFlags &= ~(CAM_STATE_3 | CAM_STATE_12);
+ camera->stateFlags |= (CAM_STATE_CHECK_BG | CAM_STATE_EXTERNAL_FINISHED);
+ camera->stateFlags &= ~(CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_DEMO7);
if (!(sCameraSettings[camera->setting].unk_00 & 0x40000000)) {
camera->prevSetting = camera->setting;
}
- if (flags & 8) {
+ if (flags & CAM_REQUEST_SETTING_RESTORE_PREV_BG_CAM_INDEX) {
if (1) {}
camera->bgCamIndex = camera->prevBgCamIndex;
camera->prevBgCamIndex = -1;
- } else if (!(flags & 4)) {
+ } else if (!(flags & CAM_REQUEST_SETTING_PRESERVE_BG_CAM_INDEX)) {
if (!(sCameraSettings[camera->setting].unk_00 & 0x40000000)) {
camera->prevBgCamIndex = camera->bgCamIndex;
}
camera->bgCamIndex = -1;
}
- camera->setting = setting;
+ camera->setting = requestedSetting;
- if (Camera_ChangeModeFlags(camera, camera->mode, 1) >= 0) {
+ if (Camera_RequestModeImpl(camera, camera->mode, true) >= 0) {
Camera_CopyDataToRegs(camera, camera->mode);
}
osSyncPrintf(VT_SGR("1") "%06u:" VT_RST " camera: change camera[%d] set %s\n", camera->play->state.frames,
camera->camId, sCameraSettingNames[camera->setting]);
- return setting;
+ return requestedSetting;
}
-s32 Camera_ChangeSetting(Camera* camera, s16 setting) {
- return Camera_ChangeSettingFlags(camera, setting, 0);
+s32 Camera_RequestSetting(Camera* camera, s16 setting) {
+ return Camera_RequestSettingImpl(camera, setting, 0);
}
-s32 Camera_ChangeBgCamIndex(Camera* camera, s32 bgCamIndex) {
- s16 newCameraSetting;
+s32 Camera_RequestBgCam(Camera* camera, s32 requestedBgCamIndex) {
+ s16 requestedCamSetting;
s16 settingChangeSuccessful;
- if (bgCamIndex == -1 || bgCamIndex == camera->bgCamIndex) {
- camera->behaviorFlags |= CAM_BEHAVIOR_BG_2;
+ if ((requestedBgCamIndex == -1) || (requestedBgCamIndex == camera->bgCamIndex)) {
+ camera->behaviorFlags |= CAM_BEHAVIOR_BG_PROCESSED;
return -1;
}
- if (!(camera->behaviorFlags & CAM_BEHAVIOR_BG_2)) {
- newCameraSetting = Camera_GetBgCamSetting(camera, bgCamIndex);
- camera->behaviorFlags |= CAM_BEHAVIOR_BG_2;
- settingChangeSuccessful = Camera_ChangeSettingFlags(camera, newCameraSetting, 5) >= 0;
- if (settingChangeSuccessful || sCameraSettings[camera->setting].unk_00 & 0x80000000) {
- camera->bgCamIndex = bgCamIndex;
- camera->behaviorFlags |= CAM_BEHAVIOR_BG_1;
+ if (!(camera->behaviorFlags & CAM_BEHAVIOR_BG_PROCESSED)) {
+ requestedCamSetting = Camera_GetBgCamSetting(camera, requestedBgCamIndex);
+ camera->behaviorFlags |= CAM_BEHAVIOR_BG_PROCESSED;
+ settingChangeSuccessful = Camera_RequestSettingImpl(camera, requestedCamSetting,
+ CAM_REQUEST_SETTING_PRESERVE_BG_CAM_INDEX |
+ CAM_REQUEST_SETTING_FORCE_CHANGE) >= 0;
+ if ((settingChangeSuccessful != CAM_SET_NONE) || (sCameraSettings[camera->setting].unk_00 & 0x80000000)) {
+ camera->bgCamIndex = requestedBgCamIndex;
+ camera->behaviorFlags |= CAM_BEHAVIOR_BG_SUCCESS;
Camera_CopyDataToRegs(camera, camera->mode);
} else if (settingChangeSuccessful < -1) {
- //! @bug: This is likely checking the wrong value. The actual return of Camera_ChangeSettingFlags or
- // bgCamIndex would make more sense.
- osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera ID (%d) !! (%d|%d|%d)\n" VT_RST, bgCamIndex,
- camera->camId, BGCHECK_SCENE, newCameraSetting);
+ //! @bug: `settingChangeSuccessful` is a bool and is likely checking the wrong value. This can never pass.
+ // The actual return of Camera_RequestSettingImpl or bgCamIndex would make more sense.
+ osSyncPrintf(VT_COL(RED, WHITE) "camera: error: illegal camera ID (%d) !! (%d|%d|%d)\n" VT_RST,
+ requestedBgCamIndex, camera->camId, BGCHECK_SCENE, requestedCamSetting);
}
- return 0x80000000 | bgCamIndex;
+ return 0x80000000 | requestedBgCamIndex;
}
+
+ //! @note: no return here, but return is unused
}
-Vec3s* Camera_GetInputDir(Vec3s* dst, Camera* camera) {
+Vec3s Camera_GetInputDir(Camera* camera) {
if (gDebugCamEnabled) {
- *dst = D_8015BD80.sub.unk_104A;
- return dst;
+ return D_8015BD80.sub.unk_104A;
} else {
- *dst = camera->inputDir;
- return dst;
+ return camera->inputDir;
}
}
s16 Camera_GetInputDirPitch(Camera* camera) {
- Vec3s dir;
+ Vec3s dir = Camera_GetInputDir(camera);
- Camera_GetInputDir(&dir, camera);
return dir.x;
}
s16 Camera_GetInputDirYaw(Camera* camera) {
- Vec3s dir;
+ Vec3s dir = Camera_GetInputDir(camera);
- Camera_GetInputDir(&dir, camera);
return dir.y;
}
-Vec3s* Camera_GetCamDir(Vec3s* dst, Camera* camera) {
+Vec3s Camera_GetCamDir(Camera* camera) {
if (gDebugCamEnabled) {
- *dst = D_8015BD80.sub.unk_104A;
- return dst;
+ return D_8015BD80.sub.unk_104A;
} else {
- *dst = camera->camDir;
- return dst;
+ return camera->camDir;
}
}
s16 Camera_GetCamDirPitch(Camera* camera) {
- Vec3s camDir;
+ Vec3s camDir = Camera_GetCamDir(camera);
- Camera_GetCamDir(&camDir, camera);
return camDir.x;
}
s16 Camera_GetCamDirYaw(Camera* camera) {
- Vec3s camDir;
+ Vec3s camDir = Camera_GetCamDir(camera);
- Camera_GetCamDir(&camDir, camera);
return camDir.y;
}
@@ -8246,7 +8289,7 @@ s32 Camera_SetCSParams(Camera* camera, CutsceneCameraPoint* atPoints, CutsceneCa
if (camera->data2 != 0) {
camera->player = player;
- Actor_GetWorldPosShapeRot(&playerPosRot, &player->actor);
+ playerPosRot = Actor_GetWorldPosShapeRot(&player->actor);
camera->playerPosRot = playerPosRot;
camera->nextBgCamIndex = -1;
@@ -8292,16 +8335,16 @@ s32 Camera_ChangeDoorCam(Camera* camera, Actor* doorActor, s16 bgCamIndex, f32 a
}
if (bgCamIndex == -1) {
- Camera_ChangeSetting(camera, CAM_SET_DOORC);
+ Camera_RequestSetting(camera, CAM_SET_DOORC);
osSyncPrintf(".... change default door camera (set %d)\n", CAM_SET_DOORC);
} else {
s32 setting = Camera_GetBgCamSetting(camera, bgCamIndex);
- camera->behaviorFlags |= CAM_BEHAVIOR_BG_2;
+ camera->behaviorFlags |= CAM_BEHAVIOR_BG_PROCESSED;
- if (Camera_ChangeSetting(camera, setting) >= 0) {
+ if (Camera_RequestSetting(camera, setting) >= 0) {
camera->bgCamIndex = bgCamIndex;
- camera->behaviorFlags |= CAM_BEHAVIOR_BG_1;
+ camera->behaviorFlags |= CAM_BEHAVIOR_BG_SUCCESS;
}
osSyncPrintf("....change door camera ID %d (set %d)\n", camera->bgCamIndex, camera->setting);
@@ -8328,7 +8371,7 @@ s32 Camera_Copy(Camera* dstCamera, Camera* srcCamera) {
func_80043B60(dstCamera);
if (dstCamera->player != NULL) {
- Actor_GetWorld(&dstCamera->playerPosRot, &dstCamera->player->actor);
+ dstCamera->playerPosRot = Actor_GetWorld(&dstCamera->player->actor);
dstCamera->playerToAtOffset.x = dstCamera->at.x - dstCamera->playerPosRot.pos.x;
dstCamera->playerToAtOffset.y = dstCamera->at.y - dstCamera->playerPosRot.pos.y;
dstCamera->playerToAtOffset.z = dstCamera->at.z - dstCamera->playerPosRot.pos.z;
@@ -8343,9 +8386,8 @@ s32 Camera_IsDebugCamEnabled(void) {
return gDebugCamEnabled;
}
-Vec3f* Camera_GetQuakeOffset(Vec3f* quakeOffset, Camera* camera) {
- *quakeOffset = camera->quakeOffset;
- return quakeOffset;
+Vec3f Camera_GetQuakeOffset(Camera* camera) {
+ return camera->quakeOffset;
}
void Camera_SetCameraData(Camera* camera, s16 setDataFlags, void* data0, void* data1, s16 data2, s16 data3,
@@ -8410,11 +8452,16 @@ s32 func_8005B198(void) {
return D_8011D3AC;
}
-s16 func_8005B1A4(Camera* camera) {
- camera->stateFlags |= CAM_STATE_3;
+/**
+ * Signal to the camera update function through stateFlags that something external has
+ * finished and is ready for the next camera setting/function
+ * Different camera update functions will respond differently to this flag being set.
+ */
+s16 Camera_SetFinishedFlag(Camera* camera) {
+ camera->stateFlags |= CAM_STATE_EXTERNAL_FINISHED;
if ((camera->camId == CAM_ID_MAIN) && (camera->play->activeCamId != CAM_ID_MAIN)) {
- GET_ACTIVE_CAM(camera->play)->stateFlags |= CAM_STATE_3;
+ GET_ACTIVE_CAM(camera->play)->stateFlags |= CAM_STATE_EXTERNAL_FINISHED;
return camera->play->activeCamId;
}
diff --git a/src/code/z_cheap_proc.inc.c b/src/code/z_cheap_proc.inc.c
index 70140f0135..db646129f4 100644
--- a/src/code/z_cheap_proc.inc.c
+++ b/src/code/z_cheap_proc.inc.c
@@ -4,8 +4,7 @@ void Gfx_DrawDListOpa(PlayState* play, Gfx* dlist) {
OPEN_DISPS(play->state.gfxCtx, "../z_cheap_proc.c", 214);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_cheap_proc.c", 216),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_cheap_proc.c", 216), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
CLOSE_DISPS(play->state.gfxCtx, "../z_cheap_proc.c", 219);
@@ -15,8 +14,7 @@ void Gfx_DrawDListXlu(PlayState* play, Gfx* dlist) {
OPEN_DISPS(play->state.gfxCtx, "../z_cheap_proc.c", 228);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_cheap_proc.c", 230),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_cheap_proc.c", 230), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, dlist);
CLOSE_DISPS(play->state.gfxCtx, "../z_cheap_proc.c", 233);
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index bdf0078893..bf0bafeadf 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -3,40 +3,10 @@
#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);
-typedef void (*ColChkBloodFunc)(PlayState*, Collider*, Vec3f*);
typedef void (*ColChkApplyFunc)(PlayState*, CollisionCheckContext*, Collider*);
typedef void (*ColChkVsFunc)(PlayState*, CollisionCheckContext*, Collider*, Collider*);
typedef s32 (*ColChkLineFunc)(PlayState*, CollisionCheckContext*, Collider*, Vec3f*, Vec3f*);
-typedef struct {
- /* 0 */ u8 blood;
- /* 1 */ u8 effect;
-} HitInfo; // size = 0x2
-
-typedef enum {
- /* 0 */ BLOOD_NONE,
- /* 1 */ BLOOD_BLUE,
- /* 2 */ BLOOD_GREEN,
- /* 3 */ BLOOD_WATER,
- /* 4 */ BLOOD_RED,
- /* 5 */ BLOOD_RED2
-} ColChkBloodType;
-
-typedef enum {
- /* 0 */ HIT_WHITE,
- /* 1 */ HIT_DUST,
- /* 2 */ HIT_RED,
- /* 3 */ HIT_SOLID,
- /* 4 */ HIT_WOOD,
- /* 5 */ HIT_NONE
-} ColChkHitType;
-
-typedef enum {
- /* 0 */ MASSTYPE_IMMOVABLE,
- /* 1 */ MASSTYPE_HEAVY,
- /* 2 */ MASSTYPE_NORMAL
-} ColChkMassType;
-
/**
* Draws a red triangle with vertices vA, vB, and vC.
*/
@@ -69,7 +39,7 @@ void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC,
gSPSetGeometryMode(POLY_OPA_DISP++, G_LIGHTING);
gDPPipeSync(POLY_OPA_DISP++);
- vtxTbl = Graph_Alloc(gfxCtx, 3 * sizeof(Vtx));
+ vtxTbl = GRAPH_ALLOC(gfxCtx, 3 * sizeof(Vtx));
ASSERT(vtxTbl != NULL, "vtx_tbl != NULL", "../z_collision_check.c", 726);
vtxTbl[0].n.ob[0] = vA->x;
@@ -100,114 +70,114 @@ void Collider_DrawPoly(GraphicsContext* gfxCtx, Vec3f* vA, Vec3f* vB, Vec3f* vC,
CLOSE_DISPS(gfxCtx, "../z_collision_check.c", 757);
}
-s32 Collider_InitBase(PlayState* play, Collider* collider) {
+s32 Collider_InitBase(PlayState* play, Collider* col) {
static Collider init = {
NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
};
- *collider = init;
+ *col = init;
return true;
}
-s32 Collider_DestroyBase(PlayState* play, Collider* collider) {
+s32 Collider_DestroyBase(PlayState* play, Collider* col) {
return true;
}
/**
* Uses default OC2_TYPE_1 and COLTYPE_HIT0
*/
-s32 Collider_SetBaseToActor(PlayState* play, Collider* collider, ColliderInitToActor* src) {
- collider->actor = src->actor;
- collider->atFlags = src->atFlags;
- collider->acFlags = src->acFlags;
- collider->ocFlags1 = src->ocFlags1;
- collider->ocFlags2 = OC2_TYPE_1;
- collider->shape = src->shape;
+s32 Collider_SetBaseToActor(PlayState* play, Collider* col, ColliderInitToActor* src) {
+ col->actor = src->actor;
+ col->atFlags = src->atFlags;
+ col->acFlags = src->acFlags;
+ col->ocFlags1 = src->ocFlags1;
+ col->ocFlags2 = OC2_TYPE_1;
+ col->shape = src->shape;
return true;
}
/**
* Uses default OC2_TYPE_1
*/
-s32 Collider_SetBaseType1(PlayState* play, Collider* collider, Actor* actor, ColliderInitType1* src) {
- collider->actor = actor;
- collider->colType = src->colType;
- collider->atFlags = src->atFlags;
- collider->acFlags = src->acFlags;
- collider->ocFlags1 = src->ocFlags1;
- collider->ocFlags2 = OC2_TYPE_1;
- collider->shape = src->shape;
+s32 Collider_SetBaseType1(PlayState* play, Collider* col, Actor* actor, ColliderInitType1* src) {
+ col->actor = actor;
+ col->colType = src->colType;
+ col->atFlags = src->atFlags;
+ col->acFlags = src->acFlags;
+ col->ocFlags1 = src->ocFlags1;
+ col->ocFlags2 = OC2_TYPE_1;
+ col->shape = src->shape;
return true;
}
-s32 Collider_SetBase(PlayState* play, Collider* collider, Actor* actor, ColliderInit* src) {
- collider->actor = actor;
- collider->colType = src->colType;
- collider->atFlags = src->atFlags;
- collider->acFlags = src->acFlags;
- collider->ocFlags1 = src->ocFlags1;
- collider->ocFlags2 = src->ocFlags2;
- collider->shape = src->shape;
+s32 Collider_SetBase(PlayState* play, Collider* col, Actor* actor, ColliderInit* src) {
+ col->actor = actor;
+ col->colType = src->colType;
+ col->atFlags = src->atFlags;
+ col->acFlags = src->acFlags;
+ col->ocFlags1 = src->ocFlags1;
+ col->ocFlags2 = src->ocFlags2;
+ col->shape = src->shape;
return true;
}
-void Collider_ResetATBase(PlayState* play, Collider* collider) {
- collider->at = NULL;
- collider->atFlags &= ~(AT_HIT | AT_BOUNCED);
+void Collider_ResetATBase(PlayState* play, Collider* col) {
+ col->at = NULL;
+ col->atFlags &= ~(AT_HIT | AT_BOUNCED);
}
-void Collider_ResetACBase(PlayState* play, Collider* collider) {
- collider->ac = NULL;
- collider->acFlags &= ~(AC_HIT | AC_BOUNCED);
+void Collider_ResetACBase(PlayState* play, Collider* col) {
+ col->ac = NULL;
+ col->acFlags &= ~(AC_HIT | AC_BOUNCED);
}
-void Collider_ResetOCBase(PlayState* play, Collider* collider) {
- collider->oc = NULL;
- collider->ocFlags1 &= ~OC1_HIT;
- collider->ocFlags2 &= ~OC2_HIT_PLAYER;
+void Collider_ResetOCBase(PlayState* play, Collider* col) {
+ col->oc = NULL;
+ col->ocFlags1 &= ~OC1_HIT;
+ col->ocFlags2 &= ~OC2_HIT_PLAYER;
}
-s32 Collider_InitTouch(PlayState* play, ColliderTouch* touch) {
- static ColliderTouch init = { 0x00000000, 0, 0 };
+s32 Collider_InitElementTouch(PlayState* play, ColliderElementTouch* touch) {
+ static ColliderElementTouch init = { 0x00000000, 0, 0 };
*touch = init;
return true;
}
-s32 Collider_DestroyTouch(PlayState* play, ColliderTouch* touch) {
+s32 Collider_DestroyElementTouch(PlayState* play, ColliderElementTouch* touch) {
return true;
}
-s32 Collider_SetTouch(PlayState* play, ColliderTouch* dest, ColliderTouch* src) {
+s32 Collider_SetElementTouch(PlayState* play, ColliderElementTouch* dest, ColliderElementTouch* src) {
dest->dmgFlags = src->dmgFlags;
dest->effect = src->effect;
dest->damage = src->damage;
return true;
}
-void Collider_ResetATInfo_Unk(PlayState* play, ColliderInfo* info) {
+void Collider_ResetATElement_Unk(PlayState* play, ColliderElement* elem) {
}
-s32 Collider_InitBump(PlayState* play, ColliderBump* bump) {
- static ColliderBump init = { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } };
+s32 Collider_InitElementBump(PlayState* play, ColliderElementBump* bump) {
+ static ColliderElementBump init = { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } };
*bump = init;
return true;
}
-s32 Collider_DestroyBump(PlayState* play, ColliderBump* bump) {
+s32 Collider_DestroyElementBump(PlayState* play, ColliderElementBump* bump) {
return true;
}
-s32 Collider_SetBump(PlayState* play, ColliderBump* bump, ColliderBumpInit* init) {
+s32 Collider_SetElementBump(PlayState* play, ColliderElementBump* bump, ColliderElementBumpInit* init) {
bump->dmgFlags = init->dmgFlags;
bump->effect = init->effect;
bump->defense = init->defense;
return true;
}
-s32 Collider_InitInfo(PlayState* play, ColliderInfo* info) {
- static ColliderInfo init = {
+s32 Collider_InitElement(PlayState* play, ColliderElement* elem) {
+ static ColliderElement init = {
{ 0, 0, 0 }, { 0xFFCFFFFF, 0, 0, { 0, 0, 0 } },
ELEMTYPE_UNK0, TOUCH_NONE,
BUMP_NONE, OCELEM_NONE,
@@ -215,46 +185,46 @@ s32 Collider_InitInfo(PlayState* play, ColliderInfo* info) {
NULL, NULL,
};
- *info = init;
- Collider_InitTouch(play, &info->toucher);
- Collider_InitBump(play, &info->bumper);
+ *elem = init;
+ Collider_InitElementTouch(play, &elem->toucher);
+ Collider_InitElementBump(play, &elem->bumper);
return true;
}
-s32 Collider_DestroyInfo(PlayState* play, ColliderInfo* info) {
- Collider_DestroyTouch(play, &info->toucher);
- Collider_DestroyBump(play, &info->bumper);
+s32 Collider_DestroyElement(PlayState* play, ColliderElement* elem) {
+ Collider_DestroyElementTouch(play, &elem->toucher);
+ Collider_DestroyElementBump(play, &elem->bumper);
return true;
}
-s32 Collider_SetInfo(PlayState* play, ColliderInfo* info, ColliderInfoInit* infoInit) {
- info->elemType = infoInit->elemType;
- Collider_SetTouch(play, &info->toucher, &infoInit->toucher);
- Collider_SetBump(play, &info->bumper, &infoInit->bumper);
- info->toucherFlags = infoInit->toucherFlags;
- info->bumperFlags = infoInit->bumperFlags;
- info->ocElemFlags = infoInit->ocElemFlags;
+s32 Collider_SetElement(PlayState* play, ColliderElement* elem, ColliderElementInit* elemInit) {
+ elem->elemType = elemInit->elemType;
+ Collider_SetElementTouch(play, &elem->toucher, &elemInit->toucher);
+ Collider_SetElementBump(play, &elem->bumper, &elemInit->bumper);
+ elem->toucherFlags = elemInit->toucherFlags;
+ elem->bumperFlags = elemInit->bumperFlags;
+ elem->ocElemFlags = elemInit->ocElemFlags;
return true;
}
-void Collider_ResetATInfo(PlayState* play, ColliderInfo* info) {
- info->atHit = NULL;
- info->atHitInfo = NULL;
- info->toucherFlags &= ~TOUCH_HIT;
- info->toucherFlags &= ~TOUCH_DREW_HITMARK;
- Collider_ResetATInfo_Unk(play, info);
+void Collider_ResetATElement(PlayState* play, ColliderElement* elem) {
+ elem->atHit = NULL;
+ elem->atHitElem = NULL;
+ elem->toucherFlags &= ~TOUCH_HIT;
+ elem->toucherFlags &= ~TOUCH_DREW_HITMARK;
+ Collider_ResetATElement_Unk(play, elem);
}
-void Collider_ResetACInfo(PlayState* play, ColliderInfo* info) {
- info->bumper.hitPos.x = info->bumper.hitPos.y = info->bumper.hitPos.z = 0;
- info->bumperFlags &= ~BUMP_HIT;
- info->bumperFlags &= ~BUMP_DRAW_HITMARK;
- info->acHit = NULL;
- info->acHitInfo = NULL;
+void Collider_ResetACElement(PlayState* play, ColliderElement* elem) {
+ elem->bumper.hitPos.x = elem->bumper.hitPos.y = elem->bumper.hitPos.z = 0;
+ elem->bumperFlags &= ~BUMP_HIT;
+ elem->bumperFlags &= ~BUMP_DRAW_HITMARK;
+ elem->acHit = NULL;
+ elem->acHitElem = NULL;
}
-void Collider_ResetOCInfo(PlayState* play, ColliderInfo* info) {
- info->ocElemFlags &= ~OCELEM_HIT;
+void Collider_ResetOCElement(PlayState* play, ColliderElement* elem) {
+ elem->ocElemFlags &= ~OCELEM_HIT;
}
s32 Collider_InitJntSphElementDim(PlayState* play, ColliderJntSphElementDim* dim) {
@@ -268,7 +238,7 @@ s32 Collider_InitJntSphElementDim(PlayState* play, ColliderJntSphElementDim* dim
return true;
}
-s32 Collider_DestroyJntSphElementDim(PlayState* play, ColliderJntSphElementDim* element) {
+s32 Collider_DestroyJntSphElementDim(PlayState* play, ColliderJntSphElementDim* dim) {
return true;
}
@@ -279,80 +249,80 @@ s32 Collider_SetJntSphElementDim(PlayState* play, ColliderJntSphElementDim* dest
return true;
}
-s32 Collider_InitJntSphElement(PlayState* play, ColliderJntSphElement* element) {
- Collider_InitInfo(play, &element->info);
- Collider_InitJntSphElementDim(play, &element->dim);
+s32 Collider_InitJntSphElement(PlayState* play, ColliderJntSphElement* jntSphElem) {
+ Collider_InitElement(play, &jntSphElem->base);
+ Collider_InitJntSphElementDim(play, &jntSphElem->dim);
return true;
}
-s32 Collider_DestroyJntSphElement(PlayState* play, ColliderJntSphElement* element) {
- Collider_DestroyInfo(play, &element->info);
- Collider_DestroyJntSphElementDim(play, &element->dim);
+s32 Collider_DestroyJntSphElement(PlayState* play, ColliderJntSphElement* jntSphElem) {
+ Collider_DestroyElement(play, &jntSphElem->base);
+ Collider_DestroyJntSphElementDim(play, &jntSphElem->dim);
return true;
}
s32 Collider_SetJntSphElement(PlayState* play, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) {
- Collider_SetInfo(play, &dest->info, &src->info);
+ Collider_SetElement(play, &dest->base, &src->base);
Collider_SetJntSphElementDim(play, &dest->dim, &src->dim);
return true;
}
-s32 Collider_ResetJntSphElementAT(PlayState* play, ColliderJntSphElement* collider) {
- Collider_ResetATInfo(play, &collider->info);
+s32 Collider_ResetJntSphElementAT(PlayState* play, ColliderJntSphElement* jntSphElem) {
+ Collider_ResetATElement(play, &jntSphElem->base);
return true;
}
-s32 Collider_ResetJntSphElementAC(PlayState* play, ColliderJntSphElement* collider) {
- Collider_ResetACInfo(play, &collider->info);
+s32 Collider_ResetJntSphElementAC(PlayState* play, ColliderJntSphElement* jntSphElem) {
+ Collider_ResetACElement(play, &jntSphElem->base);
return true;
}
-s32 Collider_ResetJntSphElementOC(PlayState* play, ColliderJntSphElement* collider) {
- Collider_ResetOCInfo(play, &collider->info);
+s32 Collider_ResetJntSphElementOC(PlayState* play, ColliderJntSphElement* jntSphElem) {
+ Collider_ResetOCElement(play, &jntSphElem->base);
return true;
}
/**
* Initializes a ColliderJntSph to default values
*/
-s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* collider) {
- Collider_InitBase(play, &collider->base);
- collider->count = 0;
- collider->elements = NULL;
+s32 Collider_InitJntSph(PlayState* play, ColliderJntSph* jntSph) {
+ Collider_InitBase(play, &jntSph->base);
+ jntSph->count = 0;
+ jntSph->elements = NULL;
return true;
}
/**
* Destroys a dynamically allocated ColliderJntSph
*/
-s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* collider) {
- ColliderJntSphElement* element;
+s32 Collider_FreeJntSph(PlayState* play, ColliderJntSph* jntSph) {
+ ColliderJntSphElement* jntSphElem;
- Collider_DestroyBase(play, &collider->base);
- for (element = collider->elements; element < collider->elements + collider->count; element++) {
- Collider_DestroyJntSphElement(play, element);
+ Collider_DestroyBase(play, &jntSph->base);
+ for (jntSphElem = jntSph->elements; jntSphElem < jntSph->elements + jntSph->count; jntSphElem++) {
+ Collider_DestroyJntSphElement(play, jntSphElem);
}
- collider->count = 0;
- if (collider->elements != NULL) {
- ZeldaArena_FreeDebug(collider->elements, "../z_collision_check.c", 1393);
+ jntSph->count = 0;
+ if (jntSph->elements != NULL) {
+ ZELDA_ARENA_FREE(jntSph->elements, "../z_collision_check.c", 1393);
}
- collider->elements = NULL;
+ jntSph->elements = NULL;
return true;
}
/**
* Destroys a preallocated ColliderJntSph
*/
-s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* collider) {
- ColliderJntSphElement* element;
+s32 Collider_DestroyJntSph(PlayState* play, ColliderJntSph* jntSph) {
+ ColliderJntSphElement* jntSphElem;
- Collider_DestroyBase(play, &collider->base);
- for (element = collider->elements; element < collider->elements + collider->count; element++) {
- Collider_DestroyJntSphElement(play, element);
+ Collider_DestroyBase(play, &jntSph->base);
+ for (jntSphElem = jntSph->elements; jntSphElem < jntSph->elements + jntSph->count; jntSphElem++) {
+ Collider_DestroyJntSphElement(play, jntSphElem);
}
- collider->count = 0;
- collider->elements = NULL;
+ jntSph->count = 0;
+ jntSph->elements = NULL;
return true;
}
@@ -366,7 +336,7 @@ s32 Collider_SetJntSphToActor(PlayState* play, ColliderJntSph* dest, ColliderJnt
Collider_SetBaseToActor(play, &dest->base, &src->base);
dest->count = src->count;
- dest->elements = ZeldaArena_MallocDebug(src->count * sizeof(ColliderJntSphElement), "../z_collision_check.c", 1443);
+ dest->elements = ZELDA_ARENA_MALLOC(src->count * sizeof(ColliderJntSphElement), "../z_collision_check.c", 1443);
if (dest->elements == NULL) {
dest->count = 0;
@@ -394,7 +364,7 @@ s32 Collider_SetJntSphAllocType1(PlayState* play, ColliderJntSph* dest, Actor* a
Collider_SetBaseType1(play, &dest->base, actor, &src->base);
dest->count = src->count;
- dest->elements = ZeldaArena_MallocDebug(src->count * sizeof(ColliderJntSphElement), "../z_collision_check.c", 1490);
+ dest->elements = ZELDA_ARENA_MALLOC(src->count * sizeof(ColliderJntSphElement), "../z_collision_check.c", 1490);
if (dest->elements == NULL) {
dest->count = 0;
@@ -422,7 +392,7 @@ s32 Collider_SetJntSphAlloc(PlayState* play, ColliderJntSph* dest, Actor* actor,
Collider_SetBase(play, &dest->base, actor, &src->base);
dest->count = src->count;
- dest->elements = ZeldaArena_MallocDebug(src->count * sizeof(ColliderJntSphElement), "../z_collision_check.c", 1551);
+ dest->elements = ZELDA_ARENA_MALLOC(src->count * sizeof(ColliderJntSphElement), "../z_collision_check.c", 1551);
if (dest->elements == NULL) {
dest->count = 0;
@@ -443,13 +413,13 @@ s32 Collider_SetJntSphAlloc(PlayState* play, ColliderJntSph* dest, Actor* actor,
* Sets up the ColliderJntSph using the values in src, placing the element array in elements.
*/
s32 Collider_SetJntSph(PlayState* play, ColliderJntSph* dest, Actor* actor, ColliderJntSphInit* src,
- ColliderJntSphElement* elements) {
+ ColliderJntSphElement* jntSphElements) {
ColliderJntSphElement* destElem;
ColliderJntSphElementInit* srcElem;
Collider_SetBase(play, &dest->base, actor, &src->base);
dest->count = src->count;
- dest->elements = elements;
+ dest->elements = jntSphElements;
ASSERT(dest->elements != NULL, "pclobj_jntsph->elem_tbl != NULL", "../z_collision_check.c", 1603);
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
@@ -463,14 +433,14 @@ s32 Collider_SetJntSph(PlayState* play, ColliderJntSph* dest, Actor* actor, Coll
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetJntSphAT(PlayState* play, Collider* collider) {
- ColliderJntSphElement* element;
- ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+s32 Collider_ResetJntSphAT(PlayState* play, Collider* col) {
+ ColliderJntSphElement* jntSphElem;
+ ColliderJntSph* jntSph = (ColliderJntSph*)col;
Collider_ResetATBase(play, &jntSph->base);
- for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
- Collider_ResetJntSphElementAT(play, element);
+ for (jntSphElem = jntSph->elements; jntSphElem < jntSph->elements + jntSph->count; jntSphElem++) {
+ Collider_ResetJntSphElementAT(play, jntSphElem);
}
return true;
}
@@ -478,14 +448,14 @@ s32 Collider_ResetJntSphAT(PlayState* play, Collider* collider) {
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetJntSphAC(PlayState* play, Collider* collider) {
- ColliderJntSphElement* element;
- ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+s32 Collider_ResetJntSphAC(PlayState* play, Collider* col) {
+ ColliderJntSphElement* jntSphElem;
+ ColliderJntSph* jntSph = (ColliderJntSph*)col;
Collider_ResetACBase(play, &jntSph->base);
- for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
- Collider_ResetJntSphElementAC(play, element);
+ for (jntSphElem = jntSph->elements; jntSphElem < jntSph->elements + jntSph->count; jntSphElem++) {
+ Collider_ResetJntSphElementAC(play, jntSphElem);
}
return true;
}
@@ -493,14 +463,14 @@ s32 Collider_ResetJntSphAC(PlayState* play, Collider* collider) {
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetJntSphOC(PlayState* play, Collider* collider) {
- ColliderJntSphElement* element;
- ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+s32 Collider_ResetJntSphOC(PlayState* play, Collider* col) {
+ ColliderJntSphElement* jntSphElem;
+ ColliderJntSph* jntSph = (ColliderJntSph*)col;
Collider_ResetOCBase(play, &jntSph->base);
- for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
- Collider_ResetJntSphElementOC(play, element);
+ for (jntSphElem = jntSph->elements; jntSphElem < jntSph->elements + jntSph->count; jntSphElem++) {
+ Collider_ResetJntSphElementOC(play, jntSphElem);
}
return true;
}
@@ -524,20 +494,20 @@ s32 Collider_SetCylinderDim(PlayState* play, Cylinder16* dest, Cylinder16* src)
/**
* Initializes a ColliderCylinder to default values
*/
-s32 Collider_InitCylinder(PlayState* play, ColliderCylinder* collider) {
- Collider_InitBase(play, &collider->base);
- Collider_InitInfo(play, &collider->info);
- Collider_InitCylinderDim(play, &collider->dim);
+s32 Collider_InitCylinder(PlayState* play, ColliderCylinder* cyl) {
+ Collider_InitBase(play, &cyl->base);
+ Collider_InitElement(play, &cyl->elem);
+ Collider_InitCylinderDim(play, &cyl->dim);
return true;
}
/**
* Destroys a ColliderCylinder
*/
-s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* collider) {
- Collider_DestroyBase(play, &collider->base);
- Collider_DestroyInfo(play, &collider->info);
- Collider_DestroyCylinderDim(play, &collider->dim);
+s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* cyl) {
+ Collider_DestroyBase(play, &cyl->base);
+ Collider_DestroyElement(play, &cyl->elem);
+ Collider_DestroyCylinderDim(play, &cyl->dim);
return true;
}
@@ -545,64 +515,63 @@ s32 Collider_DestroyCylinder(PlayState* play, ColliderCylinder* collider) {
* Sets up the ColliderCylinder using the values in src and sets it to the actor specified in src. Uses default
* OC2_TYPE_1 and COLTYPE_0. Used only by DekuJr, who sets it to himself anyways.
*/
-s32 Collider_SetCylinderToActor(PlayState* play, ColliderCylinder* collider, ColliderCylinderInitToActor* src) {
- Collider_SetBaseToActor(play, &collider->base, &src->base);
- Collider_SetInfo(play, &collider->info, &src->info);
- Collider_SetCylinderDim(play, &collider->dim, &src->dim);
+s32 Collider_SetCylinderToActor(PlayState* play, ColliderCylinder* dest, ColliderCylinderInitToActor* src) {
+ Collider_SetBaseToActor(play, &dest->base, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetCylinderDim(play, &dest->dim, &src->dim);
return true;
}
/**
* Sets up the ColliderCylinder using the values in src. Uses default OC2_TYPE_1
*/
-s32 Collider_SetCylinderType1(PlayState* play, ColliderCylinder* collider, Actor* actor,
- ColliderCylinderInitType1* src) {
- Collider_SetBaseType1(play, &collider->base, actor, &src->base);
- Collider_SetInfo(play, &collider->info, &src->info);
- Collider_SetCylinderDim(play, &collider->dim, &src->dim);
+s32 Collider_SetCylinderType1(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInitType1* src) {
+ Collider_SetBaseType1(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetCylinderDim(play, &dest->dim, &src->dim);
return true;
}
/**
* Sets up the ColliderCylinder using the values in src.
*/
-s32 Collider_SetCylinder(PlayState* play, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) {
- Collider_SetBase(play, &collider->base, actor, &src->base);
- Collider_SetInfo(play, &collider->info, &src->info);
- Collider_SetCylinderDim(play, &collider->dim, &src->dim);
+s32 Collider_SetCylinder(PlayState* play, ColliderCylinder* dest, Actor* actor, ColliderCylinderInit* src) {
+ Collider_SetBase(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetCylinderDim(play, &dest->dim, &src->dim);
return true;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetCylinderAT(PlayState* play, Collider* collider) {
- ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+s32 Collider_ResetCylinderAT(PlayState* play, Collider* col) {
+ ColliderCylinder* cyl = (ColliderCylinder*)col;
- Collider_ResetATBase(play, &cylinder->base);
- Collider_ResetATInfo(play, &cylinder->info);
+ Collider_ResetATBase(play, &cyl->base);
+ Collider_ResetATElement(play, &cyl->elem);
return true;
}
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetCylinderAC(PlayState* play, Collider* collider) {
- ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+s32 Collider_ResetCylinderAC(PlayState* play, Collider* col) {
+ ColliderCylinder* cyl = (ColliderCylinder*)col;
- Collider_ResetACBase(play, &cylinder->base);
- Collider_ResetACInfo(play, &cylinder->info);
+ Collider_ResetACBase(play, &cyl->base);
+ Collider_ResetACElement(play, &cyl->elem);
return true;
}
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetCylinderOC(PlayState* play, Collider* collider) {
- ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+s32 Collider_ResetCylinderOC(PlayState* play, Collider* col) {
+ ColliderCylinder* cyl = (ColliderCylinder*)col;
- Collider_ResetOCBase(play, &cylinder->base);
- Collider_ResetOCInfo(play, &cylinder->info);
+ Collider_ResetOCBase(play, &cyl->base);
+ Collider_ResetOCElement(play, &cyl->elem);
return true;
}
@@ -641,36 +610,36 @@ s32 Collider_SetTrisElementDim(PlayState* play, TriNorm* dest, ColliderTrisEleme
return true;
}
-s32 Collider_InitTrisElement(PlayState* play, ColliderTrisElement* collider) {
- Collider_InitInfo(play, &collider->info);
- Collider_InitTrisElementDim(play, &collider->dim);
+s32 Collider_InitTrisElement(PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_InitElement(play, &trisElem->base);
+ Collider_InitTrisElementDim(play, &trisElem->dim);
return true;
}
-s32 Collider_DestroyTrisElement(PlayState* play, ColliderTrisElement* collider) {
- Collider_DestroyInfo(play, &collider->info);
- Collider_DestroyTrisElementDim(play, &collider->dim);
+s32 Collider_DestroyTrisElement(PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_DestroyElement(play, &trisElem->base);
+ Collider_DestroyTrisElementDim(play, &trisElem->dim);
return true;
}
s32 Collider_SetTrisElement(PlayState* play, ColliderTrisElement* dest, ColliderTrisElementInit* src) {
- Collider_SetInfo(play, &dest->info, &src->info);
+ Collider_SetElement(play, &dest->base, &src->base);
Collider_SetTrisElementDim(play, &dest->dim, &src->dim);
return true;
}
-s32 Collider_ResetTrisElementAT(PlayState* play, ColliderTrisElement* element) {
- Collider_ResetATInfo(play, &element->info);
+s32 Collider_ResetTrisElementAT(PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_ResetATElement(play, &trisElem->base);
return true;
}
-s32 Collider_ResetTrisElementAC(PlayState* play, ColliderTrisElement* element) {
- Collider_ResetACInfo(play, &element->info);
+s32 Collider_ResetTrisElementAC(PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_ResetACElement(play, &trisElem->base);
return true;
}
-s32 Collider_ResetTrisElementOC(PlayState* play, ColliderTrisElement* element) {
- Collider_ResetOCInfo(play, &element->info);
+s32 Collider_ResetTrisElementOC(PlayState* play, ColliderTrisElement* trisElem) {
+ Collider_ResetOCElement(play, &trisElem->base);
return true;
}
@@ -689,16 +658,16 @@ s32 Collider_InitTris(PlayState* play, ColliderTris* tris) {
* Unused
*/
s32 Collider_FreeTris(PlayState* play, ColliderTris* tris) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
Collider_DestroyBase(play, &tris->base);
- for (element = tris->elements; element < tris->elements + tris->count; element++) {
- Collider_DestroyTrisElement(play, element);
+ for (trisElem = tris->elements; trisElem < tris->elements + tris->count; trisElem++) {
+ Collider_DestroyTrisElement(play, trisElem);
}
tris->count = 0;
if (tris->elements != NULL) {
- ZeldaArena_FreeDebug(tris->elements, "../z_collision_check.c", 2099);
+ ZELDA_ARENA_FREE(tris->elements, "../z_collision_check.c", 2099);
}
tris->elements = NULL;
return true;
@@ -708,11 +677,11 @@ s32 Collider_FreeTris(PlayState* play, ColliderTris* tris) {
* Destroys a preallocated ColliderTris
*/
s32 Collider_DestroyTris(PlayState* play, ColliderTris* tris) {
- ColliderTrisElement* element;
+ ColliderTrisElement* trisElem;
Collider_DestroyBase(play, &tris->base);
- for (element = tris->elements; element < tris->elements + tris->count; element++) {
- Collider_DestroyTrisElement(play, element);
+ for (trisElem = tris->elements; trisElem < tris->elements + tris->count; trisElem++) {
+ Collider_DestroyTrisElement(play, trisElem);
}
tris->count = 0;
@@ -730,7 +699,7 @@ s32 Collider_SetTrisAllocType1(PlayState* play, ColliderTris* dest, Actor* actor
Collider_SetBaseType1(play, &dest->base, actor, &src->base);
dest->count = src->count;
- dest->elements = ZeldaArena_MallocDebug(dest->count * sizeof(ColliderTrisElement), "../z_collision_check.c", 2156);
+ dest->elements = ZELDA_ARENA_MALLOC(dest->count * sizeof(ColliderTrisElement), "../z_collision_check.c", 2156);
if (dest->elements == NULL) {
dest->count = 0;
osSyncPrintf(VT_FGCOL(RED));
@@ -756,7 +725,7 @@ s32 Collider_SetTrisAlloc(PlayState* play, ColliderTris* dest, Actor* actor, Col
Collider_SetBase(play, &dest->base, actor, &src->base);
dest->count = src->count;
- dest->elements = ZeldaArena_MallocDebug(dest->count * sizeof(ColliderTrisElement), "../z_collision_check.c", 2207);
+ dest->elements = ZELDA_ARENA_MALLOC(dest->count * sizeof(ColliderTrisElement), "../z_collision_check.c", 2207);
if (dest->elements == NULL) {
osSyncPrintf(VT_FGCOL(RED));
@@ -778,13 +747,13 @@ s32 Collider_SetTrisAlloc(PlayState* play, ColliderTris* dest, Actor* actor, Col
* Sets up the ColliderTris using the values in src, placing the element array in elements.
*/
s32 Collider_SetTris(PlayState* play, ColliderTris* dest, Actor* actor, ColliderTrisInit* src,
- ColliderTrisElement* elements) {
+ ColliderTrisElement* trisElements) {
ColliderTrisElement* destElem;
ColliderTrisElementInit* srcElem;
Collider_SetBase(play, &dest->base, actor, &src->base);
dest->count = src->count;
- dest->elements = elements;
+ dest->elements = trisElements;
ASSERT(dest->elements != NULL, "pclobj_tris->elem_tbl != NULL", "../z_collision_check.c", 2258);
for (destElem = dest->elements, srcElem = src->elements; destElem < dest->elements + dest->count;
@@ -798,13 +767,13 @@ s32 Collider_SetTris(PlayState* play, ColliderTris* dest, Actor* actor, Collider
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetTrisAT(PlayState* play, Collider* collider) {
- ColliderTrisElement* element;
- ColliderTris* tris = (ColliderTris*)collider;
+s32 Collider_ResetTrisAT(PlayState* play, Collider* col) {
+ ColliderTrisElement* trisElem;
+ ColliderTris* tris = (ColliderTris*)col;
Collider_ResetATBase(play, &tris->base);
- for (element = tris->elements; element < tris->elements + tris->count; element++) {
- Collider_ResetTrisElementAT(play, element);
+ for (trisElem = tris->elements; trisElem < tris->elements + tris->count; trisElem++) {
+ Collider_ResetTrisElementAT(play, trisElem);
}
return true;
}
@@ -812,13 +781,13 @@ s32 Collider_ResetTrisAT(PlayState* play, Collider* collider) {
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetTrisAC(PlayState* play, Collider* collider) {
- ColliderTrisElement* element;
- ColliderTris* tris = (ColliderTris*)collider;
+s32 Collider_ResetTrisAC(PlayState* play, Collider* col) {
+ ColliderTrisElement* trisElem;
+ ColliderTris* tris = (ColliderTris*)col;
Collider_ResetACBase(play, &tris->base);
- for (element = tris->elements; element < tris->elements + tris->count; element++) {
- Collider_ResetTrisElementAC(play, element);
+ for (trisElem = tris->elements; trisElem < tris->elements + tris->count; trisElem++) {
+ Collider_ResetTrisElementAC(play, trisElem);
}
return true;
}
@@ -826,13 +795,13 @@ s32 Collider_ResetTrisAC(PlayState* play, Collider* collider) {
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetTrisOC(PlayState* play, Collider* collider) {
- ColliderTrisElement* element;
- ColliderTris* tris = (ColliderTris*)collider;
+s32 Collider_ResetTrisOC(PlayState* play, Collider* col) {
+ ColliderTrisElement* trisElem;
+ ColliderTris* tris = (ColliderTris*)col;
Collider_ResetOCBase(play, &tris->base);
- for (element = tris->elements; element < tris->elements + tris->count; element++) {
- Collider_ResetTrisElementOC(play, element);
+ for (trisElem = tris->elements; trisElem < tris->elements + tris->count; trisElem++) {
+ Collider_ResetTrisElementOC(play, trisElem);
}
return true;
}
@@ -879,51 +848,51 @@ s32 Collider_SetQuadDim(PlayState* play, ColliderQuadDim* dest, ColliderQuadDimI
/**
* Initializes a ColliderQuad to default values.
*/
-s32 Collider_InitQuad(PlayState* play, ColliderQuad* collider) {
- Collider_InitBase(play, &collider->base);
- Collider_InitInfo(play, &collider->info);
- Collider_InitQuadDim(play, &collider->dim);
+s32 Collider_InitQuad(PlayState* play, ColliderQuad* quad) {
+ Collider_InitBase(play, &quad->base);
+ Collider_InitElement(play, &quad->elem);
+ Collider_InitQuadDim(play, &quad->dim);
return true;
}
/**
* Destroys a ColliderQuad.
*/
-s32 Collider_DestroyQuad(PlayState* play, ColliderQuad* collider) {
- Collider_DestroyBase(play, &collider->base);
- Collider_DestroyInfo(play, &collider->info);
- Collider_DestroyQuadDim(play, &collider->dim);
+s32 Collider_DestroyQuad(PlayState* play, ColliderQuad* quad) {
+ Collider_DestroyBase(play, &quad->base);
+ Collider_DestroyElement(play, &quad->elem);
+ Collider_DestroyQuadDim(play, &quad->dim);
return true;
}
/**
* Sets up the ColliderQuad using the values in src. Uses the default OC2_TYPE_1
*/
-s32 Collider_SetQuadType1(PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) {
- Collider_SetBaseType1(play, &collider->base, actor, &src->base);
- Collider_SetInfo(play, &collider->info, &src->info);
- Collider_SetQuadDim(play, &collider->dim, &src->dim);
+s32 Collider_SetQuadType1(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInitType1* src) {
+ Collider_SetBaseType1(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetQuadDim(play, &dest->dim, &src->dim);
return true;
}
/**
* Sets up the ColliderQuad using the values in src.
*/
-s32 Collider_SetQuad(PlayState* play, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
- Collider_SetBase(play, &collider->base, actor, &src->base);
- Collider_SetInfo(play, &collider->info, &src->info);
- Collider_SetQuadDim(play, &collider->dim, &src->dim);
+s32 Collider_SetQuad(PlayState* play, ColliderQuad* dest, Actor* actor, ColliderQuadInit* src) {
+ Collider_SetBase(play, &dest->base, actor, &src->base);
+ Collider_SetElement(play, &dest->elem, &src->elem);
+ Collider_SetQuadDim(play, &dest->dim, &src->dim);
return true;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetQuadAT(PlayState* play, Collider* collider) {
- ColliderQuad* quad = (ColliderQuad*)collider;
+s32 Collider_ResetQuadAT(PlayState* play, Collider* col) {
+ ColliderQuad* quad = (ColliderQuad*)col;
Collider_ResetATBase(play, &quad->base);
- Collider_ResetATInfo(play, &quad->info);
+ Collider_ResetATElement(play, &quad->elem);
Collider_ResetQuadACDist(play, &quad->dim);
return true;
}
@@ -931,22 +900,22 @@ s32 Collider_ResetQuadAT(PlayState* play, Collider* collider) {
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetQuadAC(PlayState* play, Collider* collider) {
- ColliderQuad* quad = (ColliderQuad*)collider;
+s32 Collider_ResetQuadAC(PlayState* play, Collider* col) {
+ ColliderQuad* quad = (ColliderQuad*)col;
Collider_ResetACBase(play, &quad->base);
- Collider_ResetACInfo(play, &quad->info);
+ Collider_ResetACElement(play, &quad->elem);
return true;
}
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetQuadOC(PlayState* play, Collider* collider) {
- ColliderQuad* quad = (ColliderQuad*)collider;
+s32 Collider_ResetQuadOC(PlayState* play, Collider* col) {
+ ColliderQuad* quad = (ColliderQuad*)col;
Collider_ResetOCBase(play, &quad->base);
- Collider_ResetOCInfo(play, &quad->info);
+ Collider_ResetOCElement(play, &quad->elem);
return true;
}
@@ -958,18 +927,18 @@ s32 Collider_QuadSetNearestAC(PlayState* play, ColliderQuad* quad, Vec3f* hitPos
f32 acDistSq;
Vec3f dcMid;
- if (!(quad->info.toucherFlags & TOUCH_NEAREST)) {
+ if (!(quad->elem.toucherFlags & TOUCH_NEAREST)) {
return true;
}
Math_Vec3s_ToVec3f(&dcMid, &quad->dim.dcMid);
acDistSq = Math3D_Vec3fDistSq(&dcMid, hitPos);
if (acDistSq < quad->dim.acDistSq) {
quad->dim.acDistSq = acDistSq;
- if (quad->info.atHit != NULL) {
- Collider_ResetACBase(play, quad->info.atHit);
+ if (quad->elem.atHit != NULL) {
+ Collider_ResetACBase(play, quad->elem.atHit);
}
- if (quad->info.atHitInfo != NULL) {
- Collider_ResetACInfo(play, quad->info.atHitInfo);
+ if (quad->elem.atHitElem != NULL) {
+ Collider_ResetACElement(play, quad->elem.atHitElem);
}
return true;
}
@@ -1043,28 +1012,28 @@ void CollisionCheck_DestroyContext(PlayState* play, CollisionCheckContext* colCh
* Clears all collider lists in CollisionCheckContext when not in SAC mode.
*/
void CollisionCheck_ClearContext(PlayState* play, CollisionCheckContext* colChkCtx) {
- Collider** col;
- OcLine** line;
+ Collider** colP;
+ OcLine** lineP;
if (!(colChkCtx->sacFlags & SAC_ENABLE)) {
colChkCtx->colATCount = 0;
colChkCtx->colACCount = 0;
colChkCtx->colOCCount = 0;
colChkCtx->colLineCount = 0;
- for (col = colChkCtx->colAT; col < colChkCtx->colAT + COLLISION_CHECK_AT_MAX; col++) {
- *col = NULL;
+ for (colP = colChkCtx->colAT; colP < colChkCtx->colAT + COLLISION_CHECK_AT_MAX; colP++) {
+ *colP = NULL;
}
- for (col = colChkCtx->colAC; col < colChkCtx->colAC + COLLISION_CHECK_AC_MAX; col++) {
- *col = NULL;
+ for (colP = colChkCtx->colAC; colP < colChkCtx->colAC + COLLISION_CHECK_AC_MAX; colP++) {
+ *colP = NULL;
}
- for (col = colChkCtx->colOC; col < colChkCtx->colOC + COLLISION_CHECK_OC_MAX; col++) {
- *col = NULL;
+ for (colP = colChkCtx->colOC; colP < colChkCtx->colOC + COLLISION_CHECK_OC_MAX; colP++) {
+ *colP = NULL;
}
- for (line = colChkCtx->colLine; line < colChkCtx->colLine + COLLISION_CHECK_OC_LINE_MAX; line++) {
- *line = NULL;
+ for (lineP = colChkCtx->colLine; lineP < colChkCtx->colLine + COLLISION_CHECK_OC_LINE_MAX; lineP++) {
+ *lineP = NULL;
}
}
}
@@ -1087,36 +1056,39 @@ void CollisionCheck_DisableSAC(PlayState* play, CollisionCheckContext* colChkCtx
* Draws a collider of any shape.
* Math3D_DrawSphere and Math3D_DrawCylinder are noops, so JntSph and Cylinder are not drawn.
*/
-void Collider_Draw(PlayState* play, Collider* collider) {
+void Collider_Draw(PlayState* play, Collider* col) {
ColliderJntSph* jntSph;
- ColliderCylinder* cylinder;
+ ColliderCylinder* cyl;
ColliderTris* tris;
ColliderQuad* quad;
s32 i;
- if (collider == NULL) {
+ if (col == NULL) {
return;
}
- switch (collider->shape) {
+ switch (col->shape) {
case COLSHAPE_JNTSPH:
- jntSph = (ColliderJntSph*)collider;
+ jntSph = (ColliderJntSph*)col;
for (i = 0; i < jntSph->count; i++) {
Math3D_DrawSphere(play, &jntSph->elements[i].dim.worldSphere);
}
break;
+
case COLSHAPE_CYLINDER:
- cylinder = (ColliderCylinder*)collider;
- Math3D_DrawCylinder(play, &cylinder->dim);
+ cyl = (ColliderCylinder*)col;
+ Math3D_DrawCylinder(play, &cyl->dim);
break;
+
case COLSHAPE_TRIS:
- tris = (ColliderTris*)collider;
+ tris = (ColliderTris*)col;
for (i = 0; i < tris->count; i++) {
Collider_DrawRedPoly(play->state.gfxCtx, &tris->elements[i].dim.vtx[0], &tris->elements[i].dim.vtx[1],
&tris->elements[i].dim.vtx[2]);
}
break;
+
case COLSHAPE_QUAD:
- quad = (ColliderQuad*)collider;
+ quad = (ColliderQuad*)col;
Collider_DrawRedPoly(play->state.gfxCtx, &quad->dim.quad[2], &quad->dim.quad[3], &quad->dim.quad[1]);
Collider_DrawRedPoly(play->state.gfxCtx, &quad->dim.quad[1], &quad->dim.quad[0], &quad->dim.quad[2]);
break;
@@ -1128,7 +1100,7 @@ void Collider_Draw(PlayState* play, Collider* collider) {
* AREG(23) draws OC colliders, AREG(24) draws dynapolys, and AREG(25) draws bg polys
*/
void CollisionCheck_DrawCollision(PlayState* play, CollisionCheckContext* colChkCtx) {
- Collider* collider;
+ Collider* col;
s32 i;
if (AREG(15)) {
@@ -1144,9 +1116,9 @@ void CollisionCheck_DrawCollision(PlayState* play, CollisionCheckContext* colChk
}
if (AREG(23)) {
for (i = 0; i < colChkCtx->colOCCount; i++) {
- collider = colChkCtx->colOC[i];
- if (collider->ocFlags1 & OC1_ON) {
- Collider_Draw(play, collider);
+ col = colChkCtx->colOC[i];
+ if (col->ocFlags1 & OC1_ON) {
+ Collider_Draw(play, col);
}
}
}
@@ -1390,8 +1362,8 @@ s32 CollisionCheck_SetOCLine(PlayState* play, CollisionCheckContext* colChkCtx,
/**
* Skips AT elements that are off.
*/
-s32 CollisionCheck_SkipTouch(ColliderInfo* info) {
- if (!(info->toucherFlags & TOUCH_ON)) {
+s32 CollisionCheck_SkipElementTouch(ColliderElement* elem) {
+ if (!(elem->toucherFlags & TOUCH_ON)) {
return true;
}
return false;
@@ -1400,8 +1372,8 @@ s32 CollisionCheck_SkipTouch(ColliderInfo* info) {
/**
* Skips AC elements that are off.
*/
-s32 CollisionCheck_SkipBump(ColliderInfo* info) {
- if (!(info->bumperFlags & BUMP_ON)) {
+s32 CollisionCheck_SkipElementBump(ColliderElement* elem) {
+ if (!(elem->bumperFlags & BUMP_ON)) {
return true;
}
return false;
@@ -1410,8 +1382,8 @@ s32 CollisionCheck_SkipBump(ColliderInfo* info) {
/**
* If the AT element has no dmgFlags in common with the AC element, no collision happens.
*/
-s32 CollisionCheck_NoSharedFlags(ColliderInfo* atInfo, ColliderInfo* acInfo) {
- if (!(atInfo->toucher.dmgFlags & acInfo->bumper.dmgFlags)) {
+s32 CollisionCheck_NoSharedFlags(ColliderElement* atElem, ColliderElement* acElem) {
+ if (!(atElem->toucher.dmgFlags & acElem->bumper.dmgFlags)) {
return true;
}
return false;
@@ -1558,8 +1530,8 @@ void CollisionCheck_RedBloodUnused(PlayState* play, Collider* collider, Vec3f* v
/**
* Plays sound effects and displays hitmarks for solid-type AC colliders (METAL, WOOD, HARD, and TREE)
*/
-void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* collider, Vec3f* hitPos) {
- s32 flags = info->toucherFlags & TOUCH_SFX_MASK;
+void CollisionCheck_HitSolid(PlayState* play, ColliderElement* elem, Collider* collider, Vec3f* hitPos) {
+ s32 flags = elem->toucherFlags & TOUCH_SFX_MASK;
if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
@@ -1601,74 +1573,114 @@ void CollisionCheck_HitSolid(PlayState* play, ColliderInfo* info, Collider* coll
/**
* Plays a hit sound effect for AT colliders attached to Player based on the AC element's elemType.
*/
-s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo) {
- if (at->actor != NULL && at->actor->category == ACTORCAT_PLAYER) {
- if (acInfo->elemType == ELEMTYPE_UNK0) {
- Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
+s32 CollisionCheck_SwordHitAudio(Collider* atCol, ColliderElement* acElem) {
+ if (atCol->actor != NULL && atCol->actor->category == ACTORCAT_PLAYER) {
+ if (acElem->elemType == ELEMTYPE_UNK0) {
+ Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- } else if (acInfo->elemType == ELEMTYPE_UNK1) {
- Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
+ } else if (acElem->elemType == ELEMTYPE_UNK1) {
+ Audio_PlaySfxGeneral(NA_SE_IT_SWORD_STRIKE_HARD, &atCol->actor->projectedPos, 4,
+ &gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
+ } else if (acElem->elemType == ELEMTYPE_UNK2) {
+ Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- } else if (acInfo->elemType == ELEMTYPE_UNK2) {
- Audio_PlaySfxGeneral(NA_SE_NONE, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
- &gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
- } else if (acInfo->elemType == ELEMTYPE_UNK3) {
- Audio_PlaySfxGeneral(NA_SE_NONE, &at->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
+ } else if (acElem->elemType == ELEMTYPE_UNK3) {
+ Audio_PlaySfxGeneral(NA_SE_NONE, &atCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
return true;
}
+typedef struct {
+ /* 0x0 */ u8 blood;
+ /* 0x1 */ u8 effect;
+} HitInfo; // size = 0x2
+
+typedef enum {
+ /* 0 */ BLOOD_NONE,
+ /* 1 */ BLOOD_BLUE,
+ /* 2 */ BLOOD_GREEN,
+ /* 3 */ BLOOD_WATER,
+ /* 4 */ BLOOD_RED,
+ /* 5 */ BLOOD_RED2
+} ColChkBloodType;
+
+typedef enum {
+ /* 0 */ HIT_WHITE,
+ /* 1 */ HIT_DUST,
+ /* 2 */ HIT_RED,
+ /* 3 */ HIT_SOLID,
+ /* 4 */ HIT_WOOD,
+ /* 5 */ HIT_NONE
+} ColChkHitType;
+
+typedef void (*ColChkBloodFunc)(PlayState*, Collider*, Vec3f*);
+
static ColChkBloodFunc sBloodFuncs[] = {
- CollisionCheck_NoBlood, CollisionCheck_BlueBlood, CollisionCheck_GreenBlood,
- CollisionCheck_WaterBurst, CollisionCheck_RedBlood, CollisionCheck_RedBloodUnused,
+ CollisionCheck_NoBlood, // BLOOD_NONE
+ CollisionCheck_BlueBlood, // BLOOD_BLUE
+ CollisionCheck_GreenBlood, // BLOOD_GREEN
+ CollisionCheck_WaterBurst, // BLOOD_WATER
+ CollisionCheck_RedBlood, // BLOOD_RED
+ CollisionCheck_RedBloodUnused, // BLOOD_RED2
};
+
static HitInfo sHitInfo[] = {
- { BLOOD_BLUE, HIT_WHITE }, { BLOOD_NONE, HIT_DUST }, { BLOOD_GREEN, HIT_DUST }, { BLOOD_NONE, HIT_WHITE },
- { BLOOD_WATER, HIT_NONE }, { BLOOD_NONE, HIT_RED }, { BLOOD_GREEN, HIT_WHITE }, { BLOOD_RED, HIT_WHITE },
- { BLOOD_BLUE, HIT_RED }, { BLOOD_NONE, HIT_SOLID }, { BLOOD_NONE, HIT_NONE }, { BLOOD_NONE, HIT_SOLID },
- { BLOOD_NONE, HIT_SOLID }, { BLOOD_NONE, HIT_WOOD },
+ { BLOOD_BLUE, HIT_WHITE }, // COLTYPE_HIT0
+ { BLOOD_NONE, HIT_DUST }, // COLTYPE_HIT1
+ { BLOOD_GREEN, HIT_DUST }, // COLTYPE_HIT2
+ { BLOOD_NONE, HIT_WHITE }, // COLTYPE_HIT3
+ { BLOOD_WATER, HIT_NONE }, // COLTYPE_HIT4
+ { BLOOD_NONE, HIT_RED }, // COLTYPE_HIT5
+ { BLOOD_GREEN, HIT_WHITE }, // COLTYPE_HIT6
+ { BLOOD_RED, HIT_WHITE }, // COLTYPE_HIT7
+ { BLOOD_BLUE, HIT_RED }, // COLTYPE_HIT8
+ { BLOOD_NONE, HIT_SOLID }, // COLTYPE_METAL
+ { BLOOD_NONE, HIT_NONE }, // COLTYPE_NONE
+ { BLOOD_NONE, HIT_SOLID }, // COLTYPE_WOOD
+ { BLOOD_NONE, HIT_SOLID }, // COLTYPE_HARD
+ { BLOOD_NONE, HIT_WOOD }, // COLTYPE_TREE
};
/**
* Handles hitmarks, blood, and sound effects for each AC collision, determined by the AC collider's colType
*/
-void CollisionCheck_HitEffects(PlayState* play, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo,
- Vec3f* hitPos) {
- if (acInfo->bumperFlags & BUMP_NO_HITMARK) {
+void CollisionCheck_HitEffects(PlayState* play, Collider* atCol, ColliderElement* atElem, Collider* acCol,
+ ColliderElement* acElem, Vec3f* hitPos) {
+ if (acElem->bumperFlags & BUMP_NO_HITMARK) {
return;
}
- if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && atInfo->toucherFlags & TOUCH_DREW_HITMARK) {
+ if (!(atElem->toucherFlags & TOUCH_AT_HITMARK) && atElem->toucherFlags & TOUCH_DREW_HITMARK) {
return;
}
- if (ac->actor != NULL) {
- sBloodFuncs[sHitInfo[ac->colType].blood](play, ac, hitPos);
+ if (acCol->actor != NULL) {
+ sBloodFuncs[sHitInfo[acCol->colType].blood](play, acCol, hitPos);
}
- if (ac->actor != NULL) {
- if (sHitInfo[ac->colType].effect == HIT_SOLID) {
- CollisionCheck_HitSolid(play, atInfo, ac, hitPos);
- } else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
- if (at->actor == NULL) {
+ if (acCol->actor != NULL) {
+ if (sHitInfo[acCol->colType].effect == HIT_SOLID) {
+ CollisionCheck_HitSolid(play, atElem, acCol, hitPos);
+ } else if (sHitInfo[acCol->colType].effect == HIT_WOOD) {
+ if (atCol->actor == NULL) {
CollisionCheck_SpawnShieldParticles(play, hitPos);
Audio_PlaySfxGeneral(NA_SE_IT_REFLECTION_WOOD, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
- CollisionCheck_SpawnShieldParticlesWood(play, hitPos, &at->actor->projectedPos);
+ CollisionCheck_SpawnShieldParticlesWood(play, hitPos, &atCol->actor->projectedPos);
}
- } else if (sHitInfo[ac->colType].effect != HIT_NONE) {
- EffectSsHitMark_SpawnFixedScale(play, sHitInfo[ac->colType].effect, hitPos);
- if (!(acInfo->bumperFlags & BUMP_NO_SWORD_SFX)) {
- CollisionCheck_SwordHitAudio(at, acInfo);
+ } else if (sHitInfo[acCol->colType].effect != HIT_NONE) {
+ EffectSsHitMark_SpawnFixedScale(play, sHitInfo[acCol->colType].effect, hitPos);
+ if (!(acElem->bumperFlags & BUMP_NO_SWORD_SFX)) {
+ CollisionCheck_SwordHitAudio(atCol, acElem);
}
}
} else {
EffectSsHitMark_SpawnFixedScale(play, EFFECT_HITMARK_WHITE, hitPos);
- if (ac->actor == NULL) {
+ if (acCol->actor == NULL) {
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
} else {
- Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &ac->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
+ Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_BOUND, &acCol->actor->projectedPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
}
}
@@ -1677,98 +1689,96 @@ void CollisionCheck_HitEffects(PlayState* play, Collider* at, ColliderInfo* atIn
/**
* Sets the flags to indicate an attack bounced off an AC_HARD collider.
*/
-void CollisionCheck_SetBounce(Collider* at, Collider* ac) {
- at->atFlags |= AT_BOUNCED;
- ac->acFlags |= AC_BOUNCED;
+void CollisionCheck_SetBounce(Collider* atCol, Collider* acCol) {
+ atCol->atFlags |= AT_BOUNCED;
+ acCol->acFlags |= AC_BOUNCED;
}
/**
* Performs the AC collision between the AT element and AC element that collided.
*/
-s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac,
- ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos) {
- if (ac->acFlags & AC_HARD && at->actor != NULL && ac->actor != NULL) {
- CollisionCheck_SetBounce(at, ac);
+s32 CollisionCheck_SetATvsAC(PlayState* play, Collider* atCol, ColliderElement* atElem, Vec3f* atPos, Collider* acCol,
+ ColliderElement* acElem, Vec3f* acPos, Vec3f* hitPos) {
+ if (acCol->acFlags & AC_HARD && atCol->actor != NULL && acCol->actor != NULL) {
+ CollisionCheck_SetBounce(atCol, acCol);
}
- if (!(acInfo->bumperFlags & BUMP_NO_AT_INFO)) {
- at->atFlags |= AT_HIT;
- at->at = ac->actor;
- atInfo->atHit = ac;
- atInfo->atHitInfo = acInfo;
- atInfo->toucherFlags |= TOUCH_HIT;
- if (at->actor != NULL) {
- at->actor->colChkInfo.atHitEffect = acInfo->bumper.effect;
+ if (!(acElem->bumperFlags & BUMP_NO_AT_INFO)) {
+ atCol->atFlags |= AT_HIT;
+ atCol->at = acCol->actor;
+ atElem->atHit = acCol;
+ atElem->atHitElem = acElem;
+ atElem->toucherFlags |= TOUCH_HIT;
+ if (atCol->actor != NULL) {
+ atCol->actor->colChkInfo.atHitEffect = acElem->bumper.effect;
}
}
- ac->acFlags |= AC_HIT;
- ac->ac = at->actor;
- acInfo->acHit = at;
- acInfo->acHitInfo = atInfo;
- acInfo->bumperFlags |= BUMP_HIT;
- if (ac->actor != NULL) {
- ac->actor->colChkInfo.acHitEffect = atInfo->toucher.effect;
+ acCol->acFlags |= AC_HIT;
+ acCol->ac = atCol->actor;
+ acElem->acHit = atCol;
+ acElem->acHitElem = atElem;
+ acElem->bumperFlags |= BUMP_HIT;
+ if (acCol->actor != NULL) {
+ acCol->actor->colChkInfo.acHitEffect = atElem->toucher.effect;
}
- acInfo->bumper.hitPos.x = hitPos->x;
- acInfo->bumper.hitPos.y = hitPos->y;
- acInfo->bumper.hitPos.z = hitPos->z;
- if (!(atInfo->toucherFlags & TOUCH_AT_HITMARK) && ac->colType != COLTYPE_METAL && ac->colType != COLTYPE_WOOD &&
- ac->colType != COLTYPE_HARD) {
- acInfo->bumperFlags |= BUMP_DRAW_HITMARK;
+ acElem->bumper.hitPos.x = hitPos->x;
+ acElem->bumper.hitPos.y = hitPos->y;
+ acElem->bumper.hitPos.z = hitPos->z;
+ if (!(atElem->toucherFlags & TOUCH_AT_HITMARK) && acCol->colType != COLTYPE_METAL &&
+ acCol->colType != COLTYPE_WOOD && acCol->colType != COLTYPE_HARD) {
+ acElem->bumperFlags |= BUMP_DRAW_HITMARK;
} else {
- CollisionCheck_HitEffects(play, at, atInfo, ac, acInfo, hitPos);
- atInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ CollisionCheck_HitEffects(play, atCol, atElem, acCol, acElem, hitPos);
+ atElem->toucherFlags |= TOUCH_DREW_HITMARK;
}
return true;
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
- ColliderJntSph* at = (ColliderJntSph*)colAT;
- ColliderJntSphElement* atItem;
- ColliderJntSph* ac = (ColliderJntSph*)colAC;
- ColliderJntSphElement* acElem;
+void CollisionCheck_ATJntSphVsACJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
+ ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
+ ColliderJntSphElement* atJntSphElem;
+ ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
+ ColliderJntSphElement* acJntSphElem;
f32 overlapSize;
f32 centerDist;
- if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ if (atJntSph->count > 0 && atJntSph->elements != NULL && acJntSph->count > 0 && acJntSph->elements != NULL) {
+ for (atJntSphElem = atJntSph->elements; atJntSphElem < atJntSph->elements + atJntSph->count; atJntSphElem++) {
+ if (CollisionCheck_SkipElementTouch(&atJntSphElem->base) == true) {
continue;
}
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ for (acJntSphElem = acJntSph->elements; acJntSphElem < acJntSph->elements + acJntSph->count;
+ acJntSphElem++) {
+ if (CollisionCheck_SkipElementBump(&acJntSphElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acJntSphElem->base) == true) {
continue;
}
- if (Math3D_SphVsSphOverlapCenterDist(&atItem->dim.worldSphere, &acElem->dim.worldSphere, &overlapSize,
- ¢erDist) == true) {
+ if (Math3D_SphVsSphOverlapCenterDist(&atJntSphElem->dim.worldSphere, &acJntSphElem->dim.worldSphere,
+ &overlapSize, ¢erDist) == true) {
f32 acToHit;
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
- atPos.x = atItem->dim.worldSphere.center.x;
- atPos.y = atItem->dim.worldSphere.center.y;
- atPos.z = atItem->dim.worldSphere.center.z;
- acPos.x = acElem->dim.worldSphere.center.x;
- acPos.y = acElem->dim.worldSphere.center.y;
- acPos.z = acElem->dim.worldSphere.center.z;
+ atPos.x = atJntSphElem->dim.worldSphere.center.x;
+ atPos.y = atJntSphElem->dim.worldSphere.center.y;
+ atPos.z = atJntSphElem->dim.worldSphere.center.z;
+ acPos.x = acJntSphElem->dim.worldSphere.center.x;
+ acPos.y = acJntSphElem->dim.worldSphere.center.y;
+ acPos.z = acJntSphElem->dim.worldSphere.center.z;
if (!IS_ZERO(centerDist)) {
- acToHit = acElem->dim.worldSphere.radius / centerDist;
+ acToHit = acJntSphElem->dim.worldSphere.radius / centerDist;
hitPos.x = (((atPos.x - acPos.x) * acToHit) + acPos.x);
hitPos.y = (((atPos.y - acPos.y) * acToHit) + acPos.y);
hitPos.z = (((atPos.z - acPos.z) * acToHit) + acPos.z);
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &acElem->info, &acPos,
- &hitPos);
- if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acJntSph->base,
+ &acJntSphElem->base, &acPos, &hitPos);
+ if (!(acJntSph->base.ocFlags2 & OC2_FIRST_ONLY)) {
return;
}
}
@@ -1777,42 +1787,40 @@ void CollisionCheck_AC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* co
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
- ColliderJntSph* at = (ColliderJntSph*)colAT;
- ColliderJntSphElement* atItem;
- ColliderCylinder* ac = (ColliderCylinder*)colAC;
+void CollisionCheck_ATJntSphVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
+ ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
+ ColliderJntSphElement* atJntSphElem;
+ ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
f32 overlapSize;
f32 centerDist;
- if (at->count > 0 && at->elements != NULL && ac->dim.radius > 0 && ac->dim.height > 0) {
- if (CollisionCheck_SkipBump(&ac->info) == true) {
+ if (atJntSph->count > 0 && atJntSph->elements != NULL && acCyl->dim.radius > 0 && acCyl->dim.height > 0) {
+ if (CollisionCheck_SkipElementBump(&acCyl->elem) == true) {
return;
}
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ for (atJntSphElem = atJntSph->elements; atJntSphElem < atJntSph->elements + atJntSph->count; atJntSphElem++) {
+ if (CollisionCheck_SkipElementTouch(&atJntSphElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acCyl->elem) == true) {
continue;
}
- if (Math3D_SphVsCylOverlapCenterDist(&atItem->dim.worldSphere, &ac->dim, &overlapSize, ¢erDist)) {
+ if (Math3D_SphVsCylOverlapCenterDist(&atJntSphElem->dim.worldSphere, &acCyl->dim, &overlapSize,
+ ¢erDist)) {
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
f32 acToHit;
- atPos.x = atItem->dim.worldSphere.center.x;
- atPos.y = atItem->dim.worldSphere.center.y;
- atPos.z = atItem->dim.worldSphere.center.z;
- acPos.x = ac->dim.pos.x;
- acPos.y = ac->dim.pos.y;
- acPos.z = ac->dim.pos.z;
+ atPos.x = atJntSphElem->dim.worldSphere.center.x;
+ atPos.y = atJntSphElem->dim.worldSphere.center.y;
+ atPos.z = atJntSphElem->dim.worldSphere.center.z;
+ acPos.x = acCyl->dim.pos.x;
+ acPos.y = acCyl->dim.pos.y;
+ acPos.z = acCyl->dim.pos.z;
if (!IS_ZERO(centerDist)) {
- acToHit = ac->dim.radius / centerDist;
+ acToHit = acCyl->dim.radius / centerDist;
if (acToHit <= 1.0f) {
hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
@@ -1823,49 +1831,48 @@ void CollisionCheck_AC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colCh
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acCyl->base, &acCyl->elem,
+ &acPos, &hitPos);
return;
}
}
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_CylVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
- ColliderCylinder* at = (ColliderCylinder*)colAT;
- ColliderJntSph* ac = (ColliderJntSph*)colAC;
+void CollisionCheck_ATCylVsACJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
+ ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
+ ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
f32 overlapSize;
f32 centerDist;
- ColliderJntSphElement* acElem;
+ ColliderJntSphElement* acJntSphElem;
- if (ac->count > 0 && ac->elements != NULL && at->dim.radius > 0 && at->dim.height > 0) {
- if (CollisionCheck_SkipTouch(&at->info) == true) {
+ if (acJntSph->count > 0 && acJntSph->elements != NULL && atCyl->dim.radius > 0 && atCyl->dim.height > 0) {
+ if (CollisionCheck_SkipElementTouch(&atCyl->elem) == true) {
return;
}
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ for (acJntSphElem = acJntSph->elements; acJntSphElem < acJntSph->elements + acJntSph->count; acJntSphElem++) {
+ if (CollisionCheck_SkipElementBump(&acJntSphElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acJntSphElem->base) == true) {
continue;
}
- if (Math3D_SphVsCylOverlapCenterDist(&acElem->dim.worldSphere, &at->dim, &overlapSize, ¢erDist)) {
+ if (Math3D_SphVsCylOverlapCenterDist(&acJntSphElem->dim.worldSphere, &atCyl->dim, &overlapSize,
+ ¢erDist)) {
Vec3f hitPos;
Vec3f atPos;
Vec3f acPos;
f32 acToHit;
- atPos.x = at->dim.pos.x;
- atPos.y = at->dim.pos.y;
- atPos.z = at->dim.pos.z;
- acPos.x = acElem->dim.worldSphere.center.x;
- acPos.y = acElem->dim.worldSphere.center.y;
- acPos.z = acElem->dim.worldSphere.center.z;
+ atPos.x = atCyl->dim.pos.x;
+ atPos.y = atCyl->dim.pos.y;
+ atPos.z = atCyl->dim.pos.z;
+ acPos.x = acJntSphElem->dim.worldSphere.center.x;
+ acPos.y = acJntSphElem->dim.worldSphere.center.y;
+ acPos.z = acJntSphElem->dim.worldSphere.center.z;
if (!IS_ZERO(centerDist)) {
- acToHit = acElem->dim.worldSphere.radius / centerDist;
+ acToHit = acJntSphElem->dim.worldSphere.radius / centerDist;
if (acToHit <= 1.0f) {
hitPos.x = ((atPos.x - acPos.x) * acToHit) + acPos.x;
hitPos.y = ((atPos.y - acPos.y) * acToHit) + acPos.y;
@@ -1876,8 +1883,9 @@ void CollisionCheck_AC_CylVsJntSph(PlayState* play, CollisionCheckContext* colCh
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
- if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acJntSph->base, &acJntSphElem->base,
+ &acPos, &hitPos);
+ if (!(acJntSph->base.ocFlags2 & OC2_FIRST_ONLY)) {
break;
}
}
@@ -1885,41 +1893,41 @@ void CollisionCheck_AC_CylVsJntSph(PlayState* play, CollisionCheckContext* colCh
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_JntSphVsTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
- ColliderJntSph* at = (ColliderJntSph*)colAT;
- ColliderJntSphElement* atSph;
- ColliderTris* ac = (ColliderTris*)colAC;
- ColliderTrisElement* acTri;
+void CollisionCheck_ATJntSphVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
+ ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
+ ColliderJntSphElement* atJntSphElem;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
Vec3f hitPos;
- if (at->count > 0 && at->elements != NULL && ac->count > 0 && ac->elements != NULL) {
- for (atSph = at->elements; atSph < at->elements + at->count; atSph++) {
- if (CollisionCheck_SkipTouch(&atSph->info) == true) {
+ if (atJntSph->count > 0 && atJntSph->elements != NULL && acTris->count > 0 && acTris->elements != NULL) {
+ for (atJntSphElem = atJntSph->elements; atJntSphElem < atJntSph->elements + atJntSph->count; atJntSphElem++) {
+ if (CollisionCheck_SkipElementTouch(&atJntSphElem->base) == true) {
continue;
}
- for (acTri = ac->elements; acTri < ac->elements + ac->count; acTri++) {
- if (CollisionCheck_SkipBump(&acTri->info) == true) {
+ for (acTrisElem = acTris->elements; acTrisElem < acTris->elements + acTris->count; acTrisElem++) {
+ if (CollisionCheck_SkipElementBump(&acTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atSph->info, &acTri->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acTrisElem->base) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&atSph->dim.worldSphere, &acTri->dim, &hitPos) == true) {
+ if (Math3D_TriVsSphIntersect(&atJntSphElem->dim.worldSphere, &acTrisElem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
- atPos.x = atSph->dim.worldSphere.center.x;
- atPos.y = atSph->dim.worldSphere.center.y;
- atPos.z = atSph->dim.worldSphere.center.z;
- acPos.x = (acTri->dim.vtx[0].x + acTri->dim.vtx[1].x + acTri->dim.vtx[2].x) * (1.0f / 3);
- acPos.y = (acTri->dim.vtx[0].y + acTri->dim.vtx[1].y + acTri->dim.vtx[2].y) * (1.0f / 3);
- acPos.z = (acTri->dim.vtx[0].z + acTri->dim.vtx[1].z + acTri->dim.vtx[2].z) * (1.0f / 3);
- CollisionCheck_SetATvsAC(play, &at->base, &atSph->info, &atPos, &ac->base, &acTri->info, &acPos,
- &hitPos);
+ atPos.x = atJntSphElem->dim.worldSphere.center.x;
+ atPos.y = atJntSphElem->dim.worldSphere.center.y;
+ atPos.z = atJntSphElem->dim.worldSphere.center.z;
+ acPos.x =
+ (acTrisElem->dim.vtx[0].x + acTrisElem->dim.vtx[1].x + acTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ acPos.y =
+ (acTrisElem->dim.vtx[0].y + acTrisElem->dim.vtx[1].y + acTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ acPos.z =
+ (acTrisElem->dim.vtx[0].z + acTrisElem->dim.vtx[1].z + acTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acTris->base,
+ &acTrisElem->base, &acPos, &hitPos);
return;
}
}
@@ -1927,40 +1935,40 @@ void CollisionCheck_AC_JntSphVsTris(PlayState* play, CollisionCheckContext* colC
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_TrisVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
- ColliderTris* at = (ColliderTris*)colAT;
- ColliderTrisElement* atItem;
- ColliderJntSph* ac = (ColliderJntSph*)colAC;
- ColliderJntSphElement* acElem;
+void CollisionCheck_ATTrisVsACJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderTrisElement* atTrisElem;
+ ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
+ ColliderJntSphElement* acJntSphElem;
Vec3f hitPos;
- if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ if (acJntSph->count > 0 && acJntSph->elements != NULL && atTris->count > 0 && atTris->elements != NULL) {
+ for (acJntSphElem = acJntSph->elements; acJntSphElem < acJntSph->elements + acJntSph->count; acJntSphElem++) {
+ if (CollisionCheck_SkipElementBump(&acJntSphElem->base) == true) {
continue;
}
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ for (atTrisElem = atTris->elements; atTrisElem < atTris->elements + atTris->count; atTrisElem++) {
+ if (CollisionCheck_SkipElementTouch(&atTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acJntSphElem->base) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &atItem->dim, &hitPos) == true) {
+ if (Math3D_TriVsSphIntersect(&acJntSphElem->dim.worldSphere, &atTrisElem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
- atPos.x = (atItem->dim.vtx[0].x + atItem->dim.vtx[1].x + atItem->dim.vtx[2].x) * (1.0f / 3);
- atPos.y = (atItem->dim.vtx[0].y + atItem->dim.vtx[1].y + atItem->dim.vtx[2].y) * (1.0f / 3);
- atPos.z = (atItem->dim.vtx[0].z + atItem->dim.vtx[1].z + atItem->dim.vtx[2].z) * (1.0f / 3);
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &acElem->info, &acPos,
- &hitPos);
- if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ Math_Vec3s_ToVec3f(&acPos, &acJntSphElem->dim.worldSphere.center);
+ atPos.x =
+ (atTrisElem->dim.vtx[0].x + atTrisElem->dim.vtx[1].x + atTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ atPos.y =
+ (atTrisElem->dim.vtx[0].y + atTrisElem->dim.vtx[1].y + atTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ atPos.z =
+ (atTrisElem->dim.vtx[0].z + atTrisElem->dim.vtx[1].z + atTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acJntSph->base,
+ &acJntSphElem->base, &acPos, &hitPos);
+ if (!(acJntSph->base.ocFlags2 & OC2_FIRST_ONLY)) {
return;
}
}
@@ -1969,93 +1977,97 @@ void CollisionCheck_AC_TrisVsJntSph(PlayState* play, CollisionCheckContext* colC
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_JntSphVsQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
+void CollisionCheck_ATJntSphVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
static TriNorm tri1;
static TriNorm tri2;
- ColliderJntSph* at = (ColliderJntSph*)colAT;
- ColliderQuad* ac = (ColliderQuad*)colAC;
+ ColliderJntSph* atJntSph = (ColliderJntSph*)atCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
Vec3f hitPos;
- ColliderJntSphElement* atItem;
+ ColliderJntSphElement* atJntSphElem;
- if (at->count > 0 && at->elements != NULL) {
- if (CollisionCheck_SkipBump(&ac->info) == true) {
+ if (atJntSph->count > 0 && atJntSph->elements != NULL) {
+ if (CollisionCheck_SkipElementBump(&acQuad->elem) == true) {
return;
}
- Math3D_TriNorm(&tri1, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&tri2, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ Math3D_TriNorm(&tri1, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
+ for (atJntSphElem = atJntSph->elements; atJntSphElem < atJntSph->elements + atJntSph->count; atJntSphElem++) {
+ if (CollisionCheck_SkipElementTouch(&atJntSphElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atJntSphElem->base, &acQuad->elem) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&atItem->dim.worldSphere, &tri1, &hitPos) == true ||
- Math3D_TriVsSphIntersect(&atItem->dim.worldSphere, &tri2, &hitPos) == true) {
+ if (Math3D_TriVsSphIntersect(&atJntSphElem->dim.worldSphere, &tri1, &hitPos) == true ||
+ Math3D_TriVsSphIntersect(&atJntSphElem->dim.worldSphere, &tri2, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atPos, &atItem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&atPos, &atJntSphElem->dim.worldSphere.center);
- acPos.x = (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
- acPos.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
- acPos.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
+ acPos.x = (acQuad->dim.quad[0].x +
+ (acQuad->dim.quad[1].x + (acQuad->dim.quad[3].x + acQuad->dim.quad[2].x))) /
+ 4.0f;
+ acPos.y = (acQuad->dim.quad[0].y +
+ (acQuad->dim.quad[1].y + (acQuad->dim.quad[3].y + acQuad->dim.quad[2].y))) /
+ 4.0f;
+ acPos.z = (acQuad->dim.quad[0].z +
+ (acQuad->dim.quad[1].z + (acQuad->dim.quad[3].z + acQuad->dim.quad[2].z))) /
+ 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(play, &atJntSph->base, &atJntSphElem->base, &atPos, &acQuad->base,
+ &acQuad->elem, &acPos, &hitPos);
return;
}
}
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_QuadVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT,
- Collider* colAC) {
+void CollisionCheck_ATQuadVsACJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
static TriNorm tri1;
static TriNorm tri2;
- ColliderJntSph* ac = (ColliderJntSph*)colAC;
+ ColliderJntSph* acJntSph = (ColliderJntSph*)acCol;
Vec3f hitPos;
- ColliderQuad* at = (ColliderQuad*)colAT;
- ColliderJntSphElement* acElem;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
+ ColliderJntSphElement* acJntSphElem;
- if (ac->count > 0 && ac->elements != NULL) {
- if (CollisionCheck_SkipTouch(&at->info) == true) {
+ if (acJntSph->count > 0 && acJntSph->elements != NULL) {
+ if (CollisionCheck_SkipElementTouch(&atQuad->elem) == true) {
return;
}
- Math3D_TriNorm(&tri1, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&tri2, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ Math3D_TriNorm(&tri1, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
+ for (acJntSphElem = acJntSph->elements; acJntSphElem < acJntSph->elements + acJntSph->count; acJntSphElem++) {
+ if (CollisionCheck_SkipElementBump(&acJntSphElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acJntSphElem->base) == true) {
continue;
}
- if (Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &tri1, &hitPos) == true ||
- Math3D_TriVsSphIntersect(&acElem->dim.worldSphere, &tri2, &hitPos) == true) {
- if (Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ if (Math3D_TriVsSphIntersect(&acJntSphElem->dim.worldSphere, &tri1, &hitPos) == true ||
+ Math3D_TriVsSphIntersect(&acJntSphElem->dim.worldSphere, &tri2, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- acPos.x = acElem->dim.worldSphere.center.x;
- acPos.y = acElem->dim.worldSphere.center.y;
- acPos.z = acElem->dim.worldSphere.center.z;
+ acPos.x = acJntSphElem->dim.worldSphere.center.x;
+ acPos.y = acJntSphElem->dim.worldSphere.center.y;
+ acPos.z = acJntSphElem->dim.worldSphere.center.z;
- atPos.x =
- (at->dim.quad[0].x + (at->dim.quad[1].x + (at->dim.quad[3].x + at->dim.quad[2].x))) / 4.0f;
- atPos.y =
- (at->dim.quad[0].y + (at->dim.quad[1].y + (at->dim.quad[3].y + at->dim.quad[2].y))) / 4.0f;
- atPos.z =
- (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
- &hitPos);
- if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
+ atPos.x = (atQuad->dim.quad[0].x +
+ (atQuad->dim.quad[1].x + (atQuad->dim.quad[3].x + atQuad->dim.quad[2].x))) /
+ 4.0f;
+ atPos.y = (atQuad->dim.quad[0].y +
+ (atQuad->dim.quad[1].y + (atQuad->dim.quad[3].y + atQuad->dim.quad[2].y))) /
+ 4.0f;
+ atPos.z = (atQuad->dim.quad[0].z +
+ (atQuad->dim.quad[1].z + (atQuad->dim.quad[3].z + atQuad->dim.quad[2].z))) /
+ 4.0f;
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acJntSph->base,
+ &acJntSphElem->base, &acPos, &hitPos);
+ if (!(acJntSph->base.ocFlags2 & OC2_FIRST_ONLY)) {
return;
}
}
@@ -2064,154 +2076,160 @@ void CollisionCheck_AC_QuadVsJntSph(PlayState* play, CollisionCheckContext* colC
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_CylVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
- ColliderCylinder* at = (ColliderCylinder*)colAT;
- ColliderCylinder* ac = (ColliderCylinder*)colAC;
+void CollisionCheck_ATCylVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
+ ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
+ ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
f32 overlapSize;
f32 centerDist;
Vec3f hitPos;
- if (at->dim.radius > 0 && at->dim.height > 0 && ac->dim.radius > 0 && ac->dim.height > 0) {
- if (CollisionCheck_SkipBump(&ac->info) == true) {
+ if (atCyl->dim.radius > 0 && atCyl->dim.height > 0 && acCyl->dim.radius > 0 && acCyl->dim.height > 0) {
+ if (CollisionCheck_SkipElementBump(&acCyl->elem) == true) {
return;
}
- if (CollisionCheck_SkipTouch(&at->info) == true) {
+ if (CollisionCheck_SkipElementTouch(&atCyl->elem) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acCyl->elem) == true) {
return;
}
- if (Math3D_CylVsCylOverlapCenterDist(&at->dim, &ac->dim, &overlapSize, ¢erDist) == true) {
+ if (Math3D_CylVsCylOverlapCenterDist(&atCyl->dim, &acCyl->dim, &overlapSize, ¢erDist) == true) {
Vec3f atPos;
Vec3f acPos;
f32 acToHit;
- Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
+ Math_Vec3s_ToVec3f(&atPos, &atCyl->dim.pos);
+ Math_Vec3s_ToVec3f(&acPos, &acCyl->dim.pos);
if (!IS_ZERO(centerDist)) {
- acToHit = ac->dim.radius / centerDist;
- hitPos.y = (f32)ac->dim.pos.y + ac->dim.yShift + ac->dim.height * 0.5f;
- hitPos.x = ((f32)at->dim.pos.x - ac->dim.pos.x) * acToHit + ac->dim.pos.x;
- hitPos.z = ((f32)at->dim.pos.z - ac->dim.pos.z) * acToHit + ac->dim.pos.z;
+ acToHit = acCyl->dim.radius / centerDist;
+ hitPos.y = (f32)acCyl->dim.pos.y + acCyl->dim.yShift + acCyl->dim.height * 0.5f;
+ hitPos.x = ((f32)atCyl->dim.pos.x - acCyl->dim.pos.x) * acToHit + acCyl->dim.pos.x;
+ hitPos.z = ((f32)atCyl->dim.pos.z - acCyl->dim.pos.z) * acToHit + acCyl->dim.pos.z;
} else {
- Math_Vec3s_ToVec3f(&hitPos, &ac->dim.pos);
+ Math_Vec3s_ToVec3f(&hitPos, &acCyl->dim.pos);
}
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acCyl->base, &acCyl->elem, &acPos,
+ &hitPos);
}
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_CylVsTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
- ColliderCylinder* at = (ColliderCylinder*)colAT;
- ColliderTris* ac = (ColliderTris*)colAC;
- ColliderTrisElement* acElem;
+void CollisionCheck_ATCylVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
+ ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
Vec3f hitPos;
- if (at->dim.radius > 0 && at->dim.height > 0 && ac->count > 0 && ac->elements != NULL) {
- if (CollisionCheck_SkipTouch(&at->info) == true) {
+ if (atCyl->dim.radius > 0 && atCyl->dim.height > 0 && acTris->count > 0 && acTris->elements != NULL) {
+ if (CollisionCheck_SkipElementTouch(&atCyl->elem) == true) {
return;
}
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ for (acTrisElem = acTris->elements; acTrisElem < acTris->elements + acTris->count; acTrisElem++) {
+ if (CollisionCheck_SkipElementBump(&acTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acTrisElem->base) == true) {
continue;
}
- if (Math3D_CylTriVsIntersect(&at->dim, &acElem->dim, &hitPos) == true) {
- Vec3f atpos;
+ if (Math3D_CylTriVsIntersect(&atCyl->dim, &acTrisElem->dim, &hitPos) == true) {
+ Vec3f atPos;
Vec3f acPos;
- Math_Vec3s_ToVec3f(&atpos, &at->dim.pos);
+ Math_Vec3s_ToVec3f(&atPos, &atCyl->dim.pos);
- acPos.x = (acElem->dim.vtx[0].x + acElem->dim.vtx[1].x + acElem->dim.vtx[2].x) * (1.0f / 3);
- acPos.y = (acElem->dim.vtx[0].y + acElem->dim.vtx[1].y + acElem->dim.vtx[2].y) * (1.0f / 3);
- acPos.z = (acElem->dim.vtx[0].z + acElem->dim.vtx[1].z + acElem->dim.vtx[2].z) * (1.0f / 3);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atpos, &ac->base, &acElem->info, &acPos, &hitPos);
+ acPos.x = (acTrisElem->dim.vtx[0].x + acTrisElem->dim.vtx[1].x + acTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ acPos.y = (acTrisElem->dim.vtx[0].y + acTrisElem->dim.vtx[1].y + acTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ acPos.z = (acTrisElem->dim.vtx[0].z + acTrisElem->dim.vtx[1].z + acTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos, &acTris->base, &acTrisElem->base,
+ &acPos, &hitPos);
return;
}
}
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_TrisVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATTrisVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
static Vec3f hitPos;
- ColliderTris* at = (ColliderTris*)colAT;
- ColliderTrisElement* atItem;
- ColliderCylinder* ac = (ColliderCylinder*)colAC;
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderTrisElement* atTrisElem;
+ ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
Vec3f atPos;
Vec3f acPos;
- if (ac->dim.radius > 0 && ac->dim.height > 0 && at->count > 0 && at->elements != NULL) {
- if (CollisionCheck_SkipBump(&ac->info) == true) {
+ if (acCyl->dim.radius > 0 && acCyl->dim.height > 0 && atTris->count > 0 && atTris->elements != NULL) {
+ if (CollisionCheck_SkipElementBump(&acCyl->elem) == true) {
return;
}
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ for (atTrisElem = atTris->elements; atTrisElem < atTris->elements + atTris->count; atTrisElem++) {
+ if (CollisionCheck_SkipElementTouch(&atTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acCyl->elem) == true) {
continue;
}
- if (Math3D_CylTriVsIntersect(&ac->dim, &atItem->dim, &hitPos) == true) {
- atPos.x = (atItem->dim.vtx[0].x + atItem->dim.vtx[1].x + atItem->dim.vtx[2].x) * (1.0f / 3);
- atPos.y = (atItem->dim.vtx[0].y + atItem->dim.vtx[1].y + atItem->dim.vtx[2].y) * (1.0f / 3);
- atPos.z = (atItem->dim.vtx[0].z + atItem->dim.vtx[1].z + atItem->dim.vtx[2].z) * (1.0f / 3);
- Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ if (Math3D_CylTriVsIntersect(&acCyl->dim, &atTrisElem->dim, &hitPos) == true) {
+ atPos.x = (atTrisElem->dim.vtx[0].x + atTrisElem->dim.vtx[1].x + atTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ atPos.y = (atTrisElem->dim.vtx[0].y + atTrisElem->dim.vtx[1].y + atTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ atPos.z = (atTrisElem->dim.vtx[0].z + atTrisElem->dim.vtx[1].z + atTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ Math_Vec3s_ToVec3f(&acPos, &acCyl->dim.pos);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acCyl->base, &acCyl->elem,
+ &acPos, &hitPos);
return;
}
}
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_CylVsQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATCylVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
static TriNorm tri1;
static TriNorm tri2;
static Vec3f hitPos;
- ColliderCylinder* at = (ColliderCylinder*)colAT;
- ColliderQuad* ac = (ColliderQuad*)colAC;
+ ColliderCylinder* atCyl = (ColliderCylinder*)atCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
- if (at->dim.height > 0 && at->dim.radius > 0) {
- if (CollisionCheck_SkipTouch(&at->info) == true || CollisionCheck_SkipBump(&ac->info) == true) {
+ if (atCyl->dim.height > 0 && atCyl->dim.radius > 0) {
+ if (CollisionCheck_SkipElementTouch(&atCyl->elem) == true ||
+ CollisionCheck_SkipElementBump(&acQuad->elem) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atCyl->elem, &acQuad->elem) == true) {
return;
}
- Math3D_TriNorm(&tri1, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&tri2, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
- if (Math3D_CylTriVsIntersect(&at->dim, &tri1, &hitPos) == true) {
+ Math3D_TriNorm(&tri1, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
+ if (Math3D_CylTriVsIntersect(&atCyl->dim, &tri1, &hitPos) == true) {
Vec3f atPos1;
Vec3f acPos1;
- Math_Vec3s_ToVec3f(&atPos1, &at->dim.pos);
- acPos1.x = (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
- acPos1.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
- acPos1.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos1, &ac->base, &ac->info, &acPos1, &hitPos);
- } else if (Math3D_CylTriVsIntersect(&at->dim, &tri2, &hitPos) == true) {
+ Math_Vec3s_ToVec3f(&atPos1, &atCyl->dim.pos);
+ acPos1.x =
+ (acQuad->dim.quad[0].x + (acQuad->dim.quad[1].x + (acQuad->dim.quad[3].x + acQuad->dim.quad[2].x))) /
+ 4.0f;
+ acPos1.y =
+ (acQuad->dim.quad[0].y + (acQuad->dim.quad[1].y + (acQuad->dim.quad[3].y + acQuad->dim.quad[2].y))) /
+ 4.0f;
+ acPos1.z =
+ (acQuad->dim.quad[0].z + (acQuad->dim.quad[1].z + (acQuad->dim.quad[3].z + acQuad->dim.quad[2].z))) /
+ 4.0f;
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos1, &acQuad->base, &acQuad->elem, &acPos1,
+ &hitPos);
+ } else if (Math3D_CylTriVsIntersect(&atCyl->dim, &tri2, &hitPos) == true) {
Vec3f atPos2;
Vec3f acPos2;
- Math_Vec3s_ToVec3f(&atPos2, &at->dim.pos);
- acPos2.x = (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
- acPos2.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
- acPos2.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos2, &ac->base, &ac->info, &acPos2, &hitPos);
+ Math_Vec3s_ToVec3f(&atPos2, &atCyl->dim.pos);
+ acPos2.x =
+ (acQuad->dim.quad[0].x + (acQuad->dim.quad[1].x + (acQuad->dim.quad[3].x + acQuad->dim.quad[2].x))) /
+ 4.0f;
+ acPos2.y =
+ (acQuad->dim.quad[0].y + (acQuad->dim.quad[1].y + (acQuad->dim.quad[3].y + acQuad->dim.quad[2].y))) /
+ 4.0f;
+ acPos2.z =
+ (acQuad->dim.quad[0].z + (acQuad->dim.quad[1].z + (acQuad->dim.quad[3].z + acQuad->dim.quad[2].z))) /
+ 4.0f;
+ CollisionCheck_SetATvsAC(play, &atCyl->base, &atCyl->elem, &atPos2, &acQuad->base, &acQuad->elem, &acPos2,
+ &hitPos);
}
}
}
@@ -2219,48 +2237,60 @@ void CollisionCheck_AC_CylVsQuad(PlayState* play, CollisionCheckContext* colChkC
static s8 sBssDummy0;
static s8 sBssDummy1;
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_QuadVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATQuadVsACCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol, Collider* acCol) {
static TriNorm tri1;
static TriNorm tri2;
static Vec3f hitPos;
- ColliderQuad* at = (ColliderQuad*)colAT;
- ColliderCylinder* ac = (ColliderCylinder*)colAC;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
+ ColliderCylinder* acCyl = (ColliderCylinder*)acCol;
- if (ac->dim.height > 0 && ac->dim.radius > 0) {
- if (CollisionCheck_SkipBump(&ac->info) == true || CollisionCheck_SkipTouch(&at->info) == true) {
+ if (acCyl->dim.height > 0 && acCyl->dim.radius > 0) {
+ if (CollisionCheck_SkipElementBump(&acCyl->elem) == true ||
+ CollisionCheck_SkipElementTouch(&atQuad->elem) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acCyl->elem) == true) {
return;
}
- Math3D_TriNorm(&tri1, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&tri2, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
- if (Math3D_CylTriVsIntersect(&ac->dim, &tri1, &hitPos) == true) {
- if (Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ Math3D_TriNorm(&tri1, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
+ if (Math3D_CylTriVsIntersect(&acCyl->dim, &tri1, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
Vec3f atPos1;
Vec3f acPos1;
- atPos1.x = (at->dim.quad[0].x + (at->dim.quad[1].x + (at->dim.quad[3].x + at->dim.quad[2].x))) / 4.0f;
- atPos1.y = (at->dim.quad[0].y + (at->dim.quad[1].y + (at->dim.quad[3].y + at->dim.quad[2].y))) / 4.0f;
- atPos1.z = (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
- Math_Vec3s_ToVec3f(&acPos1, &ac->dim.pos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos1, &ac->base, &ac->info, &acPos1, &hitPos);
+ atPos1.x = (atQuad->dim.quad[0].x +
+ (atQuad->dim.quad[1].x + (atQuad->dim.quad[3].x + atQuad->dim.quad[2].x))) /
+ 4.0f;
+ atPos1.y = (atQuad->dim.quad[0].y +
+ (atQuad->dim.quad[1].y + (atQuad->dim.quad[3].y + atQuad->dim.quad[2].y))) /
+ 4.0f;
+ atPos1.z = (atQuad->dim.quad[0].z +
+ (atQuad->dim.quad[1].z + (atQuad->dim.quad[3].z + atQuad->dim.quad[2].z))) /
+ 4.0f;
+ Math_Vec3s_ToVec3f(&acPos1, &acCyl->dim.pos);
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos1, &acCyl->base, &acCyl->elem,
+ &acPos1, &hitPos);
return;
}
}
- if (Math3D_CylTriVsIntersect(&ac->dim, &tri2, &hitPos) == true) {
- if (Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ if (Math3D_CylTriVsIntersect(&acCyl->dim, &tri2, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
Vec3f atPos2;
Vec3f acPos2;
- atPos2.x = (at->dim.quad[0].x + (at->dim.quad[1].x + (at->dim.quad[3].x + at->dim.quad[2].x))) / 4.0f;
- atPos2.y = (at->dim.quad[0].y + (at->dim.quad[1].y + (at->dim.quad[3].y + at->dim.quad[2].y))) / 4.0f;
- atPos2.z = (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
- Math_Vec3s_ToVec3f(&acPos2, &ac->dim.pos);
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos2, &ac->base, &ac->info, &acPos2, &hitPos);
+ atPos2.x = (atQuad->dim.quad[0].x +
+ (atQuad->dim.quad[1].x + (atQuad->dim.quad[3].x + atQuad->dim.quad[2].x))) /
+ 4.0f;
+ atPos2.y = (atQuad->dim.quad[0].y +
+ (atQuad->dim.quad[1].y + (atQuad->dim.quad[3].y + atQuad->dim.quad[2].y))) /
+ 4.0f;
+ atPos2.z = (atQuad->dim.quad[0].z +
+ (atQuad->dim.quad[1].z + (atQuad->dim.quad[3].z + atQuad->dim.quad[2].z))) /
+ 4.0f;
+ Math_Vec3s_ToVec3f(&acPos2, &acCyl->dim.pos);
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos2, &acCyl->base, &acCyl->elem,
+ &acPos2, &hitPos);
}
}
}
@@ -2271,40 +2301,44 @@ static s8 sBssDummy4;
static s8 sBssDummy5;
static s8 sBssDummy6;
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_TrisVsTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATTrisVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
static Vec3f hitPos;
- ColliderTris* at = (ColliderTris*)colAT;
- ColliderTrisElement* atItem;
- ColliderTris* ac = (ColliderTris*)colAC;
- ColliderTrisElement* acElem;
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderTrisElement* atTrisElem;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
- if (ac->count > 0 && ac->elements != NULL && at->count > 0 && at->elements != NULL) {
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ if (acTris->count > 0 && acTris->elements != NULL && atTris->count > 0 && atTris->elements != NULL) {
+ for (acTrisElem = acTris->elements; acTrisElem < acTris->elements + acTris->count; acTrisElem++) {
+ if (CollisionCheck_SkipElementBump(&acTrisElem->base) == true) {
continue;
}
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ for (atTrisElem = atTris->elements; atTrisElem < atTris->elements + atTris->count; atTrisElem++) {
+ if (CollisionCheck_SkipElementTouch(&atTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acTrisElem->base) == true) {
continue;
}
- if (Math3D_TriVsTriIntersect(&atItem->dim, &acElem->dim, &hitPos) == true) {
+ if (Math3D_TriVsTriIntersect(&atTrisElem->dim, &acTrisElem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
- atPos.x = (atItem->dim.vtx[0].x + atItem->dim.vtx[1].x + atItem->dim.vtx[2].x) * (1.0f / 3);
- atPos.y = (atItem->dim.vtx[0].y + atItem->dim.vtx[1].y + atItem->dim.vtx[2].y) * (1.0f / 3);
- atPos.z = (atItem->dim.vtx[0].z + atItem->dim.vtx[1].z + atItem->dim.vtx[2].z) * (1.0f / 3);
- acPos.x = (acElem->dim.vtx[0].x + acElem->dim.vtx[1].x + acElem->dim.vtx[2].x) * (1.0f / 3);
- acPos.y = (acElem->dim.vtx[0].y + acElem->dim.vtx[1].y + acElem->dim.vtx[2].y) * (1.0f / 3);
- acPos.z = (acElem->dim.vtx[0].z + acElem->dim.vtx[1].z + acElem->dim.vtx[2].z) * (1.0f / 3);
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &acElem->info, &acPos,
- &hitPos);
+ atPos.x =
+ (atTrisElem->dim.vtx[0].x + atTrisElem->dim.vtx[1].x + atTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ atPos.y =
+ (atTrisElem->dim.vtx[0].y + atTrisElem->dim.vtx[1].y + atTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ atPos.z =
+ (atTrisElem->dim.vtx[0].z + atTrisElem->dim.vtx[1].z + atTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ acPos.x =
+ (acTrisElem->dim.vtx[0].x + acTrisElem->dim.vtx[1].x + acTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ acPos.y =
+ (acTrisElem->dim.vtx[0].y + acTrisElem->dim.vtx[1].y + acTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ acPos.z =
+ (acTrisElem->dim.vtx[0].z + acTrisElem->dim.vtx[1].z + acTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acTris->base,
+ &acTrisElem->base, &acPos, &hitPos);
return;
}
}
@@ -2317,89 +2351,98 @@ static s8 sBssDummy8;
static s8 sBssDummy9;
static s8 sBssDummy10;
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_TrisVsQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATTrisVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
static Vec3f hitPos;
static TriNorm tri1;
static TriNorm tri2;
- ColliderTris* at = (ColliderTris*)colAT;
- ColliderTrisElement* atItem;
- ColliderQuad* ac = (ColliderQuad*)colAC;
+ ColliderTris* atTris = (ColliderTris*)atCol;
+ ColliderTrisElement* atTrisElem;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
- if (at->count > 0 && at->elements != NULL) {
- if (CollisionCheck_SkipBump(&ac->info) == true) {
+ if (atTris->count > 0 && atTris->elements != NULL) {
+ if (CollisionCheck_SkipElementBump(&acQuad->elem) == true) {
return;
}
- Math3D_TriNorm(&tri1, &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&tri2, &ac->dim.quad[1], &ac->dim.quad[0], &ac->dim.quad[2]);
- for (atItem = at->elements; atItem < at->elements + at->count; atItem++) {
- if (CollisionCheck_SkipTouch(&atItem->info) == true) {
+ Math3D_TriNorm(&tri1, &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &acQuad->dim.quad[1], &acQuad->dim.quad[0], &acQuad->dim.quad[2]);
+ for (atTrisElem = atTris->elements; atTrisElem < atTris->elements + atTris->count; atTrisElem++) {
+ if (CollisionCheck_SkipElementTouch(&atTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&atItem->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atTrisElem->base, &acQuad->elem) == true) {
continue;
}
- if (Math3D_TriVsTriIntersect(&tri1, &atItem->dim, &hitPos) == true ||
- Math3D_TriVsTriIntersect(&tri2, &atItem->dim, &hitPos) == true) {
+ if (Math3D_TriVsTriIntersect(&tri1, &atTrisElem->dim, &hitPos) == true ||
+ Math3D_TriVsTriIntersect(&tri2, &atTrisElem->dim, &hitPos) == true) {
Vec3f atPos;
Vec3f acPos;
- atPos.x = (atItem->dim.vtx[0].x + atItem->dim.vtx[1].x + atItem->dim.vtx[2].x) * (1.0f / 3);
- atPos.y = (atItem->dim.vtx[0].y + atItem->dim.vtx[1].y + atItem->dim.vtx[2].y) * (1.0f / 3);
- atPos.z = (atItem->dim.vtx[0].z + atItem->dim.vtx[1].z + atItem->dim.vtx[2].z) * (1.0f / 3);
- acPos.x = (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
- acPos.y = (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
- acPos.z = (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &atItem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ atPos.x = (atTrisElem->dim.vtx[0].x + atTrisElem->dim.vtx[1].x + atTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ atPos.y = (atTrisElem->dim.vtx[0].y + atTrisElem->dim.vtx[1].y + atTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ atPos.z = (atTrisElem->dim.vtx[0].z + atTrisElem->dim.vtx[1].z + atTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ acPos.x = (acQuad->dim.quad[0].x +
+ (acQuad->dim.quad[1].x + (acQuad->dim.quad[3].x + acQuad->dim.quad[2].x))) /
+ 4.0f;
+ acPos.y = (acQuad->dim.quad[0].y +
+ (acQuad->dim.quad[1].y + (acQuad->dim.quad[3].y + acQuad->dim.quad[2].y))) /
+ 4.0f;
+ acPos.z = (acQuad->dim.quad[0].z +
+ (acQuad->dim.quad[1].z + (acQuad->dim.quad[3].z + acQuad->dim.quad[2].z))) /
+ 4.0f;
+ CollisionCheck_SetATvsAC(play, &atTris->base, &atTrisElem->base, &atPos, &acQuad->base, &acQuad->elem,
+ &acPos, &hitPos);
return;
}
}
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_QuadVsTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATQuadVsACTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
static Vec3f hitPos;
static TriNorm tri1;
static TriNorm tri2;
- ColliderQuad* at = (ColliderQuad*)colAT;
- ColliderTris* ac = (ColliderTris*)colAC;
- ColliderTrisElement* acElem;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
+ ColliderTris* acTris = (ColliderTris*)acCol;
+ ColliderTrisElement* acTrisElem;
- if (ac->count > 0 && ac->elements != NULL) {
- if (CollisionCheck_SkipTouch(&at->info) == true) {
+ if (acTris->count > 0 && acTris->elements != NULL) {
+ if (CollisionCheck_SkipElementTouch(&atQuad->elem) == true) {
return;
}
- Math3D_TriNorm(&tri1, &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&tri2, &at->dim.quad[1], &at->dim.quad[0], &at->dim.quad[2]);
- for (acElem = ac->elements; acElem < ac->elements + ac->count; acElem++) {
- if (CollisionCheck_SkipBump(&acElem->info) == true) {
+ Math3D_TriNorm(&tri1, &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&tri2, &atQuad->dim.quad[1], &atQuad->dim.quad[0], &atQuad->dim.quad[2]);
+ for (acTrisElem = acTris->elements; acTrisElem < acTris->elements + acTris->count; acTrisElem++) {
+ if (CollisionCheck_SkipElementBump(&acTrisElem->base) == true) {
continue;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &acElem->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acTrisElem->base) == true) {
continue;
}
- if (Math3D_TriVsTriIntersect(&tri1, &acElem->dim, &hitPos) == true ||
- Math3D_TriVsTriIntersect(&tri2, &acElem->dim, &hitPos) == true) {
- if (Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ if (Math3D_TriVsTriIntersect(&tri1, &acTrisElem->dim, &hitPos) == true ||
+ Math3D_TriVsTriIntersect(&tri2, &acTrisElem->dim, &hitPos) == true) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- acPos.x = (acElem->dim.vtx[0].x + acElem->dim.vtx[1].x + acElem->dim.vtx[2].x) * (1.0f / 3);
- acPos.y = (acElem->dim.vtx[0].y + acElem->dim.vtx[1].y + acElem->dim.vtx[2].y) * (1.0f / 3);
- acPos.z = (acElem->dim.vtx[0].z + acElem->dim.vtx[1].z + acElem->dim.vtx[2].z) * (1.0f / 3);
- atPos.x =
- (at->dim.quad[0].x + (at->dim.quad[1].x + (at->dim.quad[3].x + at->dim.quad[2].x))) / 4.0f;
- atPos.y =
- (at->dim.quad[0].y + (at->dim.quad[1].y + (at->dim.quad[3].y + at->dim.quad[2].y))) / 4.0f;
- atPos.z =
- (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
- &hitPos);
+ acPos.x =
+ (acTrisElem->dim.vtx[0].x + acTrisElem->dim.vtx[1].x + acTrisElem->dim.vtx[2].x) * (1.0f / 3);
+ acPos.y =
+ (acTrisElem->dim.vtx[0].y + acTrisElem->dim.vtx[1].y + acTrisElem->dim.vtx[2].y) * (1.0f / 3);
+ acPos.z =
+ (acTrisElem->dim.vtx[0].z + acTrisElem->dim.vtx[1].z + acTrisElem->dim.vtx[2].z) * (1.0f / 3);
+ atPos.x = (atQuad->dim.quad[0].x +
+ (atQuad->dim.quad[1].x + (atQuad->dim.quad[3].x + atQuad->dim.quad[2].x))) /
+ 4.0f;
+ atPos.y = (atQuad->dim.quad[0].y +
+ (atQuad->dim.quad[1].y + (atQuad->dim.quad[3].y + atQuad->dim.quad[2].y))) /
+ 4.0f;
+ atPos.z = (atQuad->dim.quad[0].z +
+ (atQuad->dim.quad[1].z + (atQuad->dim.quad[3].z + atQuad->dim.quad[2].z))) /
+ 4.0f;
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acTris->base,
+ &acTrisElem->base, &acPos, &hitPos);
return;
}
}
@@ -2407,53 +2450,58 @@ void CollisionCheck_AC_QuadVsTris(PlayState* play, CollisionCheckContext* colChk
}
}
-/**
- * AC overlap check. Calculates the center of each collider element and the point of contact.
- */
-void CollisionCheck_AC_QuadVsQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT, Collider* colAC) {
+void CollisionCheck_ATQuadVsACQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol,
+ Collider* acCol) {
static TriNorm acTris[2];
static Vec3f hitPos;
static TriNorm atTris[2];
- ColliderQuad* at = (ColliderQuad*)colAT;
- ColliderQuad* ac = (ColliderQuad*)colAC;
+ ColliderQuad* atQuad = (ColliderQuad*)atCol;
+ ColliderQuad* acQuad = (ColliderQuad*)acCol;
s32 i;
s32 j;
- if (CollisionCheck_SkipTouch(&at->info) == true) {
+ if (CollisionCheck_SkipElementTouch(&atQuad->elem) == true) {
return;
}
- if (CollisionCheck_SkipBump(&ac->info) == true) {
+ if (CollisionCheck_SkipElementBump(&acQuad->elem) == true) {
return;
}
- if (CollisionCheck_NoSharedFlags(&at->info, &ac->info) == true) {
+ if (CollisionCheck_NoSharedFlags(&atQuad->elem, &acQuad->elem) == true) {
return;
}
- Math3D_TriNorm(&atTris[0], &at->dim.quad[2], &at->dim.quad[3], &at->dim.quad[1]);
- Math3D_TriNorm(&atTris[1], &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
- Math3D_TriNorm(&acTris[0], &ac->dim.quad[2], &ac->dim.quad[3], &ac->dim.quad[1]);
- Math3D_TriNorm(&acTris[1], &ac->dim.quad[2], &ac->dim.quad[1], &ac->dim.quad[0]);
+ Math3D_TriNorm(&atTris[0], &atQuad->dim.quad[2], &atQuad->dim.quad[3], &atQuad->dim.quad[1]);
+ Math3D_TriNorm(&atTris[1], &atQuad->dim.quad[2], &atQuad->dim.quad[1], &atQuad->dim.quad[0]);
+ Math3D_TriNorm(&acTris[0], &acQuad->dim.quad[2], &acQuad->dim.quad[3], &acQuad->dim.quad[1]);
+ Math3D_TriNorm(&acTris[1], &acQuad->dim.quad[2], &acQuad->dim.quad[1], &acQuad->dim.quad[0]);
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
if (Math3D_TriVsTriIntersect(&atTris[j], &acTris[i], &hitPos) == true) {
- if (Collider_QuadSetNearestAC(play, at, &hitPos)) {
+ if (Collider_QuadSetNearestAC(play, atQuad, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
- atPos.x =
- (at->dim.quad[0].x + (at->dim.quad[1].x + (at->dim.quad[3].x + at->dim.quad[2].x))) / 4.0f;
- atPos.y =
- (at->dim.quad[0].y + (at->dim.quad[1].y + (at->dim.quad[3].y + at->dim.quad[2].y))) / 4.0f;
- atPos.z =
- (at->dim.quad[0].z + (at->dim.quad[1].z + (at->dim.quad[3].z + at->dim.quad[2].z))) / 4.0f;
- acPos.x =
- (ac->dim.quad[0].x + (ac->dim.quad[1].x + (ac->dim.quad[3].x + ac->dim.quad[2].x))) / 4.0f;
- acPos.y =
- (ac->dim.quad[0].y + (ac->dim.quad[1].y + (ac->dim.quad[3].y + ac->dim.quad[2].y))) / 4.0f;
- acPos.z =
- (ac->dim.quad[0].z + (ac->dim.quad[1].z + (ac->dim.quad[3].z + ac->dim.quad[2].z))) / 4.0f;
- CollisionCheck_SetATvsAC(play, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ atPos.x = (atQuad->dim.quad[0].x +
+ (atQuad->dim.quad[1].x + (atQuad->dim.quad[3].x + atQuad->dim.quad[2].x))) /
+ 4.0f;
+ atPos.y = (atQuad->dim.quad[0].y +
+ (atQuad->dim.quad[1].y + (atQuad->dim.quad[3].y + atQuad->dim.quad[2].y))) /
+ 4.0f;
+ atPos.z = (atQuad->dim.quad[0].z +
+ (atQuad->dim.quad[1].z + (atQuad->dim.quad[3].z + atQuad->dim.quad[2].z))) /
+ 4.0f;
+ acPos.x = (acQuad->dim.quad[0].x +
+ (acQuad->dim.quad[1].x + (acQuad->dim.quad[3].x + acQuad->dim.quad[2].x))) /
+ 4.0f;
+ acPos.y = (acQuad->dim.quad[0].y +
+ (acQuad->dim.quad[1].y + (acQuad->dim.quad[3].y + acQuad->dim.quad[2].y))) /
+ 4.0f;
+ acPos.z = (acQuad->dim.quad[0].z +
+ (acQuad->dim.quad[1].z + (acQuad->dim.quad[3].z + acQuad->dim.quad[2].z))) /
+ 4.0f;
+ CollisionCheck_SetATvsAC(play, &atQuad->base, &atQuad->elem, &atPos, &acQuad->base, &acQuad->elem,
+ &acPos, &hitPos);
return;
}
}
@@ -2461,74 +2509,61 @@ void CollisionCheck_AC_QuadVsQuad(PlayState* play, CollisionCheckContext* colChk
}
}
-/**
- * Sets a ColliderJntSph's hit effects
- */
-void CollisionCheck_SetJntSphHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderJntSph* jntSph = (ColliderJntSph*)collider;
- ColliderJntSphElement* element;
+void CollisionCheck_SetJntSphHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderJntSph* jntSph = (ColliderJntSph*)col;
+ ColliderJntSphElement* jntSphElem;
Vec3f hitPos;
- for (element = jntSph->elements; element < jntSph->elements + jntSph->count; element++) {
- if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitInfo != NULL) &&
- !(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
- Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, element->info.acHit, element->info.acHitInfo, &jntSph->base, &element->info,
- &hitPos);
- element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ for (jntSphElem = jntSph->elements; jntSphElem < jntSph->elements + jntSph->count; jntSphElem++) {
+ if ((jntSphElem->base.bumperFlags & BUMP_DRAW_HITMARK) && (jntSphElem->base.acHitElem != NULL) &&
+ !(jntSphElem->base.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Math_Vec3s_ToVec3f(&hitPos, &jntSphElem->base.bumper.hitPos);
+ CollisionCheck_HitEffects(play, jntSphElem->base.acHit, jntSphElem->base.acHitElem, &jntSph->base,
+ &jntSphElem->base, &hitPos);
+ jntSphElem->base.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
return;
}
}
}
-/**
- * Sets a ColliderCylinder's hit effects
- */
-void CollisionCheck_SetCylHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderCylinder* cylinder = (ColliderCylinder*)collider;
+void CollisionCheck_SetCylHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderCylinder* cyl = (ColliderCylinder*)col;
Vec3f hitPos;
- if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && (cylinder->info.acHitInfo != NULL) &&
- !(cylinder->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
- Math_Vec3s_ToVec3f(&hitPos, &cylinder->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, cylinder->info.acHit, cylinder->info.acHitInfo, &cylinder->base,
- &cylinder->info, &hitPos);
- cylinder->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ if ((cyl->elem.bumperFlags & BUMP_DRAW_HITMARK) && (cyl->elem.acHitElem != NULL) &&
+ !(cyl->elem.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Math_Vec3s_ToVec3f(&hitPos, &cyl->elem.bumper.hitPos);
+ CollisionCheck_HitEffects(play, cyl->elem.acHit, cyl->elem.acHitElem, &cyl->base, &cyl->elem, &hitPos);
+ cyl->elem.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
}
}
-/**
- * Sets a ColliderTris's hit effects
- */
-void CollisionCheck_SetTrisHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderTris* tris = (ColliderTris*)collider;
- ColliderTrisElement* element;
+void CollisionCheck_SetTrisHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderTris* tris = (ColliderTris*)col;
+ ColliderTrisElement* trisElem;
Vec3f hitPos;
- for (element = tris->elements; element < tris->elements + tris->count; element++) {
- if ((element->info.bumperFlags & BUMP_DRAW_HITMARK) && (element->info.acHitInfo != NULL) &&
- !(element->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
- Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, element->info.acHit, element->info.acHitInfo, &tris->base, &element->info,
- &hitPos);
- element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ for (trisElem = tris->elements; trisElem < tris->elements + tris->count; trisElem++) {
+ if ((trisElem->base.bumperFlags & BUMP_DRAW_HITMARK) && (trisElem->base.acHitElem != NULL) &&
+ !(trisElem->base.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Math_Vec3s_ToVec3f(&hitPos, &trisElem->base.bumper.hitPos);
+ CollisionCheck_HitEffects(play, trisElem->base.acHit, trisElem->base.acHitElem, &tris->base,
+ &trisElem->base, &hitPos);
+ trisElem->base.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
return;
}
}
}
-/**
- * Sets a ColliderQuad's hit effects
- */
-void CollisionCheck_SetQuadHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderQuad* quad = (ColliderQuad*)collider;
+void CollisionCheck_SetQuadHitFX(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderQuad* quad = (ColliderQuad*)col;
Vec3f hitPos;
- if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && (quad->info.acHitInfo != NULL) &&
- !(quad->info.acHitInfo->toucherFlags & TOUCH_DREW_HITMARK)) {
- Math_Vec3s_ToVec3f(&hitPos, &quad->info.bumper.hitPos);
- CollisionCheck_HitEffects(play, quad->info.acHit, quad->info.acHitInfo, &quad->base, &quad->info, &hitPos);
- quad->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
+ if ((quad->elem.bumperFlags & BUMP_DRAW_HITMARK) && (quad->elem.acHitElem != NULL) &&
+ !(quad->elem.acHitElem->toucherFlags & TOUCH_DREW_HITMARK)) {
+ Math_Vec3s_ToVec3f(&hitPos, &quad->elem.bumper.hitPos);
+ CollisionCheck_HitEffects(play, quad->elem.acHit, quad->elem.acHitElem, &quad->base, &quad->elem, &hitPos);
+ quad->elem.acHitElem->toucherFlags |= TOUCH_DREW_HITMARK;
}
}
@@ -2543,49 +2578,69 @@ static ColChkApplyFunc sColChkApplyFuncs[] = {
* Handles hit effects for each AC collider that had an AC collision. Spawns hitmarks and plays sound effects.
*/
void CollisionCheck_SetHitEffects(PlayState* play, CollisionCheckContext* colChkCtx) {
- Collider** col;
+ Collider** acColP;
- for (col = colChkCtx->colAC; col < colChkCtx->colAC + colChkCtx->colACCount; col++) {
- Collider* colAC = *col;
+ for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
+ Collider* acCol = *acColP;
- if (colAC != NULL && colAC->acFlags & AC_ON) {
- if (colAC->actor != NULL && colAC->actor->update == NULL) {
+ if (acCol != NULL && acCol->acFlags & AC_ON) {
+ if (acCol->actor != NULL && acCol->actor->update == NULL) {
continue;
}
- sColChkApplyFuncs[colAC->shape](play, colChkCtx, colAC);
+ sColChkApplyFuncs[acCol->shape](play, colChkCtx, acCol);
}
}
}
static ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
- { CollisionCheck_AC_JntSphVsJntSph, CollisionCheck_AC_JntSphVsCyl, CollisionCheck_AC_JntSphVsTris,
- CollisionCheck_AC_JntSphVsQuad },
- { CollisionCheck_AC_CylVsJntSph, CollisionCheck_AC_CylVsCyl, CollisionCheck_AC_CylVsTris,
- CollisionCheck_AC_CylVsQuad },
- { CollisionCheck_AC_TrisVsJntSph, CollisionCheck_AC_TrisVsCyl, CollisionCheck_AC_TrisVsTris,
- CollisionCheck_AC_TrisVsQuad },
- { CollisionCheck_AC_QuadVsJntSph, CollisionCheck_AC_QuadVsCyl, CollisionCheck_AC_QuadVsTris,
- CollisionCheck_AC_QuadVsQuad },
+ // COLSHAPE_JNTSPH
+ {
+ CollisionCheck_ATJntSphVsACJntSph, // COLSHAPE_JNTSPH
+ CollisionCheck_ATJntSphVsACCyl, // COLSHAPE_CYLINDER
+ CollisionCheck_ATJntSphVsACTris, // COLSHAPE_TRIS
+ CollisionCheck_ATJntSphVsACQuad // COLSHAPE_QUAD
+ },
+ // COLSHAPE_CYLINDER
+ {
+ CollisionCheck_ATCylVsACJntSph, // COLSHAPE_JNTSPH
+ CollisionCheck_ATCylVsACCyl, // COLSHAPE_CYLINDER
+ CollisionCheck_ATCylVsACTris, // COLSHAPE_TRIS
+ CollisionCheck_ATCylVsACQuad // COLSHAPE_QUAD
+ },
+ // COLSHAPE_TRIS
+ {
+ CollisionCheck_ATTrisVsACJntSph, // COLSHAPE_JNTSPH
+ CollisionCheck_ATTrisVsACCyl, // COLSHAPE_CYLINDER
+ CollisionCheck_ATTrisVsACTris, // COLSHAPE_TRIS
+ CollisionCheck_ATTrisVsACQuad // COLSHAPE_QUAD
+ },
+ // COLSHAPE_QUAD
+ {
+ CollisionCheck_ATQuadVsACJntSph, // COLSHAPE_JNTSPH
+ CollisionCheck_ATQuadVsACCyl, // COLSHAPE_CYLINDER
+ CollisionCheck_ATQuadVsACTris, // COLSHAPE_TRIS
+ CollisionCheck_ATQuadVsACQuad // COLSHAPE_QUAD
+ },
};
/**
* Iterates through all AC colliders, performing AC collisions with the AT collider.
*/
-void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* colAT) {
- Collider** col;
+void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collider* atCol) {
+ Collider** acColP;
- for (col = colChkCtx->colAC; col < colChkCtx->colAC + colChkCtx->colACCount; col++) {
- Collider* colAC = *col;
+ for (acColP = colChkCtx->colAC; acColP < colChkCtx->colAC + colChkCtx->colACCount; acColP++) {
+ Collider* acCol = *acColP;
- if (colAC != NULL && colAC->acFlags & AC_ON) {
- if (colAC->actor != NULL && colAC->actor->update == NULL) {
+ if (acCol != NULL && acCol->acFlags & AC_ON) {
+ if (acCol->actor != NULL && acCol->actor->update == NULL) {
continue;
}
- if ((colAC->acFlags & colAT->atFlags & AC_TYPE_ALL) && (colAT != colAC)) {
- if (!(colAT->atFlags & AT_SELF) && colAT->actor != NULL && colAC->actor == colAT->actor) {
+ if ((acCol->acFlags & atCol->atFlags & AC_TYPE_ALL) && (atCol != acCol)) {
+ if (!(atCol->atFlags & AT_SELF) && atCol->actor != NULL && acCol->actor == atCol->actor) {
continue;
}
- sACVsFuncs[colAT->shape][colAC->shape](play, colChkCtx, colAT, colAC);
+ sACVsFuncs[atCol->shape][acCol->shape](play, colChkCtx, atCol, acCol);
}
}
}
@@ -2598,26 +2653,32 @@ void CollisionCheck_AC(PlayState* play, CollisionCheckContext* colChkCtx, Collid
* with the AC collider and the toucher and bumper elements that overlapped must share a dmgFlag.
*/
void CollisionCheck_AT(PlayState* play, CollisionCheckContext* colChkCtx) {
- Collider** col;
+ Collider** atColP;
if (colChkCtx->colATCount == 0 || colChkCtx->colACCount == 0) {
return;
}
- for (col = colChkCtx->colAT; col < colChkCtx->colAT + colChkCtx->colATCount; col++) {
- Collider* colAT = *col;
+ for (atColP = colChkCtx->colAT; atColP < colChkCtx->colAT + colChkCtx->colATCount; atColP++) {
+ Collider* atCol = *atColP;
- if (colAT != NULL && colAT->atFlags & AT_ON) {
- if (colAT->actor != NULL && colAT->actor->update == NULL) {
+ if (atCol != NULL && atCol->atFlags & AT_ON) {
+ if (atCol->actor != NULL && atCol->actor->update == NULL) {
continue;
}
- CollisionCheck_AC(play, colChkCtx, colAT);
+ CollisionCheck_AC(play, colChkCtx, atCol);
}
}
CollisionCheck_SetHitEffects(play, colChkCtx);
}
+typedef enum {
+ /* 0 */ MASSTYPE_IMMOVABLE,
+ /* 1 */ MASSTYPE_HEAVY,
+ /* 2 */ MASSTYPE_NORMAL
+} ColChkMassType;
+
/**
- * Get mass type. Immobile colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immobile
+ * Get mass type. Immovable colliders cannot be pushed, while heavy colliders can only be pushed by heavy and immovable
* colliders.
*/
s32 CollisionCheck_GetMassType(u8 mass) {
@@ -2634,8 +2695,8 @@ s32 CollisionCheck_GetMassType(u8 mass) {
* Sets OC collision flags for OC collider overlaps. If both colliders are attached to actors and can push,
* also performs an elastic collision where both colliders are moved apart in proportion to their masses.
*/
-void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right,
- ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap) {
+void CollisionCheck_SetOCvsOC(Collider* leftCol, ColliderElement* leftElem, Vec3f* leftPos, Collider* rightCol,
+ ColliderElement* rightElem, Vec3f* rightPos, f32 overlap) {
f32 pad;
f32 leftDispRatio;
f32 rightDispRatio;
@@ -2646,24 +2707,25 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef
f32 inverseTotalMass;
f32 xDelta;
f32 zDelta;
- Actor* leftActor = left->actor;
- Actor* rightActor = right->actor;
+ Actor* leftActor = leftCol->actor;
+ Actor* rightActor = rightCol->actor;
s32 rightMassType;
s32 leftMassType;
- left->ocFlags1 |= OC1_HIT;
- left->oc = rightActor;
- leftInfo->ocElemFlags |= OCELEM_HIT;
- if (right->ocFlags2 & OC2_TYPE_PLAYER) {
- left->ocFlags2 |= OC2_HIT_PLAYER;
+ leftCol->ocFlags1 |= OC1_HIT;
+ leftCol->oc = rightActor;
+ leftElem->ocElemFlags |= OCELEM_HIT;
+ if (rightCol->ocFlags2 & OC2_TYPE_PLAYER) {
+ leftCol->ocFlags2 |= OC2_HIT_PLAYER;
}
- right->oc = leftActor;
- right->ocFlags1 |= OC1_HIT;
- rightInfo->ocElemFlags |= OCELEM_HIT;
- if (left->ocFlags2 & OC2_TYPE_PLAYER) {
- right->ocFlags2 |= OC2_HIT_PLAYER;
+ rightCol->oc = leftActor;
+ rightCol->ocFlags1 |= OC1_HIT;
+ rightElem->ocElemFlags |= OCELEM_HIT;
+ if (leftCol->ocFlags2 & OC2_TYPE_PLAYER) {
+ rightCol->ocFlags2 |= OC2_HIT_PLAYER;
}
- if (leftActor == NULL || rightActor == NULL || left->ocFlags1 & OC1_NO_PUSH || right->ocFlags1 & OC1_NO_PUSH) {
+ if (leftActor == NULL || rightActor == NULL || leftCol->ocFlags1 & OC1_NO_PUSH ||
+ rightCol->ocFlags1 & OC1_NO_PUSH) {
return;
}
leftMassType = CollisionCheck_GetMassType(leftActor->colChkInfo.mass);
@@ -2724,94 +2786,91 @@ void CollisionCheck_SetOCvsOC(Collider* left, ColliderInfo* leftInfo, Vec3f* lef
}
}
-/**
- * OC overlap check for two JntSphs
- */
-void CollisionCheck_OC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* l, Collider* r) {
- ColliderJntSph* left = (ColliderJntSph*)l;
- ColliderJntSphElement* leftElem;
- ColliderJntSph* right = (ColliderJntSph*)r;
- ColliderJntSphElement* rightElem;
+void CollisionCheck_OC_JntSphVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
+ Collider* rightCol) {
+ ColliderJntSph* leftJntSph = (ColliderJntSph*)leftCol;
+ ColliderJntSphElement* leftJntSphElem;
+ ColliderJntSph* rightJntSph = (ColliderJntSph*)rightCol;
+ ColliderJntSphElement* rightJntSphElem;
f32 overlapSize;
- if (left->count > 0 && left->elements != NULL && right->count > 0 && right->elements != NULL) {
- for (leftElem = left->elements; leftElem < left->elements + left->count; leftElem++) {
- if (!(leftElem->info.ocElemFlags & OCELEM_ON)) {
+ if (leftJntSph->count > 0 && leftJntSph->elements != NULL && rightJntSph->count > 0 &&
+ rightJntSph->elements != NULL) {
+ for (leftJntSphElem = leftJntSph->elements; leftJntSphElem < leftJntSph->elements + leftJntSph->count;
+ leftJntSphElem++) {
+ if (!(leftJntSphElem->base.ocElemFlags & OCELEM_ON)) {
continue;
}
- for (rightElem = right->elements; rightElem < right->elements + right->count; rightElem++) {
- if (!(rightElem->info.ocElemFlags & OCELEM_ON)) {
+ for (rightJntSphElem = rightJntSph->elements; rightJntSphElem < rightJntSph->elements + rightJntSph->count;
+ rightJntSphElem++) {
+ if (!(rightJntSphElem->base.ocElemFlags & OCELEM_ON)) {
continue;
}
- if (Math3D_SphVsSphOverlap(&leftElem->dim.worldSphere, &rightElem->dim.worldSphere, &overlapSize) ==
+ if (Math3D_SphVsSphOverlap(&leftJntSphElem->dim.worldSphere, &rightJntSphElem->dim.worldSphere,
+ &overlapSize) ==
true) {
Vec3f leftPos;
Vec3f rightPos;
- Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
- Math_Vec3s_ToVec3f(&rightPos, &rightElem->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(&left->base, &leftElem->info, &leftPos, &right->base, &rightElem->info,
- &rightPos, overlapSize);
+ Math_Vec3s_ToVec3f(&leftPos, &leftJntSphElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &rightJntSphElem->dim.worldSphere.center);
+ CollisionCheck_SetOCvsOC(&leftJntSph->base, &leftJntSphElem->base, &leftPos, &rightJntSph->base,
+ &rightJntSphElem->base, &rightPos, overlapSize);
}
}
}
}
}
-/**
- * OC overlap check for a JntSph and Cylinder
- */
-void CollisionCheck_OC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* l, Collider* r) {
- ColliderJntSph* left = (ColliderJntSph*)l;
- ColliderJntSphElement* leftElem;
- ColliderCylinder* right = (ColliderCylinder*)r;
+void CollisionCheck_OC_JntSphVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
+ Collider* rightCol) {
+ ColliderJntSph* leftJntSph = (ColliderJntSph*)leftCol;
+ ColliderJntSphElement* leftJntSphElem;
+ ColliderCylinder* rightCyl = (ColliderCylinder*)rightCol;
f32 overlapSize;
- if (left->count > 0 && left->elements != NULL) {
- if ((right->base.ocFlags1 & OC1_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
- for (leftElem = left->elements; leftElem < left->elements + left->count; leftElem++) {
- if (!(leftElem->info.ocElemFlags & OCELEM_ON)) {
+ if (leftJntSph->count > 0 && leftJntSph->elements != NULL) {
+ if ((rightCyl->base.ocFlags1 & OC1_ON) && (rightCyl->elem.ocElemFlags & OCELEM_ON)) {
+ for (leftJntSphElem = leftJntSph->elements; leftJntSphElem < leftJntSph->elements + leftJntSph->count;
+ leftJntSphElem++) {
+ if (!(leftJntSphElem->base.ocElemFlags & OCELEM_ON)) {
continue;
}
- if (Math3D_SphVsCylOverlap(&leftElem->dim.worldSphere, &right->dim, &overlapSize) == true) {
+ if (Math3D_SphVsCylOverlap(&leftJntSphElem->dim.worldSphere, &rightCyl->dim, &overlapSize) == true) {
Vec3f leftPos;
Vec3f rightPos;
- Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
- Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos);
- CollisionCheck_SetOCvsOC(&left->base, &leftElem->info, &leftPos, &right->base, &right->info,
- &rightPos, overlapSize);
+ Math_Vec3s_ToVec3f(&leftPos, &leftJntSphElem->dim.worldSphere.center);
+ Math_Vec3s_ToVec3f(&rightPos, &rightCyl->dim.pos);
+ CollisionCheck_SetOCvsOC(&leftJntSph->base, &leftJntSphElem->base, &leftPos, &rightCyl->base,
+ &rightCyl->elem, &rightPos, overlapSize);
}
}
}
}
}
-/**
- * OC overlap check for a Cylinder and JntSph
- */
-void CollisionCheck_OC_CylVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* l, Collider* r) {
- CollisionCheck_OC_JntSphVsCyl(play, colChkCtx, r, l);
+void CollisionCheck_OC_CylVsJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
+ Collider* rightCol) {
+ CollisionCheck_OC_JntSphVsCyl(play, colChkCtx, rightCol, leftCol);
}
-/**
- * OC overlap check for two Cylinders
- */
-void CollisionCheck_OC_CylVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* l, Collider* r) {
- ColliderCylinder* left = (ColliderCylinder*)l;
- ColliderCylinder* right = (ColliderCylinder*)r;
+void CollisionCheck_OC_CylVsCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* leftCol,
+ Collider* rightCol) {
+ ColliderCylinder* leftCyl = (ColliderCylinder*)leftCol;
+ ColliderCylinder* rightCyl = (ColliderCylinder*)rightCol;
f32 overlapSize;
- if ((left->base.ocFlags1 & OC1_ON) && (right->base.ocFlags1 & OC1_ON)) {
- if ((left->info.ocElemFlags & OCELEM_ON) && (right->info.ocElemFlags & OCELEM_ON)) {
- if (Math3D_CylVsCylOverlap(&left->dim, &right->dim, &overlapSize) == true) {
+ if ((leftCyl->base.ocFlags1 & OC1_ON) && (rightCyl->base.ocFlags1 & OC1_ON)) {
+ if ((leftCyl->elem.ocElemFlags & OCELEM_ON) && (rightCyl->elem.ocElemFlags & OCELEM_ON)) {
+ if (Math3D_CylVsCylOverlap(&leftCyl->dim, &rightCyl->dim, &overlapSize) == true) {
Vec3f leftPos;
Vec3f rightPos;
- Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos);
- Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos);
- CollisionCheck_SetOCvsOC(&left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
- overlapSize);
+ Math_Vec3s_ToVec3f(&leftPos, &leftCyl->dim.pos);
+ Math_Vec3s_ToVec3f(&rightPos, &rightCyl->dim.pos);
+ CollisionCheck_SetOCvsOC(&leftCyl->base, &leftCyl->elem, &leftPos, &rightCyl->base, &rightCyl->elem,
+ &rightPos, overlapSize);
}
}
}
@@ -2834,7 +2893,7 @@ s32 CollisionCheck_SkipOC(Collider* collider) {
* Third, the colliders can't collide if they belong to the same actor
*/
s32 CollisionCheck_Incompatible(Collider* left, Collider* right) {
- if (!(left->ocFlags1 & right->ocFlags2 & OC1_TYPE_ALL) || !(left->ocFlags2 & right->ocFlags1 & OC1_TYPE_ALL) ||
+ if (!((left->ocFlags1 & right->ocFlags2 & OC1_TYPE_ALL) && (left->ocFlags2 & right->ocFlags1 & OC1_TYPE_ALL)) ||
((left->ocFlags2 & OC2_UNK1) && (right->ocFlags2 & OC2_UNK2)) ||
((right->ocFlags2 & OC2_UNK1) && (left->ocFlags2 & OC2_UNK2))) {
return true;
@@ -2846,10 +2905,34 @@ s32 CollisionCheck_Incompatible(Collider* left, Collider* right) {
}
static ColChkVsFunc sOCVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
- { CollisionCheck_OC_JntSphVsJntSph, CollisionCheck_OC_JntSphVsCyl, NULL, NULL },
- { CollisionCheck_OC_CylVsJntSph, CollisionCheck_OC_CylVsCyl, NULL, NULL },
- { NULL, NULL, NULL, NULL },
- { NULL, NULL, NULL, NULL },
+ // COLSHAPE_JNTSPH
+ {
+ CollisionCheck_OC_JntSphVsJntSph, // COLSHAPE_JNTSPH
+ CollisionCheck_OC_JntSphVsCyl, // COLSHAPE_CYLINDER
+ NULL, // COLSHAPE_TRIS
+ NULL // COLSHAPE_QUAD
+ },
+ // COLSHAPE_CYLINDER
+ {
+ CollisionCheck_OC_CylVsJntSph, // COLSHAPE_JNTSPH
+ CollisionCheck_OC_CylVsCyl, // COLSHAPE_CYLINDER
+ NULL, // COLSHAPE_TRIS
+ NULL // COLSHAPE_QUAD
+ },
+ // COLSHAPE_TRIS
+ {
+ NULL, // COLSHAPE_JNTSPH
+ NULL, // COLSHAPE_CYLINDER
+ NULL, // COLSHAPE_TRIS
+ NULL // COLSHAPE_QUAD
+ },
+ // COLSHAPE_QUAD
+ {
+ NULL, // COLSHAPE_JNTSPH
+ NULL, // COLSHAPE_CYLINDER
+ NULL, // COLSHAPE_TRIS
+ NULL // COLSHAPE_QUAD
+ },
};
/**
@@ -2860,26 +2943,26 @@ static ColChkVsFunc sOCVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
* cannot collide with OC2_UNK2, nor can two colliders that share an actor.
*/
void CollisionCheck_OC(PlayState* play, CollisionCheckContext* colChkCtx) {
- Collider** left;
- Collider** right;
+ Collider** leftColP;
+ Collider** rightColP;
ColChkVsFunc vsFunc;
- for (left = colChkCtx->colOC; left < colChkCtx->colOC + colChkCtx->colOCCount; left++) {
- if (*left == NULL || CollisionCheck_SkipOC(*left) == true) {
+ for (leftColP = colChkCtx->colOC; leftColP < colChkCtx->colOC + colChkCtx->colOCCount; leftColP++) {
+ if (*leftColP == NULL || CollisionCheck_SkipOC(*leftColP) == true) {
continue;
}
- for (right = left + 1; right < colChkCtx->colOC + colChkCtx->colOCCount; right++) {
- if (*right == NULL || CollisionCheck_SkipOC(*right) == true ||
- CollisionCheck_Incompatible(*left, *right) == true) {
+ for (rightColP = leftColP + 1; rightColP < colChkCtx->colOC + colChkCtx->colOCCount; rightColP++) {
+ if (*rightColP == NULL || CollisionCheck_SkipOC(*rightColP) == true ||
+ CollisionCheck_Incompatible(*leftColP, *rightColP) == true) {
continue;
}
- vsFunc = sOCVsFuncs[(*left)->shape][(*right)->shape];
+ vsFunc = sOCVsFuncs[(*leftColP)->shape][(*rightColP)->shape];
if (vsFunc == NULL) {
// "Not compatible"
- osSyncPrintf("CollisionCheck_OC():未対応 %d, %d\n", (*left)->shape, (*right)->shape);
+ osSyncPrintf("CollisionCheck_OC():未対応 %d, %d\n", (*leftColP)->shape, (*rightColP)->shape);
continue;
}
- vsFunc(play, colChkCtx, *left, *right);
+ vsFunc(play, colChkCtx, *leftColP, *rightColP);
}
}
}
@@ -2951,28 +3034,28 @@ void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, C
/**
* Apply AC damage effect
*/
-void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider,
- ColliderInfo* info) {
+void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col,
+ ColliderElement* elem) {
DamageTable* tbl;
f32 damage;
- if (collider->actor == NULL || !(collider->acFlags & AC_HIT)) {
+ if (col->actor == NULL || !(col->acFlags & AC_HIT)) {
return;
}
- if (!(info->bumperFlags & BUMP_HIT) || info->bumperFlags & BUMP_NO_DAMAGE) {
+ if (!(elem->bumperFlags & BUMP_HIT) || elem->bumperFlags & BUMP_NO_DAMAGE) {
return;
}
- ASSERT(info->acHitInfo != NULL, "pclobj_elem->ac_hit_elem != NULL", "../z_collision_check.c", 6493);
- tbl = collider->actor->colChkInfo.damageTable;
+ ASSERT(elem->acHitElem != NULL, "pclobj_elem->ac_hit_elem != NULL", "../z_collision_check.c", 6493);
+ tbl = col->actor->colChkInfo.damageTable;
if (tbl == NULL) {
- damage = (f32)info->acHitInfo->toucher.damage - info->bumper.defense;
+ damage = (f32)elem->acHitElem->toucher.damage - elem->bumper.defense;
if (damage < 0) {
damage = 0;
}
} else {
s32 i;
- u32 flags = info->acHitInfo->toucher.dmgFlags;
+ u32 flags = elem->acHitElem->toucher.dmgFlags;
for (i = 0; i < 32; i++, flags >>= 1) {
if (flags == 1) {
@@ -2981,23 +3064,23 @@ void CollisionCheck_ApplyDamage(PlayState* play, CollisionCheckContext* colChkCt
}
damage = tbl->table[i] & 0xF;
- collider->actor->colChkInfo.damageEffect = tbl->table[i] >> 4 & 0xF;
+ col->actor->colChkInfo.damageEffect = tbl->table[i] >> 4 & 0xF;
}
- if (!(collider->acFlags & AC_HARD)) {
- collider->actor->colChkInfo.damage += damage;
+ if (!(col->acFlags & AC_HARD)) {
+ col->actor->colChkInfo.damage += damage;
}
}
/**
* Apply ColliderJntSph AC damage effect
*/
-void CollisionCheck_ApplyDamageJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderJntSph* jntSph = (ColliderJntSph*)collider;
+void CollisionCheck_ApplyDamageJntSph(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderJntSph* jntSph = (ColliderJntSph*)col;
s32 i;
if (jntSph->count > 0 && jntSph->elements != NULL) {
for (i = 0; i < jntSph->count; i++) {
- CollisionCheck_ApplyDamage(play, colChkCtx, &jntSph->base, &jntSph->elements[i].info);
+ CollisionCheck_ApplyDamage(play, colChkCtx, &jntSph->base, &jntSph->elements[i].base);
}
}
}
@@ -3005,29 +3088,31 @@ void CollisionCheck_ApplyDamageJntSph(PlayState* play, CollisionCheckContext* co
/**
* Apply ColliderCylinder AC damage effect
*/
-void CollisionCheck_ApplyDamageCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderCylinder* cylinder = (ColliderCylinder*)collider;
- CollisionCheck_ApplyDamage(play, colChkCtx, &cylinder->base, &cylinder->info);
+void CollisionCheck_ApplyDamageCyl(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderCylinder* cyl = (ColliderCylinder*)col;
+
+ CollisionCheck_ApplyDamage(play, colChkCtx, &cyl->base, &cyl->elem);
}
/**
* Apply ColliderTris AC damage effect
*/
-void CollisionCheck_ApplyDamageTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderTris* tris = (ColliderTris*)collider;
+void CollisionCheck_ApplyDamageTris(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderTris* tris = (ColliderTris*)col;
s32 i;
for (i = 0; i < tris->count; i++) {
- CollisionCheck_ApplyDamage(play, colChkCtx, collider, &tris->elements[i].info);
+ CollisionCheck_ApplyDamage(play, colChkCtx, col, &tris->elements[i].base);
}
}
/**
* Apply ColliderQuad AC damage effect
*/
-void CollisionCheck_ApplyDamageQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* collider) {
- ColliderQuad* quad = (ColliderQuad*)collider;
- CollisionCheck_ApplyDamage(play, colChkCtx, &quad->base, &quad->info);
+void CollisionCheck_ApplyDamageQuad(PlayState* play, CollisionCheckContext* colChkCtx, Collider* col) {
+ ColliderQuad* quad = (ColliderQuad*)col;
+
+ CollisionCheck_ApplyDamage(play, colChkCtx, &quad->base, &quad->elem);
}
static ColChkApplyFunc sApplyDamageFuncs[COLSHAPE_MAX] = {
@@ -3045,15 +3130,15 @@ void CollisionCheck_Damage(PlayState* play, CollisionCheckContext* colChkCtx) {
s32 i;
for (i = 0; i < colChkCtx->colACCount; i++) {
- Collider* collider = colChkCtx->colAC[i];
+ Collider* col = colChkCtx->colAC[i];
- if (collider == NULL) {
+ if (col == NULL) {
continue;
}
- if (collider->acFlags & AC_NO_DAMAGE) {
+ if (col->acFlags & AC_NO_DAMAGE) {
continue;
}
- sApplyDamageFuncs[collider->shape](play, colChkCtx, collider);
+ sApplyDamageFuncs[col->shape](play, colChkCtx, col);
}
}
@@ -3069,7 +3154,7 @@ s32 CollisionCheck_LineOC_JntSph(PlayState* play, CollisionCheckContext* colChkC
for (i = 0; i < jntSph->count; i++) {
ColliderJntSphElement* element = &jntSph->elements[i];
- if (!(element->info.ocElemFlags & OCELEM_ON)) {
+ if (!(element->base.ocElemFlags & OCELEM_ON)) {
continue;
}
lineSeg.a = *a;
@@ -3090,7 +3175,7 @@ s32 CollisionCheck_LineOC_Cyl(PlayState* play, CollisionCheckContext* colChkCtx,
static Vec3f intersectB;
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
- if (!(cylinder->info.ocElemFlags & OCELEM_ON)) {
+ if (!(cylinder->elem.ocElemFlags & OCELEM_ON)) {
return false;
}
if (Math3D_CylVsLineSeg(&cylinder->dim, a, b, &intersectA, &intersectB) != 0) {
@@ -3166,59 +3251,59 @@ s32 CollisionCheck_LineOCCheck(PlayState* play, CollisionCheckContext* colChkCtx
/**
* Moves the ColliderCylinder's position to the actor's position
*/
-void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider) {
- collider->dim.pos.x = actor->world.pos.x;
- collider->dim.pos.y = actor->world.pos.y;
- collider->dim.pos.z = actor->world.pos.z;
+void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* cyl) {
+ cyl->dim.pos.x = actor->world.pos.x;
+ cyl->dim.pos.y = actor->world.pos.y;
+ cyl->dim.pos.z = actor->world.pos.z;
}
/**
* Sets the ColliderCylinder's position
*/
-void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos) {
- collider->dim.pos.x = pos->x;
- collider->dim.pos.y = pos->y;
- collider->dim.pos.z = pos->z;
+void Collider_SetCylinderPosition(ColliderCylinder* cyl, Vec3s* pos) {
+ cyl->dim.pos.x = pos->x;
+ cyl->dim.pos.y = pos->y;
+ cyl->dim.pos.z = pos->z;
}
/**
* Sets the ColliderQuad's vertices
*/
-void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d) {
- Math_Vec3f_Copy(&collider->dim.quad[2], c);
- Math_Vec3f_Copy(&collider->dim.quad[3], d);
- Math_Vec3f_Copy(&collider->dim.quad[0], a);
- Math_Vec3f_Copy(&collider->dim.quad[1], b);
- Collider_SetQuadMidpoints(&collider->dim);
+void Collider_SetQuadVertices(ColliderQuad* quad, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d) {
+ Math_Vec3f_Copy(&quad->dim.quad[2], c);
+ Math_Vec3f_Copy(&quad->dim.quad[3], d);
+ Math_Vec3f_Copy(&quad->dim.quad[0], a);
+ Math_Vec3f_Copy(&quad->dim.quad[1], b);
+ Collider_SetQuadMidpoints(&quad->dim);
}
/**
* Sets the specified ColliderTrisElement's vertices
*/
-void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c) {
- ColliderTrisElement* element = &collider->elements[index];
+void Collider_SetTrisVertices(ColliderTris* tris, s32 elemIndex, Vec3f* a, Vec3f* b, Vec3f* c) {
+ ColliderTrisElement* trisElem = &tris->elements[elemIndex];
f32 nx;
f32 ny;
f32 nz;
f32 originDist;
- Math_Vec3f_Copy(&element->dim.vtx[0], a);
- Math_Vec3f_Copy(&element->dim.vtx[1], b);
- Math_Vec3f_Copy(&element->dim.vtx[2], c);
+ Math_Vec3f_Copy(&trisElem->dim.vtx[0], a);
+ Math_Vec3f_Copy(&trisElem->dim.vtx[1], b);
+ Math_Vec3f_Copy(&trisElem->dim.vtx[2], c);
Math3D_DefPlane(a, b, c, &nx, &ny, &nz, &originDist);
- element->dim.plane.normal.x = nx;
- element->dim.plane.normal.y = ny;
- element->dim.plane.normal.z = nz;
- element->dim.plane.originDist = originDist;
+ trisElem->dim.plane.normal.x = nx;
+ trisElem->dim.plane.normal.y = ny;
+ trisElem->dim.plane.normal.z = nz;
+ trisElem->dim.plane.originDist = originDist;
}
/**
* Sets the specified ColliderTrisElement's dim using the values in src
*/
-void Collider_SetTrisDim(PlayState* play, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* src) {
- ColliderTrisElement* element = &collider->elements[index];
+void Collider_SetTrisDim(PlayState* play, ColliderTris* tris, s32 elemIndex, ColliderTrisElementDimInit* src) {
+ ColliderTrisElement* trisElem = &tris->elements[elemIndex];
- Collider_SetTrisElementDim(play, &element->dim, src);
+ Collider_SetTrisElementDim(play, &trisElem->dim, src);
}
// Due to an unknown reason, bss ordering changed between the 2 static Vec3f variables in the function below.
@@ -3231,22 +3316,22 @@ static s8 sBssDummy12;
/**
* Updates the world spheres for all of the collider's JntSph elements attached to the specified limb
*/
-void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider) {
+void Collider_UpdateSpheres(s32 limb, ColliderJntSph* jntSph) {
static Vec3f modelPos;
static Vec3f worldPos; // bss ordering changes here
s32 i;
- for (i = 0; i < collider->count; i++) {
- if (limb == collider->elements[i].dim.limb) {
- modelPos.x = collider->elements[i].dim.modelSphere.center.x;
- modelPos.y = collider->elements[i].dim.modelSphere.center.y;
- modelPos.z = collider->elements[i].dim.modelSphere.center.z;
+ for (i = 0; i < jntSph->count; i++) {
+ if (limb == jntSph->elements[i].dim.limb) {
+ modelPos.x = jntSph->elements[i].dim.modelSphere.center.x;
+ modelPos.y = jntSph->elements[i].dim.modelSphere.center.y;
+ modelPos.z = jntSph->elements[i].dim.modelSphere.center.z;
Matrix_MultVec3f(&modelPos, &worldPos);
- collider->elements[i].dim.worldSphere.center.x = worldPos.x;
- collider->elements[i].dim.worldSphere.center.y = worldPos.y;
- collider->elements[i].dim.worldSphere.center.z = worldPos.z;
- collider->elements[i].dim.worldSphere.radius =
- collider->elements[i].dim.modelSphere.radius * collider->elements[i].dim.scale;
+ jntSph->elements[i].dim.worldSphere.center.x = worldPos.x;
+ jntSph->elements[i].dim.worldSphere.center.y = worldPos.y;
+ jntSph->elements[i].dim.worldSphere.center.z = worldPos.z;
+ jntSph->elements[i].dim.worldSphere.radius =
+ jntSph->elements[i].dim.modelSphere.radius * jntSph->elements[i].dim.scale;
}
}
}
diff --git a/src/code/z_construct.c b/src/code/z_construct.c
index c1a632a0c5..176eae6a1d 100644
--- a/src/code/z_construct.c
+++ b/src/code/z_construct.c
@@ -34,15 +34,15 @@ void Interface_Init(PlayState* play) {
// "Permanent PARAMETER Segment = %x"
osSyncPrintf("常駐PARAMETERセグメント=%x\n", parameterSize);
- interfaceCtx->parameterSegment = GameState_Alloc(&play->state, parameterSize, "../z_construct.c", 159);
+ interfaceCtx->parameterSegment = GAME_STATE_ALLOC(&play->state, parameterSize, "../z_construct.c", 159);
osSyncPrintf("parameter->parameterSegment=%x\n", interfaceCtx->parameterSegment);
ASSERT(interfaceCtx->parameterSegment != NULL, "parameter->parameterSegment != NULL", "../z_construct.c", 161);
- DmaMgr_RequestSyncDebug(interfaceCtx->parameterSegment, (uintptr_t)_parameter_staticSegmentRomStart, parameterSize,
- "../z_construct.c", 162);
+ DMA_REQUEST_SYNC(interfaceCtx->parameterSegment, (uintptr_t)_parameter_staticSegmentRomStart, parameterSize,
+ "../z_construct.c", 162);
- interfaceCtx->doActionSegment = GameState_Alloc(&play->state, 3 * DO_ACTION_TEX_SIZE, "../z_construct.c", 166);
+ interfaceCtx->doActionSegment = GAME_STATE_ALLOC(&play->state, 3 * DO_ACTION_TEX_SIZE, "../z_construct.c", 166);
osSyncPrintf("DOアクション テクスチャ初期=%x\n", 3 * DO_ACTION_TEX_SIZE); // "DO Action Texture Initialization"
osSyncPrintf("parameter->do_actionSegment=%x\n", interfaceCtx->doActionSegment);
@@ -57,8 +57,8 @@ void Interface_Init(PlayState* play) {
doActionOffset = (LANGUAGE_FRA * DO_ACTION_MAX + DO_ACTION_ATTACK) * DO_ACTION_TEX_SIZE;
}
- DmaMgr_RequestSyncDebug(interfaceCtx->doActionSegment, (uintptr_t)_do_action_staticSegmentRomStart + doActionOffset,
- 2 * DO_ACTION_TEX_SIZE, "../z_construct.c", 174);
+ DMA_REQUEST_SYNC(interfaceCtx->doActionSegment, (uintptr_t)_do_action_staticSegmentRomStart + doActionOffset,
+ 2 * DO_ACTION_TEX_SIZE, "../z_construct.c", 174);
if (gSaveContext.language == LANGUAGE_ENG) {
doActionOffset = (LANGUAGE_ENG * DO_ACTION_MAX + DO_ACTION_RETURN) * DO_ACTION_TEX_SIZE;
@@ -68,11 +68,11 @@ void Interface_Init(PlayState* play) {
doActionOffset = (LANGUAGE_FRA * DO_ACTION_MAX + DO_ACTION_RETURN) * DO_ACTION_TEX_SIZE;
}
- DmaMgr_RequestSyncDebug(interfaceCtx->doActionSegment + 2 * DO_ACTION_TEX_SIZE,
- (uintptr_t)_do_action_staticSegmentRomStart + doActionOffset, DO_ACTION_TEX_SIZE,
- "../z_construct.c", 178);
+ DMA_REQUEST_SYNC(interfaceCtx->doActionSegment + 2 * DO_ACTION_TEX_SIZE,
+ (uintptr_t)_do_action_staticSegmentRomStart + doActionOffset, DO_ACTION_TEX_SIZE,
+ "../z_construct.c", 178);
- interfaceCtx->iconItemSegment = GameState_Alloc(&play->state, ICON_ITEM_SEGMENT_SIZE, "../z_construct.c", 190);
+ interfaceCtx->iconItemSegment = GAME_STATE_ALLOC(&play->state, ICON_ITEM_SEGMENT_SIZE, "../z_construct.c", 190);
// "Icon Item Texture Initialization = %x"
osSyncPrintf("アイコンアイテム テクスチャ初期=%x\n", ICON_ITEM_SEGMENT_SIZE);
@@ -85,33 +85,33 @@ void Interface_Init(PlayState* play) {
gSaveContext.save.info.equips.buttonItems[3]);
if (gSaveContext.save.info.equips.buttonItems[0] < 0xF0) {
- DmaMgr_RequestSyncDebug(interfaceCtx->iconItemSegment + (0 * ITEM_ICON_SIZE),
+ DMA_REQUEST_SYNC(interfaceCtx->iconItemSegment + (0 * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[0]), ITEM_ICON_SIZE,
- "../z_construct.c", 198);
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[0]), ITEM_ICON_SIZE,
+ "../z_construct.c", 198);
} else if (gSaveContext.save.info.equips.buttonItems[0] != 0xFF) {
- DmaMgr_RequestSyncDebug(interfaceCtx->iconItemSegment + (0 * ITEM_ICON_SIZE),
+ DMA_REQUEST_SYNC(interfaceCtx->iconItemSegment + (0 * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[0]), ITEM_ICON_SIZE,
- "../z_construct.c", 203);
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[0]), ITEM_ICON_SIZE,
+ "../z_construct.c", 203);
}
if (gSaveContext.save.info.equips.buttonItems[1] < 0xF0) {
- DmaMgr_RequestSyncDebug(interfaceCtx->iconItemSegment + (1 * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[1]), ITEM_ICON_SIZE,
- "../z_construct.c", 209);
+ DMA_REQUEST_SYNC(interfaceCtx->iconItemSegment + (1 * ITEM_ICON_SIZE),
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[1]), ITEM_ICON_SIZE,
+ "../z_construct.c", 209);
}
if (gSaveContext.save.info.equips.buttonItems[2] < 0xF0) {
- DmaMgr_RequestSyncDebug(interfaceCtx->iconItemSegment + (2 * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[2]), ITEM_ICON_SIZE,
- "../z_construct.c", 214);
+ DMA_REQUEST_SYNC(interfaceCtx->iconItemSegment + (2 * ITEM_ICON_SIZE),
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[2]), ITEM_ICON_SIZE,
+ "../z_construct.c", 214);
}
if (gSaveContext.save.info.equips.buttonItems[3] < 0xF0) {
- DmaMgr_RequestSyncDebug(interfaceCtx->iconItemSegment + (3 * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[3]), ITEM_ICON_SIZE,
- "../z_construct.c", 219);
+ DMA_REQUEST_SYNC(interfaceCtx->iconItemSegment + (3 * ITEM_ICON_SIZE),
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[3]), ITEM_ICON_SIZE,
+ "../z_construct.c", 219);
}
osSyncPrintf("EVENT=%d\n", ((void)0, gSaveContext.timerState));
@@ -190,7 +190,7 @@ void Message_Init(PlayState* play) {
View_Init(&msgCtx->view, play->state.gfxCtx);
- msgCtx->textboxSegment = GameState_Alloc(&play->state, TEXTBOX_SEGMENT_SIZE, "../z_construct.c", 349);
+ msgCtx->textboxSegment = GAME_STATE_ALLOC(&play->state, TEXTBOX_SEGMENT_SIZE, "../z_construct.c", 349);
osSyncPrintf("message->fukidashiSegment=%x\n", msgCtx->textboxSegment);
diff --git a/src/code/z_debug.c b/src/code/z_debug.c
index bc46c5a728..9581ec854a 100644
--- a/src/code/z_debug.c
+++ b/src/code/z_debug.c
@@ -97,7 +97,7 @@ char sRegGroupChars[REG_GROUPS] = {
void Regs_Init(void) {
s32 i;
- gRegEditor = SystemArena_MallocDebug(sizeof(RegEditor), "../z_debug.c", 260);
+ gRegEditor = SYSTEM_ARENA_MALLOC(sizeof(RegEditor), "../z_debug.c", 260);
gRegEditor->regPage = 0;
gRegEditor->regGroup = 0;
gRegEditor->regCur = 0;
diff --git a/src/code/z_debug_display.c b/src/code/z_debug_display.c
index 62c52acbd8..d1d5dd34c5 100644
--- a/src/code/z_debug_display.c
+++ b/src/code/z_debug_display.c
@@ -34,7 +34,7 @@ DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX,
GraphicsContext* gfxCtx) {
DebugDispObject* prevHead = sDebugObjectListHead;
- sDebugObjectListHead = Graph_Alloc(gfxCtx, sizeof(DebugDispObject));
+ sDebugObjectListHead = GRAPH_ALLOC(gfxCtx, sizeof(DebugDispObject));
sDebugObjectListHead->pos.x = posX;
sDebugObjectListHead->pos.y = posY;
@@ -81,7 +81,7 @@ void DebugDisplay_DrawSpriteI8(DebugDispObject* dispObj, void* texture, PlayStat
gDPLoadTextureBlock(POLY_XLU_DISP++, texture, G_IM_FMT_I, G_IM_SIZ_8b, 16, 16, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_debug_display.c", 189),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_debug_display.c", 189),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gDebugSpriteDL);
@@ -100,7 +100,7 @@ void DebugDisplay_DrawPolygon(DebugDispObject* dispObj, void* dlist, PlayState*
Matrix_SetTranslateRotateYXZ(dispObj->pos.x, dispObj->pos.y, dispObj->pos.z, &dispObj->rot);
Matrix_Scale(dispObj->scale.x, dispObj->scale.y, dispObj->scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_debug_display.c", 228),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_debug_display.c", 228),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, dlist);
diff --git a/src/code/z_demo.c b/src/code/z_demo.c
index 4a85639cf1..67a45676c0 100644
--- a/src/code/z_demo.c
+++ b/src/code/z_demo.c
@@ -1530,7 +1530,7 @@ s32 CutsceneCmd_UpdateCamEyeSpline(PlayState* play, CutsceneContext* csCtx, u8*
csCtx->camEyeSplinePointsAppliedFrame = cmd->startFrame;
if (gUseCutsceneCam) {
- Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
+ Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
@@ -1569,7 +1569,7 @@ s32 CutsceneCmd_UpdateCamAtSpline(PlayState* play, CutsceneContext* csCtx, u8* s
gCamAtSplinePointsAppliedFrame = cmd->startFrame;
if (gUseCutsceneCam) {
- Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
+ Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(play, csCtx->subCamId));
@@ -1616,7 +1616,7 @@ s32 CutsceneCmd_SetCamEye(PlayState* play, CutsceneContext* csCtx, u8* script, u
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
- Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
+ Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
roll = csCtx->camAtPoints->cameraRoll * 1.40625f;
Camera_SetViewParam(subCam, CAM_VIEW_ROLL, &roll);
@@ -1664,7 +1664,7 @@ s32 CutsceneCmd_SetCamAt(PlayState* play, CutsceneContext* csCtx, u8* script, u8
Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(play, csCtx->subCamId, CAM_STAT_ACTIVE);
- Play_ChangeCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
+ Play_RequestCameraSetting(play, csCtx->subCamId, CAM_SET_FREE0);
at.x = csCtx->camAtPoints->pos.x;
at.y = csCtx->camAtPoints->pos.y;
@@ -2254,7 +2254,7 @@ void CutsceneHandler_StopScript(PlayState* play, CutsceneContext* csCtx) {
Play_ChangeCameraStatus(play, sReturnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(play, csCtx->subCamId);
- func_8005B1A4(play->cameraPtrs[sReturnToCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[sReturnToCamId]);
}
Audio_SetCutsceneFlag(0);
diff --git a/src/code/z_draw.c b/src/code/z_draw.c
index 68b8784441..671b8d0e2a 100644
--- a/src/code/z_draw.c
+++ b/src/code/z_draw.c
@@ -385,7 +385,7 @@ void GetItem_DrawMaskOrBombchu(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 556);
Gfx_SetupDL_26Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 560), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 560), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 565);
@@ -397,7 +397,7 @@ void GetItem_DrawSoldOut(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 572);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_5);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 576), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 576), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 581);
@@ -409,7 +409,7 @@ void GetItem_DrawBlueFire(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 588);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 592), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 592), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
@@ -420,7 +420,7 @@ void GetItem_DrawBlueFire(PlayState* play, s16 drawId) {
Matrix_Push();
Matrix_Translate(-8.0f, -2.0f, 0.0f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 615), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 615), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
Matrix_Pop();
@@ -433,11 +433,11 @@ void GetItem_DrawPoes(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 628);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 632), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 632), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 641), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 641), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
@@ -445,7 +445,7 @@ void GetItem_DrawPoes(PlayState* play, s16 drawId) {
1 * -(play->state.frames * 6), 16, 32));
Matrix_Push();
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 656), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 656), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
Matrix_Pop();
@@ -459,11 +459,11 @@ void GetItem_DrawFairy(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 670);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 674), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 674), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 683), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 683), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
@@ -471,7 +471,7 @@ void GetItem_DrawFairy(PlayState* play, s16 drawId) {
1 * -(play->state.frames * 6), 32, 32));
Matrix_Push();
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 698), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 698), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
Matrix_Pop();
@@ -488,11 +488,11 @@ void GetItem_DrawMirrorShield(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0) % 256,
1 * (play->state.frames * 2) % 256, 64, 64, 1, 0 * (play->state.frames * 0) % 128,
1 * (play->state.frames * 1) % 128, 32, 32));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 723), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 723), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 730), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 730), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 735);
@@ -504,7 +504,7 @@ void GetItem_DrawSkullToken(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 742);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 746), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 746), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
@@ -512,7 +512,7 @@ void GetItem_DrawSkullToken(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
1 * -(play->state.frames * 5), 32, 32, 1, 0 * (play->state.frames * 0),
0 * (play->state.frames * 0), 32, 64));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 760), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 760), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 765);
@@ -524,7 +524,7 @@ void GetItem_DrawEggOrMedallion(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 772);
Gfx_SetupDL_26Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 776), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 776), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
@@ -537,11 +537,11 @@ void GetItem_DrawCompass(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 811);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 815), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 815), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_5);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 822), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 822), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 827);
@@ -557,14 +557,14 @@ void GetItem_DrawPotion(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -1 * (play->state.frames * 1),
1 * (play->state.frames * 1), 32, 32, 1, -1 * (play->state.frames * 1),
1 * (play->state.frames * 1), 32, 32));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 845), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 845), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[2]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[3]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 855), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 855), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[4]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[5]);
@@ -581,7 +581,7 @@ void GetItem_DrawGoronSword(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 1),
0 * (play->state.frames * 1), 32, 32, 1, 0 * (play->state.frames * 1),
0 * (play->state.frames * 1), 32, 32));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 878), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 878), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 883);
@@ -597,7 +597,7 @@ void GetItem_DrawDekuNuts(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 6),
1 * (play->state.frames * 6), 32, 32, 1, 1 * (play->state.frames * 6),
1 * (play->state.frames * 6), 32, 32));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 901), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 901), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 906);
@@ -613,7 +613,7 @@ void GetItem_DrawRecoveryHeart(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 1),
1 * -(play->state.frames * 3), 32, 32, 1, 0 * (play->state.frames * 1),
1 * -(play->state.frames * 2), 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 924), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 924), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 929);
@@ -629,7 +629,7 @@ void GetItem_DrawFish(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0 * (play->state.frames * 0),
1 * (play->state.frames * 1), 32, 32, 1, 0 * (play->state.frames * 0),
1 * (play->state.frames * 1), 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 947), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 947), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 952);
@@ -641,7 +641,7 @@ void GetItem_DrawOpa0(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 959);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 963), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 963), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 968);
@@ -653,11 +653,11 @@ void GetItem_DrawOpa0Xlu1(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 975);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 979), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 979), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 986), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 986), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 991);
@@ -669,7 +669,7 @@ void GetItem_DrawXlu01(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 998);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1002), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1002), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
@@ -682,12 +682,12 @@ void GetItem_DrawOpa10Xlu2(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 1015);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1019), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1019), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1027), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1027), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
CLOSE_DISPS(play->state.gfxCtx, "../z_draw.c", 1032);
@@ -699,11 +699,11 @@ void GetItem_DrawMagicArrow(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 1039);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1043), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1043), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1050), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1050), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
@@ -720,7 +720,7 @@ void GetItem_DrawMagicSpell(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 2),
1 * -(play->state.frames * 6), 32, 32, 1, 1 * (play->state.frames * 1),
-1 * (play->state.frames * 2), 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1074), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1074), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
@@ -734,7 +734,7 @@ void GetItem_DrawOpa1023(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 1088);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1092), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1092), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[2]);
@@ -749,12 +749,12 @@ void GetItem_DrawOpa10Xlu32(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 1108);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1112), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1112), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1120), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1120), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
@@ -769,12 +769,12 @@ void GetItem_DrawSmallRupee(PlayState* play, s16 drawId) {
Matrix_Scale(0.7f, 0.7f, 0.7f, MTXMODE_APPLY);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1140), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1140), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1148), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1148), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
@@ -791,7 +791,7 @@ void GetItem_DrawScale(PlayState* play, s16 drawId) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 1 * (play->state.frames * 2),
-1 * (play->state.frames * 2), 64, 64, 1, 1 * (play->state.frames * 4),
1 * -(play->state.frames * 4), 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1173), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1173), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[1]);
@@ -806,12 +806,12 @@ void GetItem_DrawBulletBag(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 1188);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1192), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1192), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1200), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1200), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[2]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[3]);
gSPDisplayList(POLY_XLU_DISP++, sDrawItemTable[drawId].dlists[4]);
@@ -825,7 +825,7 @@ void GetItem_DrawWallet(PlayState* play, s16 drawId) {
OPEN_DISPS(play->state.gfxCtx, "../z_draw.c", 1214);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_draw.c", 1218), G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_draw.c", 1218), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[1]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[0]);
gSPDisplayList(POLY_OPA_DISP++, sDrawItemTable[drawId].dlists[2]);
diff --git a/src/code/z_eff_blure.c b/src/code/z_eff_blure.c
index 75f8d80bc0..31edaa0424 100644
--- a/src/code/z_eff_blure.c
+++ b/src/code/z_eff_blure.c
@@ -393,7 +393,7 @@ void EffectBlure_DrawElemNoInterpolation(EffectBlure* this, EffectBlureElement*
Math_Vec3s_ToVec3f(&sp6C, &this->elements[0].p2);
- vtx = Graph_Alloc(gfxCtx, sizeof(Vtx[4]));
+ vtx = GRAPH_ALLOC(gfxCtx, sizeof(Vtx[4]));
if (vtx == NULL) {
// "Vertices cannot be secured."
osSyncPrintf("z_eff_blure.c::SQ_NoInterpolate_disp() 頂点確保できず。\n");
@@ -554,7 +554,7 @@ void EffectBlure_DrawElemHermiteInterpolation(EffectBlure* this, EffectBlureElem
Math_Vec3f_Scale(&sp174, 0.5f);
Math_Vec3f_Scale(&sp168, 0.5f);
- vtx = Graph_Alloc(gfxCtx, sizeof(Vtx[16]));
+ vtx = GRAPH_ALLOC(gfxCtx, sizeof(Vtx[16]));
if (vtx == NULL) {
// "Vertices cannot be secured."
osSyncPrintf("z_eff_blure.c::SQ_HermiteInterpolate_disp() 頂点確保できず。\n");
@@ -849,7 +849,7 @@ void EffectBlure_DrawSimple(EffectBlure* this2, GraphicsContext* gfxCtx) {
if (this->numElements >= 2) {
vtxCount = this->numElements * 4;
- vtx = Graph_Alloc(gfxCtx, vtxCount * sizeof(Vtx));
+ vtx = GRAPH_ALLOC(gfxCtx, vtxCount * sizeof(Vtx));
if (vtx == NULL) {
// "Vertices cannot be secured. Forced termination"
osSyncPrintf("ブラ─表示:頂点確保できず。強制終了\n");
@@ -943,7 +943,7 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
Gfx_SetupDL_38Xlu(gfxCtx);
gDPPipeSync(POLY_XLU_DISP++);
- vtx = Graph_Alloc(gfxCtx, sizeof(Vtx[32]));
+ vtx = GRAPH_ALLOC(gfxCtx, sizeof(Vtx[32]));
if (vtx == NULL) {
// "Blure display: Vertex table could not be secured"
osSyncPrintf("ブラ─表示:頂点テーブル確保できず\n");
@@ -973,14 +973,14 @@ void EffectBlure_Draw(void* thisx, GraphicsContext* gfxCtx) {
vtx[j + 1].v.ob[2] = EffectSs_LerpS16(elem->p2.z, elem->p1.z, ratio);
break;
case 3:
- ratio = ratio * 0.5f;
+ ratio *= 0.5f;
vtx[j].v.ob[0] = EffectSs_LerpS16(elem->p1.x, elem->p2.x, ratio);
vtx[j].v.ob[1] = EffectSs_LerpS16(elem->p1.y, elem->p2.y, ratio);
vtx[j].v.ob[2] = EffectSs_LerpS16(elem->p1.z, elem->p2.z, ratio);
vtx[j + 1].v.ob[0] = EffectSs_LerpS16(elem->p2.x, elem->p1.x, ratio);
vtx[j + 1].v.ob[1] = EffectSs_LerpS16(elem->p2.y, elem->p1.y, ratio);
vtx[j + 1].v.ob[2] = EffectSs_LerpS16(elem->p2.z, elem->p1.z, ratio);
- ratio = ratio + ratio;
+ ratio *= 2.0f;
break;
case 0:
default:
diff --git a/src/code/z_eff_spark.c b/src/code/z_eff_spark.c
index ad147c4288..e20954bfa5 100644
--- a/src/code/z_eff_spark.c
+++ b/src/code/z_eff_spark.c
@@ -171,7 +171,7 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) {
gSPSetGeometryMode(POLY_XLU_DISP++, G_ZBUFFER | G_SHADE | G_SHADING_SMOOTH);
gDPPipeSync(POLY_XLU_DISP++);
- vertices = Graph_Alloc(gfxCtx, this->numElements * sizeof(Vtx[4]));
+ vertices = GRAPH_ALLOC(gfxCtx, this->numElements * sizeof(Vtx[4]));
if (vertices == NULL) {
// "Memory Allocation Failure graph_malloc"
osSyncPrintf("EffectSparkInfo_disp():メモリー確保失敗 graph_malloc\n");
diff --git a/src/code/z_effect.c b/src/code/z_effect.c
index dd5436bc2a..0ff1392a40 100644
--- a/src/code/z_effect.c
+++ b/src/code/z_effect.c
@@ -160,24 +160,24 @@ void Effect_DrawAll(GraphicsContext* gfxCtx) {
s32 i;
for (i = 0; i < SPARK_COUNT; i++) {
- if (sEffectContext.sparks[i].status.active) {
- sEffectInfoTable[EFFECT_SPARK].draw(&sEffectContext.sparks[i].effect, gfxCtx);
+ if (!sEffectContext.sparks[i].status.active) {
+ continue;
}
+ sEffectInfoTable[EFFECT_SPARK].draw(&sEffectContext.sparks[i].effect, gfxCtx);
}
for (i = 0; i < BLURE_COUNT; i++) {
- if (sEffectContext.blures[i].status.active) {
- sEffectInfoTable[EFFECT_BLURE1].draw(&sEffectContext.blures[i].effect, gfxCtx);
+ if (!sEffectContext.blures[i].status.active) {
+ continue;
}
- if (1) {} // Necessary to match
- if (1) {}
+ sEffectInfoTable[EFFECT_BLURE1].draw(&sEffectContext.blures[i].effect, gfxCtx);
}
for (i = 0; i < SHIELD_PARTICLE_COUNT; i++) {
- if (sEffectContext.shieldParticles[i].status.active) {
- if (gfxCtx) {} // Necessary to match
- sEffectInfoTable[EFFECT_SHIELD_PARTICLE].draw(&sEffectContext.shieldParticles[i].effect, gfxCtx);
+ if (!sEffectContext.shieldParticles[i].status.active) {
+ continue;
}
+ sEffectInfoTable[EFFECT_SHIELD_PARTICLE].draw(&sEffectContext.shieldParticles[i].effect, gfxCtx);
}
}
diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c
index 6fb6e05d38..3147e3c0b8 100644
--- a/src/code/z_effect_soft_sprite.c
+++ b/src/code/z_effect_soft_sprite.c
@@ -15,7 +15,8 @@ void EffectSs_InitInfo(PlayState* play, s32 tableSize) {
overlay->vromEnd - overlay->vromStart);
}
- sEffectSsInfo.table = GameState_Alloc(&play->state, tableSize * sizeof(EffectSs), "../z_effect_soft_sprite.c", 289);
+ sEffectSsInfo.table =
+ GAME_STATE_ALLOC(&play->state, tableSize * sizeof(EffectSs), "../z_effect_soft_sprite.c", 289);
ASSERT(sEffectSsInfo.table != NULL, "EffectSS2Info.data_table != NULL", "../z_effect_soft_sprite.c", 290);
sEffectSsInfo.searchStartIndex = 0;
@@ -52,7 +53,7 @@ void EffectSs_ClearAll(PlayState* play) {
addr = overlay->loadedRamAddr;
if (addr != NULL) {
- ZeldaArena_FreeDebug(addr, "../z_effect_soft_sprite.c", 337);
+ ZELDA_ARENA_FREE(addr, "../z_effect_soft_sprite.c", 337);
}
overlay->loadedRamAddr = NULL;
@@ -189,7 +190,7 @@ void EffectSs_Spawn(PlayState* play, s32 type, s32 priority, void* initParams) {
initInfo = overlayEntry->initInfo;
} else {
if (overlayEntry->loadedRamAddr == NULL) {
- overlayEntry->loadedRamAddr = ZeldaArena_MallocRDebug(overlaySize, "../z_effect_soft_sprite.c", 585);
+ overlayEntry->loadedRamAddr = ZELDA_ARENA_MALLOC_R(overlaySize, "../z_effect_soft_sprite.c", 585);
if (overlayEntry->loadedRamAddr == NULL) {
osSyncPrintf(VT_FGCOL(RED));
diff --git a/src/code/z_en_a_keep.c b/src/code/z_en_a_keep.c
index d0b0508682..33adc258c9 100644
--- a/src/code/z_en_a_keep.c
+++ b/src/code/z_en_a_keep.c
@@ -204,10 +204,10 @@ void EnAObj_WaitTalk(EnAObj* this, PlayState* play) {
relYawTowardsPlayer = this->dyna.actor.yawTowardsPlayer - this->dyna.actor.shape.rot.y;
if (ABS(relYawTowardsPlayer) < 0x2800 ||
(this->dyna.actor.params == A_OBJ_SIGNPOST_ARROW && ABS(relYawTowardsPlayer) > 0x5800)) {
- if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->dyna.actor, play)) {
EnAObj_SetupAction(this, EnAObj_WaitFinishedTalking);
} else {
- func_8002F2F4(&this->dyna.actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->dyna.actor, play);
}
}
}
@@ -353,8 +353,7 @@ void EnAObj_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 1, 60, 60, 60, 50);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_a_keep.c", 712),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_a_keep.c", 712), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDLists[type]);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_a_keep.c", 715);
diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c
index 6854649092..23bc99f828 100644
--- a/src/code/z_en_item00.c
+++ b/src/code/z_en_item00.c
@@ -831,8 +831,7 @@ void EnItem00_DrawRupee(EnItem00* this, PlayState* play) {
texIndex = this->actor.params - 0x10;
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_item00.c", 1562),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_item00.c", 1562), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sRupeeTex[texIndex]));
@@ -861,8 +860,7 @@ void EnItem00_DrawCollectible(EnItem00* this, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sItemDropTex[texIndex]));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_item00.c", 1607),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_item00.c", 1607), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gItemDropDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_item00.c", 1611);
@@ -878,14 +876,12 @@ void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
func_8002EBCC(&this->actor, play, 0);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_item00.c", 1634),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_item00.c", 1634), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gHeartPieceExteriorDL);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
func_8002ED80(&this->actor, play, 0);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_item00.c", 1644),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_item00.c", 1644), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gHeartContainerInteriorDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_item00.c", 1647);
@@ -901,8 +897,7 @@ void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
func_8002ED80(&this->actor, play, 0);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_item00.c", 1670),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_item00.c", 1670), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gHeartPieceInteriorDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_item00.c", 1673);
diff --git a/src/code/z_face_reaction.c b/src/code/z_face_reaction.c
index 2dbd56df2f..a06bd4dc85 100644
--- a/src/code/z_face_reaction.c
+++ b/src/code/z_face_reaction.c
@@ -1,70 +1,189 @@
#include "global.h"
-u16 sReactionTextIds[][PLAYER_MASK_MAX] = {
+u16 sMaskReactionSetTextIds[MASK_REACTION_SET_MAX][PLAYER_MASK_MAX] = {
+ // MASK_REACTION_SET_CARPENTER_BOSS
{ 0x0000, 0x7124, 0x7127, 0x7126, 0x7125, 0x7127, 0x7124, 0x7125, 0x7127 },
+
+ // MASK_REACTION_SET_CARPENTER_1
{ 0x0000, 0x7128, 0x7129, 0x7128, 0x7128, 0x7128, 0x7128, 0x712A, 0x712B },
+
+ // MASK_REACTION_SET_CARPENTER_2
{ 0x0000, 0x7128, 0x712B, 0x7128, 0x7128, 0x7129, 0x7128, 0x712B, 0x7128 },
+
+ // MASK_REACTION_SET_CARPENTER_3
{ 0x0000, 0x7128, 0x7129, 0x7128, 0x7128, 0x7128, 0x7128, 0x712A, 0x712B },
+
+ // MASK_REACTION_SET_CARPENTER_4
{ 0x0000, 0x7128, 0x7129, 0x712B, 0x7128, 0x7128, 0x7128, 0x7129, 0x7128 },
+
+ // MASK_REACTION_SET_HYRULIAN_GUARD
{ 0x0000, 0x712D, 0x712D, 0x712D, 0x712D, 0x712D, 0x712D, 0x712D, 0x712F },
+
+ // MASK_REACTION_SET_HEISHI4_1
{ 0x0000, 0x712C, 0x712C, 0x712C, 0x712E, 0x712C, 0x712C, 0x712F, 0x712F },
+
+ // MASK_REACTION_SET_HEISHI4_2
{ 0x0000, 0x712C, 0x712C, 0x712C, 0x712F, 0x712C, 0x712C, 0x712F, 0x712F },
+
+ // MASK_REACTION_SET_CUCCO_LADY
{ 0x0000, 0x7130, 0x7132, 0x7133, 0x7130, 0x7130, 0x7131, 0x7132, 0x7131 },
+
+ // MASK_REACTION_SET_CARPENTERS_SON
{ 0x0000, 0x7134, 0x7137, 0x7135, 0x7134, 0x7136, 0x7135, 0x7134, 0x7135 },
+
+ // MASK_REACTION_SET_KAKARIKO_ROOF_MAN
{ 0x0000, 0x7138, 0x713A, 0x7138, 0x7139, 0x713A, 0x7138, 0x7139, 0x713B },
+
+ // MASK_REACTION_SET_WINDMILL_MAN
{ 0x0000, 0x7144, 0x7146, 0x7144, 0x7146, 0x7147, 0x7145, 0x7145, 0x7147 },
+
+ // MASK_REACTION_SET_12
{ 0x0000, 0x7148, 0x7149, 0x7149, 0x714A, 0x714A, 0x714B, 0x7149, 0x714B },
+
+ // MASK_REACTION_SET_CURSED_SKULLTULA_MAN
{ 0x0000, 0x714C, 0x714D, 0x714C, 0x714C, 0x714E, 0x714C, 0x714E, 0x714F },
+
+ // MASK_REACTION_SET_DAMPE
{ 0x0000, 0x7150, 0x7153, 0x7152, 0x7150, 0x7151, 0x7153, 0x7153, 0x7151 },
+
+ // MASK_REACTION_SET_GRAVEYARD_KID
{ 0x0000, 0x7155, 0x7156, 0x7157, 0x7154, 0x7156, 0x7156, 0x7156, 0x7156 },
+
+ // MASK_REACTION_SET_SARIA
{ 0x0000, 0x715A, 0x7159, 0x715B, 0x715A, 0x715A, 0x7158, 0x7158, 0x715B },
+
+ // MASK_REACTION_SET_MIDO
{ 0x0000, 0x715E, 0x715D, 0x715D, 0x715F, 0x715E, 0x715C, 0x715C, 0x715D },
+
+ // MASK_REACTION_SET_FADO
{ 0x0000, 0x7163, 0x7162, 0x7160, 0x7163, 0x7160, 0x7161, 0x7161, 0x7160 },
+
+ // MASK_REACTION_SET_KOKIRI_1
{ 0x0000, 0x7164, 0x7166, 0x7164, 0x7167, 0x7164, 0x7164, 0x7164, 0x7167 },
+
+ // MASK_REACTION_SET_KOKIRI_2
{ 0x0000, 0x716B, 0x7169, 0x7168, 0x716B, 0x716A, 0x716B, 0x716B, 0x716A },
+
+ // MASK_REACTION_SET_SKULL_KID
{ 0x0000, 0x716C, 0x716D, 0x716F, 0x716C, 0x716E, 0x716E, 0x716E, 0x716F },
+
+ // MASK_REACTION_SET_ZELDA
{ 0x0000, 0x7171, 0x7173, 0x7170, 0x7172, 0x0000, 0x0000, 0x0000, 0x0000 },
+
+ // MASK_REACTION_SET_MALON
{ 0x0000, 0x7176, 0x7177, 0x7174, 0x7174, 0x7175, 0x7174, 0x7174, 0x7177 },
+
+ // MASK_REACTION_SET_TALON
{ 0x0000, 0x7178, 0x7179, 0x7179, 0x717B, 0x717A, 0x717B, 0x717A, 0x717B },
+
+ // MASK_REACTION_SET_INGO
{ 0x0000, 0x717D, 0x717C, 0x717C, 0x717D, 0x717F, 0x717C, 0x717E, 0x717D },
+
+ // MASK_REACTION_SET_LAKESIDE_PROFESSOR
{ 0x0000, 0x7183, 0x7181, 0x7180, 0x7183, 0x7182, 0x7183, 0x7181, 0x7183 },
+
+ // MASK_REACTION_SET_MAGIC_BEAN_SALESMAN
{ 0x0000, 0x7184, 0x7186, 0x7185, 0x7186, 0x7184, 0x7187, 0x7186, 0x7184 },
+
+ // MASK_REACTION_SET_RUNNING_MAN
{ 0x0000, 0x71A4, 0x71A6, 0x71A5, 0x0000, 0x71A6, 0x71A6, 0x71A6, 0x71A7 },
+
+ // MASK_REACTION_SET_ZORA
{ 0x0000, 0x7188, 0x7188, 0x7189, 0x7188, 0x7189, 0x718B, 0x718A, 0x7189 },
+
+ // MASK_REACTION_SET_KING_ZORA
{ 0x0000, 0x718C, 0x718C, 0x718D, 0x718C, 0x718E, 0x718F, 0x718D, 0x718C },
+
+ // MASK_REACTION_SET_RUTO
{ 0x0000, 0x7190, 0x7190, 0x7191, 0x7192, 0x7191, 0x7193, 0x7190, 0x7191 },
+
+ // MASK_REACTION_SET_GORON
{ 0x0000, 0x7196, 0x7194, 0x7195, 0x7196, 0x7197, 0x7194, 0x7196, 0x7195 },
+
+ // MASK_REACTION_SET_DARUNIA
{ 0x0000, 0x7199, 0x719A, 0x7198, 0x7198, 0x719A, 0x719A, 0x719B, 0x7198 },
+
+ // MASK_REACTION_SET_GERUDO_WHITE
{ 0x0000, 0x719D, 0x719C, 0x719E, 0x719D, 0x719D, 0x719C, 0x719F, 0x719E },
+
+ // MASK_REACTION_SET_NABOORU
{ 0x0000, 0x71A1, 0x71A0, 0x71A1, 0x71A2, 0x71A1, 0x71A2, 0x71A3, 0x71A2 },
+
+ // MASK_REACTION_SET_DANCING_COUPLE
{ 0x0000, 0x711C, 0x711E, 0x711C, 0x711F, 0x711E, 0x711C, 0x711D, 0x711F },
+
+ // MASK_REACTION_SET_37
{ 0x0000, 0x7104, 0x7105, 0x7107, 0x7107, 0x7105, 0x7106, 0x7107, 0x7107 },
+
+ // MASK_REACTION_SET_38
{ 0x0000, 0x7107, 0x7105, 0x7107, 0x7107, 0x7106, 0x7107, 0x7107, 0x7105 },
+
+ // MASK_REACTION_SET_39
{ 0x0000, 0x7113, 0x7117, 0x7113, 0x7110, 0x7112, 0x7112, 0x7116, 0x7112 },
+
+ // MASK_REACTION_SET_40
{ 0x0000, 0x7113, 0x7113, 0x7113, 0x7113, 0x7113, 0x7113, 0x7111, 0x7113 },
+
+ // MASK_REACTION_SET_41
{ 0x0000, 0x7113, 0x7117, 0x7113, 0x7110, 0x7112, 0x7112, 0x7116, 0x7112 },
+
+ // MASK_REACTION_SET_42
{ 0x0000, 0x7117, 0x7117, 0x7117, 0x7117, 0x7117, 0x7117, 0x7117, 0x7113 },
+
+ // MASK_REACTION_SET_43
{ 0x0000, 0x7101, 0x7100, 0x7102, 0x7103, 0x7101, 0x7100, 0x7102, 0x7103 },
+
+ // MASK_REACTION_SET_44
{ 0x0000, 0x7100, 0x7102, 0x7100, 0x7100, 0x7100, 0x7100, 0x7100, 0x7102 },
+
+ // MASK_REACTION_SET_45
{ 0x0000, 0x710A, 0x7109, 0x7109, 0x710A, 0x710B, 0x7108, 0x7109, 0x710B },
+
+ // MASK_REACTION_SET_46
{ 0x0000, 0x7117, 0x7112, 0x7113, 0x7110, 0x710C, 0x7117, 0x710E, 0x7112 },
+
+ // MASK_REACTION_SET_47
{ 0x0000, 0x710D, 0x710F, 0x710C, 0x7112, 0x710D, 0x710C, 0x710C, 0x710F },
+
+ // MASK_REACTION_SET_48
{ 0x0000, 0x710A, 0x7109, 0x711A, 0x710A, 0x7109, 0x7108, 0x710B, 0x7109 },
+
+ // MASK_REACTION_SET_49
{ 0x0000, 0x710C, 0x710F, 0x7113, 0x7110, 0x710D, 0x7112, 0x7116, 0x710D },
+
+ // MASK_REACTION_SET_50
{ 0x0000, 0x7115, 0x7114, 0x7114, 0x7115, 0x7114, 0x7114, 0x7116, 0x7117 },
+
+ // MASK_REACTION_SET_51
{ 0x0000, 0x7113, 0x710F, 0x7113, 0x7110, 0x710C, 0x711A, 0x710D, 0x7112 },
+
+ // MASK_REACTION_SET_52
{ 0x0000, 0x7101, 0x7102, 0x7103, 0x7101, 0x7100, 0x7100, 0x7102, 0x7100 },
+
+ // MASK_REACTION_SET_53
{ 0x0000, 0x7112, 0x710E, 0x7112, 0x710E, 0x710D, 0x7112, 0x710E, 0x710F },
+
+ // MASK_REACTION_SET_54
{ 0x0000, 0x7142, 0x7141, 0x7142, 0x7143, 0x7140, 0x7140, 0x7141, 0x7143 },
+
+ // MASK_REACTION_SET_55
{ 0x0000, 0x713C, 0x713D, 0x713D, 0x713E, 0x713E, 0x713F, 0x713D, 0x713F },
+
+ // MASK_REACTION_SET_56
{ 0x0000, 0x7101, 0x7102, 0x7103, 0x7101, 0x7100, 0x7100, 0x7102, 0x7100 },
+
+ // MASK_REACTION_SET_57
{ 0x0000, 0x7113, 0x7117, 0x7113, 0x7110, 0x7112, 0x7112, 0x7116, 0x7112 },
+
+ // MASK_REACTION_SET_HAGGLING_TOWNSPEOPLE_1
{ 0x0000, 0x7104, 0x7105, 0x7107, 0x7105, 0x7105, 0x7105, 0x7107, 0x7107 },
+
+ // MASK_REACTION_SET_HAGGLING_TOWNSPEOPLE_2
{ 0x0000, 0x7104, 0x7105, 0x7107, 0x7105, 0x710C, 0x7105, 0x7107, 0x7107 },
};
-u16 Text_GetFaceReaction(PlayState* play, u32 reactionSet) {
+u16 MaskReaction_GetTextId(PlayState* play, u32 maskReactionSet) {
u8 currentMask = Player_GetMask(play);
- return sReactionTextIds[reactionSet][currentMask];
+ return sMaskReactionSetTextIds[maskReactionSet][currentMask];
}
diff --git a/src/code/z_fbdemo.c b/src/code/z_fbdemo.c
index f1e36a396c..0e3eb674b3 100644
--- a/src/code/z_fbdemo.c
+++ b/src/code/z_fbdemo.c
@@ -133,19 +133,19 @@ void TransitionTile_Destroy(TransitionTile* this) {
Sleep_Msec(100);
if (this->vtxData != NULL) {
- SystemArena_FreeDebug(this->vtxData, "../z_fbdemo.c", 180);
+ SYSTEM_ARENA_FREE(this->vtxData, "../z_fbdemo.c", 180);
this->vtxData = NULL;
}
if (this->vtxFrame1 != NULL) {
- SystemArena_FreeDebug(this->vtxFrame1, "../z_fbdemo.c", 181);
+ SYSTEM_ARENA_FREE(this->vtxFrame1, "../z_fbdemo.c", 181);
this->vtxFrame1 = NULL;
}
if (this->vtxFrame2 != NULL) {
- SystemArena_FreeDebug(this->vtxFrame2, "../z_fbdemo.c", 182);
+ SYSTEM_ARENA_FREE(this->vtxFrame2, "../z_fbdemo.c", 182);
this->vtxFrame2 = NULL;
}
if (this->gfx != NULL) {
- SystemArena_FreeDebug(this->gfx, "../z_fbdemo.c", 183);
+ SYSTEM_ARENA_FREE(this->gfx, "../z_fbdemo.c", 183);
this->gfx = NULL;
}
}
@@ -156,28 +156,27 @@ TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows) {
this->frame = 0;
this->cols = cols;
this->rows = rows;
- this->vtxData =
- SystemArena_MallocDebug((cols + 1) * sizeof(TransitionTileVtxData) * (rows + 1), "../z_fbdemo.c", 195);
- this->vtxFrame1 = SystemArena_MallocDebug((cols + 1) * sizeof(Vtx) * (rows + 1), "../z_fbdemo.c", 196);
- this->vtxFrame2 = SystemArena_MallocDebug((cols + 1) * sizeof(Vtx) * (rows + 1), "../z_fbdemo.c", 197);
- this->gfx = SystemArena_MallocDebug((this->rows * (1 + this->cols * 9) + 2) * sizeof(Gfx), "../z_fbdemo.c", 198);
+ this->vtxData = SYSTEM_ARENA_MALLOC((cols + 1) * sizeof(TransitionTileVtxData) * (rows + 1), "../z_fbdemo.c", 195);
+ this->vtxFrame1 = SYSTEM_ARENA_MALLOC((cols + 1) * sizeof(Vtx) * (rows + 1), "../z_fbdemo.c", 196);
+ this->vtxFrame2 = SYSTEM_ARENA_MALLOC((cols + 1) * sizeof(Vtx) * (rows + 1), "../z_fbdemo.c", 197);
+ this->gfx = SYSTEM_ARENA_MALLOC((this->rows * (1 + this->cols * 9) + 2) * sizeof(Gfx), "../z_fbdemo.c", 198);
if ((this->vtxData == NULL) || (this->vtxFrame1 == NULL) || (this->vtxFrame2 == NULL) || (this->gfx == NULL)) {
osSyncPrintf("fbdemo_init allocation error\n");
if (this->vtxData != NULL) {
- SystemArena_FreeDebug(this->vtxData, "../z_fbdemo.c", 202);
+ SYSTEM_ARENA_FREE(this->vtxData, "../z_fbdemo.c", 202);
this->vtxData = NULL;
}
if (this->vtxFrame1 != NULL) {
- SystemArena_FreeDebug(this->vtxFrame1, "../z_fbdemo.c", 203);
+ SYSTEM_ARENA_FREE(this->vtxFrame1, "../z_fbdemo.c", 203);
this->vtxFrame1 = NULL;
}
if (this->vtxFrame2 != NULL) {
- SystemArena_FreeDebug(this->vtxFrame2, "../z_fbdemo.c", 204);
+ SYSTEM_ARENA_FREE(this->vtxFrame2, "../z_fbdemo.c", 204);
this->vtxFrame2 = NULL;
}
if (this->gfx != NULL) {
- SystemArena_FreeDebug(this->gfx, "../z_fbdemo.c", 205);
+ SYSTEM_ARENA_FREE(this->gfx, "../z_fbdemo.c", 205);
this->gfx = NULL;
}
return NULL;
diff --git a/src/code/z_fcurve_data_skelanime.c b/src/code/z_fcurve_data_skelanime.c
index 20e8aa2599..27c947c074 100644
--- a/src/code/z_fcurve_data_skelanime.c
+++ b/src/code/z_fcurve_data_skelanime.c
@@ -52,8 +52,8 @@ s32 SkelCurve_Init(PlayState* play, SkelCurve* skelCurve, CurveSkeletonHeader* s
skelCurve->limbCount = skeletonHeader->limbCount;
skelCurve->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->limbs);
- skelCurve->jointTable = ZeldaArena_MallocDebug(sizeof(*skelCurve->jointTable) * skelCurve->limbCount,
- "../z_fcurve_data_skelanime.c", 125);
+ skelCurve->jointTable =
+ ZELDA_ARENA_MALLOC(sizeof(*skelCurve->jointTable) * skelCurve->limbCount, "../z_fcurve_data_skelanime.c", 125);
ASSERT(skelCurve->jointTable != NULL, "this->now_joint != NULL", "../z_fcurve_data_skelanime.c", 127);
skelCurve->curFrame = 0.0f;
return true;
@@ -64,7 +64,7 @@ s32 SkelCurve_Init(PlayState* play, SkelCurve* skelCurve, CurveSkeletonHeader* s
*/
void SkelCurve_Destroy(PlayState* play, SkelCurve* skelCurve) {
if (skelCurve->jointTable != NULL) {
- ZeldaArena_FreeDebug(skelCurve->jointTable, "../z_fcurve_data_skelanime.c", 146);
+ ZELDA_ARENA_FREE(skelCurve->jointTable, "../z_fcurve_data_skelanime.c", 146);
}
}
@@ -192,7 +192,7 @@ void SkelCurve_DrawLimb(PlayState* play, s32 limbIndex, SkelCurve* skelCurve, Ov
dList = limb->dList[0];
if (dList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fcurve_data_skelanime.c", 321),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fcurve_data_skelanime.c", 321),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
@@ -201,13 +201,13 @@ void SkelCurve_DrawLimb(PlayState* play, s32 limbIndex, SkelCurve* skelCurve, Ov
dList = limb->dList[0];
if (dList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fcurve_data_skelanime.c", 332),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fcurve_data_skelanime.c", 332),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
dList = limb->dList[1];
if (dList != NULL) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fcurve_data_skelanime.c", 338),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fcurve_data_skelanime.c", 338),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, dList);
}
diff --git a/src/code/z_kaleido_manager.c b/src/code/z_kaleido_manager.c
index dfae977042..04efe06ff3 100644
--- a/src/code/z_kaleido_manager.c
+++ b/src/code/z_kaleido_manager.c
@@ -57,7 +57,7 @@ void KaleidoManager_Init(PlayState* play) {
osSyncPrintf("KaleidoArea の最大サイズは %d バイトを確保します\n", largestSize);
osSyncPrintf(VT_RST);
- sKaleidoAreaPtr = GameState_Alloc(&play->state, largestSize, "../z_kaleido_manager.c", 150);
+ sKaleidoAreaPtr = GAME_STATE_ALLOC(&play->state, largestSize, "../z_kaleido_manager.c", 150);
LogUtils_CheckNullPointer("KaleidoArea_allocp", sKaleidoAreaPtr, "../z_kaleido_manager.c", 151);
osSyncPrintf(VT_FGCOL(GREEN));
diff --git a/src/code/z_kanfont.c b/src/code/z_kanfont.c
index 5f83f57792..4caad7713a 100644
--- a/src/code/z_kanfont.c
+++ b/src/code/z_kanfont.c
@@ -9,9 +9,9 @@ void func_8006EE50(Font* font, u16 arg1, u16 arg2) {
* at `codePointIndex`. The value of `character` is the ASCII codepoint subtract ' '/0x20.
*/
void Font_LoadChar(Font* font, u8 character, u16 codePointIndex) {
- DmaMgr_RequestSyncDebug(&font->charTexBuf[codePointIndex],
- (uintptr_t)_nes_font_staticSegmentRomStart + character * FONT_CHAR_TEX_SIZE,
- FONT_CHAR_TEX_SIZE, "../z_kanfont.c", 93);
+ DMA_REQUEST_SYNC(&font->charTexBuf[codePointIndex],
+ (uintptr_t)_nes_font_staticSegmentRomStart + character * FONT_CHAR_TEX_SIZE, FONT_CHAR_TEX_SIZE,
+ "../z_kanfont.c", 93);
}
/**
@@ -20,10 +20,10 @@ void Font_LoadChar(Font* font, u8 character, u16 codePointIndex) {
* The different icons are given in the MessageBoxIcon enum.
*/
void Font_LoadMessageBoxIcon(Font* font, u16 icon) {
- DmaMgr_RequestSyncDebug(font->iconBuf,
- (uintptr_t)_message_staticSegmentRomStart + 4 * MESSAGE_STATIC_TEX_SIZE +
- icon * FONT_CHAR_TEX_SIZE,
- FONT_CHAR_TEX_SIZE, "../z_kanfont.c", 100);
+ DMA_REQUEST_SYNC(font->iconBuf,
+ (uintptr_t)_message_staticSegmentRomStart + 4 * MESSAGE_STATIC_TEX_SIZE +
+ icon * FONT_CHAR_TEX_SIZE,
+ FONT_CHAR_TEX_SIZE, "../z_kanfont.c", 100);
}
/**
@@ -42,8 +42,8 @@ void Font_LoadOrderedFont(Font* font) {
font->msgOffset = _message_0xFFFC_nes - (const char*)_nes_message_data_staticSegmentStart;
len = font->msgLength = _message_0xFFFD_nes - _message_0xFFFC_nes;
- DmaMgr_RequestSyncDebug(font->msgBuf, (uintptr_t)_nes_message_data_staticSegmentRomStart + font->msgOffset, len,
- "../z_kanfont.c", 122);
+ DMA_REQUEST_SYNC(font->msgBuf, (uintptr_t)_nes_message_data_staticSegmentRomStart + font->msgOffset, len,
+ "../z_kanfont.c", 122);
osSyncPrintf("msg_data=%x, msg_data0=%x jj=%x\n", font->msgOffset, font->msgLength, jj = len);
len = jj;
@@ -60,7 +60,7 @@ void Font_LoadOrderedFont(Font* font) {
osSyncPrintf("nes_mes_buf[%d]=%d\n", codePointIndex, font->msgBuf[codePointIndex]);
offset = (font->msgBuf[codePointIndex] - ' ') * FONT_CHAR_TEX_SIZE;
- DmaMgr_RequestSyncDebug(fontBuf, fontStatic + offset, FONT_CHAR_TEX_SIZE, "../z_kanfont.c", 134);
+ DMA_REQUEST_SYNC(fontBuf, fontStatic + offset, FONT_CHAR_TEX_SIZE, "../z_kanfont.c", 134);
fontBufIndex += FONT_CHAR_TEX_SIZE / 8;
}
}
diff --git a/src/code/z_kankyo.c b/src/code/z_kankyo.c
index 6fffcaf973..7c12ea7c9f 100644
--- a/src/code/z_kankyo.c
+++ b/src/code/z_kankyo.c
@@ -710,9 +710,9 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
size = gNormalSkyFiles[newSkybox1Index].file.vromEnd - gNormalSkyFiles[newSkybox1Index].file.vromStart;
osCreateMesgQueue(&envCtx->loadQueue, &envCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&envCtx->dmaRequest, skyboxCtx->staticSegments[0],
- gNormalSkyFiles[newSkybox1Index].file.vromStart, size, 0, &envCtx->loadQueue, NULL,
- "../z_kankyo.c", 1264);
+ DMA_REQUEST_ASYNC(&envCtx->dmaRequest, skyboxCtx->staticSegments[0],
+ gNormalSkyFiles[newSkybox1Index].file.vromStart, size, 0, &envCtx->loadQueue, NULL,
+ "../z_kankyo.c", 1264);
envCtx->skybox1Index = newSkybox1Index;
}
@@ -721,9 +721,9 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
size = gNormalSkyFiles[newSkybox2Index].file.vromEnd - gNormalSkyFiles[newSkybox2Index].file.vromStart;
osCreateMesgQueue(&envCtx->loadQueue, &envCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&envCtx->dmaRequest, skyboxCtx->staticSegments[1],
- gNormalSkyFiles[newSkybox2Index].file.vromStart, size, 0, &envCtx->loadQueue, NULL,
- "../z_kankyo.c", 1281);
+ DMA_REQUEST_ASYNC(&envCtx->dmaRequest, skyboxCtx->staticSegments[1],
+ gNormalSkyFiles[newSkybox2Index].file.vromStart, size, 0, &envCtx->loadQueue, NULL,
+ "../z_kankyo.c", 1281);
envCtx->skybox2Index = newSkybox2Index;
}
@@ -735,16 +735,16 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
gNormalSkyFiles[newSkybox1Index].palette.vromStart;
osCreateMesgQueue(&envCtx->loadQueue, &envCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&envCtx->dmaRequest, skyboxCtx->palettes,
- gNormalSkyFiles[newSkybox1Index].palette.vromStart, size, 0, &envCtx->loadQueue,
- NULL, "../z_kankyo.c", 1307);
+ DMA_REQUEST_ASYNC(&envCtx->dmaRequest, skyboxCtx->palettes,
+ gNormalSkyFiles[newSkybox1Index].palette.vromStart, size, 0, &envCtx->loadQueue, NULL,
+ "../z_kankyo.c", 1307);
} else {
size = gNormalSkyFiles[newSkybox1Index].palette.vromEnd -
gNormalSkyFiles[newSkybox1Index].palette.vromStart;
osCreateMesgQueue(&envCtx->loadQueue, &envCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&envCtx->dmaRequest, (u8*)skyboxCtx->palettes + size,
- gNormalSkyFiles[newSkybox1Index].palette.vromStart, size, 0, &envCtx->loadQueue,
- NULL, "../z_kankyo.c", 1320);
+ DMA_REQUEST_ASYNC(&envCtx->dmaRequest, (u8*)skyboxCtx->palettes + size,
+ gNormalSkyFiles[newSkybox1Index].palette.vromStart, size, 0, &envCtx->loadQueue, NULL,
+ "../z_kankyo.c", 1320);
}
}
@@ -756,16 +756,16 @@ void Environment_UpdateSkybox(u8 skyboxId, EnvironmentContext* envCtx, SkyboxCon
gNormalSkyFiles[newSkybox2Index].palette.vromStart;
osCreateMesgQueue(&envCtx->loadQueue, &envCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&envCtx->dmaRequest, skyboxCtx->palettes,
- gNormalSkyFiles[newSkybox2Index].palette.vromStart, size, 0, &envCtx->loadQueue,
- NULL, "../z_kankyo.c", 1342);
+ DMA_REQUEST_ASYNC(&envCtx->dmaRequest, skyboxCtx->palettes,
+ gNormalSkyFiles[newSkybox2Index].palette.vromStart, size, 0, &envCtx->loadQueue, NULL,
+ "../z_kankyo.c", 1342);
} else {
size = gNormalSkyFiles[newSkybox2Index].palette.vromEnd -
gNormalSkyFiles[newSkybox2Index].palette.vromStart;
osCreateMesgQueue(&envCtx->loadQueue, &envCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&envCtx->dmaRequest, (u8*)skyboxCtx->palettes + size,
- gNormalSkyFiles[newSkybox2Index].palette.vromStart, size, 0, &envCtx->loadQueue,
- NULL, "../z_kankyo.c", 1355);
+ DMA_REQUEST_ASYNC(&envCtx->dmaRequest, (u8*)skyboxCtx->palettes + size,
+ gNormalSkyFiles[newSkybox2Index].palette.vromStart, size, 0, &envCtx->loadQueue, NULL,
+ "../z_kankyo.c", 1355);
}
}
@@ -1427,7 +1427,7 @@ void Environment_DrawSunAndMoon(PlayState* play) {
scale = (color * 2.0f) + 10.0f;
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_kankyo.c", 2364), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_kankyo.c", 2364), G_MTX_LOAD);
Gfx_SetupDL_54Opa(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, gSunDL);
@@ -1446,7 +1446,7 @@ void Environment_DrawSunAndMoon(PlayState* play) {
alpha = temp * 255.0f;
if (alpha > 0.0f) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_kankyo.c", 2406), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_kankyo.c", 2406), G_MTX_LOAD);
Gfx_SetupDL_51Opa(play->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 240, 255, 180, alpha);
@@ -1620,7 +1620,7 @@ void Environment_DrawLensFlare(PlayState* play, EnvironmentContext* envCtx, View
POLY_XLU_DISP = func_800947AC(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, lensFlareColors[i].r, lensFlareColors[i].g, lensFlareColors[i].b,
alpha * envCtx->lensFlareAlphaScale);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_kankyo.c", 2662),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_kankyo.c", 2662),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetCombineLERP(POLY_XLU_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0,
0, PRIMITIVE, 0);
@@ -1703,7 +1703,7 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
Vec3f windDirection = { 0.0f, 0.0f, 0.0f };
Player* player = GET_PLAYER(play);
- if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_8) &&
+ if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_CAMERA_IN_WATER) &&
(play->envCtx.precipitation[PRECIP_SNOW_CUR] == 0)) {
OPEN_DISPS(gfxCtx, "../z_kankyo.c", 2799);
@@ -1754,7 +1754,7 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
Matrix_RotateY(-rotY, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2 - rotX, MTXMODE_APPLY);
Matrix_Scale(0.4f, 1.2f, 0.4f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_kankyo.c", 2887),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_kankyo.c", 2887),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gRaindropDL);
}
@@ -1781,7 +1781,7 @@ void Environment_DrawRain(PlayState* play, View* view, GraphicsContext* gfxCtx)
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_kankyo.c", 2940),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_kankyo.c", 2940),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffShockwaveDL);
}
@@ -2025,7 +2025,7 @@ void Environment_DrawLightning(PlayState* play, s32 unused) {
Matrix_Scale(22.0f, 100.0f, 22.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 128);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, 128);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_kankyo.c", 3333),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_kankyo.c", 3333),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(lightningTextures[sLightningBolts[i].textureIndex]));
Gfx_SetupDL_61Xlu(play->state.gfxCtx);
@@ -2419,17 +2419,17 @@ void Environment_DrawSandstorm(PlayState* play, u8 sandstormState) {
if (ABS(primA - primA1) < 9) {
primA = primA1;
} else if (primA1 < primA) {
- primA = primA - 9;
+ primA -= 9;
} else {
- primA = primA + 9;
+ primA += 9;
}
if (ABS(envA - envA1) < 9) {
envA = envA1;
} else if (envA1 < envA) {
- envA = envA - 9;
+ envA -= 9;
} else {
- envA = envA + 9;
+ envA += 9;
}
play->envCtx.sandstormPrimA = primA;
diff --git a/src/code/z_lifemeter.c b/src/code/z_lifemeter.c
index 42edcb102c..6f3617d240 100644
--- a/src/code/z_lifemeter.c
+++ b/src/code/z_lifemeter.c
@@ -475,7 +475,7 @@ void Health_DrawMeter(PlayState* play) {
}
{
- Mtx* matrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ Mtx* matrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
Matrix_SetTranslateScaleMtx2(
matrix, 1.0f - (0.32f * beatingHeartPulsingSize), 1.0f - (0.32f * beatingHeartPulsingSize),
1.0f - (0.32f * beatingHeartPulsingSize), -130.0f + offsetX, 94.5f - offsetY, 0.0f);
diff --git a/src/code/z_lights.c b/src/code/z_lights.c
index f01c49df2a..1b9373474f 100644
--- a/src/code/z_lights.c
+++ b/src/code/z_lights.c
@@ -108,7 +108,7 @@ void Lights_BindPoint(Lights* lights, LightParams* params, Vec3f* vec) {
if (light != NULL) {
posDiff = sqrtf(posDiff);
- if (1) {}
+
scale = posDiff / scale;
scale = 1 - SQ(scale);
@@ -279,7 +279,7 @@ Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8
Lights* lights;
s32 i;
- lights = Graph_Alloc(gfxCtx, sizeof(Lights));
+ lights = GRAPH_ALLOC(gfxCtx, sizeof(Lights));
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
@@ -303,7 +303,7 @@ Lights* Lights_NewAndDraw(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8
Lights* Lights_New(GraphicsContext* gfxCtx, u8 ambientR, u8 ambientG, u8 ambientB) {
Lights* lights;
- lights = Graph_Alloc(gfxCtx, sizeof(Lights));
+ lights = GRAPH_ALLOC(gfxCtx, sizeof(Lights));
lights->l.a.l.col[0] = lights->l.a.l.colc[0] = ambientR;
lights->l.a.l.col[1] = lights->l.a.l.colc[1] = ambientG;
@@ -388,7 +388,7 @@ void Lights_DrawGlow(PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, params->color[0], params->color[1], params->color[2], 50);
Matrix_Translate(params->x, params->y, params->z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_lights.c", 918),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_lights.c", 918),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGlowCircleDL);
}
diff --git a/src/code/z_map_exp.c b/src/code/z_map_exp.c
index 9c75978a2a..6531c507dd 100644
--- a/src/code/z_map_exp.c
+++ b/src/code/z_map_exp.c
@@ -130,10 +130,10 @@ void Map_InitData(PlayState* play, s16 room) {
osSyncPrintf("KKK=%d\n", extendedMapIndex);
osSyncPrintf(VT_RST);
sEntranceIconMapIndex = extendedMapIndex;
- DmaMgr_RequestSyncDebug(interfaceCtx->mapSegment,
- (uintptr_t)_map_grand_staticSegmentRomStart +
- gMapData->owMinimapTexOffset[extendedMapIndex],
- gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
+ DMA_REQUEST_SYNC(interfaceCtx->mapSegment,
+ (uintptr_t)_map_grand_staticSegmentRomStart +
+ gMapData->owMinimapTexOffset[extendedMapIndex],
+ gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
interfaceCtx->unk_258 = mapIndex;
break;
case SCENE_DEKU_TREE:
@@ -159,10 +159,10 @@ void Map_InitData(PlayState* play, s16 room) {
osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
mapIndex, VREG(30));
osSyncPrintf(VT_RST);
- DmaMgr_RequestSyncDebug(play->interfaceCtx.mapSegment,
- (uintptr_t)_map_i_staticSegmentRomStart +
- ((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
- MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
+ DMA_REQUEST_SYNC(play->interfaceCtx.mapSegment,
+ (uintptr_t)_map_i_staticSegmentRomStart +
+ ((gMapData->dgnMinimapTexIndexOffset[mapIndex] + room) * MAP_I_TEX_SIZE),
+ MAP_I_TEX_SIZE, "../z_map_exp.c", 346);
R_COMPASS_OFFSET_X = gMapData->roomCompassOffsetX[mapIndex][room];
R_COMPASS_OFFSET_Y = gMapData->roomCompassOffsetY[mapIndex][room];
Map_SetFloorPalettesData(play, VREG(30));
@@ -232,7 +232,7 @@ void Map_Init(PlayState* play) {
interfaceCtx->unk_258 = -1;
interfaceCtx->unk_25A = -1;
- interfaceCtx->mapSegment = GameState_Alloc(&play->state, 0x1000, "../z_map_exp.c", 457);
+ interfaceCtx->mapSegment = GAME_STATE_ALLOC(&play->state, 0x1000, "../z_map_exp.c", 457);
// "MAP texture initialization scene_data_ID=%d mapSegment=%x"
osSyncPrintf("\n\n\nMAP テクスチャ初期化 scene_data_ID=%d\nmapSegment=%x\n\n", play->sceneId,
interfaceCtx->mapSegment, play);
@@ -334,7 +334,7 @@ void Minimap_DrawCompassIcons(PlayState* play) {
Matrix_RotateX(-1.6f, MTXMODE_APPLY);
tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
Matrix_RotateY(tempX / 10.0f, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 585),
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_map_exp.c", 585),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
@@ -348,7 +348,7 @@ void Minimap_DrawCompassIcons(PlayState* play) {
Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_map_exp.c", 603),
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_map_exp.c", 603),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0xFF, 200, 0, 0, 255);
diff --git a/src/code/z_map_mark.c b/src/code/z_map_mark.c
index e84cbaaec9..60e092daf6 100644
--- a/src/code/z_map_mark.c
+++ b/src/code/z_map_mark.c
@@ -57,7 +57,7 @@ void MapMark_Init(PlayState* play) {
MapMarkDataOverlay* overlay = &sMapMarkDataOvl;
u32 overlaySize = (uintptr_t)overlay->vramEnd - (uintptr_t)overlay->vramStart;
- overlay->loadedRamAddr = GameState_Alloc(&play->state, overlaySize, "../z_map_mark.c", 235);
+ overlay->loadedRamAddr = GAME_STATE_ALLOC(&play->state, overlaySize, "../z_map_mark.c", 235);
LogUtils_CheckNullPointer("dlftbl->allocp", overlay->loadedRamAddr, "../z_map_mark.c", 236);
Overlay_Load(overlay->vromStart, overlay->vromEnd, overlay->vramStart, overlay->vramEnd, overlay->loadedRamAddr);
diff --git a/src/code/z_message_PAL.c b/src/code/z_message_PAL.c
index 0cc56c129f..62a6d2438e 100644
--- a/src/code/z_message_PAL.c
+++ b/src/code/z_message_PAL.c
@@ -848,7 +848,7 @@ void Message_HandleOcarina(PlayState* play) {
*/
void Message_DrawText(PlayState* play, Gfx** gfxP) {
MessageContext* msgCtx = &play->msgCtx;
- u16 lookAheadCharacter;
+ s16 pad;
u8 character;
u16 j;
u16 i;
@@ -928,15 +928,13 @@ void Message_DrawText(PlayState* play, Gfx** gfxP) {
msgCtx->msgMode < MSGMODE_SCARECROW_LONG_RECORDING_START))) {
j = i;
while (true) {
- lookAheadCharacter = msgCtx->msgBufDecoded[j];
- if (lookAheadCharacter == MESSAGE_SHIFT) {
+ character = msgCtx->msgBufDecoded[j];
+ if (character == MESSAGE_SHIFT) {
j += 2;
- } else if ((lookAheadCharacter != MESSAGE_QUICKTEXT_DISABLE) &&
- (lookAheadCharacter != MESSAGE_PERSISTENT) &&
- (lookAheadCharacter != MESSAGE_EVENT) &&
- (lookAheadCharacter != MESSAGE_BOX_BREAK_DELAYED) &&
- (lookAheadCharacter != MESSAGE_AWAIT_BUTTON_PRESS) &&
- (lookAheadCharacter != MESSAGE_BOX_BREAK) && (lookAheadCharacter != MESSAGE_END)) {
+ } else if ((character != MESSAGE_QUICKTEXT_DISABLE) && (character != MESSAGE_PERSISTENT) &&
+ (character != MESSAGE_EVENT) && (character != MESSAGE_BOX_BREAK_DELAYED) &&
+ (character != MESSAGE_AWAIT_BUTTON_PRESS) && (character != MESSAGE_BOX_BREAK) &&
+ (character != MESSAGE_END)) {
j++;
} else {
break;
@@ -944,8 +942,6 @@ void Message_DrawText(PlayState* play, Gfx** gfxP) {
}
i = j - 1;
msgCtx->textDrawPos = i + 1;
-
- if (character) {}
}
FALLTHROUGH;
case MESSAGE_QUICKTEXT_DISABLE:
@@ -1165,16 +1161,16 @@ void Message_LoadItemIcon(PlayState* play, u16 itemId, s16 y) {
R_TEXTBOX_ICON_XPOS = R_TEXT_INIT_XPOS - sIconItem32XOffsets[gSaveContext.language];
R_TEXTBOX_ICON_YPOS = y + ((44 - ITEM_ICON_HEIGHT) / 2);
R_TEXTBOX_ICON_DIMENSION = ITEM_ICON_WIDTH; // assumes the image is square
- DmaMgr_RequestSyncDebug(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE, GET_ITEM_ICON_VROM(itemId),
- ITEM_ICON_SIZE, "../z_message_PAL.c", 1473);
+ DMA_REQUEST_SYNC(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE, GET_ITEM_ICON_VROM(itemId), ITEM_ICON_SIZE,
+ "../z_message_PAL.c", 1473);
// "Item 32-0"
osSyncPrintf("アイテム32-0\n");
} else {
R_TEXTBOX_ICON_XPOS = R_TEXT_INIT_XPOS - sIconItem24XOffsets[gSaveContext.language];
R_TEXTBOX_ICON_YPOS = y + ((44 - QUEST_ICON_HEIGHT) / 2);
R_TEXTBOX_ICON_DIMENSION = QUEST_ICON_WIDTH; // assumes the image is square
- DmaMgr_RequestSyncDebug(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE, GET_QUEST_ICON_VROM(itemId),
- QUEST_ICON_SIZE, "../z_message_PAL.c", 1482);
+ DMA_REQUEST_SYNC(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE, GET_QUEST_ICON_VROM(itemId), QUEST_ICON_SIZE,
+ "../z_message_PAL.c", 1482);
// "Item 24"
osSyncPrintf("アイテム24=%d (%d) {%d}\n", itemId, itemId - ITEM_KOKIRI_EMERALD, 84);
}
@@ -1435,7 +1431,6 @@ void Message_Decode(PlayState* play) {
digits[2]++;
digits[3] -= 10;
}
- if (curChar) {}
loadChar = false;
for (i = 0; i < 4; i++) {
@@ -1532,14 +1527,14 @@ void Message_Decode(PlayState* play) {
msgCtx->textboxBackgroundBackColorIdx = font->msgBuf[msgCtx->msgBufPos + 2] & 0xF;
msgCtx->textboxBackgroundYOffsetIdx = (font->msgBuf[msgCtx->msgBufPos + 3] & 0xF0) >> 4;
msgCtx->textboxBackgroundUnkArg = font->msgBuf[msgCtx->msgBufPos + 3] & 0xF;
- DmaMgr_RequestSyncDebug(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE,
- (uintptr_t)_message_texture_staticSegmentRomStart +
- msgCtx->textboxBackgroundIdx * MESSAGE_TEXTURE_STATIC_TEX_SIZE,
- MESSAGE_TEXTURE_STATIC_TEX_SIZE, "../z_message_PAL.c", 1830);
- DmaMgr_RequestSyncDebug(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE + MESSAGE_TEXTURE_STATIC_TEX_SIZE,
- (uintptr_t)_message_texture_staticSegmentRomStart +
- (msgCtx->textboxBackgroundIdx + 1) * MESSAGE_TEXTURE_STATIC_TEX_SIZE,
- MESSAGE_TEXTURE_STATIC_TEX_SIZE, "../z_message_PAL.c", 1834);
+ DMA_REQUEST_SYNC(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE,
+ (uintptr_t)_message_texture_staticSegmentRomStart +
+ msgCtx->textboxBackgroundIdx * MESSAGE_TEXTURE_STATIC_TEX_SIZE,
+ MESSAGE_TEXTURE_STATIC_TEX_SIZE, "../z_message_PAL.c", 1830);
+ DMA_REQUEST_SYNC(msgCtx->textboxSegment + MESSAGE_STATIC_TEX_SIZE + MESSAGE_TEXTURE_STATIC_TEX_SIZE,
+ (uintptr_t)_message_texture_staticSegmentRomStart +
+ (msgCtx->textboxBackgroundIdx + 1) * MESSAGE_TEXTURE_STATIC_TEX_SIZE,
+ MESSAGE_TEXTURE_STATIC_TEX_SIZE, "../z_message_PAL.c", 1834);
msgCtx->msgBufPos += 3;
R_TEXTBOX_BG_YPOS = R_TEXTBOX_Y + 8;
numLines = 2;
@@ -1634,24 +1629,24 @@ void Message_OpenText(PlayState* play, u16 textId) {
if (sTextIsCredits) {
Message_FindCreditsMessage(play, textId);
msgCtx->msgLength = font->msgLength;
- DmaMgr_RequestSyncDebug(font->msgBuf, (uintptr_t)_staff_message_data_staticSegmentRomStart + font->msgOffset,
- font->msgLength, "../z_message_PAL.c", 1954);
+ DMA_REQUEST_SYNC(font->msgBuf, (uintptr_t)_staff_message_data_staticSegmentRomStart + font->msgOffset,
+ font->msgLength, "../z_message_PAL.c", 1954);
} else {
if (gSaveContext.language == LANGUAGE_ENG) {
Message_FindMessage(play, textId);
msgCtx->msgLength = font->msgLength;
- DmaMgr_RequestSyncDebug(font->msgBuf, (uintptr_t)_nes_message_data_staticSegmentRomStart + font->msgOffset,
- font->msgLength, "../z_message_PAL.c", 1966);
+ DMA_REQUEST_SYNC(font->msgBuf, (uintptr_t)_nes_message_data_staticSegmentRomStart + font->msgOffset,
+ font->msgLength, "../z_message_PAL.c", 1966);
} else if (gSaveContext.language == LANGUAGE_GER) {
Message_FindMessage(play, textId);
msgCtx->msgLength = font->msgLength;
- DmaMgr_RequestSyncDebug(font->msgBuf, (uintptr_t)_ger_message_data_staticSegmentRomStart + font->msgOffset,
- font->msgLength, "../z_message_PAL.c", 1978);
+ DMA_REQUEST_SYNC(font->msgBuf, (uintptr_t)_ger_message_data_staticSegmentRomStart + font->msgOffset,
+ font->msgLength, "../z_message_PAL.c", 1978);
} else {
Message_FindMessage(play, textId);
msgCtx->msgLength = font->msgLength;
- DmaMgr_RequestSyncDebug(font->msgBuf, (uintptr_t)_fra_message_data_staticSegmentRomStart + font->msgOffset,
- font->msgLength, "../z_message_PAL.c", 1990);
+ DMA_REQUEST_SYNC(font->msgBuf, (uintptr_t)_fra_message_data_staticSegmentRomStart + font->msgOffset,
+ font->msgLength, "../z_message_PAL.c", 1990);
}
}
msgCtx->textBoxProperties = font->charTexBuf[0];
@@ -1661,10 +1656,10 @@ void Message_OpenText(PlayState* play, u16 textId) {
// "Text Box Type"
osSyncPrintf("吹き出し種類=%d\n", msgCtx->textBoxType);
if (textBoxType < TEXTBOX_TYPE_NONE_BOTTOM) {
- DmaMgr_RequestSyncDebug(msgCtx->textboxSegment,
- (uintptr_t)_message_staticSegmentRomStart +
- (messageStaticIndices[textBoxType] * MESSAGE_STATIC_TEX_SIZE),
- MESSAGE_STATIC_TEX_SIZE, "../z_message_PAL.c", 2006);
+ DMA_REQUEST_SYNC(msgCtx->textboxSegment,
+ (uintptr_t)_message_staticSegmentRomStart +
+ (messageStaticIndices[textBoxType] * MESSAGE_STATIC_TEX_SIZE),
+ MESSAGE_STATIC_TEX_SIZE, "../z_message_PAL.c", 2006);
if (textBoxType == TEXTBOX_TYPE_BLACK) {
msgCtx->textboxColorRed = 0;
msgCtx->textboxColorGreen = 0;
diff --git a/src/code/z_olib.c b/src/code/z_olib.c
index e89a0b348d..d5056e8f70 100644
--- a/src/code/z_olib.c
+++ b/src/code/z_olib.c
@@ -50,7 +50,7 @@ f32 OLib_ClampMaxDist(f32 val, f32 max) {
/**
* Takes the difference of points b and a, and creates a normal vector
*/
-Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b) {
+Vec3f OLib_Vec3fDistNormalize(Vec3f* a, Vec3f* b) {
Vec3f v1;
Vec3f v2;
f32 dist;
@@ -65,15 +65,13 @@ Vec3f* OLib_Vec3fDistNormalize(Vec3f* dest, Vec3f* a, Vec3f* b) {
v2.y = v1.y / dist;
v2.z = v1.z / dist;
- *dest = v2;
-
- return dest;
+ return v2;
}
/**
* Takes the spherical coordinate `sph`, and converts it into a x,y,z position
*/
-Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) {
+Vec3f OLib_VecSphToVec3f(VecSph* sph) {
Vec3f v;
f32 sinPitch;
f32 cosPitch = Math_CosS(sph->pitch);
@@ -87,28 +85,26 @@ Vec3f* OLib_VecSphToVec3f(Vec3f* dest, VecSph* sph) {
v.y = sph->r * cosPitch;
v.z = sph->r * sinPitch * cosYaw;
- *dest = v;
-
- return dest;
+ return v;
}
/**
* Takes the geographic point `geo` and converts it into a x,y,z position
*/
-Vec3f* OLib_VecGeoToVec3f(Vec3f* dest, VecGeo* geo) {
+Vec3f OLib_VecGeoToVec3f(VecGeo* geo) {
VecSph sph;
sph.r = geo->r;
sph.pitch = 0x3FFF - geo->pitch;
sph.yaw = geo->yaw;
- return OLib_VecSphToVec3f(dest, &sph);
+ return OLib_VecSphToVec3f(&sph);
}
/**
* Takes the point `vec`, and converts it into a spherical coordinate
*/
-VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
+VecSph OLib_Vec3fToVecSph(Vec3f* vec) {
VecSph sph;
f32 distXZSq = SQ(vec->x) + SQ(vec->z);
f32 distXZ = sqrtf(distXZSq);
@@ -126,98 +122,88 @@ VecSph* OLib_Vec3fToVecSph(VecSph* dest, Vec3f* vec) {
sph.yaw = CAM_DEG_TO_BINANG(RAD_TO_DEG(Math_FAtan2F(vec->x, vec->z)));
}
- *dest = sph;
-
- return dest;
+ return sph;
}
/**
* Takes the point `vec`, and converts it to a geographic coordinate
*/
-VecGeo* OLib_Vec3fToVecGeo(VecGeo* dest, Vec3f* vec) {
+VecGeo OLib_Vec3fToVecGeo(Vec3f* vec) {
VecSph sph;
- OLib_Vec3fToVecSph(&sph, vec);
+ sph = OLib_Vec3fToVecSph(vec);
sph.pitch = 0x3FFF - sph.pitch;
- *dest = sph;
-
- return dest;
+ return sph;
}
/**
* Takes the differences of positions `a` and `b`, and converts them to spherical coordinates
*/
-VecSph* OLib_Vec3fDiffToVecSph(VecSph* dest, Vec3f* a, Vec3f* b) {
+VecSph OLib_Vec3fDiffToVecSph(Vec3f* a, Vec3f* b) {
Vec3f diff;
diff.x = b->x - a->x;
diff.y = b->y - a->y;
diff.z = b->z - a->z;
- return OLib_Vec3fToVecSph(dest, &diff);
+ return OLib_Vec3fToVecSph(&diff);
}
/**
* Takes the difference of positions `a` and `b`, and converts them to geographic coordinates
*/
-VecGeo* OLib_Vec3fDiffToVecGeo(VecGeo* dest, Vec3f* a, Vec3f* b) {
+VecGeo OLib_Vec3fDiffToVecGeo(Vec3f* a, Vec3f* b) {
Vec3f diff;
diff.x = b->x - a->x;
diff.y = b->y - a->y;
diff.z = b->z - a->z;
- return OLib_Vec3fToVecGeo(dest, &diff);
+ return OLib_Vec3fToVecGeo(&diff);
}
/**
* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in radians
*/
-Vec3f* OLib_Vec3fDiffRad(Vec3f* dest, Vec3f* a, Vec3f* b) {
+Vec3f OLib_Vec3fDiffRad(Vec3f* a, Vec3f* b) {
Vec3f anglesRad;
anglesRad.x = Math_FAtan2F(b->z - a->z, b->y - a->y);
anglesRad.y = Math_FAtan2F(b->x - a->x, b->z - a->z);
anglesRad.z = 0;
- *dest = anglesRad;
-
- return dest;
+ return anglesRad;
}
/**
* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in degrees
*/
-Vec3f* OLib_Vec3fDiffDegF(Vec3f* dest, Vec3f* a, Vec3f* b) {
+Vec3f OLib_Vec3fDiffDegF(Vec3f* a, Vec3f* b) {
Vec3f anglesRad;
Vec3f anglesDegrees;
- OLib_Vec3fDiffRad(&anglesRad, a, b);
+ anglesRad = OLib_Vec3fDiffRad(a, b);
anglesDegrees.x = RAD_TO_DEG(anglesRad.x);
anglesDegrees.y = RAD_TO_DEG(anglesRad.y);
anglesDegrees.z = 0.0f;
- *dest = anglesDegrees;
-
- return dest;
+ return anglesDegrees;
}
/**
* Gets the pitch/yaw of the vector formed from `b`-`a`, result is in binary degrees
*/
-Vec3s* OLib_Vec3fDiffBinAng(Vec3s* dest, Vec3f* a, Vec3f* b) {
+Vec3s OLib_Vec3fDiffBinAng(Vec3f* a, Vec3f* b) {
Vec3f anglesRad;
Vec3s anglesBinAng;
- OLib_Vec3fDiffRad(&anglesRad, a, b);
+ anglesRad = OLib_Vec3fDiffRad(a, b);
anglesBinAng.x = CAM_DEG_TO_BINANG(RAD_TO_DEG(anglesRad.x));
anglesBinAng.y = CAM_DEG_TO_BINANG(RAD_TO_DEG(anglesRad.y));
anglesBinAng.z = 0.0f;
- *dest = anglesBinAng;
-
- return dest;
+ return anglesBinAng;
}
diff --git a/src/code/z_onepointdemo.c b/src/code/z_onepointdemo.c
index 65c5b5d69f..1ba0c01ff5 100644
--- a/src/code/z_onepointdemo.c
+++ b/src/code/z_onepointdemo.c
@@ -9,19 +9,15 @@ static s32 sPrevFrameCs1100 = -4096;
#include "z_onepointdemo_data.inc.c"
-Vec3f* OnePointCutscene_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo) {
+Vec3f OnePointCutscene_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) {
Vec3f sum;
- Vec3f b;
-
- OLib_VecGeoToVec3f(&b, geo);
+ Vec3f b = OLib_VecGeoToVec3f(geo);
sum.x = a->x + b.x;
sum.y = a->y + b.y;
sum.z = a->z + b.z;
- *dest = sum;
-
- return dest;
+ return sum;
}
s16 OnePointCutscene_Vec3fYaw(Vec3f* vec1, Vec3f* vec2) {
@@ -98,7 +94,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
D_80120964[0].atTargetInit = play->view.at;
D_80120964[0].eyeTargetInit = play->view.eye;
D_80120964[0].fovTargetInit = play->view.fovy;
- OLib_Vec3fDiffToVecGeo(&spD0, &mainCam->at, &mainCam->eye);
+ spD0 = OLib_Vec3fDiffToVecGeo(&mainCam->at, &mainCam->eye);
D_80120964[1].eyeTargetInit.y = CAM_BINANG_TO_DEG(spD0.yaw);
D_80120964[1].timerInit = timer - 1;
@@ -112,9 +108,9 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
D_801209B4[0].atTargetInit = D_801209B4[1].atTargetInit = play->view.at;
D_801209B4[0].eyeTargetInit = play->view.eye;
D_801209B4[0].fovTargetInit = D_801209B4[2].fovTargetInit = play->view.fovy;
- OLib_Vec3fDiffToVecGeo(&spD0, &actor->focus.pos, &mainCam->at);
+ spD0 = OLib_Vec3fDiffToVecGeo(&actor->focus.pos, &mainCam->at);
spD0.r = mainCam->dist;
- OnePointCutscene_AddVecGeoToVec3f(&D_801209B4[1].eyeTargetInit, &D_801209B4[1].atTargetInit, &spD0);
+ D_801209B4[1].eyeTargetInit = OnePointCutscene_AddVecGeoToVec3f(&D_801209B4[1].atTargetInit, &spD0);
D_801209B4[1].atTargetInit.y += 20.0f;
csInfo->keyFrames = D_801209B4;
@@ -310,15 +306,15 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 4500:
- Actor_GetFocus(&spA0, actor);
+ spA0 = Actor_GetFocus(actor);
spC0 = spA0.pos;
spC0.y = OnePointCutscene_RaycastDown(&play->colCtx, &spC0) + 40.0f;
spD0.r = 150.0f;
spD0.yaw = spA0.rot.y;
spD0.pitch = 0x3E8;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
subCam->roll = 0;
@@ -329,7 +325,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 2210:
- OLib_Vec3fDiffToVecGeo(&spD0, &player->actor.world.pos, &actor->world.pos);
+ spD0 = OLib_Vec3fDiffToVecGeo(&player->actor.world.pos, &actor->world.pos);
D_801213B4[0].eyeTargetInit.y = D_801213B4[1].eyeTargetInit.y = D_801213B4[2].eyeTargetInit.y =
D_801213B4[2].atTargetInit.y = CAM_BINANG_TO_DEG(spD0.yaw);
if (Rand_ZeroOne() < 0.0f) {
@@ -344,22 +340,22 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 1010:
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &childCam->at, &childCam->eye);
Play_SetCameraFov(play, subCamId, childCam->fov);
Play_SetCameraRoll(play, subCamId, childCam->roll);
break;
case 9601: // Leaving a crawlspace forwards
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
- Play_ChangeCameraSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_CS_3);
+ Play_RequestCameraSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, sCrawlspaceActionParam | 0x1000, sCrawlspaceTimer,
sCrawlspaceAtPoints, sCrawlspaceForwardsEyePoints);
break;
case 9602: // Leaving a crawlspace backwards
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
- Play_ChangeCameraSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_CS_3);
+ Play_RequestCameraSetting(play, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, sCrawlspaceActionParam | 0x1000, sCrawlspaceTimer,
sCrawlspaceAtPoints, sCrawlspaceBackwardsEyePoints);
break;
@@ -378,7 +374,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
spB4.x = -1979.0f;
spB4.y = 703.0f;
spB4.z = -269.0f;
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 6;
subCam->fov = 75.0f;
@@ -454,7 +450,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 3100:
VEC_SET(spB4, 0.0f, -280.0f, -1400.0f);
- Actor_GetFocus(&spA0, actor);
+ spA0 = Actor_GetFocus(actor);
spC0 = spA0.pos;
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_PIVOT_VERTICAL);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
@@ -486,7 +482,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3050:
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_CS_3);
Player_SetCsActionWithHaltedActors(play, &player->actor, PLAYER_CSACTION_5);
OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
@@ -514,7 +510,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
case 3120:
csInfo->keyFrames = D_80121954[-(timer + 101)];
subCam->timer = 100;
- subCam->stateFlags |= CAM_STATE_1;
+ subCam->stateFlags |= CAM_STATE_CHECK_WATER;
csInfo->keyFrameCount = ARRAY_COUNT(D_80121954[0]);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
@@ -527,7 +523,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
- subCam->stateFlags |= CAM_STATE_1;
+ subCam->stateFlags |= CAM_STATE_CHECK_WATER;
break;
case 3140:
@@ -548,7 +544,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
spB4.x = 1729.0f;
spB4.y = 995.0f;
spB4.z = -1405.0f;
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0x50;
subCam->fov = 55.0f;
@@ -556,15 +552,15 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3170:
- Actor_GetWorld(&spA0, actor);
+ spA0 = Actor_GetWorld(actor);
spC0 = spA0.pos;
spD0.pitch = -0x5DC;
spC0.y += 50.0f;
spD0.r = 250.0f;
- Actor_GetWorld(&spA0, &player->actor);
+ spA0 = Actor_GetWorld(&player->actor);
spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
Play_CopyCamera(play, CAM_ID_MAIN, subCamId);
subCam->roll = -1;
@@ -573,13 +569,13 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3160:
- Actor_GetWorld(&spA0, actor);
+ spA0 = Actor_GetWorld(actor);
spC0 = spA0.pos;
spD0.pitch = 0;
spD0.yaw = spA0.rot.y;
spD0.r = 150.0f;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 55.0f;
@@ -587,14 +583,14 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3180:
- Actor_GetWorldPosShapeRot(&spA0, actor);
+ spA0 = Actor_GetWorldPosShapeRot(actor);
spC0 = spA0.pos;
spC0.y += 120.0f;
spD0.r = 300.0f;
spD0.yaw = spA0.rot.y;
spD0.pitch = -0xAF0;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 60.0f;
@@ -602,8 +598,8 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3190:
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FOREST_DEFEAT_POE);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FOREST_DEFEAT_POE);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
Player_SetCsAction(play, actor, PLAYER_CSACTION_12);
break;
@@ -614,20 +610,20 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
spB4.x = 80.0f;
spB4.y = 445.0f;
spB4.z = -1425.0f;
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0x1E;
subCam->fov = 75.0f;
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
- Actor_GetWorldPosShapeRot(&spA0, actor);
- Actor_GetFocus(&sp8C, &player->actor);
+ spA0 = Actor_GetWorldPosShapeRot(actor);
+ sp8C = Actor_GetFocus(&player->actor);
spC0.x = sp8C.pos.x;
spC0.y = sp8C.pos.y + 70.0f;
spC0.z = sp8C.pos.z;
- OLib_Vec3fDiffToVecGeo(&spD0, &spA0.pos, &sp8C.pos);
+ spD0 = OLib_Vec3fDiffToVecGeo(&spA0.pos, &sp8C.pos);
spD0.pitch = 0x5DC;
spD0.r = 120.0f;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
Play_SetCameraAtEye(play, CAM_ID_MAIN, &spC0, &spB4);
i = Quake_Request(subCam, QUAKE_TYPE_3);
@@ -637,14 +633,14 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 6010:
- Actor_GetWorld(&spA0, actor);
+ spA0 = Actor_GetWorld(actor);
spC0 = spA0.pos;
spD0.pitch = 0;
spC0.y += 70.0f;
spD0.yaw = spA0.rot.y + 0x7FFF;
spD0.r = 300.0f;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 45.0f;
@@ -652,14 +648,14 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3220:
- Actor_GetFocus(&spA0, actor);
+ spA0 = Actor_GetFocus(actor);
spC0 = spA0.pos;
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_PIVOT_VERTICAL);
- Actor_GetWorld(&spA0, &player->actor);
- OLib_Vec3fDiffToVecGeo(&spD0, &spC0, &spA0.pos);
+ spA0 = Actor_GetWorld(&player->actor);
+ spD0 = OLib_Vec3fDiffToVecGeo(&spC0, &spA0.pos);
spD0.yaw += 0x3E8;
spD0.r = 400.0f;
- OnePointCutscene_AddVecGeoToVec3f(&spB4, &spC0, &spD0);
+ spB4 = OnePointCutscene_AddVecGeoToVec3f(&spC0, &spD0);
spB4.y = spA0.pos.y + 60.0f;
Play_SetCameraAtEye(play, subCamId, &spC0, &spB4);
subCam->roll = 0;
@@ -679,9 +675,9 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 6001:
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_CS_3);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
- Actor_GetWorld(&spA0, actor);
+ spA0 = Actor_GetWorld(actor);
if (spA0.pos.z > -750.0f) {
OnePointCutscene_SetCsCamPoints(subCam, D_801208E8, D_801208E4, D_801206A0, D_80120820);
} else {
@@ -695,7 +691,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3400:
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_CS_3);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_CS_3);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
@@ -718,7 +714,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 3310:
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FIRE_STAIRCASE);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FIRE_STAIRCASE);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
Play_CopyCamera(play, subCamId, CAM_ID_MAIN);
@@ -732,7 +728,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
D_80121F1C[0].atTargetInit = play->view.at;
D_80121F1C[0].eyeTargetInit = play->view.eye;
D_80121F1C[0].fovTargetInit = play->view.fovy;
- Actor_GetFocus(&spA0, actor);
+ spA0 = Actor_GetFocus(actor);
player->actor.shape.rot.y = player->actor.world.rot.y = player->yaw = spA0.rot.y;
csInfo->keyFrames = D_80121F1C;
@@ -884,7 +880,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_801227B4);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
break;
case 4150:
@@ -892,7 +888,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_801228A4);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@@ -901,7 +897,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_8012296C);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@@ -910,7 +906,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_80122A0C);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@@ -919,7 +915,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_80122A5C);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@@ -928,7 +924,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
csInfo->keyFrameCount = ARRAY_COUNT(D_80122B9C);
Player_SetCsAction(play, &player->actor, PLAYER_CSACTION_8);
- Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(mainCam, CAM_MODE_NORMAL);
Play_InitCameraDataUsingPlayer(play, subCamId, player, CAM_SET_CS_C);
break;
@@ -1002,8 +998,8 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
break;
case 8700:
- Actor_GetFocus(&spA0, actor);
- Actor_GetFocus(&sp8C, &player->actor);
+ spA0 = Actor_GetFocus(actor);
+ sp8C = Actor_GetFocus(&player->actor);
D_80122E44[timer & 1][0].atTargetInit.y = ((spA0.pos.y - sp8C.pos.y) / 10.0f) + 90.0f;
D_80122E44[timer & 1][5].atTargetInit = mainCam->at;
@@ -1041,7 +1037,7 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
subCam->data2 = 0xC;
} else {
Play_CopyCamera(play, subCamId, CAM_ID_MAIN);
- Play_ChangeCameraSetting(play, subCamId, CAM_SET_FREE2);
+ Play_RequestCameraSetting(play, subCamId, CAM_SET_FREE2);
}
break;
@@ -1052,13 +1048,13 @@ s32 OnePointCutscene_SetInfo(PlayState* play, s16 subCamId, s16 csId, Actor* act
if (player->stateFlags1 & PLAYER_STATE1_27) {
D_801231B4[2].atTargetInit.z = 0.0f;
}
- Actor_GetWorldPosShapeRot(&spA0, &player->actor);
- OLib_Vec3fDiffToVecGeo(&spD0, &spA0.pos, &mainCam->at);
+ spA0 = Actor_GetWorldPosShapeRot(&player->actor);
+ spD0 = OLib_Vec3fDiffToVecGeo(&spA0.pos, &mainCam->at);
spD0.yaw -= spA0.rot.y;
- OLib_VecGeoToVec3f(&D_801231B4[3].atTargetInit, &spD0);
- OLib_Vec3fDiffToVecGeo(&spD0, &spA0.pos, &mainCam->eye);
+ D_801231B4[3].atTargetInit = OLib_VecGeoToVec3f(&spD0);
+ spD0 = OLib_Vec3fDiffToVecGeo(&spA0.pos, &mainCam->eye);
spD0.yaw -= spA0.rot.y;
- OLib_VecGeoToVec3f(&D_801231B4[3].eyeTargetInit, &spD0);
+ D_801231B4[3].eyeTargetInit = OLib_VecGeoToVec3f(&spD0);
D_801231B4[3].fovTargetInit = mainCam->fov;
D_801231B4[3].timerInit = timer - 50;
@@ -1358,7 +1354,7 @@ s32 OnePointCutscene_Attention(PlayState* play, Actor* actor) {
parentCam = play->cameraPtrs[CAM_ID_MAIN];
if (parentCam->mode == CAM_MODE_FOLLOW_BOOMERANG) {
osSyncPrintf(VT_COL(YELLOW, BLACK) "actor attention demo camera: change mode BOOKEEPON -> NORMAL\n" VT_RST);
- Camera_ChangeMode(parentCam, CAM_MODE_NORMAL);
+ Camera_RequestMode(parentCam, CAM_MODE_NORMAL);
}
// Finds the camera of the first actor attention demo with a lower category actor, or the first non-attention demo
diff --git a/src/code/z_parameter.c b/src/code/z_parameter.c
index 48699ce012..29ed5467ac 100644
--- a/src/code/z_parameter.c
+++ b/src/code/z_parameter.c
@@ -1307,9 +1307,9 @@ void Interface_LoadItemIcon1(PlayState* play, u16 button) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&interfaceCtx->dmaRequest_160, interfaceCtx->iconItemSegment + (button * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[button]), ITEM_ICON_SIZE, 0,
- &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 1171);
+ DMA_REQUEST_ASYNC(&interfaceCtx->dmaRequest_160, interfaceCtx->iconItemSegment + (button * ITEM_ICON_SIZE),
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[button]), ITEM_ICON_SIZE, 0,
+ &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 1171);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
}
@@ -1317,9 +1317,9 @@ void Interface_LoadItemIcon2(PlayState* play, u16 button) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&interfaceCtx->dmaRequest_180, interfaceCtx->iconItemSegment + (button * ITEM_ICON_SIZE),
- GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[button]), ITEM_ICON_SIZE, 0,
- &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 1193);
+ DMA_REQUEST_ASYNC(&interfaceCtx->dmaRequest_180, interfaceCtx->iconItemSegment + (button * ITEM_ICON_SIZE),
+ GET_ITEM_ICON_VROM(gSaveContext.save.info.equips.buttonItems[button]), ITEM_ICON_SIZE, 0,
+ &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 1193);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
}
@@ -2120,10 +2120,10 @@ void Interface_LoadActionLabel(InterfaceContext* interfaceCtx, u16 action, s16 l
(action != LANGUAGE_GER * DO_ACTION_MAX + DO_ACTION_NONE) &&
(action != LANGUAGE_FRA * DO_ACTION_MAX + DO_ACTION_NONE)) {
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&interfaceCtx->dmaRequest_160,
- interfaceCtx->doActionSegment + (loadOffset * DO_ACTION_TEX_SIZE),
- (uintptr_t)_do_action_staticSegmentRomStart + (action * DO_ACTION_TEX_SIZE),
- DO_ACTION_TEX_SIZE, 0, &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 2145);
+ DMA_REQUEST_ASYNC(&interfaceCtx->dmaRequest_160,
+ interfaceCtx->doActionSegment + (loadOffset * DO_ACTION_TEX_SIZE),
+ (uintptr_t)_do_action_staticSegmentRomStart + (action * DO_ACTION_TEX_SIZE),
+ DO_ACTION_TEX_SIZE, 0, &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 2145);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
} else {
gSegments[7] = VIRTUAL_TO_PHYSICAL(interfaceCtx->doActionSegment);
@@ -2184,9 +2184,9 @@ void Interface_LoadActionLabelB(PlayState* play, u16 action) {
interfaceCtx->unk_1FC = action;
osCreateMesgQueue(&interfaceCtx->loadQueue, &interfaceCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&interfaceCtx->dmaRequest_160, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE,
- (uintptr_t)_do_action_staticSegmentRomStart + (action * DO_ACTION_TEX_SIZE), DO_ACTION_TEX_SIZE,
- 0, &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 2228);
+ DMA_REQUEST_ASYNC(&interfaceCtx->dmaRequest_160, interfaceCtx->doActionSegment + DO_ACTION_TEX_SIZE,
+ (uintptr_t)_do_action_staticSegmentRomStart + (action * DO_ACTION_TEX_SIZE), DO_ACTION_TEX_SIZE,
+ 0, &interfaceCtx->loadQueue, NULL, "../z_parameter.c", 2228);
osRecvMesg(&interfaceCtx->loadQueue, NULL, OS_MESG_BLOCK);
interfaceCtx->unk_1FA = true;
@@ -2990,8 +2990,7 @@ void Interface_DrawActionButton(PlayState* play) {
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(interfaceCtx->unk_1F4 / 10000.0f, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_parameter.c", 3177),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_parameter.c", 3177), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[0], 4, 0);
gDPLoadTextureBlock(OVERLAY_DISP++, gButtonBackgroundTex, G_IM_FMT_IA, G_IM_SIZ_8b, 32, 32, 0,
@@ -3007,7 +3006,7 @@ void Interface_InitVertices(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s16 i;
- interfaceCtx->actionVtx = Graph_Alloc(play->state.gfxCtx, 8 * sizeof(Vtx));
+ interfaceCtx->actionVtx = GRAPH_ALLOC(play->state.gfxCtx, 8 * sizeof(Vtx));
interfaceCtx->actionVtx[0].v.ob[0] = interfaceCtx->actionVtx[2].v.ob[0] = -14;
interfaceCtx->actionVtx[1].v.ob[0] = interfaceCtx->actionVtx[3].v.ob[0] = interfaceCtx->actionVtx[0].v.ob[0] + 28;
@@ -3049,7 +3048,7 @@ void Interface_InitVertices(PlayState* play) {
interfaceCtx->actionVtx[5].v.tc[0] = interfaceCtx->actionVtx[7].v.tc[0] = 1536;
interfaceCtx->actionVtx[6].v.tc[1] = interfaceCtx->actionVtx[7].v.tc[1] = 512;
- interfaceCtx->beatingHeartVtx = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Vtx));
+ interfaceCtx->beatingHeartVtx = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Vtx));
interfaceCtx->beatingHeartVtx[0].v.ob[0] = interfaceCtx->beatingHeartVtx[2].v.ob[0] = -8;
interfaceCtx->beatingHeartVtx[1].v.ob[0] = interfaceCtx->beatingHeartVtx[3].v.ob[0] = 8;
@@ -3358,7 +3357,7 @@ void Interface_Draw(PlayState* play) {
Matrix_Translate(0.0f, 0.0f, WREG(46 + gSaveContext.language) / 10.0f, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(interfaceCtx->unk_1F4 / 10000.0f, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_parameter.c", 3701),
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_parameter.c", 3701),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPVertex(OVERLAY_DISP++, &interfaceCtx->actionVtx[4], 4, 0);
diff --git a/src/code/z_play.c b/src/code/z_play.c
index d544a2041e..0a64e5ccb9 100644
--- a/src/code/z_play.c
+++ b/src/code/z_play.c
@@ -25,8 +25,8 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn);
} \
} while (0)
-void Play_ChangeViewpointBgCamIndex(PlayState* this) {
- Camera_ChangeBgCamIndex(GET_ACTIVE_CAM(this), this->viewpoint - 1);
+void Play_RequestViewpointBgCam(PlayState* this) {
+ Camera_RequestBgCam(GET_ACTIVE_CAM(this), this->viewpoint - 1);
}
void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
@@ -42,7 +42,7 @@ void Play_SetViewpoint(PlayState* this, s16 viewpoint) {
&gSfxDefaultReverb);
}
- Play_ChangeViewpointBgCamIndex(this);
+ Play_RequestViewpointBgCam(this);
}
/**
@@ -255,8 +255,9 @@ void Play_Init(GameState* thisx) {
this->cameraPtrs[CAM_ID_MAIN] = &this->mainCamera;
this->cameraPtrs[CAM_ID_MAIN]->uid = 0;
this->activeCamId = CAM_ID_MAIN;
- Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_0 | CAM_STATE_1 | CAM_STATE_2 | CAM_STATE_3 | CAM_STATE_4 |
- CAM_STATE_5 | CAM_STATE_6 | CAM_STATE_7);
+ Camera_OverwriteStateFlags(&this->mainCamera, CAM_STATE_CHECK_BG_ALT | CAM_STATE_CHECK_WATER | CAM_STATE_CHECK_BG |
+ CAM_STATE_EXTERNAL_FINISHED | CAM_STATE_CAM_FUNC_FINISH |
+ CAM_STATE_LOCK_MODE | CAM_STATE_DISTORTION | CAM_STATE_PLAY_INIT);
Sram_Init(this, &this->sramCtx);
Regs_InitData(this);
Message_Init(this);
@@ -396,7 +397,7 @@ void Play_Init(GameState* thisx) {
osSyncPrintf("ZELDA ALLOC SIZE=%x\n", THA_GetRemaining(&this->state.tha));
zAllocSize = THA_GetRemaining(&this->state.tha);
- zAlloc = (uintptr_t)GameState_Alloc(&this->state, zAllocSize, "../z_play.c", 2918);
+ zAlloc = (uintptr_t)GAME_STATE_ALLOC(&this->state, zAllocSize, "../z_play.c", 2918);
zAllocAligned = (zAlloc + 8) & ~0xF;
ZeldaArena_Init((void*)zAllocAligned, zAllocSize - (zAllocAligned - zAlloc));
// "Zelda Heap"
@@ -412,12 +413,12 @@ void Play_Init(GameState* thisx) {
player = GET_PLAYER(this);
Camera_InitDataUsingPlayer(&this->mainCamera, player);
- Camera_ChangeMode(&this->mainCamera, CAM_MODE_NORMAL);
+ Camera_RequestMode(&this->mainCamera, CAM_MODE_NORMAL);
playerStartBgCamIndex = player->actor.params & 0xFF;
if (playerStartBgCamIndex != 0xFF) {
osSyncPrintf("player has start camera ID (" VT_FGCOL(BLUE) "%d" VT_RST ")\n", playerStartBgCamIndex);
- Camera_ChangeBgCamIndex(&this->mainCamera, playerStartBgCamIndex);
+ Camera_RequestBgCam(&this->mainCamera, playerStartBgCamIndex);
}
if (R_SCENE_CAM_TYPE == SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) {
@@ -943,7 +944,7 @@ void Play_Update(PlayState* this) {
}
}
- Play_ChangeViewpointBgCamIndex(this);
+ Play_RequestViewpointBgCam(this);
}
PLAY_LOG(3708);
@@ -1076,8 +1077,8 @@ void Play_Draw(PlayState* this) {
this->billboardMtxF.mf[3][0] = this->billboardMtxF.mf[3][1] = this->billboardMtxF.mf[3][2] = 0.0f;
// This transpose is where the viewing matrix is properly converted into a billboard matrix
Matrix_Transpose(&this->billboardMtxF);
- this->billboardMtx = Matrix_MtxFToMtx(Matrix_CheckFloats(&this->billboardMtxF, "../z_play.c", 4005),
- Graph_Alloc(gfxCtx, sizeof(Mtx)));
+ this->billboardMtx = Matrix_MtxFToMtx(MATRIX_CHECK_FLOATS(&this->billboardMtxF, "../z_play.c", 4005),
+ GRAPH_ALLOC(gfxCtx, sizeof(Mtx)));
gSPSegment(POLY_OPA_DISP++, 0x01, this->billboardMtx);
@@ -1199,7 +1200,7 @@ void Play_Draw(PlayState* this) {
(GET_ACTIVE_CAM(this)->setting != CAM_SET_PREREND_FIXED)) {
Vec3f quakeOffset;
- Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(this));
+ quakeOffset = Camera_GetQuakeOffset(GET_ACTIVE_CAM(this));
Skybox_Draw(&this->skyboxCtx, gfxCtx, this->skyboxId, 0, this->view.eye.x + quakeOffset.x,
this->view.eye.y + quakeOffset.y, this->view.eye.z + quakeOffset.z);
}
@@ -1412,8 +1413,8 @@ void* Play_LoadFile(PlayState* this, RomFile* file) {
void* allocp;
size = file->vromEnd - file->vromStart;
- allocp = GameState_Alloc(&this->state, size, "../z_play.c", 4692);
- DmaMgr_RequestSyncDebug(allocp, file->vromStart, size, "../z_play.c", 4694);
+ allocp = GAME_STATE_ALLOC(&this->state, size, "../z_play.c", 4692);
+ DMA_REQUEST_SYNC(allocp, file->vromStart, size, "../z_play.c", 4694);
return allocp;
}
@@ -1447,6 +1448,7 @@ void Play_InitScene(PlayState* this, s32 spawn) {
void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneId];
+ u32 size;
scene->unk_13 = 0;
this->loadedScene = scene;
@@ -1463,7 +1465,9 @@ void Play_SpawnScene(PlayState* this, s32 sceneId, s32 spawn) {
Play_InitScene(this, spawn);
- osSyncPrintf("ROOM SIZE=%fK\n", func_80096FE8(this, &this->roomCtx) / 1024.0f);
+ size = func_80096FE8(this, &this->roomCtx);
+
+ osSyncPrintf("ROOM SIZE=%fK\n", size / 1024.0f);
}
void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest) {
@@ -1640,11 +1644,11 @@ s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s
camera = this->cameraPtrs[camIdx];
Camera_InitDataUsingPlayer(camera, player);
- return Camera_ChangeSetting(camera, setting);
+ return Camera_RequestSetting(camera, setting);
}
-s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting) {
- return Camera_ChangeSetting(Play_GetCamera(this, camId), setting);
+s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting) {
+ return Camera_RequestSetting(Play_GetCamera(this, camId), setting);
}
/**
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c
index 5426a780a9..7a7d9c366c 100644
--- a/src/code/z_player_lib.c
+++ b/src/code/z_player_lib.c
@@ -21,73 +21,73 @@ s16 sBootData[PLAYER_BOOTS_MAX][17] = {
// Used to map item actions to model groups
u8 sActionModelGroups[PLAYER_IA_MAX] = {
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
- PLAYER_MODELGROUP_15, // PLAYER_IA_LAST_USED
- PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
- PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_MASTER
- PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_KOKIRI
- PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON
- PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK
- PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
- PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
- PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
- PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
- PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
- PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
- PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT
- PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
- PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
- PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
- PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NONE
+ PLAYER_MODELGROUP_SWORD, // PLAYER_IA_SWORD_CS
+ PLAYER_MODELGROUP_10, // PLAYER_IA_FISHING_POLE
+ PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_IA_SWORD_MASTER
+ PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_IA_SWORD_KOKIRI
+ PLAYER_MODELGROUP_BGS, // PLAYER_IA_SWORD_BIGGORON
+ PLAYER_MODELGROUP_10, // PLAYER_IA_DEKU_STICK
+ PLAYER_MODELGROUP_HAMMER, // PLAYER_IA_HAMMER
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_FIRE
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_ICE
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_LIGHT
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0C
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0D
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_BOW_0E
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_SLINGSHOT
+ PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_HOOKSHOT
+ PLAYER_MODELGROUP_HOOKSHOT, // PLAYER_IA_LONGSHOT
+ PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMB
+ PLAYER_MODELGROUP_EXPLOSIVES, // PLAYER_IA_BOMBCHU
+ PLAYER_MODELGROUP_BOOMERANG, // PLAYER_IA_BOOMERANG
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_15
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_SPELL_16
+ PLAYER_MODELGROUP_BOW_SLINGSHOT, // PLAYER_IA_MAGIC_SPELL_17
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FARORES_WIND
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_NAYRUS_LOVE
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DINS_FIRE
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_DEKU_NUT
+ PLAYER_MODELGROUP_OCARINA, // PLAYER_IA_OCARINA_FAIRY
+ PLAYER_MODELGROUP_OOT, // PLAYER_IA_OCARINA_OF_TIME
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FISH
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FIRE
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BUG
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POE
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_BIG_POE
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_RUTOS_LETTER
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_RED
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_BLUE
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_POTION_GREEN
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_FULL
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_MILK_HALF
+ PLAYER_MODELGROUP_BOTTLE, // PLAYER_IA_BOTTLE_FAIRY
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ZELDAS_LETTER
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_WEIRD_EGG
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CHICKEN
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MAGIC_BEAN
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_EGG
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POCKET_CUCCO
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_COJIRO
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_MUSHROOM
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_ODD_POTION
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_POACHERS_SAW
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_BROKEN_GORONS_SWORD
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_PRESCRIPTION
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_FROG
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_EYEDROPS
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_CLAIM_CHECK
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_KEATON
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SKULL
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_SPOOKY
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_BUNNY_HOOD
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GORON
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_ZORA
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_GERUDO
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_MASK_TRUTH
+ PLAYER_MODELGROUP_DEFAULT, // PLAYER_IA_LENS_OF_TRUTH
};
typedef struct {
@@ -110,7 +110,7 @@ u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
/* PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD */
{ PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_CLOSED, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
- /* PLAYER_MODELGROUP_SWORD */
+ /* PLAYER_MODELGROUP_SWORD_AND_SHIELD */
{ PLAYER_ANIMTYPE_1, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_SHIELD, PLAYER_MODELTYPE_SHEATH_17,
PLAYER_MODELTYPE_WAIST },
/* PLAYER_MODELGROUP_DEFAULT */
@@ -149,7 +149,7 @@ u8 gPlayerModelTypes[PLAYER_MODELGROUP_MAX][PLAYER_MODELGROUPENTRY_MAX] = {
/* PLAYER_MODELGROUP_BOTTLE */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_BOTTLE, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_18,
PLAYER_MODELTYPE_WAIST },
- /* PLAYER_MODELGROUP_15 */
+ /* PLAYER_MODELGROUP_SWORD */
{ PLAYER_ANIMTYPE_0, PLAYER_MODELTYPE_LH_SWORD, PLAYER_MODELTYPE_RH_OPEN, PLAYER_MODELTYPE_SHEATH_19,
PLAYER_MODELTYPE_WAIST },
};
@@ -511,7 +511,7 @@ int Player_IsChildWithHylianShield(Player* this) {
s32 Player_ActionToModelGroup(Player* this, s32 itemAction) {
s32 modelGroup = sActionModelGroups[itemAction];
- if ((modelGroup == PLAYER_MODELGROUP_SWORD) && Player_IsChildWithHylianShield(this)) {
+ if ((modelGroup == PLAYER_MODELGROUP_SWORD_AND_SHIELD) && Player_IsChildWithHylianShield(this)) {
// child, using kokiri sword with hylian shield equipped
return PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
} else {
@@ -626,7 +626,7 @@ void func_8008EEAC(PlayState* play, Actor* actor) {
this->unk_684 = actor;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, actor);
- Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_TARGET_FRIENDLY);
+ Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_TARGET_FRIENDLY);
}
s32 func_8008EF30(PlayState* play) {
@@ -767,7 +767,7 @@ s32 Player_GetExplosiveHeld(Player* this) {
s32 func_8008F2BC(Player* this, s32 itemAction) {
s32 sword = 0;
- if (itemAction != PLAYER_IA_LAST_USED) {
+ if (itemAction != PLAYER_IA_SWORD_CS) {
sword = itemAction - PLAYER_IA_SWORD_MASTER;
if ((sword < 0) || (sword >= 3)) {
goto return_neg;
@@ -1025,7 +1025,7 @@ void func_8008F87C(PlayState* play, Player* this, SkelAnime* skelAnime, Vec3f* p
sp50 = Math_FAtan2F(sp58, sp60);
temp1 = RAD_TO_BINANG(M_PI - (Math_FAtan2F(sp5C, sp58) + ((M_PI / 2) - sp50)));
- temp1 = temp1 - skelAnime->jointTable[shinLimbIndex].z;
+ temp1 -= skelAnime->jointTable[shinLimbIndex].z;
if ((s16)(ABS(skelAnime->jointTable[shinLimbIndex].x) + ABS(skelAnime->jointTable[shinLimbIndex].y)) < 0) {
temp1 += 0x8000;
@@ -1061,7 +1061,7 @@ s32 Player_OverrideLimbDrawGameplayCommon(PlayState* play, s32 limbIndex, Gfx**
// Note: The increment would not be done for the root limb, even if it had a non-NULL `dList`.
// So if the root limb had a non-NULL `dList` (which is not the case in vanilla),
// an out-of-bounds write to `bodyPartsPos` would occur.
- sCurBodyPartPos = &this->bodyPartsPos[-1];
+ sCurBodyPartPos = &this->bodyPartsPos[0] - 1;
if (!LINK_IS_ADULT) {
if (!(this->skelAnime.moveFlags & ANIM_FLAG_PLAYER_2) || (this->skelAnime.moveFlags & ANIM_FLAG_0)) {
@@ -1368,7 +1368,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
Matrix_Translate(sp74.x, sp74.y, sp74.z, MTXMODE_NEW);
Matrix_Scale(sp60, sp60, sp60, MTXMODE_APPLY);
- gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2587),
+ gSPMatrix(OVERLAY_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_player_lib.c", 2587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[this->actor.objectSlot].segment);
gSPDisplayList(OVERLAY_DISP++, gLinkAdultHookshotReticleDL);
@@ -1410,8 +1410,8 @@ Color_RGB8 sBottleColors[] = {
Vec3f D_80126128 = { 398.0f, 1419.0f, 244.0f };
BowSlingshotStringData sBowSlingshotStringData[] = {
- { gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // Bow
- { gLinkChildSlinghotStringDL, { 606.0f, 236.0f, 0.0f } }, // Slingshot
+ { gLinkAdultBowStringDL, { 0.0f, -360.4f, 0.0f } }, // Bow
+ { gLinkChildSlingshotStringDL, { 606.0f, 236.0f, 0.0f } }, // Slingshot
};
// Coordinates of the shield quad collider vertices, in the right hand limb's own model space.
@@ -1475,7 +1475,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
Matrix_RotateZYX(-0x8000, 0, 0x4000, MTXMODE_APPLY);
Matrix_Scale(1.0f, this->unk_85C, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2653),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_player_lib.c", 2653),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildLinkDekuStickDL);
@@ -1496,7 +1496,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2710);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2712),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_player_lib.c", 2712),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, bottleColor->r, bottleColor->g, bottleColor->b, 0);
gSPDisplayList(POLY_XLU_DISP++, sBottleDLists[((void)0, gSaveContext.save.linkAge)]);
@@ -1569,7 +1569,7 @@ void Player_PostLimbDrawGameplay(PlayState* play, s32 limbIndex, Gfx** dList, Ve
Matrix_RotateZ(this->unk_858 * -0.2f, MTXMODE_APPLY);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player_lib.c", 2804),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_player_lib.c", 2804),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, stringData->dList);
@@ -1648,11 +1648,11 @@ u32 Player_InitPauseDrawData(PlayState* play, u8* segment, SkelAnime* skelAnime)
size = gObjectTable[OBJECT_GAMEPLAY_KEEP].vromEnd - gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart;
ptr = segment + PAUSE_EQUIP_BUFFER_SIZE;
- DmaMgr_RequestSyncDebug(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, "../z_player_lib.c", 2982);
+ DMA_REQUEST_SYNC(ptr, gObjectTable[OBJECT_GAMEPLAY_KEEP].vromStart, size, "../z_player_lib.c", 2982);
size = gObjectTable[linkObjectId].vromEnd - gObjectTable[linkObjectId].vromStart;
ptr = segment + PAUSE_EQUIP_BUFFER_SIZE + PAUSE_PLAYER_SEGMENT_GAMEPLAY_KEEP_BUFFER_SIZE;
- DmaMgr_RequestSyncDebug(ptr, gObjectTable[linkObjectId].vromStart, size, "../z_player_lib.c", 2988);
+ DMA_REQUEST_SYNC(ptr, gObjectTable[linkObjectId].vromStart, size, "../z_player_lib.c", 2988);
ptr = (void*)ALIGN16((uintptr_t)ptr + size);
@@ -1668,9 +1668,9 @@ u32 Player_InitPauseDrawData(PlayState* play, u8* segment, SkelAnime* skelAnime)
}
u8 sPauseModelGroupBySword[] = {
- PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_KOKIRI
- PLAYER_MODELGROUP_SWORD, // PLAYER_SWORD_MASTER
- PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON
+ PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_SWORD_KOKIRI
+ PLAYER_MODELGROUP_SWORD_AND_SHIELD, // PLAYER_SWORD_MASTER
+ PLAYER_MODELGROUP_BGS, // PLAYER_SWORD_BIGGORON
};
s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* arg) {
@@ -1682,7 +1682,7 @@ s32 Player_OverrideLimbDrawPause(PlayState* play, s32 limbIndex, Gfx** dList, Ve
s32 dListOffset = 0;
Gfx** dLists;
- if ((modelGroup == PLAYER_MODELGROUP_SWORD) && !LINK_IS_ADULT &&
+ if ((modelGroup == PLAYER_MODELGROUP_SWORD_AND_SHIELD) && !LINK_IS_ADULT &&
(playerSwordAndShield[1] == PLAYER_SHIELD_HYLIAN)) {
modelGroup = PLAYER_MODELGROUP_CHILD_HYLIAN_SHIELD;
}
@@ -1728,8 +1728,8 @@ void Player_DrawPauseImpl(PlayState* play, void* gameplayKeep, void* linkObject,
Gfx* opaRef;
Gfx* xluRef;
u16 perspNorm;
- Mtx* perspMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
- Mtx* lookAtMtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx));
+ Mtx* perspMtx = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx));
+ Mtx* lookAtMtx = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx));
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 3129);
diff --git a/src/code/z_quake.c b/src/code/z_quake.c
index 4ac8f06e98..38b97c4d71 100644
--- a/src/code/z_quake.c
+++ b/src/code/z_quake.c
@@ -22,18 +22,15 @@ QuakeRequest sQuakeRequests[4];
s16 sQuakeUnused = 1;
s16 sQuakeRequestCount = 0;
-Vec3f* Quake_AddVecGeoToVec3f(Vec3f* dst, Vec3f* a, VecGeo* geo) {
- Vec3f vec;
- Vec3f b;
+Vec3f Quake_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) {
+ Vec3f sum;
+ Vec3f b = OLib_VecGeoToVec3f(geo);
- OLib_VecGeoToVec3f(&b, geo);
- vec.x = a->x + b.x;
- vec.y = a->y + b.y;
- vec.z = a->z + b.z;
+ sum.x = a->x + b.x;
+ sum.y = a->y + b.y;
+ sum.z = a->z + b.z;
- *dst = vec;
-
- return dst;
+ return sum;
}
void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) {
@@ -47,7 +44,7 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) {
offset.x = 0;
offset.y = 0;
offset.z = 0;
- OLib_Vec3fDiffToVecGeo(&eyeToAtGeo, eye, at);
+ eyeToAtGeo = OLib_Vec3fDiffToVecGeo(eye, at);
// y shake
geo.r = req->y * y;
@@ -55,7 +52,7 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) {
geo.pitch = eyeToAtGeo.pitch + req->orientation.x + 0x4000;
geo.yaw = eyeToAtGeo.yaw + req->orientation.y;
// apply y shake
- Quake_AddVecGeoToVec3f(&offset, &offset, &geo);
+ offset = Quake_AddVecGeoToVec3f(&offset, &geo);
// x shake
geo.r = req->x * x;
@@ -63,7 +60,7 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) {
geo.pitch = eyeToAtGeo.pitch + req->orientation.x;
geo.yaw = eyeToAtGeo.yaw + req->orientation.y + 0x4000;
// apply x shake
- Quake_AddVecGeoToVec3f(&offset, &offset, &geo);
+ offset = Quake_AddVecGeoToVec3f(&offset, &geo);
} else {
offset.x = 0;
offset.y = req->y * y;
@@ -71,7 +68,7 @@ void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x) {
geo.r = req->x * x;
geo.pitch = req->orientation.x;
geo.yaw = req->orientation.y;
- Quake_AddVecGeoToVec3f(&offset, &offset, &geo);
+ offset = Quake_AddVecGeoToVec3f(&offset, &geo);
}
shake->atOffset = shake->eyeOffset = offset;
diff --git a/src/code/z_rcp.c b/src/code/z_rcp.c
index 3b9a850986..b9948003c8 100644
--- a/src/code/z_rcp.c
+++ b/src/code/z_rcp.c
@@ -1380,7 +1380,7 @@ Gfx* func_80094E78(GraphicsContext* gfxCtx, u32 x, u32 y) {
}
Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height) {
- Gfx* displayList = Graph_Alloc(gfxCtx, 3 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, 3 * sizeof(Gfx));
x %= 512 << 2;
y %= 512 << 2;
@@ -1394,7 +1394,7 @@ Gfx* Gfx_TexScroll(GraphicsContext* gfxCtx, u32 x, u32 y, s32 width, s32 height)
Gfx* Gfx_TwoTexScroll(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2, u32 x2,
u32 y2, s32 width2, s32 height2) {
- Gfx* displayList = Graph_Alloc(gfxCtx, 5 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, 5 * sizeof(Gfx));
x1 %= 512 << 2;
y1 %= 512 << 2;
@@ -1412,7 +1412,7 @@ Gfx* Gfx_TwoTexScroll(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 wi
Gfx* Gfx_TwoTexScrollEnvColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
- Gfx* displayList = Graph_Alloc(gfxCtx, 6 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, 6 * sizeof(Gfx));
x1 %= 512 << 2;
y1 %= 512 << 2;
@@ -1430,7 +1430,7 @@ Gfx* Gfx_TwoTexScrollEnvColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1
}
Gfx* Gfx_EnvColor(GraphicsContext* gfxCtx, s32 r, s32 g, s32 b, s32 a) {
- Gfx* displayList = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetEnvColor(displayList, r, g, b, a);
gSPEndDisplayList(displayList + 1);
diff --git a/src/code/z_room.c b/src/code/z_room.c
index 25850aa196..1e9e29e8f0 100644
--- a/src/code/z_room.c
+++ b/src/code/z_room.c
@@ -389,7 +389,7 @@ void Room_DrawImageSingle(PlayState* play, Room* room, u32 flags) {
Vec3f quakeOffset;
gfx = POLY_OPA_DISP;
- Camera_GetQuakeOffset(&quakeOffset, activeCam);
+ quakeOffset = Camera_GetQuakeOffset(activeCam);
Room_DrawBackground2D(&gfx, roomShape->source, roomShape->tlut, roomShape->width, roomShape->height,
roomShape->fmt, roomShape->siz, roomShape->tlutMode, roomShape->tlutCount,
(quakeOffset.x + quakeOffset.z) * 1.2f + quakeOffset.y * 0.6f,
@@ -487,7 +487,7 @@ void Room_DrawImageMulti(PlayState* play, Room* room, u32 flags) {
Vec3f quakeOffset;
gfx = POLY_OPA_DISP;
- Camera_GetQuakeOffset(&quakeOffset, activeCam);
+ quakeOffset = Camera_GetQuakeOffset(activeCam);
Room_DrawBackground2D(&gfx, bgEntry->source, bgEntry->tlut, bgEntry->width, bgEntry->height,
bgEntry->fmt, bgEntry->siz, bgEntry->tlutMode, bgEntry->tlutCount,
(quakeOffset.x + quakeOffset.z) * 1.2f + quakeOffset.y * 0.6f,
@@ -571,7 +571,7 @@ u32 func_80096FE8(PlayState* play, RoomContext* roomCtx) {
osSyncPrintf(VT_FGCOL(YELLOW));
// "Room buffer size=%08x(%5.1fK)"
osSyncPrintf("部屋バッファサイズ=%08x(%5.1fK)\n", maxRoomSize, maxRoomSize / 1024.0f);
- roomCtx->bufPtrs[0] = GameState_Alloc(&play->state, maxRoomSize, "../z_room.c", 946);
+ roomCtx->bufPtrs[0] = GAME_STATE_ALLOC(&play->state, maxRoomSize, "../z_room.c", 946);
// "Room buffer initial pointer=%08x"
osSyncPrintf("部屋バッファ開始ポインタ=%08x\n", roomCtx->bufPtrs[0]);
roomCtx->bufPtrs[1] = (void*)((uintptr_t)roomCtx->bufPtrs[0] + maxRoomSize);
@@ -604,8 +604,8 @@ s32 func_8009728C(PlayState* play, RoomContext* roomCtx, s32 roomNum) {
(void*)ALIGN16((uintptr_t)roomCtx->bufPtrs[roomCtx->unk_30] - ((size + 8) * roomCtx->unk_30 + 7));
osCreateMesgQueue(&roomCtx->loadQueue, &roomCtx->loadMsg, 1);
- DmaMgr_RequestAsync(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
- &roomCtx->loadQueue, NULL, "../z_room.c", 1036);
+ DMA_REQUEST_ASYNC(&roomCtx->dmaRequest, roomCtx->unk_34, play->roomList[roomNum].vromStart, size, 0,
+ &roomCtx->loadQueue, NULL, "../z_room.c", 1036);
roomCtx->unk_30 ^= 1;
return true;
diff --git a/src/code/z_sample.c b/src/code/z_sample.c
index 3b5e1c208f..d2469cf404 100644
--- a/src/code/z_sample.c
+++ b/src/code/z_sample.c
@@ -22,7 +22,7 @@ void Sample_Draw(SampleState* this) {
View_Apply(view, VIEW_ALL);
{
- Mtx* mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ Mtx* mtx = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
guPosition(mtx, SREG(37), SREG(38), SREG(39), 1.0f, SREG(40), SREG(41), SREG(42));
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
@@ -79,8 +79,8 @@ void Sample_SetupView(SampleState* this) {
void Sample_LoadTitleStatic(SampleState* this) {
u32 size = _title_staticSegmentRomEnd - _title_staticSegmentRomStart;
- this->staticSegment = GameState_Alloc(&this->state, size, "../z_sample.c", 163);
- DmaMgr_RequestSyncDebug(this->staticSegment, (uintptr_t)_title_staticSegmentRomStart, size, "../z_sample.c", 164);
+ this->staticSegment = GAME_STATE_ALLOC(&this->state, size, "../z_sample.c", 163);
+ DMA_REQUEST_SYNC(this->staticSegment, (uintptr_t)_title_staticSegmentRomStart, size, "../z_sample.c", 164);
}
void Sample_Init(GameState* thisx) {
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index 6c438ed9cb..134d7ae84e 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -32,8 +32,8 @@ s32 Object_SpawnPersistent(ObjectContext* objectCtx, s16 objectId) {
"this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment",
"../z_scene.c", 142);
- DmaMgr_RequestSyncDebug(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[objectId].vromStart, size,
- "../z_scene.c", 145);
+ DMA_REQUEST_SYNC(objectCtx->slots[objectCtx->numEntries].segment, gObjectTable[objectId].vromStart, size,
+ "../z_scene.c", 145);
if (objectCtx->numEntries < (ARRAY_COUNT(objectCtx->slots) - 1)) {
objectCtx->slots[objectCtx->numEntries + 1].segment =
@@ -81,7 +81,8 @@ void Object_InitContext(PlayState* play, ObjectContext* objectCtx) {
osSyncPrintf("オブジェクト入れ替えバンク情報 %8.3fKB\n", spaceSize / 1024.0f);
osSyncPrintf(VT_RST);
- objectCtx->spaceStart = objectCtx->slots[0].segment = GameState_Alloc(&play->state, spaceSize, "../z_scene.c", 219);
+ objectCtx->spaceStart = objectCtx->slots[0].segment =
+ GAME_STATE_ALLOC(&play->state, spaceSize, "../z_scene.c", 219);
objectCtx->spaceEnd = (void*)((uintptr_t)objectCtx->spaceStart + spaceSize);
objectCtx->mainKeepSlot = Object_SpawnPersistent(objectCtx, OBJECT_GAMEPLAY_KEEP);
@@ -103,8 +104,8 @@ void Object_UpdateEntries(ObjectContext* objectCtx) {
osSyncPrintf("OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x\n", i, size / 1024.0f, entry->segment);
- DmaMgr_RequestAsync(&entry->dmaRequest, entry->segment, objectFile->vromStart, size, 0,
- &entry->loadQueue, NULL, "../z_scene.c", 266);
+ DMA_REQUEST_ASYNC(&entry->dmaRequest, entry->segment, objectFile->vromStart, size, 0, &entry->loadQueue,
+ NULL, "../z_scene.c", 266);
} else if (osRecvMesg(&entry->loadQueue, NULL, OS_MESG_NOBLOCK) == 0) {
entry->id = -entry->id;
}
@@ -145,7 +146,7 @@ void func_800981B8(ObjectContext* objectCtx) {
objectCtx->slots[i].segment);
osSyncPrintf("num=%d adrs=%x end=%x\n", objectCtx->numEntries, (uintptr_t)objectCtx->slots[i].segment + size,
objectCtx->spaceEnd);
- DmaMgr_RequestSyncDebug(objectCtx->slots[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
+ DMA_REQUEST_SYNC(objectCtx->slots[i].segment, gObjectTable[id].vromStart, size, "../z_scene.c", 342);
}
}
diff --git a/src/code/z_scene_table.c b/src/code/z_scene_table.c
index 835ad264f6..334880e06e 100644
--- a/src/code/z_scene_table.c
+++ b/src/code/z_scene_table.c
@@ -157,7 +157,7 @@ void* sDCLavaFloorTextures[] = {
void Scene_DrawConfigDodongosCavern(PlayState* play) {
u32 gameplayFrames;
s32 pad;
- Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
+ Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Gfx[3]));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 4905);
@@ -193,7 +193,7 @@ void Scene_DrawConfigDodongosCavern(PlayState* play) {
void Scene_DrawConfigTempleOfTime(PlayState* play) {
f32 temp;
- Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Gfx));
+ Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 18 * sizeof(Gfx));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 5069);
@@ -784,7 +784,7 @@ void Scene_DrawConfigGerudoTrainingGround(PlayState* play) {
Gfx* Gfx_TwoTexScrollPrimColor(GraphicsContext* gfxCtx, s32 tile1, u32 x1, u32 y1, s32 width1, s32 height1, s32 tile2,
u32 x2, u32 y2, s32 width2, s32 height2, s32 r, s32 g, s32 b, s32 a) {
- Gfx* displayList = Graph_Alloc(gfxCtx, 10 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, 10 * sizeof(Gfx));
x1 %= 512 << 2;
y1 %= 512 << 2;
@@ -966,7 +966,7 @@ void Scene_DrawConfigHyruleField(PlayState* play) {
u32 gameplayFrames;
Gfx* displayListHead;
- displayListHead = Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx));
+ displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 3 * sizeof(Gfx));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 6814);
@@ -1065,7 +1065,7 @@ void Scene_DrawConfigKokiriForest(PlayState* play) {
spA3 = 128;
spA0 = 500;
- displayListHead = Graph_Alloc(play->state.gfxCtx, 6 * sizeof(Gfx));
+ displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 6 * sizeof(Gfx));
if (1) {}
if (1) {}
@@ -1335,7 +1335,7 @@ void Scene_DrawConfigHyruleCastle(PlayState* play) {
}
void Scene_DrawConfigDeathMountainTrail(PlayState* play) {
- Gfx* displayListHead = Graph_Alloc(play->state.gfxCtx, 3 * sizeof(Gfx));
+ Gfx* displayListHead = GRAPH_ALLOC(play->state.gfxCtx, 3 * sizeof(Gfx));
OPEN_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7461);
@@ -1537,7 +1537,7 @@ void Scene_DrawConfigJabuJabu(PlayState* play) {
Matrix_Scale(1.005f, sinf(D_8012A398) * 0.8f, 1.005f, MTXMODE_NEW);
}
- gSPSegment(POLY_OPA_DISP++, 0x0D, Matrix_NewMtx(play->state.gfxCtx, "../z_scene_table.c", 7809));
+ gSPSegment(POLY_OPA_DISP++, 0x0D, MATRIX_NEW(play->state.gfxCtx, "../z_scene_table.c", 7809));
CLOSE_DISPS(play->state.gfxCtx, "../z_scene_table.c", 7811);
}
diff --git a/src/code/z_skelanime.c b/src/code/z_skelanime.c
index 0efb58769d..f6324b361e 100644
--- a/src/code/z_skelanime.c
+++ b/src/code/z_skelanime.c
@@ -39,7 +39,7 @@ void SkelAnime_DrawLimbLod(PlayState* play, s32 limbIndex, void** skeleton, Vec3
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_skelanime.c", 805), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_skelanime.c", 805), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
}
@@ -97,7 +97,7 @@ void SkelAnime_DrawLod(PlayState* play, void** skeleton, Vec3s* jointTable, Over
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_skelanime.c", 881), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
}
@@ -143,7 +143,7 @@ void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton,
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
- Matrix_ToMtx(*mtx, "../z_skelanime.c", 945);
+ MATRIX_TO_MTX(*mtx, "../z_skelanime.c", 945);
{
OPEN_DISPS(play->state.gfxCtx, "../z_skelanime.c", 946);
gSPMatrix(POLY_OPA_DISP++, *mtx, G_MTX_LOAD);
@@ -152,7 +152,7 @@ void SkelAnime_DrawFlexLimbLod(PlayState* play, s32 limbIndex, void** skeleton,
}
(*mtx)++;
} else if (limbDList != NULL) {
- Matrix_ToMtx(*mtx, "../z_skelanime.c", 954);
+ MATRIX_TO_MTX(*mtx, "../z_skelanime.c", 954);
(*mtx)++;
}
}
@@ -185,7 +185,7 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
- Mtx* mtx = Graph_Alloc(play->state.gfxCtx, dListCount * sizeof(Mtx));
+ Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
@@ -211,12 +211,12 @@ void SkelAnime_DrawFlexLod(PlayState* play, void** skeleton, Vec3s* jointTable,
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
- Matrix_ToMtx(mtx, "../z_skelanime.c", 1033);
+ MATRIX_TO_MTX(mtx, "../z_skelanime.c", 1033);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
mtx++;
} else if (limbDList != NULL) {
- Matrix_ToMtx(mtx, "../z_skelanime.c", 1040);
+ MATRIX_TO_MTX(mtx, "../z_skelanime.c", 1040);
mtx++;
}
}
@@ -258,7 +258,7 @@ void SkelAnime_DrawLimbOpa(PlayState* play, s32 limbIndex, void** skeleton, Vec3
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_skelanime.c", 1103), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_skelanime.c", 1103), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
}
@@ -314,7 +314,7 @@ void SkelAnime_DrawOpa(PlayState* play, void** skeleton, Vec3s* jointTable, Over
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_skelanime.c", 1176), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_skelanime.c", 1176), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dList);
}
}
@@ -361,12 +361,12 @@ void SkelAnime_DrawFlexLimbOpa(PlayState* play, s32 limbIndex, void** skeleton,
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
- Matrix_ToMtx(*limbMatrices, "../z_skelanime.c", 1242);
+ MATRIX_TO_MTX(*limbMatrices, "../z_skelanime.c", 1242);
gSPMatrix(POLY_OPA_DISP++, *limbMatrices, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
(*limbMatrices)++;
} else if (limbDList != NULL) {
- Matrix_ToMtx(*limbMatrices, "../z_skelanime.c", 1249);
+ MATRIX_TO_MTX(*limbMatrices, "../z_skelanime.c", 1249);
(*limbMatrices)++;
}
}
@@ -402,7 +402,7 @@ void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
- Mtx* mtx = Graph_Alloc(play->state.gfxCtx, dListCount * sizeof(Mtx));
+ Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(Mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
@@ -430,12 +430,12 @@ void SkelAnime_DrawFlexOpa(PlayState* play, void** skeleton, Vec3s* jointTable,
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, arg)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
- Matrix_ToMtx(mtx, "../z_skelanime.c", 1327);
+ MATRIX_TO_MTX(mtx, "../z_skelanime.c", 1327);
gSPMatrix(POLY_OPA_DISP++, mtx, G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, newDList);
mtx++;
} else if (limbDList != NULL) {
- Matrix_ToMtx(mtx, "../z_skelanime.c", 1334);
+ MATRIX_TO_MTX(mtx, "../z_skelanime.c", 1334);
mtx++;
}
}
@@ -522,7 +522,7 @@ Gfx* SkelAnime_DrawLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec3s*
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &dList, &pos, &rot, arg, &gfx)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
- gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD);
+ gSPMatrix(gfx++, MATRIX_NEW(play->state.gfxCtx, "../z_skelanime.c", 1489), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
}
}
@@ -578,7 +578,7 @@ Gfx* SkelAnime_Draw(PlayState* play, void** skeleton, Vec3s* jointTable, Overrid
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &dList, &pos, &rot, arg, &gfx)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (dList != NULL) {
- gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD);
+ gSPMatrix(gfx++, MATRIX_NEW(play->state.gfxCtx, "../z_skelanime.c", 1558), G_MTX_LOAD);
gSPDisplayList(gfx++, dList);
}
}
@@ -622,12 +622,12 @@ Gfx* SkelAnime_DrawFlexLimb(PlayState* play, s32 limbIndex, void** skeleton, Vec
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, limbIndex, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
- Matrix_ToMtx(*mtx, "../z_skelanime.c", 1623);
+ MATRIX_TO_MTX(*mtx, "../z_skelanime.c", 1623);
gSPMatrix(gfx++, *mtx, G_MTX_LOAD);
gSPDisplayList(gfx++, newDList);
(*mtx)++;
} else if (limbDList != NULL) {
- Matrix_ToMtx(*mtx, "../z_skelanime.c", 1630);
+ MATRIX_TO_MTX(*mtx, "../z_skelanime.c", 1630);
(*mtx)++;
}
}
@@ -662,7 +662,7 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
Gfx* limbDList;
Vec3f pos;
Vec3s rot;
- Mtx* mtx = Graph_Alloc(play->state.gfxCtx, dListCount * sizeof(*mtx));
+ Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, dListCount * sizeof(*mtx));
if (skeleton == NULL) {
osSyncPrintf(VT_FGCOL(RED));
@@ -687,12 +687,12 @@ Gfx* SkelAnime_DrawFlex(PlayState* play, void** skeleton, Vec3s* jointTable, s32
if ((overrideLimbDraw == NULL) || !overrideLimbDraw(play, 1, &newDList, &pos, &rot, arg, &gfx)) {
Matrix_TranslateRotateZYX(&pos, &rot);
if (newDList != NULL) {
- Matrix_ToMtx(mtx, "../z_skelanime.c", 1710);
+ MATRIX_TO_MTX(mtx, "../z_skelanime.c", 1710);
gSPMatrix(gfx++, mtx, G_MTX_LOAD);
gSPDisplayList(gfx++, newDList);
mtx++;
} else if (limbDList != NULL) {
- Matrix_ToMtx(mtx, "../z_skelanime.c", 1717);
+ MATRIX_TO_MTX(mtx, "../z_skelanime.c", 1717);
mtx++;
}
}
@@ -845,10 +845,9 @@ void AnimationContext_SetLoadFrame(PlayState* play, LinkAnimationHeader* animati
s32 pad;
osCreateMesgQueue(&entry->data.load.msgQueue, &entry->data.load.msg, 1);
- DmaMgr_RequestAsync(&entry->data.load.req, frameTable,
- LINK_ANIMATION_OFFSET(linkAnimHeader->segment, ((sizeof(Vec3s) * limbCount + 2) * frame)),
- sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL, "../z_skelanime.c",
- 2004);
+ DMA_REQUEST_ASYNC(&entry->data.load.req, frameTable,
+ LINK_ANIMATION_OFFSET(linkAnimHeader->segment, ((sizeof(Vec3s) * limbCount + 2) * frame)),
+ sizeof(Vec3s) * limbCount + 2, 0, &entry->data.load.msgQueue, NULL, "../z_skelanime.c", 2004);
}
}
@@ -1068,8 +1067,8 @@ void SkelAnime_InitLink(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeade
}
if (jointTable == NULL) {
- skelAnime->jointTable = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2364);
- skelAnime->morphTable = ZeldaArena_MallocDebug(allocSize, "../z_skelanime.c", 2365);
+ skelAnime->jointTable = ZELDA_ARENA_MALLOC(allocSize, "../z_skelanime.c", 2364);
+ skelAnime->morphTable = ZELDA_ARENA_MALLOC(allocSize, "../z_skelanime.c", 2365);
} else {
ASSERT(limbBufCount == limbCount, "joint_buff_num == joint_num", "../z_skelanime.c", 2369);
@@ -1384,9 +1383,9 @@ SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHe
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->segment);
if (jointTable == NULL) {
skelAnime->jointTable =
- ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->jointTable), "../z_skelanime.c", 2968);
+ ZELDA_ARENA_MALLOC(skelAnime->limbCount * sizeof(*skelAnime->jointTable), "../z_skelanime.c", 2968);
skelAnime->morphTable =
- ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->morphTable), "../z_skelanime.c", 2969);
+ ZELDA_ARENA_MALLOC(skelAnime->limbCount * sizeof(*skelAnime->morphTable), "../z_skelanime.c", 2969);
} else {
ASSERT(limbCount == skelAnime->limbCount, "joint_buff_num == this->joint_num", "../z_skelanime.c", 2973);
skelAnime->jointTable = jointTable;
@@ -1417,10 +1416,10 @@ SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* sk
if (jointTable == NULL) {
skelAnime->jointTable =
- ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->jointTable), "../z_skelanime.c", 3047);
+ ZELDA_ARENA_MALLOC(skelAnime->limbCount * sizeof(*skelAnime->jointTable), "../z_skelanime.c", 3047);
skelAnime->morphTable =
- ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->morphTable), "../z_skelanime.c", 3048);
+ ZELDA_ARENA_MALLOC(skelAnime->limbCount * sizeof(*skelAnime->morphTable), "../z_skelanime.c", 3048);
} else {
ASSERT(limbCount == skelAnime->limbCount, "joint_buff_num == this->joint_num", "../z_skelanime.c", 3052);
skelAnime->jointTable = jointTable;
@@ -1449,9 +1448,9 @@ SkelAnime_InitSkin(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skelet
skelAnime->limbCount = skeletonHeader->limbCount + 1;
skelAnime->skeleton = SEGMENTED_TO_VIRTUAL(skeletonHeader->segment);
skelAnime->jointTable =
- ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->jointTable), "../z_skelanime.c", 3120);
+ ZELDA_ARENA_MALLOC(skelAnime->limbCount * sizeof(*skelAnime->jointTable), "../z_skelanime.c", 3120);
skelAnime->morphTable =
- ZeldaArena_MallocDebug(skelAnime->limbCount * sizeof(*skelAnime->morphTable), "../z_skelanime.c", 3121);
+ ZELDA_ARENA_MALLOC(skelAnime->limbCount * sizeof(*skelAnime->morphTable), "../z_skelanime.c", 3121);
if ((skelAnime->jointTable == NULL) || (skelAnime->morphTable == NULL)) {
osSyncPrintf(VT_FGCOL(RED));
// "Memory allocation error"
@@ -1839,13 +1838,13 @@ s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame) {
*/
void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play) {
if (skelAnime->jointTable != NULL) {
- ZeldaArena_FreeDebug(skelAnime->jointTable, "../z_skelanime.c", 3729);
+ ZELDA_ARENA_FREE(skelAnime->jointTable, "../z_skelanime.c", 3729);
} else {
osSyncPrintf("now_joint あきまへん!!\n"); // "now_joint is freed! !"
}
if (skelAnime->morphTable != NULL) {
- ZeldaArena_FreeDebug(skelAnime->morphTable, "../z_skelanime.c", 3731);
+ ZELDA_ARENA_FREE(skelAnime->morphTable, "../z_skelanime.c", 3731);
} else {
osSyncPrintf("morf_joint あきまへん!!\n"); // "morf_joint is freed !!"
}
diff --git a/src/code/z_skin_awb.c b/src/code/z_skin_awb.c
index e16556ca6a..ed5d9e587d 100644
--- a/src/code/z_skin_awb.c
+++ b/src/code/z_skin_awb.c
@@ -48,7 +48,7 @@ void Skin_Init(PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, Anim
skeleton = SEGMENTED_TO_VIRTUAL(skin->skeletonHeader->segment);
limbCount = skin->skeletonHeader->limbCount;
- skin->vtxTable = ZeldaArena_MallocDebug(limbCount * sizeof(SkinLimbVtx), "../z_skin_awb.c", 212);
+ skin->vtxTable = ZELDA_ARENA_MALLOC(limbCount * sizeof(SkinLimbVtx), "../z_skin_awb.c", 212);
ASSERT(skin->vtxTable != NULL, "pskin_awb->avb_tbl != NULL", "../z_skin_awb.c", 214);
@@ -67,11 +67,11 @@ void Skin_Init(PlayState* play, Skin* skin, SkeletonHeader* skeletonHeader, Anim
vtxEntry->index = 0;
vtxEntry->buf[0] =
- ZeldaArena_MallocDebug(animatedLimbData->totalVtxCount * sizeof(Vtx), "../z_skin_awb.c", 235);
+ ZELDA_ARENA_MALLOC(animatedLimbData->totalVtxCount * sizeof(Vtx), "../z_skin_awb.c", 235);
ASSERT(vtxEntry->buf[0] != NULL, "psavb->buf[0] != NULL", "../z_skin_awb.c", 237);
vtxEntry->buf[1] =
- ZeldaArena_MallocDebug(animatedLimbData->totalVtxCount * sizeof(Vtx), "../z_skin_awb.c", 240);
+ ZELDA_ARENA_MALLOC(animatedLimbData->totalVtxCount * sizeof(Vtx), "../z_skin_awb.c", 240);
ASSERT(vtxEntry->buf[1] != NULL, "psavb->buf[1] != NULL", "../z_skin_awb.c", 242);
Skin_InitAnimatedLimb(play, skin, i);
@@ -90,17 +90,17 @@ void Skin_Free(PlayState* play, Skin* skin) {
for (i = 0; i < skin->limbCount; i++) {
if (skin->vtxTable[i].buf[0] != NULL) {
- ZeldaArena_FreeDebug(skin->vtxTable[i].buf[0], "../z_skin_awb.c", 276);
+ ZELDA_ARENA_FREE(skin->vtxTable[i].buf[0], "../z_skin_awb.c", 276);
skin->vtxTable[i].buf[0] = NULL;
}
if (skin->vtxTable[i].buf[1] != NULL) {
- ZeldaArena_FreeDebug(skin->vtxTable[i].buf[1], "../z_skin_awb.c", 280);
+ ZELDA_ARENA_FREE(skin->vtxTable[i].buf[1], "../z_skin_awb.c", 280);
skin->vtxTable[i].buf[1] = NULL;
}
}
if (skin->vtxTable != NULL) {
- ZeldaArena_FreeDebug(skin->vtxTable, "../z_skin_awb.c", 286);
+ ZELDA_ARENA_FREE(skin->vtxTable, "../z_skin_awb.c", 286);
}
SkelAnime_Free(&skin->skelAnime, play);
diff --git a/src/code/z_skin_matrix.c b/src/code/z_skin_matrix.c
index 35b8411a4e..3879af52fa 100644
--- a/src/code/z_skin_matrix.c
+++ b/src/code/z_skin_matrix.c
@@ -593,7 +593,7 @@ void SkinMatrix_MtxFToMtx(MtxF* src, Mtx* dest) {
}
Mtx* SkinMatrix_MtxFToNewMtx(GraphicsContext* gfxCtx, MtxF* src) {
- Mtx* mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ Mtx* mtx = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
if (mtx == NULL) {
osSyncPrintf("Skin_Matrix_to_Mtx_new() 確保失敗:NULLを返して終了\n", mtx);
diff --git a/src/code/z_sram.c b/src/code/z_sram.c
index be42f16fd3..ff54527236 100644
--- a/src/code/z_sram.c
+++ b/src/code/z_sram.c
@@ -915,7 +915,7 @@ void Sram_InitSram(GameState* gameState, SramContext* sramCtx) {
}
void Sram_Alloc(GameState* gameState, SramContext* sramCtx) {
- sramCtx->readBuff = GameState_Alloc(gameState, SRAM_SIZE, "../z_sram.c", 1294);
+ sramCtx->readBuff = GAME_STATE_ALLOC(gameState, SRAM_SIZE, "../z_sram.c", 1294);
ASSERT(sramCtx->readBuff != NULL, "sram->read_buff != NULL", "../z_sram.c", 1295);
}
diff --git a/src/code/z_view.c b/src/code/z_view.c
index 117957d1ba..d1df496ba9 100644
--- a/src/code/z_view.c
+++ b/src/code/z_view.c
@@ -21,7 +21,7 @@ void View_ViewportToVp(Vp* dest, Viewport* src) {
}
View* View_New(GraphicsContext* gfxCtx) {
- View* view = SystemArena_MallocDebug(sizeof(View), "../z_view.c", 285);
+ View* view = SYSTEM_ARENA_MALLOC(sizeof(View), "../z_view.c", 285);
if (view != NULL) {
__osMemset(view, 0, sizeof(View));
@@ -32,7 +32,7 @@ View* View_New(GraphicsContext* gfxCtx) {
}
void View_Free(View* view) {
- SystemArena_FreeDebug(view, "../z_view.c", 297);
+ SYSTEM_ARENA_FREE(view, "../z_view.c", 297);
}
void View_Init(View* view, GraphicsContext* gfxCtx) {
@@ -261,7 +261,7 @@ s32 View_StepDistortion(View* view, Mtx* projectionMtx) {
Matrix_RotateZ(-view->curDistortionOrientation.z, MTXMODE_APPLY);
Matrix_RotateY(-view->curDistortionOrientation.y, MTXMODE_APPLY);
Matrix_RotateX(-view->curDistortionOrientation.x, MTXMODE_APPLY);
- Matrix_ToMtx(projectionMtx, "../z_view.c", 566);
+ MATRIX_TO_MTX(projectionMtx, "../z_view.c", 566);
return true;
}
@@ -291,7 +291,7 @@ s32 View_ApplyPerspective(View* view) {
OPEN_DISPS(gfxCtx, "../z_view.c", 596);
// Viewport
- vp = Graph_Alloc(gfxCtx, sizeof(Vp));
+ vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp));
LogUtils_CheckNullPointer("vp", vp, "../z_view.c", 601);
View_ViewportToVp(vp, &view->viewport);
view->vp = *vp;
@@ -302,7 +302,7 @@ s32 View_ApplyPerspective(View* view) {
gSPViewport(POLY_XLU_DISP++, vp);
// Perspective projection
- projection = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("projection", projection, "../z_view.c", 616);
view->projectionPtr = projection;
@@ -350,7 +350,7 @@ s32 View_ApplyPerspective(View* view) {
gSPMatrix(POLY_XLU_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
// View matrix (look-at)
- viewing = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ viewing = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("viewing", viewing, "../z_view.c", 667);
view->viewingPtr = viewing;
@@ -394,7 +394,7 @@ s32 View_ApplyOrtho(View* view) {
OPEN_DISPS(gfxCtx, "../z_view.c", 726);
- vp = Graph_Alloc(gfxCtx, sizeof(Vp));
+ vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp));
LogUtils_CheckNullPointer("vp", vp, "../z_view.c", 730);
View_ViewportToVp(vp, &view->viewport);
view->vp = *vp;
@@ -405,7 +405,7 @@ s32 View_ApplyOrtho(View* view) {
gSPViewport(POLY_XLU_DISP++, vp);
gSPViewport(OVERLAY_DISP++, vp);
- projection = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("projection", projection, "../z_view.c", 744);
view->projectionPtr = projection;
@@ -434,7 +434,7 @@ s32 View_ApplyOrthoToOverlay(View* view) {
OPEN_DISPS(gfxCtx, "../z_view.c", 777);
- vp = Graph_Alloc(gfxCtx, sizeof(Vp));
+ vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp));
LogUtils_CheckNullPointer("vp", vp, "../z_view.c", 781);
View_ViewportToVp(vp, &view->viewport);
view->vp = *vp;
@@ -444,7 +444,7 @@ s32 View_ApplyOrthoToOverlay(View* view) {
view->viewport.bottomY);
gSPViewport(OVERLAY_DISP++, vp);
- projection = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("projection", projection, "../z_view.c", 791);
view->projectionPtr = projection;
@@ -475,7 +475,7 @@ s32 View_ApplyPerspectiveToOverlay(View* view) {
OPEN_DISPS(gfxCtx, "../z_view.c", 816);
- vp = Graph_Alloc(gfxCtx, sizeof(Vp));
+ vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp));
LogUtils_CheckNullPointer("vp", vp, "../z_view.c", 821);
View_ViewportToVp(vp, &view->viewport);
view->vp = *vp;
@@ -485,7 +485,7 @@ s32 View_ApplyPerspectiveToOverlay(View* view) {
view->viewport.bottomY);
gSPViewport(OVERLAY_DISP++, vp);
- projection = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("projection", projection, "../z_view.c", 833);
view->projectionPtr = projection;
@@ -500,7 +500,7 @@ s32 View_ApplyPerspectiveToOverlay(View* view) {
gSPPerspNormalize(OVERLAY_DISP++, view->normal);
gSPMatrix(OVERLAY_DISP++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
- viewing = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ viewing = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("viewing", viewing, "../z_view.c", 848);
view->viewingPtr = viewing;
@@ -551,7 +551,7 @@ s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP) {
mask = (view->flags & mask) | (mask >> 4);
if (mask & VIEW_VIEWPORT) {
- vp = Graph_Alloc(gfxCtx, sizeof(Vp));
+ vp = GRAPH_ALLOC(gfxCtx, sizeof(Vp));
LogUtils_CheckNullPointer("vp", vp, "../z_view.c", 910);
View_ViewportToVp(vp, &view->viewport);
@@ -564,7 +564,7 @@ s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP) {
}
if (mask & VIEW_PROJECTION_ORTHO) {
- projection = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("projection", projection, "../z_view.c", 921);
view->projectionPtr = projection;
@@ -575,7 +575,7 @@ s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP) {
gSPMatrix(gfx++, projection, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
} else if (mask & (VIEW_PROJECTION_PERSPECTIVE | VIEW_VIEWPORT)) {
- projection = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ projection = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("projection", projection, "../z_view.c", 932);
view->projectionPtr = projection;
@@ -592,7 +592,7 @@ s32 View_ApplyTo(View* view, s32 mask, Gfx** gfxP) {
}
if (mask & VIEW_VIEWING) {
- viewing = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ viewing = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
LogUtils_CheckNullPointer("viewing", viewing, "../z_view.c", 948);
view->viewingPtr = viewing;
diff --git a/src/code/z_vismono.c b/src/code/z_vismono.c
index 8f0a5653f4..99b20f0f51 100644
--- a/src/code/z_vismono.c
+++ b/src/code/z_vismono.c
@@ -45,7 +45,7 @@ void VisMono_Init(VisMono* this) {
}
void VisMono_Destroy(VisMono* this) {
- SystemArena_FreeDebug(this->dList, "../z_vismono.c", 137);
+ SYSTEM_ARENA_FREE(this->dList, "../z_vismono.c", 137);
}
void VisMono_DesaturateTLUT(VisMono* this, u16* tlut) {
@@ -187,12 +187,12 @@ void VisMono_DrawOld(VisMono* this) {
Gfx* dListEnd;
if (this->tlut == NULL) {
- this->tlut = SystemArena_MallocDebug(256 * G_IM_SIZ_16b_BYTES, "../z_vismono.c", 283);
+ this->tlut = SYSTEM_ARENA_MALLOC(256 * G_IM_SIZ_16b_BYTES, "../z_vismono.c", 283);
VisMono_DesaturateTLUT(this, this->tlut);
}
if (this->dList == NULL) {
- this->dList = SystemArena_MallocDebug(VISMONO_DLSIZE * sizeof(Gfx), "../z_vismono.c", 289);
+ this->dList = SYSTEM_ARENA_MALLOC(VISMONO_DLSIZE * sizeof(Gfx), "../z_vismono.c", 289);
dListEnd = VisMono_DesaturateDList(this, this->dList);
ASSERT(dListEnd <= this->dList + VISMONO_DLSIZE, "glistp_end <= this->mono_dl + DLSIZE", "../z_vismono.c", 292);
}
diff --git a/src/code/z_vr_box.c b/src/code/z_vr_box.c
index 221038ea01..ed3547d4fd 100644
--- a/src/code/z_vr_box.c
+++ b/src/code/z_vr_box.c
@@ -487,43 +487,43 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
}
size = gNormalSkyFiles[skybox1Index].file.vromEnd - gNormalSkyFiles[skybox1Index].file.vromStart;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1054);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1054);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1055);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], gNormalSkyFiles[skybox1Index].file.vromStart, size,
- "../z_vr_box.c", 1058);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], gNormalSkyFiles[skybox1Index].file.vromStart, size,
+ "../z_vr_box.c", 1058);
size = gNormalSkyFiles[skybox2Index].file.vromEnd - gNormalSkyFiles[skybox2Index].file.vromStart;
- skyboxCtx->staticSegments[1] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1060);
+ skyboxCtx->staticSegments[1] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1060);
ASSERT(skyboxCtx->staticSegments[1] != NULL, "vr_box->vr_box_staticSegment[1] != NULL", "../z_vr_box.c",
1061);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[1], gNormalSkyFiles[skybox2Index].file.vromStart, size,
- "../z_vr_box.c", 1064);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[1], gNormalSkyFiles[skybox2Index].file.vromStart, size,
+ "../z_vr_box.c", 1064);
if ((skybox1Index & 1) ^ ((skybox1Index & 4) >> 2)) {
size = gNormalSkyFiles[skybox1Index].palette.vromEnd - gNormalSkyFiles[skybox1Index].palette.vromStart;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size * 2, "../z_vr_box.c", 1072);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size * 2, "../z_vr_box.c", 1072);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1073);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, gNormalSkyFiles[skybox1Index].palette.vromStart, size,
- "../z_vr_box.c", 1075);
- DmaMgr_RequestSyncDebug((u8*)skyboxCtx->palettes + size,
- gNormalSkyFiles[skybox2Index].palette.vromStart, size, "../z_vr_box.c", 1077);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, gNormalSkyFiles[skybox1Index].palette.vromStart, size,
+ "../z_vr_box.c", 1075);
+ DMA_REQUEST_SYNC((u8*)skyboxCtx->palettes + size, gNormalSkyFiles[skybox2Index].palette.vromStart, size,
+ "../z_vr_box.c", 1077);
} else {
size = gNormalSkyFiles[skybox1Index].palette.vromEnd - gNormalSkyFiles[skybox1Index].palette.vromStart;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size * 2, "../z_vr_box.c", 1085);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size * 2, "../z_vr_box.c", 1085);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1086);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, gNormalSkyFiles[skybox2Index].palette.vromStart, size,
- "../z_vr_box.c", 1088);
- DmaMgr_RequestSyncDebug((u8*)skyboxCtx->palettes + size,
- gNormalSkyFiles[skybox1Index].palette.vromStart, size, "../z_vr_box.c", 1090);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, gNormalSkyFiles[skybox2Index].palette.vromStart, size,
+ "../z_vr_box.c", 1088);
+ DMA_REQUEST_SYNC((u8*)skyboxCtx->palettes + size, gNormalSkyFiles[skybox1Index].palette.vromStart, size,
+ "../z_vr_box.c", 1090);
}
break;
@@ -532,162 +532,162 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_SP1a_staticSegmentRomStart;
size = (uintptr_t)_vr_SP1a_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1127);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1127);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1128);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1129);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1129);
start = (uintptr_t)_vr_SP1a_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_SP1a_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1132);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1132);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1133);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1134);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1134);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_OVERCAST_SUNSET:
start = (uintptr_t)_vr_cloud2_staticSegmentRomStart;
size = (uintptr_t)_vr_cloud2_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1155);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1155);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1156);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1159);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1159);
- skyboxCtx->staticSegments[1] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1162);
+ skyboxCtx->staticSegments[1] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1162);
ASSERT(skyboxCtx->staticSegments[1] != NULL, "vr_box->vr_box_staticSegment[1] != NULL", "../z_vr_box.c",
1163);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[1], start, size, "../z_vr_box.c", 1166);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[1], start, size, "../z_vr_box.c", 1166);
start = (uintptr_t)_vr_cloud2_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_cloud2_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size * 2, "../z_vr_box.c", 1170);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size * 2, "../z_vr_box.c", 1170);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1171);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1173);
- DmaMgr_RequestSyncDebug((u8*)skyboxCtx->palettes + size, start, size, "../z_vr_box.c", 1175);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1173);
+ DMA_REQUEST_SYNC((u8*)skyboxCtx->palettes + size, start, size, "../z_vr_box.c", 1175);
break;
case SKYBOX_MARKET_ADULT:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_RUVR_staticSegmentRomStart;
size = (uintptr_t)_vr_RUVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1182);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1182);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1183);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1184);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1184);
start = (uintptr_t)_vr_RUVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_RUVR_pal_staticSegmentRomEnd - start;
osSyncPrintf("SIZE = %d\n", size);
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1188);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1188);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1189);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1190);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1190);
break;
case SKYBOX_CUTSCENE_MAP:
start = (uintptr_t)_vr_holy0_staticSegmentRomStart;
size = (uintptr_t)_vr_holy0_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1196);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1196);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1197);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1200);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1200);
start = (uintptr_t)_vr_holy1_staticSegmentRomStart;
size = (uintptr_t)_vr_holy1_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[1] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1203);
+ skyboxCtx->staticSegments[1] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1203);
ASSERT(skyboxCtx->staticSegments[1] != NULL, "vr_box->vr_box_staticSegment[1] != NULL", "../z_vr_box.c",
1204);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[1], start, size, "../z_vr_box.c", 1207);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[1], start, size, "../z_vr_box.c", 1207);
start = (uintptr_t)_vr_holy0_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_holy0_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size * 2, "../z_vr_box.c", 1211);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size * 2, "../z_vr_box.c", 1211);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1212);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1214);
- DmaMgr_RequestSyncDebug((u8*)skyboxCtx->palettes + size, (uintptr_t)_vr_holy1_pal_staticSegmentRomStart,
- size, "../z_vr_box.c", 1216);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1214);
+ DMA_REQUEST_SYNC((u8*)skyboxCtx->palettes + size, (uintptr_t)_vr_holy1_pal_staticSegmentRomStart, size,
+ "../z_vr_box.c", 1216);
break;
case SKYBOX_HOUSE_LINK:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_LHVR_staticSegmentRomStart;
size = (uintptr_t)_vr_LHVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1226);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1226);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1227);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1228);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1228);
start = (uintptr_t)_vr_LHVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_LHVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1231);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1231);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1232);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1233);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1233);
break;
case SKYBOX_MARKET_CHILD_DAY:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_MDVR_staticSegmentRomStart;
size = (uintptr_t)_vr_MDVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1257);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1257);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1258);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1259);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1259);
start = (uintptr_t)_vr_MDVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_MDVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1262);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1262);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1263);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1264);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1264);
break;
case SKYBOX_MARKET_CHILD_NIGHT:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_MNVR_staticSegmentRomStart;
size = (uintptr_t)_vr_MNVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1271);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1271);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1272);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1273);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1273);
start = (uintptr_t)_vr_MNVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_MNVR_pal_staticSegmentRomEnd - start;
osSyncPrintf("SIZE = %d\n", size);
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1277);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1277);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1278);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1279);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1279);
break;
case SKYBOX_HAPPY_MASK_SHOP:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_FCVR_staticSegmentRomStart;
size = (uintptr_t)_vr_FCVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1286);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1286);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1287);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1288);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1288);
start = (uintptr_t)_vr_FCVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_FCVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1291);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1291);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1292);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1293);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1293);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_HOUSE_KNOW_IT_ALL_BROTHERS:
@@ -695,90 +695,90 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_KHVR_staticSegmentRomStart;
size = (uintptr_t)_vr_KHVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1301);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1301);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1302);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1303);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1303);
start = (uintptr_t)_vr_KHVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_KHVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1306);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1306);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1307);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1308);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1308);
break;
case SKYBOX_HOUSE_OF_TWINS:
skyboxCtx->drawType = SKYBOX_DRAW_256_3FACE;
start = (uintptr_t)_vr_K3VR_staticSegmentRomStart;
size = (uintptr_t)_vr_K3VR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1331);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1331);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1332);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1333);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1333);
start = (uintptr_t)_vr_K3VR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_K3VR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1336);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1336);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1337);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1338);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1338);
break;
case SKYBOX_STABLES:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_MLVR_staticSegmentRomStart;
size = (uintptr_t)_vr_MLVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1345);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1345);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1346);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1347);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1347);
start = (uintptr_t)_vr_MLVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_MLVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1350);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1350);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1351);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1352);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1352);
break;
case SKYBOX_HOUSE_KAKARIKO:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_KKRVR_staticSegmentRomStart;
size = (uintptr_t)_vr_KKRVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1359);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1359);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1360);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1361);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1361);
start = (uintptr_t)_vr_KKRVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_KKRVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1364);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1364);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1365);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1366);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1366);
break;
case SKYBOX_KOKIRI_SHOP:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_KSVR_staticSegmentRomStart;
size = (uintptr_t)_vr_KSVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1373);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1373);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1374);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1375);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1375);
start = (uintptr_t)_vr_KSVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_KSVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1378);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1378);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1379);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1380);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1380);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_GORON_SHOP:
@@ -786,18 +786,18 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_GLVR_staticSegmentRomStart;
size = (uintptr_t)_vr_GLVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1405);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1405);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1406);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1407);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1407);
start = (uintptr_t)_vr_GLVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_GLVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1410);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1410);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1411);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1412);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1412);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_ZORA_SHOP:
@@ -805,18 +805,18 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_ZRVR_staticSegmentRomStart;
size = (uintptr_t)_vr_ZRVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1420);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1420);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1421);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1422);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1422);
start = (uintptr_t)_vr_ZRVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_ZRVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1425);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1425);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1426);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1427);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1427);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_POTION_SHOP_KAKARIKO:
@@ -824,18 +824,18 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_DGVR_staticSegmentRomStart;
size = (uintptr_t)_vr_DGVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1451);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1451);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1452);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1453);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1453);
start = (uintptr_t)_vr_DGVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_DGVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1456);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1456);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1457);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1458);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1458);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_POTION_SHOP_MARKET:
@@ -843,18 +843,18 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_ALVR_staticSegmentRomStart;
size = (uintptr_t)_vr_ALVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1466);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1466);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1467);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1468);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1468);
start = (uintptr_t)_vr_ALVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_ALVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1471);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1471);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1472);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1473);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1473);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_BOMBCHU_SHOP:
@@ -862,18 +862,18 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_NSVR_staticSegmentRomStart;
size = (uintptr_t)_vr_NSVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1481);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1481);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1482);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1483);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1483);
start = (uintptr_t)_vr_NSVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_NSVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1486);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1486);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1487);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1488);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1488);
skyboxCtx->rot.y = 0.8f;
break;
case SKYBOX_HOUSE_RICHARD:
@@ -881,108 +881,108 @@ void Skybox_Setup(PlayState* play, SkyboxContext* skyboxCtx, s16 skyboxId) {
start = (uintptr_t)_vr_IPVR_staticSegmentRomStart;
size = (uintptr_t)_vr_IPVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1512);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1512);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1513);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1514);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1514);
start = (uintptr_t)_vr_IPVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_IPVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1517);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1517);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1518);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1519);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1519);
break;
case SKYBOX_HOUSE_IMPA:
skyboxCtx->drawType = SKYBOX_DRAW_256_4FACE;
start = (uintptr_t)_vr_LBVR_staticSegmentRomStart;
size = (uintptr_t)_vr_LBVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1526);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1526);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1527);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1528);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1528);
start = (uintptr_t)_vr_LBVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_LBVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1531);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1531);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1532);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1533);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1533);
break;
case SKYBOX_TENT:
skyboxCtx->drawType = SKYBOX_DRAW_256_3FACE;
start = (uintptr_t)_vr_TTVR_staticSegmentRomStart;
size = (uintptr_t)_vr_TTVR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1540);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1540);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1541);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1542);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1542);
start = (uintptr_t)_vr_TTVR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_TTVR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1545);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1545);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1546);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1547);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1547);
break;
case SKYBOX_HOUSE_MIDO:
skyboxCtx->drawType = SKYBOX_DRAW_256_3FACE;
start = (uintptr_t)_vr_K4VR_staticSegmentRomStart;
size = (uintptr_t)_vr_K4VR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1560);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1560);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1561);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1562);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1562);
start = (uintptr_t)_vr_K4VR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_K4VR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1565);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1565);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1566);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1567);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1567);
break;
case SKYBOX_HOUSE_SARIA:
skyboxCtx->drawType = SKYBOX_DRAW_256_3FACE;
start = (uintptr_t)_vr_K5VR_staticSegmentRomStart;
size = (uintptr_t)_vr_K5VR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1574);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1574);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1575);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1576);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1576);
start = (uintptr_t)_vr_K5VR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_K5VR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1579);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1579);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1580);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1581);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1581);
break;
case SKYBOX_HOUSE_ALLEY:
skyboxCtx->drawType = SKYBOX_DRAW_256_3FACE;
start = (uintptr_t)_vr_KR3VR_staticSegmentRomStart;
size = (uintptr_t)_vr_KR3VR_staticSegmentRomEnd - start;
- skyboxCtx->staticSegments[0] = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1588);
+ skyboxCtx->staticSegments[0] = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1588);
ASSERT(skyboxCtx->staticSegments[0] != NULL, "vr_box->vr_box_staticSegment[0] != NULL", "../z_vr_box.c",
1589);
- DmaMgr_RequestSyncDebug(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1590);
+ DMA_REQUEST_SYNC(skyboxCtx->staticSegments[0], start, size, "../z_vr_box.c", 1590);
start = (uintptr_t)_vr_KR3VR_pal_staticSegmentRomStart;
size = (uintptr_t)_vr_KR3VR_pal_staticSegmentRomEnd - start;
- skyboxCtx->palettes = GameState_Alloc(&play->state, size, "../z_vr_box.c", 1593);
+ skyboxCtx->palettes = GAME_STATE_ALLOC(&play->state, size, "../z_vr_box.c", 1593);
ASSERT(skyboxCtx->palettes != NULL, "vr_box->vr_box_staticSegment[2] != NULL", "../z_vr_box.c", 1594);
- DmaMgr_RequestSyncDebug(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1595);
+ DMA_REQUEST_SYNC(skyboxCtx->palettes, start, size, "../z_vr_box.c", 1595);
break;
case SKYBOX_UNSET_27:
break;
@@ -1007,24 +1007,24 @@ void Skybox_Init(GameState* state, SkyboxContext* skyboxCtx, s16 skyboxId) {
osSyncPrintf(VT_FGCOL(GREEN));
if (skyboxCtx->drawType != SKYBOX_DRAW_128) {
- skyboxCtx->dListBuf = GameState_Alloc(state, 8 * 150 * sizeof(Gfx), "../z_vr_box.c", 1636);
+ skyboxCtx->dListBuf = GAME_STATE_ALLOC(state, 8 * 150 * sizeof(Gfx), "../z_vr_box.c", 1636);
ASSERT(skyboxCtx->dListBuf != NULL, "vr_box->dpList != NULL", "../z_vr_box.c", 1637);
- skyboxCtx->roomVtx = GameState_Alloc(state, 8 * 32 * sizeof(Vtx), "../z_vr_box.c", 1639);
+ skyboxCtx->roomVtx = GAME_STATE_ALLOC(state, 8 * 32 * sizeof(Vtx), "../z_vr_box.c", 1639);
ASSERT(skyboxCtx->roomVtx != NULL, "vr_box->roomVtx != NULL", "../z_vr_box.c", 1640);
Skybox_Calculate256(skyboxCtx, skyboxId);
} else {
- skyboxCtx->dListBuf = GameState_Alloc(state, 12 * 150 * sizeof(Gfx), "../z_vr_box.c", 1643);
+ skyboxCtx->dListBuf = GAME_STATE_ALLOC(state, 12 * 150 * sizeof(Gfx), "../z_vr_box.c", 1643);
ASSERT(skyboxCtx->dListBuf != NULL, "vr_box->dpList != NULL", "../z_vr_box.c", 1644);
if (skyboxId == SKYBOX_CUTSCENE_MAP) {
- skyboxCtx->roomVtx = GameState_Alloc(state, 6 * 32 * sizeof(Vtx), "../z_vr_box.c", 1648);
+ skyboxCtx->roomVtx = GAME_STATE_ALLOC(state, 6 * 32 * sizeof(Vtx), "../z_vr_box.c", 1648);
ASSERT(skyboxCtx->roomVtx != NULL, "vr_box->roomVtx != NULL", "../z_vr_box.c", 1649);
Skybox_Calculate128(skyboxCtx, 6); // compute all 6 faces
} else {
- skyboxCtx->roomVtx = GameState_Alloc(state, 5 * 32 * sizeof(Vtx), "../z_vr_box.c", 1653);
+ skyboxCtx->roomVtx = GAME_STATE_ALLOC(state, 5 * 32 * sizeof(Vtx), "../z_vr_box.c", 1653);
ASSERT(skyboxCtx->roomVtx != NULL, "vr_box->roomVtx != NULL", "../z_vr_box.c", 1654);
Skybox_Calculate128(skyboxCtx, 5); // compute 5 faces, excludes the bottom face
diff --git a/src/code/z_vr_box_draw.c b/src/code/z_vr_box_draw.c
index 96a785118c..45e3237deb 100644
--- a/src/code/z_vr_box_draw.c
+++ b/src/code/z_vr_box_draw.c
@@ -8,7 +8,7 @@ Mtx* Skybox_UpdateMatrix(SkyboxContext* skyboxCtx, f32 x, f32 y, f32 z) {
Matrix_RotateX(skyboxCtx->rot.x, MTXMODE_APPLY);
Matrix_RotateY(skyboxCtx->rot.y, MTXMODE_APPLY);
Matrix_RotateZ(skyboxCtx->rot.z, MTXMODE_APPLY);
- return Matrix_ToMtx(sSkyboxDrawMatrix, "../z_vr_box_draw.c", 42);
+ return MATRIX_TO_MTX(sSkyboxDrawMatrix, "../z_vr_box_draw.c", 42);
}
void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId, s16 blend, f32 x, f32 y, f32 z) {
@@ -24,13 +24,13 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
gSPTexture(POLY_OPA_DISP++, 0x8000, 0x8000, 0, G_TX_RENDERTILE, G_ON);
// Prepare matrix
- sSkyboxDrawMatrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ sSkyboxDrawMatrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
Matrix_Translate(x, y, z, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(skyboxCtx->rot.x, MTXMODE_APPLY);
Matrix_RotateY(skyboxCtx->rot.y, MTXMODE_APPLY);
Matrix_RotateZ(skyboxCtx->rot.z, MTXMODE_APPLY);
- Matrix_ToMtx(sSkyboxDrawMatrix, "../z_vr_box_draw.c", 76);
+ MATRIX_TO_MTX(sSkyboxDrawMatrix, "../z_vr_box_draw.c", 76);
gSPMatrix(POLY_OPA_DISP++, sSkyboxDrawMatrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Enable magic square RGB dithering and bilinear filtering
diff --git a/src/elf_message/elf_message_field.c b/src/elf_message/elf_message_field.c
index db8b116380..bcdb71caf8 100644
--- a/src/elf_message/elf_message_field.c
+++ b/src/elf_message/elf_message_field.c
@@ -4,7 +4,7 @@
QuestHintCmd gOverworldNaviQuestHints[] = {
QUEST_HINT_FLAG(CHECK, EVENTCHKINF_05, false, 0x40),
QUEST_HINT_FLAG(CHECK, EVENTCHKINF_09, false, 0x41),
- QUEST_HINT_FLAG(CHECK, EVENTCHKINF_12, false, 0x42),
+ QUEST_HINT_FLAG(CHECK, EVENTCHKINF_RECEIVED_WEIRD_EGG, false, 0x42),
QUEST_HINT_FLAG(CHECK, EVENTCHKINF_TALON_RETURNED_FROM_CASTLE, false, 0x43),
QUEST_HINT_FLAG(CHECK, EVENTCHKINF_40, false, 0x44),
QUEST_HINT_SONG(CHECK, ITEM_SONG_SARIA, false, 0x45),
diff --git a/src/libultra/gu/rotate.c b/src/libultra/gu/rotate.c
index 64d4bd6ac7..064006cdf4 100644
--- a/src/libultra/gu/rotate.c
+++ b/src/libultra/gu/rotate.c
@@ -14,7 +14,7 @@ void guRotateF(f32 m[4][4], f32 a, f32 x, f32 y, f32 z) {
guNormalize(&x, &y, &z);
- a = a * D_80134D10;
+ a *= D_80134D10;
sine = sinf(a);
cosine = cosf(a);
diff --git a/src/libultra/libc/ll.c b/src/libultra/libc/ll.c
index df56fb3f33..759d872734 100644
--- a/src/libultra/libc/ll.c
+++ b/src/libultra/libc/ll.c
@@ -28,8 +28,8 @@ long long __ll_mul(long long left, long long right) {
return left * right;
}
-void __ull_divremi(unsigned long long int* quotient, unsigned long long int* remainder,
- unsigned long long dividend, unsigned short divisor) {
+void __ull_divremi(unsigned long long int* quotient, unsigned long long int* remainder, unsigned long long dividend,
+ unsigned short divisor) {
*quotient = dividend / divisor;
*remainder = dividend % divisor;
}
diff --git a/src/libultra/libc/xlitob.c b/src/libultra/libc/xlitob.c
index 32e769b160..2a33062265 100644
--- a/src/libultra/libc/xlitob.c
+++ b/src/libultra/libc/xlitob.c
@@ -7,24 +7,24 @@
static char ldigs[] = "0123456789abcdef";
static char udigs[] = "0123456789ABCDEF";
-void _Litob(_Pft* args, char type) {
+void _Litob(_Pft* args, char code) {
char buff[BUFF_LEN];
const char* digs;
int base;
int i;
unsigned long long num;
- if (type == 'X') {
+ if (code == 'X') {
digs = udigs;
} else {
digs = ldigs;
}
- base = (type == 'o') ? 8 : ((type != 'x' && type != 'X') ? 10 : 16);
+ base = (code == 'o') ? 8 : ((code != 'x' && code != 'X') ? 10 : 16);
i = BUFF_LEN;
num = args->v.ll;
- if ((type == 'd' || type == 'i') && args->v.ll < 0) {
+ if ((code == 'd' || code == 'i') && args->v.ll < 0) {
num = -num;
}
diff --git a/src/libultra/libc/xprintf.c b/src/libultra/libc/xprintf.c
index a838c7173f..9470e141fe 100644
--- a/src/libultra/libc/xprintf.c
+++ b/src/libultra/libc/xprintf.c
@@ -8,9 +8,9 @@
#define isdigit(x) (((x) >= '0' && (x) <= '9'))
#define LDSIGN(x) (((unsigned short*)&(x))[0] & 0x8000)
-#define ATOI(i, a) \
- for (i = 0; isdigit(*a); a++) \
- if (i < 999) \
+#define ATOI(i, a) \
+ for (i = 0; isdigit(*a); a++) \
+ if (i < 999) \
i = *a + i * 10 - '0';
#define PUT(fmt, _size) \
@@ -24,17 +24,17 @@
#define MAX_PAD ((int)sizeof(spaces) - 1)
-#define PAD(src, m) \
- if (m > 0) { \
- int i; \
- int j; \
- for (j = m; j > 0; j -= i) { \
- if ((unsigned)j > MAX_PAD) \
- i = MAX_PAD; \
- else \
- i = j; \
- PUT(src, i); \
- } \
+#define PAD(src, m) \
+ if (m > 0) { \
+ int i; \
+ int j; \
+ for (j = m; j > 0; j -= i) { \
+ if ((unsigned)j > MAX_PAD) \
+ i = MAX_PAD; \
+ else \
+ i = j; \
+ PUT(src, i); \
+ } \
}
char spaces[] = " ";
@@ -69,7 +69,7 @@ int _Printf(PrintCallback pfn, void* arg, const char* fmt, va_list ap) {
for (x.flags = 0; (t = strchr(fchar, *s)) != NULL; s++) {
x.flags |= fbit[t - fchar];
}
-
+
if (*s == '*') {
x.width = va_arg(ap, int);
if (x.width < 0) {
diff --git a/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c b/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c
index b7739f9211..5b1e963064 100644
--- a/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c
+++ b/src/overlays/actors/ovl_Arms_Hook/z_arms_hook.c
@@ -120,7 +120,7 @@ s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent;
if (Player_HoldsHookshot(player)) {
- if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_8) ||
+ if ((player->itemAction != player->heldItemAction) || (player->actor.flags & ACTOR_FLAG_TALK) ||
((player->stateFlags1 & (PLAYER_STATE1_7 | PLAYER_STATE1_26)))) {
this->timer = 0;
ArmsHook_DetachHookFromActor(this);
@@ -169,10 +169,10 @@ void ArmsHook_Shoot(ArmsHook* this, PlayState* play) {
ArmsHook_CheckForCancel(this);
if ((this->timer != 0) && (this->collider.base.atFlags & AT_HIT) &&
- (this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
+ (this->collider.elem.atHitElem->elemType != ELEMTYPE_UNK4)) {
touchedActor = this->collider.base.at;
if ((touchedActor->update != NULL) && (touchedActor->flags & (ACTOR_FLAG_9 | ACTOR_FLAG_10))) {
- if (this->collider.info.atHitInfo->bumperFlags & BUMP_HOOKABLE) {
+ if (this->collider.elem.atHitElem->bumperFlags & BUMP_HOOKABLE) {
ArmsHook_AttachHookToActor(this, touchedActor);
if (CHECK_FLAG_ALL(touchedActor->flags, ACTOR_FLAG_10)) {
func_80865044(this);
@@ -321,7 +321,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
func_80090480(play, &this->collider, &this->hookInfo, &hookNewTip, &hookNewBase);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_arms_hook.c", 895),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_arms_hook.c", 895),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotTipDL);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
@@ -331,7 +331,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(Math_FAtan2F(sp78.x, sp78.z), MTXMODE_APPLY);
Matrix_RotateX(Math_FAtan2F(-sp78.y, sp5C), MTXMODE_APPLY);
Matrix_Scale(0.015f, 0.015f, sqrtf(SQ(sp78.y) + sp58) * 0.01f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_arms_hook.c", 910),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_arms_hook.c", 910),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gLinkAdultHookshotChainDL);
diff --git a/src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.c b/src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.c
index b097c9d6d7..afc9cc19c6 100644
--- a/src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.c
+++ b/src/overlays/actors/ovl_Arrow_Fire/z_arrow_fire.c
@@ -241,7 +241,7 @@ void ArrowFire_Draw(Actor* thisx, PlayState* play2) {
}
Matrix_Scale(this->radius * 0.2f, this->unk_158 * 4.0f, this->radius * 0.2f, MTXMODE_APPLY);
Matrix_Translate(0.0f, -700.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_arrow_fire.c", 666),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_arrow_fire.c", 666),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
diff --git a/src/overlays/actors/ovl_Arrow_Ice/z_arrow_ice.c b/src/overlays/actors/ovl_Arrow_Ice/z_arrow_ice.c
index aa35287aaf..ff8e88896e 100644
--- a/src/overlays/actors/ovl_Arrow_Ice/z_arrow_ice.c
+++ b/src/overlays/actors/ovl_Arrow_Ice/z_arrow_ice.c
@@ -239,7 +239,7 @@ void ArrowIce_Draw(Actor* thisx, PlayState* play) {
}
Matrix_Scale(this->radius * 0.2f, this->unk_160 * 3.0f, this->radius * 0.2f, MTXMODE_APPLY);
Matrix_Translate(0.0f, -700.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_arrow_ice.c", 660),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_arrow_ice.c", 660),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
diff --git a/src/overlays/actors/ovl_Arrow_Light/z_arrow_light.c b/src/overlays/actors/ovl_Arrow_Light/z_arrow_light.c
index babc9b1482..fb96f1124b 100644
--- a/src/overlays/actors/ovl_Arrow_Light/z_arrow_light.c
+++ b/src/overlays/actors/ovl_Arrow_Light/z_arrow_light.c
@@ -237,7 +237,7 @@ void ArrowLight_Draw(Actor* thisx, PlayState* play) {
}
Matrix_Scale(this->radius * 0.2f, this->unk_160 * 4.0f, this->radius * 0.2f, MTXMODE_APPLY);
Matrix_Translate(0.0f, -700.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_arrow_light.c", 648),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_arrow_light.c", 648),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sMaterialDL);
gSPDisplayList(POLY_XLU_DISP++,
diff --git a/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c b/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c
index b7e09c1b8e..aa2653fe34 100644
--- a/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c
+++ b/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.c
@@ -10,27 +10,38 @@
#define FLAGS ACTOR_FLAG_4
+typedef enum {
+ JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0 = 0,
+ JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1 = 3,
+ JABU_OBJECTS_GET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE = 4
+} BgBdanObjectsPropertyGetter;
+typedef enum {
+ JABU_OBJECTS_SET_PROP_CAM_SETTING_NORMAL1 = 1,
+ JABU_OBJECTS_SET_PROP_CAM_SETTING_DUNGEON0 = 2,
+ JABU_OBJECTS_SET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE = 4
+} BgBdanObjectsPropertySetter;
+
void BgBdanObjects_Init(Actor* thisx, PlayState* play);
void BgBdanObjects_Destroy(Actor* thisx, PlayState* play);
void BgBdanObjects_Update(Actor* thisx, PlayState* play);
void BgBdanObjects_Draw(Actor* thisx, PlayState* play);
-void func_8086C054(BgBdanObjects* this, PlayState* play);
-void func_8086C1A0(BgBdanObjects* this, PlayState* play);
-void func_8086C29C(BgBdanObjects* this, PlayState* play);
-void func_8086C55C(BgBdanObjects* this, PlayState* play);
-void func_8086C5BC(BgBdanObjects* this, PlayState* play);
-void func_8086C618(BgBdanObjects* this, PlayState* play);
-void func_8086C6EC(BgBdanObjects* this, PlayState* play);
-void func_8086C76C(BgBdanObjects* this, PlayState* play);
-void func_8086C7D0(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_OctoPlatform_PauseBeforeDescending(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_OctoPlatform_BattleInProgress(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_SinkToFloorHeight(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_WaitForPlayerInRange(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play);
void BgBdanObjects_DoNothing(BgBdanObjects* this, PlayState* play);
-void func_8086C874(BgBdanObjects* this, PlayState* play);
-void func_8086C9A8(BgBdanObjects* this, PlayState* play);
-void func_8086C9F0(BgBdanObjects* this, PlayState* play);
-void func_8086CABC(BgBdanObjects* this, PlayState* play);
-void func_8086CB10(BgBdanObjects* this, PlayState* play);
-void func_8086CB8C(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_ElevatorOscillate(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_WaitForSwitch(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play);
+void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play);
ActorInit Bg_Bdan_Objects_InitVars = {
/**/ ACTOR_BG_BDAN_OBJECTS,
@@ -75,13 +86,13 @@ static Gfx* sDLists[] = {
gJabuFallingPlatformDL,
};
-s32 BgBdanObjects_GetContactRu1(BgBdanObjects* this, s32 arg1) {
+s32 BgBdanObjects_GetProperty(BgBdanObjects* this, s32 arg1) {
switch (arg1) {
- case 0:
+ case JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0:
return this->cameraSetting == CAM_SET_NORMAL0;
- case 4:
+ case JABU_OBJECTS_GET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE:
return GET_INFTABLE(INFTABLE_146);
- case 3:
+ case JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1:
return this->cameraSetting == CAM_SET_DUNGEON1;
default:
osSyncPrintf("Bg_Bdan_Objects_Get_Contact_Ru1\nそんな受信モードは無い%d!!!!!!!!\n");
@@ -89,15 +100,15 @@ s32 BgBdanObjects_GetContactRu1(BgBdanObjects* this, s32 arg1) {
}
}
-void BgBdanObjects_SetContactRu1(BgBdanObjects* this, s32 arg1) {
+void BgBdanObjects_SetProperty(BgBdanObjects* this, s32 arg1) {
switch (arg1) {
- case 1:
+ case JABU_OBJECTS_SET_PROP_CAM_SETTING_NORMAL1:
this->cameraSetting = CAM_SET_NORMAL1;
break;
- case 2:
+ case JABU_OBJECTS_SET_PROP_CAM_SETTING_DUNGEON0:
this->cameraSetting = CAM_SET_DUNGEON0;
break;
- case 4:
+ case JABU_OBJECTS_SET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE:
SET_INFTABLE(INFTABLE_146);
break;
default:
@@ -112,51 +123,51 @@ void BgBdanObjects_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
- this->switchFlag = (thisx->params >> 8) & 0x3F;
+ this->var.switchFlag = (thisx->params >> 8) & 0x3F;
thisx->params &= 0xFF;
- if (thisx->params == 2) {
+ if (thisx->params == JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER) {
thisx->flags |= ACTOR_FLAG_4 | ACTOR_FLAG_5;
play->colCtx.colHeader->waterBoxes[7].ySurface = thisx->world.pos.y;
- this->actionFunc = func_8086C9A8;
+ this->actionFunc = BgBdanObjects_WaitForSwitch;
return;
}
- if (thisx->params == 0) {
+ if (thisx->params == JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM) {
CollisionHeader_GetVirtual(&gJabuBigOctoPlatformCol, &colHeader);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->dyna.actor, &sCylinderInit);
thisx->world.pos.y += -79.0f;
if (Flags_GetClear(play, thisx->room)) {
- Flags_SetSwitch(play, this->switchFlag);
- this->actionFunc = func_8086C6EC;
+ Flags_SetSwitch(play, this->var.switchFlag);
+ this->actionFunc = BgBdanObjects_SinkToFloorHeight;
} else {
- if (BgBdanObjects_GetContactRu1(this, 4)) {
+ if (BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE)) {
if (Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_BIGOKUTA, thisx->home.pos.x,
thisx->home.pos.y, thisx->home.pos.z, 0, thisx->shape.rot.y + 0x8000, 0,
3) != NULL) {
thisx->child->world.pos.z = thisx->child->home.pos.z + 263.0f;
}
thisx->world.rot.y = 0;
- this->actionFunc = func_8086C618;
+ this->actionFunc = BgBdanObjects_OctoPlatform_BattleInProgress;
thisx->world.pos.y = thisx->home.pos.y + -70.0f;
} else {
- Flags_SetSwitch(play, this->switchFlag);
+ Flags_SetSwitch(play, this->var.switchFlag);
this->timer = 0;
- this->actionFunc = func_8086C054;
+ this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene;
}
}
} else {
- if (thisx->params == 1) {
+ if (thisx->params == JABU_OBJECTS_TYPE_SMALL_AUTO_ELEVATOR) {
CollisionHeader_GetVirtual(&gJabuElevatorCol, &colHeader);
this->timer = 512;
- this->switchFlag = 0;
- this->actionFunc = func_8086C874;
- } else {
+ this->var.camChangeTimer = 0;
+ this->actionFunc = BgBdanObjects_ElevatorOscillate;
+ } else { // JABU_OBJECTS_TYPE_FALLING_PLATFORM
CollisionHeader_GetVirtual(&gJabuLoweringPlatformCol, &colHeader);
- if (Flags_GetSwitch(play, this->switchFlag)) {
+ if (Flags_GetSwitch(play, this->var.switchFlag)) {
this->actionFunc = BgBdanObjects_DoNothing;
thisx->world.pos.y = thisx->home.pos.y - 400.0f;
} else {
- this->actionFunc = func_8086CB10;
+ this->actionFunc = BgBdanObjects_WaitForPlayerOnTop;
}
}
}
@@ -167,17 +178,21 @@ void BgBdanObjects_Destroy(Actor* thisx, PlayState* play) {
BgBdanObjects* this = (BgBdanObjects*)thisx;
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
- if (thisx->params == 0) {
+ if (thisx->params == JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM) {
Collider_DestroyCylinder(play, &this->collider);
}
}
-void func_8086C054(BgBdanObjects* this, PlayState* play) {
+/**
+ * This actor will never escape this actionFunc on its own. It relies on
+ * En_Ru1 (Ruto) to change its cameraSetting to NORMAL0, which allows the
+ * state machine to proceed.
+ */
+void BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene(BgBdanObjects* this, PlayState* play) {
Player* player = GET_PLAYER(play);
-
- if (BgBdanObjects_GetContactRu1(this, 0)) {
+ if (BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0)) {
if (this->dyna.actor.xzDistToPlayer < 250.0f) {
- BgBdanObjects_SetContactRu1(this, 1);
+ BgBdanObjects_SetProperty(this, JABU_OBJECTS_SET_PROP_CAM_SETTING_NORMAL1);
this->timer = 20;
OnePointCutscene_Init(play, 3070, -99, &this->dyna.actor, CAM_ID_MAIN);
player->actor.world.pos.x = -1130.0f;
@@ -190,24 +205,24 @@ void func_8086C054(BgBdanObjects* this, PlayState* play) {
this->timer--;
}
if (this->timer == 0) {
- this->actionFunc = func_8086C1A0;
+ this->actionFunc = BgBdanObjects_OctoPlatform_RaiseToUpperPosition;
}
}
- if (!Play_InCsMode(play) && !BgBdanObjects_GetContactRu1(this, 0)) {
+ if (!Play_InCsMode(play) && !BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_CAM_SETTING_NORMAL0)) {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + -79.0f;
} else {
this->dyna.actor.world.pos.y = (this->dyna.actor.home.pos.y + -79.0f) - 5.0f;
}
}
-void func_8086C1A0(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_OctoPlatform_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) {
if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 500.0f, 0.5f, 7.5f, 1.0f) <
0.1f) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
- this->actionFunc = func_8086C29C;
+ this->actionFunc = BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene;
this->timer = 30;
- BgBdanObjects_SetContactRu1(this, 2);
+ BgBdanObjects_SetProperty(this, JABU_OBJECTS_SET_PROP_CAM_SETTING_DUNGEON0);
Rumble_Request(0.0f, 255, 20, 150);
} else {
if (this->timer != 0) {
@@ -221,7 +236,11 @@ void func_8086C1A0(BgBdanObjects* this, PlayState* play) {
}
}
-void func_8086C29C(BgBdanObjects* this, PlayState* play) {
+/**
+ * Again, this actionFunc is inescapable until En_Ru1 (Ruto) sets this
+ * actor's cameraSetting to DUNGEON1.
+ */
+void BgBdanObjects_OctoPlatform_WaitForRutoToAdvanceCutscene(BgBdanObjects* this, PlayState* play) {
s32 quakeIndex;
if (this->timer != 0) {
@@ -234,18 +253,18 @@ void func_8086C29C(BgBdanObjects* this, PlayState* play) {
}
}
- if (BgBdanObjects_GetContactRu1(this, 3)) {
+ if (BgBdanObjects_GetProperty(this, JABU_OBJECTS_GET_PROP_CAM_SETTING_DUNGEON1)) {
Actor_SpawnAsChild(&play->actorCtx, &this->dyna.actor, play, ACTOR_EN_BIGOKUTA, this->dyna.actor.world.pos.x,
this->dyna.actor.world.pos.y + 140.0f, this->dyna.actor.world.pos.z, 0,
this->dyna.actor.shape.rot.y + 0x8000, 0, 0);
- BgBdanObjects_SetContactRu1(this, 4);
+ BgBdanObjects_SetProperty(this, JABU_OBJECTS_SET_PROP_WATCHED_BIGOCTO_INTRO_CUTSCENE);
this->timer = 10;
- this->actionFunc = func_8086C55C;
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ this->actionFunc = BgBdanObjects_OctoPlatform_PauseBeforeDescending;
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
}
}
-void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_OctoPlatform_DescendWithBigOcto(BgBdanObjects* this, PlayState* play) {
Player* player = GET_PLAYER(play);
this->dyna.actor.velocity.y += 0.5f;
@@ -255,7 +274,7 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
this->timer = 60;
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 140.0f;
- this->actionFunc = func_8086C5BC;
+ this->actionFunc = BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle;
OnePointCutscene_Init(play, 3080, -99, this->dyna.actor.child, CAM_ID_MAIN);
player->actor.world.pos.x = -1130.0f;
player->actor.world.pos.y = -1025.0f;
@@ -278,63 +297,64 @@ void func_8086C3D8(BgBdanObjects* this, PlayState* play) {
}
}
-void func_8086C55C(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_OctoPlatform_PauseBeforeDescending(BgBdanObjects* this, PlayState* play) {
this->timer--;
if (this->timer == 0) {
- Flags_UnsetSwitch(play, this->switchFlag);
+ Flags_UnsetSwitch(play, this->var.switchFlag);
} else if (this->timer == -40) {
this->timer = 0;
- this->actionFunc = func_8086C3D8;
+ this->actionFunc = BgBdanObjects_OctoPlatform_DescendWithBigOcto;
}
}
-void func_8086C5BC(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_OctoPlatform_WaitForBigOctoToStartBattle(BgBdanObjects* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
if ((this->timer == 0) && (this->dyna.actor.child != NULL)) {
if (this->dyna.actor.child->params == 2) {
- this->actionFunc = func_8086C618;
+ this->actionFunc = BgBdanObjects_OctoPlatform_BattleInProgress;
} else if (this->dyna.actor.child->params == 0) {
this->dyna.actor.child->params = 1;
}
}
}
-void func_8086C618(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_OctoPlatform_BattleInProgress(BgBdanObjects* this, PlayState* play) {
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
if (Flags_GetClear(play, this->dyna.actor.room)) {
- Flags_SetSwitch(play, this->switchFlag);
+ Flags_SetSwitch(play, this->var.switchFlag);
this->dyna.actor.home.rot.y = (s16)(this->dyna.actor.shape.rot.y + 0x2000) & 0xC000;
- this->actionFunc = func_8086C6EC;
+ this->actionFunc = BgBdanObjects_SinkToFloorHeight;
} else {
this->dyna.actor.shape.rot.y += this->dyna.actor.world.rot.y;
- func_800F436C(&this->dyna.actor.projectedPos, 0x2063, ABS(this->dyna.actor.world.rot.y) / 512.0f);
+ func_800F436C(&this->dyna.actor.projectedPos, NA_SE_EV_ROLL_STAND - SFX_FLAG,
+ ABS(this->dyna.actor.world.rot.y) / 512.0f);
}
}
-void func_8086C6EC(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_SinkToFloorHeight(BgBdanObjects* this, PlayState* play) {
s32 cond = Math_ScaledStepToS(&this->dyna.actor.shape.rot.y, this->dyna.actor.home.rot.y, 0x200);
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + -125.0f, 3.0f)) {
if (cond) {
- this->actionFunc = func_8086C76C;
+ this->actionFunc = BgBdanObjects_WaitForPlayerInRange;
}
}
}
-void func_8086C76C(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_WaitForPlayerInRange(BgBdanObjects* this, PlayState* play) {
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->dyna.actor.xzDistToPlayer < 120.0f) {
- this->actionFunc = func_8086C7D0;
+ this->actionFunc = BgBdanObjects_RaiseToUpperPosition;
OnePointCutscene_Init(play, 3090, -99, &this->dyna.actor, CAM_ID_MAIN);
}
}
}
-void func_8086C7D0(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_RaiseToUpperPosition(BgBdanObjects* this, PlayState* play) {
if (Math_SmoothStepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 965.0f, 0.5f, 15.0f, 0.2f) <
0.01f) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_A);
@@ -347,28 +367,28 @@ void func_8086C7D0(BgBdanObjects* this, PlayState* play) {
void BgBdanObjects_DoNothing(BgBdanObjects* this, PlayState* play) {
}
-void func_8086C874(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_ElevatorOscillate(BgBdanObjects* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
- if (this->switchFlag == 0) {
+ if (this->var.camChangeTimer == 0) {
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
this->cameraSetting = play->cameraPtrs[CAM_ID_MAIN]->setting;
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_NORMAL2);
- Camera_UnsetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_2);
- this->switchFlag = 10;
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_NORMAL2);
+ Camera_UnsetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG);
+ this->var.camChangeTimer = 10;
}
} else {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_NORMAL2);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_NORMAL2);
if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
- if (this->switchFlag != 0) {
- this->switchFlag--;
+ if (this->var.camChangeTimer != 0) {
+ this->var.camChangeTimer--;
}
}
- if (this->switchFlag == 0) {
+ if (this->var.camChangeTimer == 0) {
if (1) {}
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], this->cameraSetting);
- Camera_SetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_2);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], this->cameraSetting);
+ Camera_SetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG);
}
}
this->dyna.actor.world.pos.y =
@@ -378,50 +398,50 @@ void func_8086C874(BgBdanObjects* this, PlayState* play) {
}
}
-void func_8086C9A8(BgBdanObjects* this, PlayState* play) {
- if (Flags_GetSwitch(play, this->switchFlag)) {
+void BgBdanObjects_WaitForSwitch(BgBdanObjects* this, PlayState* play) {
+ if (Flags_GetSwitch(play, this->var.switchFlag)) {
this->timer = 100;
- this->actionFunc = func_8086C9F0;
+ this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
}
}
-void func_8086C9F0(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_ChangeWaterBoxLevel(BgBdanObjects* this, PlayState* play) {
if (this->timer == 0) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 0.5f)) {
- Flags_UnsetSwitch(play, this->switchFlag);
- this->actionFunc = func_8086C9A8;
+ Flags_UnsetSwitch(play, this->var.switchFlag);
+ this->actionFunc = BgBdanObjects_WaitForSwitch;
}
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
} else {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 75.0f, 0.5f)) {
- this->actionFunc = func_8086CABC;
+ this->actionFunc = BgBdanObjects_WaitForTimerExpired;
}
func_8002F948(&this->dyna.actor, NA_SE_EV_WATER_LEVEL_DOWN - SFX_FLAG);
}
play->colCtx.colHeader->waterBoxes[7].ySurface = this->dyna.actor.world.pos.y;
}
-void func_8086CABC(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_WaitForTimerExpired(BgBdanObjects* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
- func_8002F994(&this->dyna.actor, this->timer);
+ func_8002F994(&this->dyna.actor, this->timer); // play ticking sound effect
if (this->timer == 0) {
- this->actionFunc = func_8086C9F0;
+ this->actionFunc = BgBdanObjects_ChangeWaterBoxLevel;
}
}
-void func_8086CB10(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_WaitForPlayerOnTop(BgBdanObjects* this, PlayState* play) {
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
- Flags_SetSwitch(play, this->switchFlag);
+ Flags_SetSwitch(play, this->var.switchFlag);
this->timer = 50;
- this->actionFunc = func_8086CB8C;
+ this->actionFunc = BgBdanObjects_FallToLowerPos;
this->dyna.actor.home.pos.y -= 200.0f;
OnePointCutscene_Init(play, 3100, 51, &this->dyna.actor, CAM_ID_MAIN);
}
}
-void func_8086CB8C(BgBdanObjects* this, PlayState* play) {
+void BgBdanObjects_FallToLowerPos(BgBdanObjects* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
@@ -448,15 +468,15 @@ void BgBdanObjects_Update(Actor* thisx, PlayState* play) {
void BgBdanObjects_Draw(Actor* thisx, PlayState* play) {
BgBdanObjects* this = (BgBdanObjects*)thisx;
- if (thisx->params == 0) {
- if (this->actionFunc == func_8086C054) {
+ if (thisx->params == JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM) {
+ if (this->actionFunc == BgBdanObjects_OctoPlatform_WaitForRutoToStartCutscene) {
if (((thisx->home.pos.y + -79.0f) - 5.0f) < thisx->world.pos.y) {
Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY);
}
}
}
- if (thisx->params == 2) {
+ if (thisx->params == JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER) {
Gfx_DrawDListXlu(play, gJabuWaterDL);
} else {
Gfx_DrawDListOpa(play, sDLists[thisx->params]);
diff --git a/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h b/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h
index 358c6bcaed..62c5392811 100644
--- a/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h
+++ b/src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h
@@ -6,12 +6,22 @@
struct BgBdanObjects;
+typedef enum {
+ JABU_OBJECTS_TYPE_BIG_OCTO_PLATFORM,
+ JABU_OBJECTS_TYPE_SMALL_AUTO_ELEVATOR,
+ JABU_OBJECTS_TYPE_WATERBOX_HEIGHT_CHANGER,
+ JABU_OBJECTS_TYPE_FALLING_PLATFORM
+} BgBdanObjectsType;
+
typedef void (*BgBdanObjectsActionFunc)(struct BgBdanObjects*, PlayState*);
typedef struct BgBdanObjects {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgBdanObjectsActionFunc actionFunc;
- /* 0x0168 */ u8 switchFlag;
+ union {
+ /* 0x0168 */ u8 switchFlag;
+ /* 0x0168 */ u8 camChangeTimer;
+ } var;
/* 0x016A */ s16 timer;
/* 0x016C */ ColliderCylinder collider;
/* 0x01B8 */ s32 cameraSetting;
diff --git a/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c b/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c
index e520fa8bc0..bea9bd146b 100644
--- a/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c
+++ b/src/overlays/actors/ovl_Bg_Bowl_Wall/z_bg_bowl_wall.c
@@ -207,7 +207,7 @@ void BgBowlWall_Draw(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x8, Gfx_TexScroll(play->state.gfxCtx, 0, -2 * (frames = play->state.frames), 16, 16));
gDPPipeSync(POLY_OPA_DISP++);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_bowl_wall.c", 453),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_bowl_wall.c", 453),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
diff --git a/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c b/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c
index 488213514a..522a139eed 100644
--- a/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c
+++ b/src/overlays/actors/ovl_Bg_Breakwall/z_bg_breakwall.c
@@ -297,7 +297,7 @@ void BgBreakwall_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_breakwall.c", 767);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_breakwall.c", 771),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_breakwall.c", 771),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->bombableWallDList);
diff --git a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
index 3a9a74178f..dc28fe90ef 100644
--- a/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
+++ b/src/overlays/actors/ovl_Bg_Dodoago/z_bg_dodoago.c
@@ -314,7 +314,7 @@ void BgDodoago_Draw(Actor* thisx, PlayState* play) {
if (Flags_GetEventChkInf(EVENTCHKINF_B0)) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_dodoago.c", 677),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_dodoago.c", 677),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDodongoLowerJawDL);
}
diff --git a/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c b/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c
index e180a135cd..245c063e0c 100644
--- a/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c
+++ b/src/overlays/actors/ovl_Bg_Dy_Yoseizo/z_bg_dy_yoseizo.c
@@ -501,7 +501,7 @@ void BgDyYoseizo_SayFarewell_NoReward(BgDyYoseizo* this, PlayState* play) {
Message_CloseTextbox(play);
this->mouthState = 0;
this->actionFunc = BgDyYoseizo_SetupSpinShrink;
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
}
BgDyYoseizo_Bob(this, play);
@@ -1029,7 +1029,7 @@ void BgDyYoseizo_DrawEffects(BgDyYoseizo* this, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(effect->roll, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_bg_dy_yoseizo.c", 1810),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_bg_dy_yoseizo.c", 1810),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGreatFairyParticleModelDL));
}
diff --git a/src/overlays/actors/ovl_Bg_Ganon_Otyuka/z_bg_ganon_otyuka.c b/src/overlays/actors/ovl_Bg_Ganon_Otyuka/z_bg_ganon_otyuka.c
index de5ec8a245..c7cf1564b8 100644
--- a/src/overlays/actors/ovl_Bg_Ganon_Otyuka/z_bg_ganon_otyuka.c
+++ b/src/overlays/actors/ovl_Bg_Ganon_Otyuka/z_bg_ganon_otyuka.c
@@ -299,7 +299,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
phi_s1 = sPlatformTopDL;
}
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ganon_otyuka.c", 766),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ganon_otyuka.c", 766),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, phi_s2);
@@ -312,7 +312,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
Matrix_Push();
Matrix_Translate(sSideCenters[i].x, 0.0f, sSideCenters[i].z, MTXMODE_APPLY);
Matrix_RotateY(sSideAngles[i], MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ganon_otyuka.c", 785),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ganon_otyuka.c", 785),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sPlatformSideDL);
Matrix_Pop();
@@ -347,7 +347,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(sSideCenters[i].x, 0.0f, sSideCenters[i].z, MTXMODE_APPLY);
Matrix_RotateY(sSideAngles[i], MTXMODE_APPLY);
Matrix_Scale(0.3f, platform->flashYScale * 0.3f, 0.3f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ganon_otyuka.c", 847),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ganon_otyuka.c", 847),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sFlashDL);
Matrix_Pop();
diff --git a/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c b/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c
index db78ead589..86a0ba8495 100644
--- a/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c
+++ b/src/overlays/actors/ovl_Bg_Gate_Shutter/z_bg_gate_shutter.c
@@ -126,7 +126,7 @@ void BgGateShutter_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_gate_shutter.c", 328),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_gate_shutter.c", 328),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gKakarikoGuardGateDL);
diff --git a/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.c b/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.c
index 4da5de52b4..ae8de3e55e 100644
--- a/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.c
+++ b/src/overlays/actors/ovl_Bg_Gjyo_Bridge/z_bg_gjyo_bridge.c
@@ -109,7 +109,7 @@ void BgGjyoBridge_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, -play->gameplayFrames & 127, 32, 32, 1, 0,
play->gameplayFrames & 127, 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_gjyo_bridge.c", 281),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_gjyo_bridge.c", 281),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gRainbowBridgeDL);
diff --git a/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.c b/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.c
index 887069d904..809158c8a3 100644
--- a/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.c
+++ b/src/overlays/actors/ovl_Bg_Gnd_Firemeiro/z_bg_gnd_firemeiro.c
@@ -143,7 +143,7 @@ void BgGndFiremeiro_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_gnd_firemeiro.c", 280);
Gfx_SetupDL_37Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_gnd_firemeiro.c", 282),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_gnd_firemeiro.c", 282),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFireTrialPlatformDL);
diff --git a/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/z_bg_gnd_soulmeiro.c b/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/z_bg_gnd_soulmeiro.c
index 7117441684..e7ea4f3655 100644
--- a/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/z_bg_gnd_soulmeiro.c
+++ b/src/overlays/actors/ovl_Bg_Gnd_Soulmeiro/z_bg_gnd_soulmeiro.c
@@ -203,7 +203,7 @@ void BgGndSoulmeiro_Draw(Actor* thisx, PlayState* play) {
case 0:
OPEN_DISPS(play->state.gfxCtx, "../z_bg_gnd_soulmeiro.c", 398);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_gnd_soulmeiro.c", 400),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_gnd_soulmeiro.c", 400),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, dLists[params]);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_gnd_soulmeiro.c", 403);
diff --git a/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c b/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c
index ed5ae96a02..43e2d8c90d 100644
--- a/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c
+++ b/src/overlays/actors/ovl_Bg_Haka/z_bg_haka.c
@@ -151,11 +151,11 @@ void BgHaka_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka.c", 406),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka.c", 406),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGravestoneStoneDL);
Matrix_Translate(0.0f, 0.0f, thisx->minVelocityY * 10.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka.c", 416),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka.c", 416),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGravestoneEarthDL);
diff --git a/src/overlays/actors/ovl_Bg_Haka_Gate/z_bg_haka_gate.c b/src/overlays/actors/ovl_Bg_Haka_Gate/z_bg_haka_gate.c
index 3723864815..95f185e4ea 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Gate/z_bg_haka_gate.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Gate/z_bg_haka_gate.c
@@ -328,7 +328,7 @@ void BgHakaGate_DrawFlame(BgHakaGate* this, PlayState* play) {
Matrix_RotateY(BINANG_TO_RAD(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play))), MTXMODE_APPLY);
scale = this->vFlameScale * 0.00001f;
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_gate.c", 744),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_gate.c", 744),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_haka_gate.c", 749);
@@ -355,14 +355,14 @@ void BgHakaGate_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(0.0f, 0.0f, -2000.0f, MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(this->vOpenAngle), MTXMODE_APPLY);
Matrix_Translate(0.0f, 0.0f, 2000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_gate.c", 788),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_gate.c", 788),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_haka_objects_DL_010A10);
Matrix_Put(¤tMtxF);
Matrix_Translate(0.0f, 0.0f, 2000.0f, MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(-this->vOpenAngle), MTXMODE_APPLY);
Matrix_Translate(0.0f, 0.0f, -2000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_gate.c", 796),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_gate.c", 796),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_haka_objects_DL_010C10);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_haka_gate.c", 800);
diff --git a/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c b/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c
index 2295326c56..7374103639 100644
--- a/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c
+++ b/src/overlays/actors/ovl_Bg_Haka_MeganeBG/z_bg_haka_meganebg.c
@@ -139,12 +139,7 @@ void func_8087E040(BgHakaMeganeBG* this, PlayState* play) {
void func_8087E10C(BgHakaMeganeBG* this, PlayState* play) {
this->dyna.actor.velocity.y += 1.0f;
-
- if (this->dyna.actor.velocity.y > 20.0f) {
- this->dyna.actor.velocity.y = 20.0f;
- } else {
- this->dyna.actor.velocity.y = this->dyna.actor.velocity.y;
- }
+ this->dyna.actor.velocity.y = CLAMP_MAX(this->dyna.actor.velocity.y, 20.0f);
if (this->unk_16A != 0) {
this->unk_16A--;
diff --git a/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c b/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c
index 73a8dfe02e..b63018b3fe 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.c
@@ -201,22 +201,22 @@ void BgHakaShip_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_haka_ship.c", 528);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (this->dyna.actor.params == 0) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_ship.c", 534),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_ship.c", 534),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_haka_objects_DL_00D330);
angleTemp = BINANG_TO_RAD(this->yOffset);
Matrix_Translate(-3670.0f, 620.0f, 1150.0f, MTXMODE_APPLY);
Matrix_RotateZ(angleTemp, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_ship.c", 547),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_ship.c", 547),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_haka_objects_DL_005A70);
Matrix_Translate(0.0f, 0.0f, -2300.0f, MTXMODE_APPLY);
Matrix_RotateZ(-(2.0f * angleTemp), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_ship.c", 556),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_ship.c", 556),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_haka_objects_DL_005A70);
} else {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_ship.c", 562),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_ship.c", 562),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_haka_objects_DL_00E910);
}
diff --git a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c
index 50fe918853..1e205a090f 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Trap/z_bg_haka_trap.c
@@ -166,8 +166,8 @@ void BgHakaTrap_Init(Actor* thisx, PlayState* play) {
this->colliderCylinder.dim.radius = 18;
this->colliderCylinder.dim.height = 115;
- this->colliderCylinder.info.toucherFlags &= ~TOUCH_SFX_NORMAL;
- this->colliderCylinder.info.toucherFlags |= TOUCH_SFX_WOOD;
+ this->colliderCylinder.elem.toucherFlags &= ~TOUCH_SFX_NORMAL;
+ this->colliderCylinder.elem.toucherFlags |= TOUCH_SFX_WOOD;
this->actionFunc = func_808801B8;
}
diff --git a/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c b/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c
index d586e4981b..fbc49da85c 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Tubo/z_bg_haka_tubo.c
@@ -116,7 +116,7 @@ void BgHakaTubo_Idle(BgHakaTubo* this, PlayState* play) {
this->flamesCollider.base.atFlags &= ~AT_HIT;
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 5.0f);
}
- // Colliding with hitbox inside the pot
+ // Colliding with collider inside the pot
if (this->potCollider.base.acFlags & AC_HIT) {
this->potCollider.base.acFlags &= ~AC_HIT;
// If the colliding actor is within a 50 unit radius and 50 unit height cylinder centered
@@ -234,7 +234,7 @@ void BgHakaTubo_DrawFlameCircle(BgHakaTubo* this, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->fireScroll & 127, 0, 32, 64, 1, 0,
(this->fireScroll * -15) & 0xFF, 32, 64));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_tubo.c", 497),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_tubo.c", 497),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFireCircleDL);
diff --git a/src/overlays/actors/ovl_Bg_Haka_Water/z_bg_haka_water.c b/src/overlays/actors/ovl_Bg_Haka_Water/z_bg_haka_water.c
index 69c3b950fe..e40af64939 100644
--- a/src/overlays/actors/ovl_Bg_Haka_Water/z_bg_haka_water.c
+++ b/src/overlays/actors/ovl_Bg_Haka_Water/z_bg_haka_water.c
@@ -125,7 +125,7 @@ void BgHakaWater_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 128,
play->gameplayFrames % 128, 32, 32, 1, 0, (0 - play->gameplayFrames) % 128, 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_water.c", 312),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_water.c", 312),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBotwWaterRingDL);
@@ -138,7 +138,7 @@ void BgHakaWater_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (u8)(5.1f * temp));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_haka_water.c", 328),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_haka_water.c", 328),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBotwWaterFallDL);
diff --git a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c
index 9567084e7d..f4edfaded1 100644
--- a/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c
+++ b/src/overlays/actors/ovl_Bg_Heavy_Block/z_bg_heavy_block.c
@@ -503,7 +503,7 @@ void BgHeavyBlock_Draw(Actor* thisx, PlayState* play) {
Matrix_MultVec3f(&D_80884ED4, &thisx->home.pos);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_heavy_block.c", 931),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_heavy_block.c", 931),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gHeavyBlockEntirePillarDL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c b/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c
index d7df9bd1ea..ee9b8a9323 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.c
@@ -252,7 +252,7 @@ void BgHidanCurtain_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->texScroll & 0x7F, 0, 0x20, 0x40, 1, 0,
(this->texScroll * -0xF) & 0xFF, 0x20, 0x40));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_curtain.c", 698),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_curtain.c", 698),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFireCircleDL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c b/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c
index 9083889ad0..5d91381a97 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Dalm/z_bg_hidan_dalm.c
@@ -129,8 +129,8 @@ void BgHidanDalm_Wait(BgHidanDalm* this, PlayState* play) {
(player->meleeWeaponAnimation == PLAYER_MWA_HAMMER_FORWARD ||
player->meleeWeaponAnimation == PLAYER_MWA_HAMMER_SIDE)) {
this->collider.base.acFlags &= ~AC_HIT;
- if ((this->collider.elements[0].info.bumperFlags & BUMP_HIT) ||
- (this->collider.elements[1].info.bumperFlags & BUMP_HIT)) {
+ if ((this->collider.elements[0].base.bumperFlags & BUMP_HIT) ||
+ (this->collider.elements[1].base.bumperFlags & BUMP_HIT)) {
this->dyna.actor.world.rot.y -= 0x4000;
} else {
this->dyna.actor.world.rot.y += 0x4000;
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c b/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c
index 97fb32ad00..441fe805f1 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Firewall/z_bg_hidan_firewall.c
@@ -208,7 +208,7 @@ void BgHidanFirewall_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFireballTexs[this->unk_150]));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x01, 255, 255, 0, 150);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_firewall.c", 458),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_firewall.c", 458),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFireTempleFireballUpperHalfDL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c b/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c
index ea606ec2ab..846903cfb1 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.c
@@ -14,9 +14,9 @@ void BgHidanFslift_Destroy(Actor* thisx, PlayState* play);
void BgHidanFslift_Update(Actor* thisx, PlayState* play);
void BgHidanFslift_Draw(Actor* thisx, PlayState* play);
-void func_80886FCC(BgHidanFslift* this, PlayState* play);
-void func_8088706C(BgHidanFslift* this, PlayState* play);
-void func_808870D8(BgHidanFslift* this, PlayState* play);
+void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play);
+void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play);
+void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play);
ActorInit Bg_Hidan_Fslift_InitVars = {
/**/ ACTOR_BG_HIDAN_FSLIFT,
@@ -53,10 +53,10 @@ void BgHidanFslift_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->dyna.actor);
return;
}
- this->actionFunc = func_80886FCC;
+ this->actionFunc = BgHidanFslift_Idle;
}
-void func_80886F24(BgHidanFslift* this) {
+void BgHidanFslift_SetHookshotTargetPos(BgHidanFslift* this) {
if (this->dyna.actor.child != NULL && this->dyna.actor.child->update != NULL) {
this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x;
this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + 40.0f;
@@ -72,53 +72,53 @@ void BgHidanFslift_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
}
-void func_80886FB4(BgHidanFslift* this) {
+void BgHidanFslift_SetupIdle(BgHidanFslift* this) {
this->timer = 40;
- this->actionFunc = func_80886FCC;
+ this->actionFunc = BgHidanFslift_Idle;
}
-void func_80886FCC(BgHidanFslift* this, PlayState* play) {
- s32 heightBool;
+void BgHidanFslift_Idle(BgHidanFslift* this, PlayState* play) {
+ s32 nearHomePos;
if (this->timer) {
this->timer--;
}
if (this->timer == 0) {
- heightBool = false;
+ nearHomePos = false;
if ((this->dyna.actor.world.pos.y - this->dyna.actor.home.pos.y) < 0.5f) {
- heightBool = true;
+ nearHomePos = true;
}
- if (DynaPolyActor_IsPlayerAbove(&this->dyna) && heightBool) {
- this->actionFunc = func_808870D8;
- } else if (!heightBool) {
- this->actionFunc = func_8088706C;
+ if (DynaPolyActor_IsPlayerAbove(&this->dyna) && nearHomePos) {
+ this->actionFunc = BgHidanFslift_Ascend;
+ } else if (!nearHomePos) {
+ this->actionFunc = BgHidanFslift_Descend;
}
}
}
-void func_8088706C(BgHidanFslift* this, PlayState* play) {
+void BgHidanFslift_Descend(BgHidanFslift* this, PlayState* play) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y, 4.0f)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
- func_80886FB4(this);
+ BgHidanFslift_SetupIdle(this);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
- func_80886F24(this);
+ BgHidanFslift_SetHookshotTargetPos(this);
}
-void func_808870D8(BgHidanFslift* this, PlayState* play) {
+void BgHidanFslift_Ascend(BgHidanFslift* this, PlayState* play) {
if (DynaPolyActor_IsPlayerAbove(&this->dyna)) {
if (Math_StepToF(&this->dyna.actor.world.pos.y, this->dyna.actor.home.pos.y + 790.0f, 4.0f)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EV_BLOCK_BOUND);
- func_80886FB4(this);
+ BgHidanFslift_SetupIdle(this);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_ELEVATOR_MOVE3 - SFX_FLAG);
}
} else {
- func_80886FB4(this);
+ BgHidanFslift_SetupIdle(this);
}
- func_80886F24(this);
+ BgHidanFslift_SetHookshotTargetPos(this);
}
void BgHidanFslift_Update(Actor* thisx, PlayState* play) {
@@ -126,15 +126,17 @@ void BgHidanFslift_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
- if (this->unk_16A == 0) {
- this->unk_16A = 3;
+ if (this->cameraSetting == CAM_SET_NONE) {
+ this->cameraSetting = CAM_SET_DUNGEON0;
}
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
} else if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
- if (this->unk_16A != 0) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ if (this->cameraSetting != CAM_SET_NONE) {
+ // Given the values that get set to `cameraSetting`, it seems likely that it was intended to be
+ // passed to the function call below. But instead `CAM_SET_DUNGEON0` is used directly.
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
- this->unk_16A = 0;
+ this->cameraSetting = CAM_SET_NONE;
}
}
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.h b/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.h
index 731a8e2ce4..e1906d1f40 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.h
+++ b/src/overlays/actors/ovl_Bg_Hidan_Fslift/z_bg_hidan_fslift.h
@@ -12,7 +12,7 @@ typedef struct BgHidanFslift {
/* 0x0000 */ DynaPolyActor dyna;
/* 0x0164 */ BgHidanFsliftActionFunc actionFunc;
/* 0x0168 */ s16 timer;
- /* 0x016A */ s16 unk_16A;
+ /* 0x016A */ s16 cameraSetting;
} BgHidanFslift; // size = 0x016C
#endif
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c b/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c
index dd2604b7fe..8f55a52102 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Fwbig/z_bg_hidan_fwbig.c
@@ -268,7 +268,7 @@ void BgHidanFwbig_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->gameplayFrames % 0x80, 0, 0x20, 0x40, 1, 0,
(u8)(play->gameplayFrames * -15), 0x20, 0x40));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_fwbig.c", 660),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_fwbig.c", 660),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFireTempleBigFireWallDL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c b/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c
index 5ca7e0fcb1..7f09ac3dc6 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Hamstep/z_bg_hidan_hamstep.c
@@ -401,7 +401,7 @@ void BgHidanHamstep_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_hamstep.c", 787),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_hamstep.c", 787),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if ((thisx->params & 0xFF) == 0) {
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c b/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c
index 9aef156962..3b91b2e603 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Kousi/z_bg_hidan_kousi.c
@@ -154,7 +154,7 @@ void BgHidanKousi_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_kousi.c", 354),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_kousi.c", 354),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sMetalFencesDLs[thisx->params & 0xFF]);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c b/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c
index a85d00cae5..d157bc2cbc 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Kowarerukabe/z_bg_hidan_kowarerukabe.c
@@ -327,7 +327,7 @@ void BgHidanKowarerukabe_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_kowarerukabe.c", 568),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_kowarerukabe.c", 568),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sBreakableWallDLists[this->dyna.actor.params & 0xFF]);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c b/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c
index 0d06eadff4..45863efc2e 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Rock/z_bg_hidan_rock.c
@@ -264,10 +264,10 @@ void func_8088B79C(BgHidanRock* this, PlayState* play) {
if (this->unk_169 == 0) {
this->unk_169 = 3;
}
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
} else if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->unk_169 != 0) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
this->unk_169 = 0;
}
@@ -317,10 +317,10 @@ void func_8088B990(BgHidanRock* this, PlayState* play) {
if (this->unk_169 == 0) {
this->unk_169 = 3;
}
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
} else if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->unk_169 != 0) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
this->unk_169 = 0;
}
@@ -369,7 +369,7 @@ void func_8088BC40(PlayState* play, BgHidanRock* this) {
Matrix_Scale(6.0f, this->unk_16C, 6.0f, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sVerticalFlamesTexs[play->gameplayFrames & 7]));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_rock.c", 853),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_rock.c", 853),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFireTempleBigVerticalFlameDL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c b/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c
index 2b45afac0f..1ebe33fcf1 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Rsekizou/z_bg_hidan_rsekizou.c
@@ -214,8 +214,8 @@ Gfx* BgHidanRsekizou_DrawFireball(PlayState* play, BgHidanRsekizou* this, s16 fr
mf->zw = (tmpf7 * coss) + this->dyna.actor.world.pos.z;
gSPMatrix(displayList++,
- Matrix_MtxFToMtx(Matrix_CheckFloats(mf, "../z_bg_hidan_rsekizou.c", 543),
- Graph_Alloc(play->state.gfxCtx, sizeof(Mtx))),
+ Matrix_MtxFToMtx(MATRIX_CHECK_FLOATS(mf, "../z_bg_hidan_rsekizou.c", 543),
+ GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx))),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(displayList++, gFireTempleFireballDL);
@@ -232,7 +232,7 @@ void BgHidanRsekizou_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 568),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_rsekizou.c", 568),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFireTempleSpinningFlamethrowerDL);
Matrix_MtxFCopy(&mf, &gMtxFClear);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c b/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c
index 2cbb720acd..0e0f1f6062 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Sekizou/z_bg_hidan_sekizou.c
@@ -139,8 +139,8 @@ void func_8088CEC0(BgHidanSekizou* this, s32 arg1, s16 arg2) {
element->dim.worldSphere.center.y = (s16)this->dyna.actor.home.pos.y + element->dim.modelSphere.center.y;
element->dim.worldSphere.center.z = this->dyna.actor.home.pos.z - (sp30 * element->dim.modelSphere.center.x) +
(sp2C * element->dim.modelSphere.center.z);
- element->info.toucherFlags |= TOUCH_ON;
- element->info.ocElemFlags |= OCELEM_ON;
+ element->base.toucherFlags |= TOUCH_ON;
+ element->base.ocElemFlags |= OCELEM_ON;
}
}
@@ -210,8 +210,8 @@ void func_8088D434(BgHidanSekizou* this, PlayState* play) {
}
}
for (i = 3 * phi_s4; i < ARRAY_COUNT(this->elements); i++) {
- this->collider.elements[i].info.toucherFlags &= ~TOUCH_ON;
- this->collider.elements[i].info.ocElemFlags &= ~OCELEM_ON;
+ this->collider.elements[i].base.toucherFlags &= ~TOUCH_ON;
+ this->collider.elements[i].base.ocElemFlags &= ~OCELEM_ON;
}
}
@@ -318,8 +318,8 @@ Gfx* func_8088D9F4(PlayState* play, BgHidanSekizou* this, s16 arg2, MtxF* arg3,
arg3->yw = this->dyna.actor.world.pos.y + 30.0f + (.7f * phi_f12);
arg3->zw = (temp_f2 * arg5) + this->dyna.actor.world.pos.z;
gSPMatrix(arg7++,
- Matrix_MtxFToMtx(Matrix_CheckFloats(arg3, "../z_bg_hidan_sekizou.c", 711),
- Graph_Alloc(play->state.gfxCtx, sizeof(Mtx))),
+ Matrix_MtxFToMtx(MATRIX_CHECK_FLOATS(arg3, "../z_bg_hidan_sekizou.c", 711),
+ GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx))),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(arg7++, gFireTempleFireballDL);
@@ -396,7 +396,7 @@ void BgHidanSekizou_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_hidan_sekizou.c", 827);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_sekizou.c", 831),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_sekizou.c", 831),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
gSPDisplayList(POLY_OPA_DISP++, gFireTempleStationaryFlamethrowerShortDL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Sima/z_bg_hidan_sima.c b/src/overlays/actors/ovl_Bg_Hidan_Sima/z_bg_hidan_sima.c
index bf1135aa96..56363ffef7 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Sima/z_bg_hidan_sima.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Sima/z_bg_hidan_sima.c
@@ -259,8 +259,8 @@ Gfx* func_8088EB54(PlayState* play, BgHidanSima* this, Gfx* gfx) {
gSPSegment(gfx++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[(this->timer + s3) % 7]));
gSPMatrix(gfx++,
- Matrix_MtxFToMtx(Matrix_CheckFloats(&mtxF, "../z_bg_hidan_sima.c", 611),
- Graph_Alloc(play->state.gfxCtx, sizeof(Mtx))),
+ Matrix_MtxFToMtx(MATRIX_CHECK_FLOATS(&mtxF, "../z_bg_hidan_sima.c", 611),
+ GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx))),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, gFireTempleFireballDL);
}
@@ -268,8 +268,8 @@ Gfx* func_8088EB54(PlayState* play, BgHidanSima* this, Gfx* gfx) {
mtxF.zw = this->dyna.actor.world.pos.z + (phi_s5 * 25 + 80) * cos;
gSPSegment(gfx++, 0x09, SEGMENTED_TO_VIRTUAL(sFireballsTexs[(this->timer + s3) % 7]));
gSPMatrix(gfx++,
- Matrix_MtxFToMtx(Matrix_CheckFloats(&mtxF, "../z_bg_hidan_sima.c", 624),
- Graph_Alloc(play->state.gfxCtx, sizeof(Mtx))),
+ Matrix_MtxFToMtx(MATRIX_CHECK_FLOATS(&mtxF, "../z_bg_hidan_sima.c", 624),
+ GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx))),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, gFireTempleFireballDL);
return gfx;
@@ -280,7 +280,7 @@ void BgHidanSima_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_hidan_sima.c", 641);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_hidan_sima.c", 645),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_hidan_sima.c", 645),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
gSPDisplayList(POLY_OPA_DISP++, gFireTempleStonePlatform1DL);
diff --git a/src/overlays/actors/ovl_Bg_Hidan_Syoku/z_bg_hidan_syoku.c b/src/overlays/actors/ovl_Bg_Hidan_Syoku/z_bg_hidan_syoku.c
index 2992773fae..e69cca84aa 100644
--- a/src/overlays/actors/ovl_Bg_Hidan_Syoku/z_bg_hidan_syoku.c
+++ b/src/overlays/actors/ovl_Bg_Hidan_Syoku/z_bg_hidan_syoku.c
@@ -112,10 +112,10 @@ void BgHidanSyoku_Update(Actor* thisx, PlayState* play) {
if (this->unk_168 == 0) {
this->unk_168 = 3;
}
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
} else if (!DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
if (this->unk_168 != 0) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
this->unk_168 = 0;
}
diff --git a/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c b/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c
index 46222872ff..3628615f37 100644
--- a/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c
+++ b/src/overlays/actors/ovl_Bg_Ice_Shelter/z_bg_ice_shelter.c
@@ -453,7 +453,7 @@ void BgIceShelter_Draw(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ice_shelter.c", 751),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ice_shelter.c", 751),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch (BGICESHELTER_GET_TYPE(&this->dyna.actor)) {
diff --git a/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c b/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c
index 41379fc56a..81e75edbdc 100644
--- a/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c
+++ b/src/overlays/actors/ovl_Bg_Ingate/z_bg_ingate.c
@@ -107,7 +107,7 @@ void BgInGate_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ingate.c", 245),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ingate.c", 245),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gIngoGateDL);
diff --git a/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c b/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c
index 32fc953c7a..b56effd8c9 100644
--- a/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c
+++ b/src/overlays/actors/ovl_Bg_Jya_1flift/z_bg_jya_1flift.c
@@ -189,9 +189,9 @@ void BgJya1flift_Update(Actor* thisx, PlayState* play2) {
tempIsRiding = DynaPolyActor_IsPlayerOnTop(&this->dyna) ? true : false;
if ((this->actionFunc == BgJya1flift_Move) || (this->actionFunc == BgJya1flift_DelayMove)) {
if (tempIsRiding) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_ELEVATOR_PLATFORM);
} else if (!tempIsRiding && this->isLinkRiding) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
}
this->isLinkRiding = tempIsRiding;
diff --git a/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c b/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c
index ee5050c95c..73c4324f2f 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.c
@@ -84,7 +84,7 @@ void BgJyaBigmirror_HandleCobra(Actor* thisx, PlayState* play) {
curSpawnData->pos.z, 0, curCobraInfo->rotY, 0, curSpawnData->params);
this->actor.child = NULL;
- if (&curCobraInfo->cobra->dyna.actor == NULL) {
+ if (curCobraInfo->cobra == NULL) {
// "Cobra generation failed"
osSyncPrintf("Error : コブラ発生失敗 (%s %d)\n", "../z_bg_jya_bigmirror.c", 221);
}
@@ -223,7 +223,7 @@ void BgJyaBigmirror_DrawLightBeam(Actor* thisx, PlayState* play) {
Matrix_SetTranslateRotateYXZ(this->actor.world.pos.x, this->actor.world.pos.y + 40.0f, this->actor.world.pos.z,
&this->actor.shape.rot);
Matrix_Scale(0.1f, (this->liftHeight * -(1.0f / 1280.0f)) + (1779.4f / 1280.0f), 0.1f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_bigmirror.c", 457),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_bigmirror.c", 457),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBigMirror1DL);
@@ -231,7 +231,7 @@ void BgJyaBigmirror_DrawLightBeam(Actor* thisx, PlayState* play) {
if (1) {}
Matrix_SetTranslateRotateYXZ(lift->world.pos.x, lift->world.pos.y, lift->world.pos.z, &D_80893F4C);
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_bigmirror.c", 467),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_bigmirror.c", 467),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBigMirror2DL);
}
diff --git a/src/overlays/actors/ovl_Bg_Jya_Block/z_bg_jya_block.c b/src/overlays/actors/ovl_Bg_Jya_Block/z_bg_jya_block.c
index 3090b74ebf..e4155e4f8b 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Block/z_bg_jya_block.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Block/z_bg_jya_block.c
@@ -68,7 +68,7 @@ void BgJyaBlock_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gPushBlockGrayTex));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_block.c", 153),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_block.c", 153),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_OPA_DISP++, 232, 210, 176, 255);
gSPDisplayList(POLY_OPA_DISP++, gPushBlockDL);
diff --git a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c
index 4137f799aa..3567f9d6d8 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Bombchuiwa/z_bg_jya_bombchuiwa.c
@@ -198,7 +198,7 @@ void BgJyaBombchuiwa_Update(Actor* thisx, PlayState* play) {
void BgJyaBombchuiwa_DrawRock(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 436);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 439),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 439),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBombchuiwa2DL);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 443);
@@ -209,7 +209,7 @@ void BgJyaBombchuiwa_DrawLight(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 453);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 457),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_bombchuiwa.c", 457),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, CLAMP_MAX((u32)(this->lightRayIntensity * 153.0f), 153));
gSPDisplayList(POLY_XLU_DISP++, gBombchuiwaLight1DL);
diff --git a/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c b/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c
index 4cfbfe5578..0febcf05d0 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Cobra/z_bg_jya_cobra.c
@@ -530,7 +530,7 @@ void func_80896CB4(PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_jya_cobra.c", 864);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_cobra.c", 867),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_cobra.c", 867),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCobra2DL);
@@ -550,7 +550,7 @@ void func_80896D78(BgJyaCobra* this, PlayState* play) {
Matrix_SetTranslateRotateYXZ(this->unk_180.x, this->unk_180.y, this->unk_180.z, &sp44);
Matrix_Scale(0.1f, 0.1f, this->unk_190, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_cobra.c", 939),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_cobra.c", 939),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s32)(this->unk_18C * 140.0f));
gSPDisplayList(POLY_XLU_DISP++, gCobra3DL);
@@ -589,7 +589,7 @@ void BgJyaCobra_DrawShadow(BgJyaCobra* this, PlayState* play) {
Matrix_Translate(0.0f, 0.0f, 40.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, 120);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_cobra.c", 994),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_cobra.c", 994),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPLoadTextureBlock(POLY_XLU_DISP++, COBRA_SHADOW_TEX_PTR(this), G_IM_FMT_I, G_IM_SIZ_8b, COBRA_SHADOW_TEX_WIDTH,
diff --git a/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c b/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c
index ec5af7b350..a6aa9612fa 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Lift/z_bg_jya_lift.c
@@ -113,7 +113,7 @@ void BgJyaLift_Move(BgJyaLift* this, PlayState* play) {
tempVelocity = (this->dyna.actor.velocity.y < 0.2f) ? 0.2f : this->dyna.actor.velocity.y;
distFromBottom = Math_SmoothStepToF(&this->dyna.actor.world.pos.y, 973.0f, 0.1f, tempVelocity, 0.2f);
if ((this->dyna.actor.world.pos.y < 1440.0f) && (1440.0f <= this->dyna.actor.prevPos.y)) {
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
}
if (fabsf(distFromBottom) < 0.001f) {
BgJyaLift_SetFinalPosY(this);
@@ -136,11 +136,11 @@ void BgJyaLift_Update(Actor* thisx, PlayState* play2) {
this->actionFunc(this, play);
}
if ((this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ABOVE) && !(this->unk_16B & DYNA_INTERACT_PLAYER_ABOVE)) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DIRECTED_YAW);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DIRECTED_YAW);
} else if (!(this->dyna.interactFlags & DYNA_INTERACT_PLAYER_ABOVE) &&
(this->unk_16B & DYNA_INTERACT_PLAYER_ABOVE) &&
(play->cameraPtrs[CAM_ID_MAIN]->setting == CAM_SET_DIRECTED_YAW)) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
this->unk_16B = this->dyna.interactFlags;
diff --git a/src/overlays/actors/ovl_Bg_Jya_Megami/z_bg_jya_megami.c b/src/overlays/actors/ovl_Bg_Jya_Megami/z_bg_jya_megami.c
index 0f62263287..788f16adff 100644
--- a/src/overlays/actors/ovl_Bg_Jya_Megami/z_bg_jya_megami.c
+++ b/src/overlays/actors/ovl_Bg_Jya_Megami/z_bg_jya_megami.c
@@ -307,7 +307,7 @@ void BgJyaMegami_DrawFace(BgJyaMegami* this, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sRightSideCrumbles[this->crumbleIndex]));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sLeftSideCrumbles[this->crumbleIndex]));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_megami.c", 716),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_megami.c", 716),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMegami1DL);
@@ -339,7 +339,7 @@ void BgJyaMegami_DrawExplode(BgJyaMegami* this, PlayState* play) {
Matrix_Translate(sPiecesInit[i].unk_00.x * -10.0f, sPiecesInit[i].unk_00.y * -10.0f,
sPiecesInit[i].unk_00.z * -10.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_jya_megami.c", 778),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_jya_megami.c", 778),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sDLists[i]);
}
diff --git a/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c b/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c
index f261f258f0..a52473acab 100644
--- a/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c
+++ b/src/overlays/actors/ovl_Bg_Menkuri_Eye/z_bg_menkuri_eye.c
@@ -26,7 +26,7 @@ ActorInit Bg_Menkuri_Eye_InitVars = {
/**/ BgMenkuriEye_Draw,
};
-static s32 D_8089C1A0;
+static s32 sNumEyesShot;
static ColliderJntSphElementInit sJntSphElementsInit[1] = {
{
@@ -72,7 +72,7 @@ void BgMenkuriEye_Init(Actor* thisx, PlayState* play) {
colliderList = this->collider.elements;
colliderList->dim.worldSphere.radius = colliderList->dim.modelSphere.radius;
if (!Flags_GetSwitch(play, this->actor.params)) {
- D_8089C1A0 = 0;
+ sNumEyesShot = 0;
}
this->framesUntilDisable = -1;
}
@@ -93,7 +93,7 @@ void BgMenkuriEye_Update(Actor* thisx, PlayState* play) {
}
if (this->framesUntilDisable == 0) {
this->framesUntilDisable = -1;
- D_8089C1A0--;
+ sNumEyesShot--;
}
}
}
@@ -102,11 +102,11 @@ void BgMenkuriEye_Update(Actor* thisx, PlayState* play) {
this->collider.base.acFlags &= ~AC_HIT;
if (this->framesUntilDisable == -1) {
Actor_PlaySfx(&this->actor, NA_SE_EN_AMOS_DAMAGE);
- D_8089C1A0++;
- D_8089C1A0 = CLAMP_MAX(D_8089C1A0, 4);
+ sNumEyesShot++;
+ sNumEyesShot = CLAMP_MAX(sNumEyesShot, 4);
}
this->framesUntilDisable = 416;
- if (D_8089C1A0 == 4) {
+ if (sNumEyesShot == 4) {
Flags_SetSwitch(play, this->actor.params);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
}
@@ -133,7 +133,7 @@ void BgMenkuriEye_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_RotateZYX(this->actor.world.rot.x, this->actor.world.rot.y, this->actor.world.rot.z, MTXMODE_APPLY);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_menkuri_eye.c", 331),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_menkuri_eye.c", 331),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGTGEyeStatueEyeDL);
diff --git a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c
index 70c6a7feea..63b9da19e0 100644
--- a/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c
+++ b/src/overlays/actors/ovl_Bg_Mizu_Bwall/z_bg_mizu_bwall.c
@@ -519,7 +519,7 @@ void BgMizuBwall_Draw(Actor* thisx, PlayState* play2) {
gSPSegment(POLY_OPA_DISP++, 0x0B,
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, 3 * frames, 0, 0x20, 0x20, 1, 0, 0, 0x20,
0x20, 0, 0, 0, this->scrollAlpha4));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_bwall.c", 1129), 2);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mizu_bwall.c", 1129), 2);
if (this->dList != NULL) {
gSPDisplayList(POLY_OPA_DISP++, this->dList);
diff --git a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c
index 4ed08e3eb3..9e78921ae4 100644
--- a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c
+++ b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.c
@@ -21,9 +21,9 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play);
void BgMizuMovebg_Update(Actor* thisx, PlayState* play);
void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2);
-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);
+void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play);
+void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play);
+s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId);
ActorInit Bg_Mizu_Movebg_InitVars = {
/**/ ACTOR_BG_MIZU_MOVEBG,
@@ -37,18 +37,28 @@ ActorInit Bg_Mizu_Movebg_InitVars = {
/**/ BgMizuMovebg_Draw,
};
-static f32 D_8089EB40[] = { -115.200005f, -115.200005f, -115.200005f, 0.0f };
+static f32 sDragonStatueBossRoomOffsetPosY[] = { -115.200005f, -115.200005f, -115.200005f, 0.0f };
-static Gfx* D_8089EB50[] = {
- gObjectMizuObjectsMovebgDL_000190, gObjectMizuObjectsMovebgDL_000680, gObjectMizuObjectsMovebgDL_000C20,
- gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_002E10,
- gObjectMizuObjectsMovebgDL_002E10, gObjectMizuObjectsMovebgDL_0011F0,
+static Gfx* sDLists[] = {
+ gWaterTempleFloatingPlatformOutsideCentralPillarDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR
+ gWaterTempleFloatingPlatformWestDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST
+ gWaterTempleFloatingPlatformInsideCentralPillarDL, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR
+ gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM
+ gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_2
+ gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_3
+ gWaterTempleDragonStatueDL, // MIZUMOVEBG_TYPE_DRAGON_STATUE_4
+ gWaterTempleHookshotPlatformDL, // MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM
};
-static CollisionHeader* D_8089EB70[] = {
- &gObjectMizuObjectsMovebgCol_0003F0, &gObjectMizuObjectsMovebgCol_000998, &gObjectMizuObjectsMovebgCol_000ED0,
- &gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_003590,
- &gObjectMizuObjectsMovebgCol_003590, &gObjectMizuObjectsMovebgCol_0015F8,
+static CollisionHeader* sColHeaders[] = {
+ &gWaterTempleFloatingPlatformOutsideCentralPillarCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR
+ &gWaterTempleFloatingPlatformWestCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST
+ &gWaterTempleFloatingPlatformInsideCentralPillarCol, // MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR
+ &gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM
+ &gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_2
+ &gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_3
+ &gWaterTempleDragonStatueCol, // MIZUMOVEBG_TYPE_DRAGON_STATUE_4
+ &gWaterTempleHookshotPlatformCol, // MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM
};
static InitChainEntry sInitChain[] = {
@@ -58,12 +68,12 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
-static Vec3f D_8089EBA0 = { 0.0f, 80.0f, 23.0f };
-static Vec3f D_8089EBAC = { 0.0f, 80.0f, 23.0f };
+static Vec3f sOffsetPosition1 = { 0.0f, 80.0f, 23.0f };
+static Vec3f sOffsetPosition2 = { 0.0f, 80.0f, 23.0f };
-static u8 D_8089EE40;
+static u8 D_8089EE40; // unknown flags
-s32 func_8089DC30(PlayState* play) {
+s32 BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(PlayState* play) {
s32 result;
if (Flags_GetSwitch(play, WATER_TEMPLE_WATER_F1_FLAG)) {
@@ -82,84 +92,90 @@ void BgMizuMovebg_Init(Actor* thisx, PlayState* play) {
s32 type;
s32 waypointId;
WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes;
- f32 temp;
+ f32 targetPosY;
CollisionHeader* colHeader = NULL;
- Vec3f sp48;
+ Vec3f offsetPos;
Actor_ProcessInitChain(thisx, sInitChain);
((BgMizuMovebg*)thisx)->homeY = thisx->world.pos.y;
- ((BgMizuMovebg*)thisx)->dlist = D_8089EB50[MOVEBG_TYPE(thisx->params)];
+ ((BgMizuMovebg*)thisx)->dList = sDLists[MOVEBG_TYPE(thisx->params)];
DynaPolyActor_Init(&((BgMizuMovebg*)thisx)->dyna, DYNA_TRANSFORM_POS);
- CollisionHeader_GetVirtual(D_8089EB70[MOVEBG_TYPE(thisx->params)], &colHeader);
+ CollisionHeader_GetVirtual(sColHeaders[MOVEBG_TYPE(thisx->params)], &colHeader);
((BgMizuMovebg*)thisx)->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
type = MOVEBG_TYPE(thisx->params);
switch (type) {
- case 0:
- temp = waterBoxes[2].ySurface + 15.0f;
- if (temp < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
+ case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR:
+ targetPosY = waterBoxes[2].ySurface + 15.0f;
+ if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 700.0f;
} else {
- thisx->world.pos.y = temp;
+ thisx->world.pos.y = targetPosY;
}
- ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
+ ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
- case 1:
- temp = waterBoxes[2].ySurface + 15.0f;
- if (temp < ((BgMizuMovebg*)thisx)->homeY - 710.0f) {
+
+ case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST:
+ targetPosY = waterBoxes[2].ySurface + 15.0f;
+ if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 710.0f) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 710.0f;
} else {
- thisx->world.pos.y = temp;
+ thisx->world.pos.y = targetPosY;
}
- ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
+ ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
- case 2:
- temp = waterBoxes[2].ySurface + 15.0f;
- if (temp < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
+
+ case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR:
+ targetPosY = waterBoxes[2].ySurface + 15.0f;
+ if (targetPosY < ((BgMizuMovebg*)thisx)->homeY - 700.0f) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY - 700.0f;
} else {
- thisx->world.pos.y = temp;
+ thisx->world.pos.y = targetPosY;
}
- ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
+ ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
- case 3:
- thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + D_8089EB40[func_8089DC30(play)];
- ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
+
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
+ thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY +
+ sDragonStatueBossRoomOffsetPosY[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)];
+ ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
- case 4:
- case 5:
- case 6:
+
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (Flags_GetSwitch(play, MOVEBG_FLAGS(thisx->params))) {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY + 115.19999999999999;
} else {
thisx->world.pos.y = ((BgMizuMovebg*)thisx)->homeY;
}
- ((BgMizuMovebg*)thisx)->actionFunc = func_8089E318;
+ ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateMain;
break;
- case 7:
+
+ case MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM:
((BgMizuMovebg*)thisx)->scrollAlpha1 = 160;
((BgMizuMovebg*)thisx)->scrollAlpha2 = 160;
((BgMizuMovebg*)thisx)->scrollAlpha3 = 160;
((BgMizuMovebg*)thisx)->scrollAlpha4 = 160;
waypointId = MOVEBG_POINT_ID(thisx->params);
((BgMizuMovebg*)thisx)->waypointId = waypointId;
- func_8089E108(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId);
- ((BgMizuMovebg*)thisx)->actionFunc = func_8089E650;
+ BgMizuMovebg_SetPosFromPath(play->pathList, &thisx->world.pos, MOVEBG_PATH_ID(thisx->params), waypointId);
+ ((BgMizuMovebg*)thisx)->actionFunc = BgMizuMovebg_UpdateHookshotPlatform;
break;
}
type = MOVEBG_TYPE(thisx->params);
switch (type) {
- case 3:
- case 4:
- case 5:
- case 6:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
Matrix_RotateY(BINANG_TO_RAD(thisx->world.rot.y), MTXMODE_NEW);
- Matrix_MultVec3f(&D_8089EBA0, &sp48);
+ Matrix_MultVec3f(&sOffsetPosition1, &offsetPos);
- if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_HSBLOCK, thisx->world.pos.x + sp48.x,
- thisx->world.pos.y + sp48.y, thisx->world.pos.z + sp48.z, thisx->world.rot.x,
- thisx->world.rot.y, thisx->world.rot.z, 2) == NULL) {
+ if (Actor_SpawnAsChild(&play->actorCtx, thisx, play, ACTOR_OBJ_HSBLOCK, thisx->world.pos.x + offsetPos.x,
+ thisx->world.pos.y + offsetPos.y, thisx->world.pos.z + offsetPos.z,
+ thisx->world.rot.x, thisx->world.rot.y, thisx->world.rot.z, 2) == NULL) {
Actor_Kill(thisx);
}
break;
@@ -171,15 +187,16 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) {
DynaPoly_DeleteBgActor(play, &play->colCtx.dyna, this->dyna.bgId);
switch (MOVEBG_TYPE(thisx->params)) {
- case 3:
- case 4:
- case 5:
- case 6:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (this->sfxFlags & 2) {
D_8089EE40 &= ~2;
}
break;
- case 7:
+
+ case MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM:
if (this->sfxFlags & 1) {
D_8089EE40 &= ~1;
}
@@ -187,7 +204,7 @@ void BgMizuMovebg_Destroy(Actor* thisx, PlayState* play) {
}
}
-s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
+s32 BgMizuMovebg_SetPosFromPath(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
Path* path = pathList;
Vec3s* point;
@@ -201,7 +218,7 @@ s32 func_8089E108(Path* pathList, Vec3f* pos, s32 pathId, s32 pointId) {
return 0;
}
-void func_8089E198(BgMizuMovebg* this, PlayState* play) {
+void BgMizuMovebg_SetScrollAlphas(BgMizuMovebg* this, PlayState* play) {
f32 waterLevel = play->colCtx.colHeader->waterBoxes[2].ySurface;
if (waterLevel < WATER_TEMPLE_WATER_F1_Y) {
@@ -234,36 +251,39 @@ void func_8089E198(BgMizuMovebg* this, PlayState* play) {
this->scrollAlpha4 = this->scrollAlpha3;
}
-void func_8089E318(BgMizuMovebg* this, PlayState* play) {
+void BgMizuMovebg_UpdateMain(BgMizuMovebg* this, PlayState* play) {
WaterBox* waterBoxes = play->colCtx.colHeader->waterBoxes;
- f32 phi_f0;
+ f32 targetPosY;
s32 type;
- Vec3f sp28;
+ Vec3f offsetPos;
- func_8089E198(this, play);
+ BgMizuMovebg_SetScrollAlphas(this, play);
type = MOVEBG_TYPE(this->dyna.actor.params);
switch (type) {
- case 0:
- case 2:
- phi_f0 = waterBoxes[2].ySurface + 15.0f;
- if (phi_f0 < this->homeY - 700.0f) {
+ case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR:
+ case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR:
+ targetPosY = waterBoxes[2].ySurface + 15.0f;
+ if (targetPosY < this->homeY - 700.0f) {
this->dyna.actor.world.pos.y = this->homeY - 700.0f;
} else {
- this->dyna.actor.world.pos.y = phi_f0;
+ this->dyna.actor.world.pos.y = targetPosY;
}
break;
- case 1:
- phi_f0 = waterBoxes[2].ySurface + 15.0f;
- if (phi_f0 < this->homeY - 710.0f) {
+
+ case MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST:
+ targetPosY = waterBoxes[2].ySurface + 15.0f;
+ if (targetPosY < this->homeY - 710.0f) {
this->dyna.actor.world.pos.y = this->homeY - 710.0f;
} else {
- this->dyna.actor.world.pos.y = phi_f0;
+ this->dyna.actor.world.pos.y = targetPosY;
}
break;
- case 3:
- phi_f0 = this->homeY + D_8089EB40[func_8089DC30(play)];
- if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) {
+
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
+ targetPosY =
+ this->homeY + sDragonStatueBossRoomOffsetPosY[BgMizuMovebg_GetDragonStatueBossRoomOffsetIndex(play)];
+ if (!Math_StepToF(&this->dyna.actor.world.pos.y, targetPosY, 1.0f)) {
if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
D_8089EE40 |= 2;
this->sfxFlags |= 2;
@@ -277,15 +297,16 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
}
}
break;
- case 4:
- case 5:
- case 6:
+
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (Flags_GetSwitch(play, MOVEBG_FLAGS(this->dyna.actor.params))) {
- phi_f0 = this->homeY + 115.200005f;
+ targetPosY = this->homeY + 115.200005f;
} else {
- phi_f0 = this->homeY;
+ targetPosY = this->homeY;
}
- if (!Math_StepToF(&this->dyna.actor.world.pos.y, phi_f0, 1.0f)) {
+ if (!Math_StepToF(&this->dyna.actor.world.pos.y, targetPosY, 1.0f)) {
if (!(D_8089EE40 & 2) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
D_8089EE40 |= 2;
this->sfxFlags |= 2;
@@ -299,23 +320,23 @@ void func_8089E318(BgMizuMovebg* this, PlayState* play) {
type = MOVEBG_TYPE(this->dyna.actor.params);
switch (type) {
- case 3:
- case 4:
- case 5:
- case 6:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_2:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_3:
+ case MIZUMOVEBG_TYPE_DRAGON_STATUE_4:
if (play->roomCtx.curRoom.num == this->dyna.actor.room) {
Matrix_RotateY(BINANG_TO_RAD(this->dyna.actor.world.rot.y), MTXMODE_NEW);
- Matrix_MultVec3f(&D_8089EBAC, &sp28);
- this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + sp28.x;
- this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + sp28.y;
- this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + sp28.z;
+ Matrix_MultVec3f(&sOffsetPosition2, &offsetPos);
+ this->dyna.actor.child->world.pos.x = this->dyna.actor.world.pos.x + offsetPos.x;
+ this->dyna.actor.child->world.pos.y = this->dyna.actor.world.pos.y + offsetPos.y;
+ this->dyna.actor.child->world.pos.z = this->dyna.actor.world.pos.z + offsetPos.z;
this->dyna.actor.child->flags &= ~ACTOR_FLAG_0;
}
break;
}
}
-void func_8089E650(BgMizuMovebg* this, PlayState* play) {
+void BgMizuMovebg_UpdateHookshotPlatform(BgMizuMovebg* this, PlayState* play) {
Vec3f waypoint;
f32 dist;
f32 dx;
@@ -323,7 +344,7 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
f32 dz;
this->dyna.actor.speed = MOVEBG_SPEED(this->dyna.actor.params) * 0.1f;
- func_8089E108(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId);
+ BgMizuMovebg_SetPosFromPath(play->pathList, &waypoint, MOVEBG_PATH_ID(this->dyna.actor.params), this->waypointId);
dist = Actor_WorldDistXYZToPoint(&this->dyna.actor, &waypoint);
if (dist < this->dyna.actor.speed) {
this->dyna.actor.speed = dist;
@@ -337,7 +358,8 @@ void func_8089E650(BgMizuMovebg* this, PlayState* play) {
this->waypointId++;
if (this->waypointId >= play->pathList[MOVEBG_PATH_ID(this->dyna.actor.params)].count) {
this->waypointId = 0;
- func_8089E108(play->pathList, &this->dyna.actor.world.pos, MOVEBG_PATH_ID(this->dyna.actor.params), 0);
+ BgMizuMovebg_SetPosFromPath(play->pathList, &this->dyna.actor.world.pos,
+ MOVEBG_PATH_ID(this->dyna.actor.params), 0);
}
}
if (!(D_8089EE40 & 1) && MOVEBG_SPEED(this->dyna.actor.params) != 0) {
@@ -383,11 +405,11 @@ void BgMizuMovebg_Draw(Actor* thisx, PlayState* play2) {
Gfx_TwoTexScrollEnvColor(play->state.gfxCtx, G_TX_RENDERTILE, frames * 3, 0, 32, 32, 1, 0, 0, 32, 32, 0,
0, 0, this->scrollAlpha4));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 788),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 788),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- if (this->dlist != NULL) {
- gSPDisplayList(POLY_OPA_DISP++, this->dlist);
+ if (this->dList != NULL) {
+ gSPDisplayList(POLY_OPA_DISP++, this->dList);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_mizu_movebg.c", 795);
diff --git a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.h b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.h
index 8b5218e4be..1a378f13a5 100644
--- a/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.h
+++ b/src/overlays/actors/ovl_Bg_Mizu_Movebg/z_bg_mizu_movebg.h
@@ -4,6 +4,18 @@
#include "ultra64.h"
#include "global.h"
+typedef enum BgMizuMovebgType {
+ /* 0 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_OUTSIDE_CENTER_PILLAR,
+ /* 1 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_WEST,
+ /* 2 */ MIZUMOVEBG_TYPE_FLOATING_PLATFORM_INSIDE_CENTER_PILLAR,
+ /* 3 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_BOSS_ROOM, // Dragon Statue leading to the Water Temple boss room
+ /* 4 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_2, // Same behavior as ``MIZUMOVEBG_TYPE_DRAGON_STATUE_3``
+ /* 5 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_3, // Dragon Statues used in Water Temple puzzles
+ /* 6 */ MIZUMOVEBG_TYPE_DRAGON_STATUE_4, // Same behavior as ``MIZUMOVEBG_TYPE_DRAGON_STATUE_3``
+ /* 7 */ MIZUMOVEBG_TYPE_HOOKSHOT_PLATFORM,
+ /* 8 */ MIZUMOVEBG_TYPE_MAX
+} BgMizuMovebgType;
+
struct BgMizuMovebg;
typedef void (*BgMizuMovebgActionFunc)(struct BgMizuMovebg*, PlayState*);
@@ -17,7 +29,7 @@ typedef struct BgMizuMovebg {
/* 0x0174 */ s32 scrollAlpha3;
/* 0x0178 */ s32 scrollAlpha4;
/* 0x017C */ u8 sfxFlags;
- /* 0x0180 */ Gfx* dlist;
+ /* 0x0180 */ Gfx* dList;
/* 0x0184 */ s32 waypointId;
} BgMizuMovebg; // size = 0x0188
diff --git a/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.c b/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.c
index bda7e6d7aa..a547fde73c 100644
--- a/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.c
+++ b/src/overlays/actors/ovl_Bg_Mizu_Shutter/z_bg_mizu_shutter.c
@@ -160,7 +160,7 @@ void BgMizuShutter_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_mizu_shutter.c", 410);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_shutter.c", 415),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mizu_shutter.c", 415),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->displayList != NULL) {
diff --git a/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c b/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c
index 2e0ebc0436..038acf6390 100644
--- a/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c
+++ b/src/overlays/actors/ovl_Bg_Mizu_Water/z_bg_mizu_water.c
@@ -336,7 +336,7 @@ void BgMizuWater_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -gameplayFrames * 1, gameplayFrames * 1, 32, 32, 1,
0, -gameplayFrames * 1, 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mizu_water.c", 749),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mizu_water.c", 749),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 128);
diff --git a/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.c b/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.c
index da67fd7bef..4463a4f79b 100644
--- a/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.c
+++ b/src/overlays/actors/ovl_Bg_Mjin/z_bg_mjin.c
@@ -119,7 +119,7 @@ void BgMjin_Draw(Actor* thisx, PlayState* play) {
}
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mjin.c", 285),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mjin.c", 285),
G_MTX_NOPUSH | G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, dlist);
diff --git a/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c b/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c
index 6ded26be27..7d103330fb 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Bigst/z_bg_mori_bigst.c
@@ -250,7 +250,7 @@ void BgMoriBigst_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_bigst.c", 548),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_bigst.c", 548),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMoriBigstDL);
diff --git a/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c b/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c
index d00c0e93c8..d673d61b2b 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Elevator/z_bg_mori_elevator.c
@@ -256,7 +256,7 @@ void BgMoriElevator_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_elevator.c", 580),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_elevator.c", 580),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMoriElevatorDL);
diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c
index 00e35a1c23..7510f4245c 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Hashigo/z_bg_mori_hashigo.c
@@ -287,7 +287,7 @@ void BgMoriHashigo_Draw(Actor* thisx, PlayState* play) {
if (1) {}
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hashigo.c", 521),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_hashigo.c", 521),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch (this->dyna.actor.params) {
diff --git a/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c b/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c
index 446fe5c46e..122046aaec 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Hashira4/z_bg_mori_hashira4.c
@@ -165,7 +165,7 @@ void BgMoriHashira4_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hashira4.c", 344),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_hashira4.c", 344),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sDisplayLists[this->dyna.actor.params]);
diff --git a/src/overlays/actors/ovl_Bg_Mori_Hineri/z_bg_mori_hineri.c b/src/overlays/actors/ovl_Bg_Mori_Hineri/z_bg_mori_hineri.c
index 609ff25a9b..b6c0d9c9bb 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Hineri/z_bg_mori_hineri.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Hineri/z_bg_mori_hineri.c
@@ -169,7 +169,7 @@ void func_808A3C8C(BgMoriHineri* this, PlayState* play) {
f0 = 1100.0f - (player->actor.world.pos.z - this->dyna.actor.world.pos.z);
this->dyna.actor.shape.rot.z = CLAMP(f0, 0.0f, 1000.0f) * 16.384f;
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON1);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON1);
if (this->dyna.actor.params != 0) {
this->dyna.actor.shape.rot.z = -this->dyna.actor.shape.rot.z;
}
@@ -230,7 +230,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hineri.c", 618),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_hineri.c", 618),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sDLists[this->dyna.actor.params]);
if (this->boxObjectSlot > 0) {
@@ -245,7 +245,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
}
Matrix_RotateZYX(0, -0x8000, this->dyna.actor.shape.rot.z, MTXMODE_APPLY);
Matrix_Translate(0.0f, -50.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hineri.c", 652),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_hineri.c", 652),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDungeonDoorDL);
}
@@ -257,7 +257,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
Matrix_Translate(147.0f, -245.0f, -453.0f, MTXMODE_APPLY);
Matrix_RotateY(M_PI / 2, MTXMODE_APPLY);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hineri.c", 689),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_hineri.c", 689),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTreasureChestBossKeyChestFrontDL);
Matrix_Put(&mtx);
@@ -268,7 +268,7 @@ void BgMoriHineri_DrawHallAndRoom(Actor* thisx, PlayState* play) {
Matrix_RotateZ(M_PI, MTXMODE_APPLY);
}
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_hineri.c", 703),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_hineri.c", 703),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTreasureChestBossKeyChestSideAndTopDL);
}
diff --git a/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c b/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c
index ec21c743c4..3654c3c0d4 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Idomizu/z_bg_mori_idomizu.c
@@ -166,7 +166,7 @@ void BgMoriIdomizu_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_idomizu.c", 360),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_idomizu.c", 360),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
diff --git a/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c b/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c
index 0934158103..8c5554caa3 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Kaitenkabe/z_bg_mori_kaitenkabe.c
@@ -165,7 +165,7 @@ void BgMoriKaitenkabe_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_kaitenkabe.c", 352),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_kaitenkabe.c", 352),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMoriKaitenkabeDL);
diff --git a/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c b/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c
index b76181daca..c9fb615e67 100644
--- a/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c
+++ b/src/overlays/actors/ovl_Bg_Mori_Rakkatenjo/z_bg_mori_rakkatenjo.c
@@ -210,11 +210,11 @@ void BgMoriRakkatenjo_Update(Actor* thisx, PlayState* play) {
osSyncPrintf("camera changed (mori rakka tenjyo) ... \n");
sCamSetting = play->cameraPtrs[CAM_ID_MAIN]->setting;
Camera_SetCameraData(play->cameraPtrs[CAM_ID_MAIN], 1, &this->dyna.actor, NULL, 0, 0, 0);
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_FOREST_BIRDS_EYE);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_FOREST_BIRDS_EYE);
}
} else if (sCamSetting != CAM_SET_NONE) {
osSyncPrintf("camera changed (previous) ... \n");
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON1);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON1);
sCamSetting = CAM_SET_NONE;
}
}
@@ -228,7 +228,7 @@ void BgMoriRakkatenjo_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, play->objectCtx.slots[this->moriTexObjectSlot].segment);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_mori_rakkatenjo.c", 502),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_mori_rakkatenjo.c", 502),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMoriRakkatenjoDL);
diff --git a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c
index 4d6b17ed9c..51a3faed85 100644
--- a/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c
+++ b/src/overlays/actors/ovl_Bg_Po_Event/z_bg_po_event.c
@@ -612,7 +612,7 @@ void BgPoEvent_Draw(Actor* thisx, PlayState* play) {
}
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, alpha);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_po_event.c", 1501),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_po_event.c", 1501),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, displayLists[this->type]);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_po_event.c", 1508);
diff --git a/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.c b/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.c
index b55da67591..4008fe167e 100644
--- a/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.c
+++ b/src/overlays/actors/ovl_Bg_Po_Syokudai/z_bg_po_syokudai.c
@@ -150,7 +150,7 @@ void BgPoSyokudai_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_po_syokudai.c", 315);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_po_syokudai.c", 319),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_po_syokudai.c", 319),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoldenTorchDL);
@@ -180,7 +180,7 @@ void BgPoSyokudai_Draw(Actor* thisx, PlayState* play) {
MTXMODE_APPLY);
Matrix_Scale(0.0027f, 0.0027f, 0.0027f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_po_syokudai.c", 368),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_po_syokudai.c", 368),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
diff --git a/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c b/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c
index ad76db38b7..ef5e59d667 100644
--- a/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c
+++ b/src/overlays/actors/ovl_Bg_Pushbox/z_bg_pushbox.c
@@ -81,7 +81,7 @@ void BgPushbox_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_pushbox.c", 263);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_pushbox.c", 269),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_pushbox.c", 269),
G_MTX_NOPUSH | G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gBlockSmallDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/z_bg_spot00_hanebasi.c b/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/z_bg_spot00_hanebasi.c
index 6ba46e9b44..3a8815ea2f 100644
--- a/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/z_bg_spot00_hanebasi.c
+++ b/src/overlays/actors/ovl_Bg_Spot00_Hanebasi/z_bg_spot00_hanebasi.c
@@ -276,7 +276,7 @@ void BgSpot00Hanebasi_DrawTorches(Actor* thisx, PlayState* play2) {
Matrix_RotateY(angle, MTXMODE_APPLY);
Matrix_Scale(sTorchFlameScale, sTorchFlameScale, sTorchFlameScale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot00_hanebasi.c", 674),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot00_hanebasi.c", 674),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
@@ -292,7 +292,7 @@ void BgSpot00Hanebasi_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot00_hanebasi.c", 702),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot00_hanebasi.c", 702),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (thisx->params == DT_DRAWBRIDGE) {
diff --git a/src/overlays/actors/ovl_Bg_Spot01_Fusya/z_bg_spot01_fusya.c b/src/overlays/actors/ovl_Bg_Spot01_Fusya/z_bg_spot01_fusya.c
index 6ba15c510a..f2306ac6b7 100644
--- a/src/overlays/actors/ovl_Bg_Spot01_Fusya/z_bg_spot01_fusya.c
+++ b/src/overlays/actors/ovl_Bg_Spot01_Fusya/z_bg_spot01_fusya.c
@@ -79,7 +79,7 @@ void BgSpot01Fusya_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot01_fusya.c", 214),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot01_fusya.c", 214),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gKakarikoWindmillSailsDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot01_Idohashira/z_bg_spot01_idohashira.c b/src/overlays/actors/ovl_Bg_Spot01_Idohashira/z_bg_spot01_idohashira.c
index 34ed9a6ae0..99d3e41ea4 100644
--- a/src/overlays/actors/ovl_Bg_Spot01_Idohashira/z_bg_spot01_idohashira.c
+++ b/src/overlays/actors/ovl_Bg_Spot01_Idohashira/z_bg_spot01_idohashira.c
@@ -325,7 +325,7 @@ void func_808AB700(BgSpot01Idohashira* this, PlayState* play) {
Gfx_SetupDL_25Opa(localGfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(localGfxCtx, "../z_bg_spot01_idohashira.c", 699),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(localGfxCtx, "../z_bg_spot01_idohashira.c", 699),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
func_808AAF34(this, play);
gSPDisplayList(POLY_OPA_DISP++, gKakarikoWellArchDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot01_Idomizu/z_bg_spot01_idomizu.c b/src/overlays/actors/ovl_Bg_Spot01_Idomizu/z_bg_spot01_idomizu.c
index 1432f68de6..4b1ec00adf 100644
--- a/src/overlays/actors/ovl_Bg_Spot01_Idomizu/z_bg_spot01_idomizu.c
+++ b/src/overlays/actors/ovl_Bg_Spot01_Idomizu/z_bg_spot01_idomizu.c
@@ -73,7 +73,7 @@ void BgSpot01Idomizu_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot01_idomizu.c", 232),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot01_idomizu.c", 232),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
frames = play->state.frames;
diff --git a/src/overlays/actors/ovl_Bg_Spot01_Idosoko/z_bg_spot01_idosoko.c b/src/overlays/actors/ovl_Bg_Spot01_Idosoko/z_bg_spot01_idosoko.c
index be096b3b52..0acc4f2073 100644
--- a/src/overlays/actors/ovl_Bg_Spot01_Idosoko/z_bg_spot01_idosoko.c
+++ b/src/overlays/actors/ovl_Bg_Spot01_Idosoko/z_bg_spot01_idosoko.c
@@ -73,7 +73,7 @@ void BgSpot01Idosoko_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot01_idosoko.c", 166),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot01_idosoko.c", 166),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gKakarikoBOTWStoneDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.c b/src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.c
index 72e2ddeef9..db26994676 100644
--- a/src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.c
+++ b/src/overlays/actors/ovl_Bg_Spot02_Objects/z_bg_spot02_objects.c
@@ -253,7 +253,7 @@ void func_808ACCB8(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, redPrim, greenPrim, bluePrim, 255);
gDPSetEnvColor(POLY_XLU_DISP++, redEnv, greenEnv, blueEnv, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot02_objects.c", 679),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot02_objects.c", 679),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_808AD850[this->unk_16A]));
gDPPipeSync(POLY_XLU_DISP++);
@@ -313,7 +313,7 @@ void func_808AD450(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 128);
gDPSetEnvColor(POLY_XLU_DISP++, 150, 120, 0, 128);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot02_objects.c", 795),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot02_objects.c", 795),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 2 * this->timer, -3 * this->timer, 32, 64,
diff --git a/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c b/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c
index 8ff5498c2f..ff24dcc5ca 100644
--- a/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c
+++ b/src/overlays/actors/ovl_Bg_Spot03_Taki/z_bg_spot03_taki.c
@@ -122,7 +122,7 @@ void BgSpot03Taki_Draw(Actor* thisx, PlayState* play) {
gameplayFrames = play->gameplayFrames;
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot03_taki.c", 325),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot03_taki.c", 325),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
diff --git a/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c b/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c
index 51cf8697d1..fc5a1e0392 100644
--- a/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c
+++ b/src/overlays/actors/ovl_Bg_Spot06_Objects/z_bg_spot06_objects.c
@@ -354,7 +354,7 @@ void BgSpot06Objects_LockSwimToSurface(BgSpot06Objects* this, PlayState* play) {
cos = Math_CosS(this->dyna.actor.shape.rot.x) * 4.3f;
this->dyna.actor.world.pos.x += (cos * Math_SinS(this->dyna.actor.shape.rot.y));
this->dyna.actor.world.pos.z += (cos * Math_CosS(this->dyna.actor.shape.rot.y));
- this->dyna.actor.world.pos.y = this->dyna.actor.world.pos.y - 1.3f;
+ this->dyna.actor.world.pos.y -= 1.3f;
BgSpot06Objects_LockSpawnWaterRipples(this, play, 0);
if (Math_ScaledStepToS(&this->dyna.actor.shape.rot.x, 0, 0x260) != 0) {
@@ -431,7 +431,7 @@ void BgSpot06Objects_DrawLakeHyliaWater(BgSpot06Objects* this, PlayState* play)
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot06_objects.c", 850),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot06_objects.c", 850),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gameplayFrames = play->state.frames;
diff --git a/src/overlays/actors/ovl_Bg_Spot07_Taki/z_bg_spot07_taki.c b/src/overlays/actors/ovl_Bg_Spot07_Taki/z_bg_spot07_taki.c
index 7c53151571..c88235dbfd 100644
--- a/src/overlays/actors/ovl_Bg_Spot07_Taki/z_bg_spot07_taki.c
+++ b/src/overlays/actors/ovl_Bg_Spot07_Taki/z_bg_spot07_taki.c
@@ -73,7 +73,7 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play) {
frames = play->gameplayFrames;
if (LINK_IS_ADULT) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot07_taki.c", 177),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot07_taki.c", 177),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->dyna.actor.params == 0) {
gSPDisplayList(POLY_OPA_DISP++, object_spot07_object_DL_001CF0);
@@ -83,7 +83,7 @@ void BgSpot07Taki_Draw(Actor* thisx, PlayState* play) {
}
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot07_taki.c", 191),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot07_taki.c", 191),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
diff --git a/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.c b/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.c
index 6896ba9620..255f60a09b 100644
--- a/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.c
+++ b/src/overlays/actors/ovl_Bg_Spot08_Iceblock/z_bg_spot08_iceblock.c
@@ -373,7 +373,7 @@ void BgSpot08Iceblock_FloatRotating(BgSpot08Iceblock* this, PlayState* play) {
BgSpot08Iceblock_Bobbing(this);
BgSpot08Iceblock_SinkUnderPlayer(this);
BgSpot08Iceblock_SetWaterline(this);
- this->dyna.actor.world.rot.y = this->dyna.actor.world.rot.y + 0x190;
+ this->dyna.actor.world.rot.y += 0x190;
this->dyna.actor.shape.rot.y = this->dyna.actor.world.rot.y;
BgSpot08Iceblock_Roll(this, play);
}
diff --git a/src/overlays/actors/ovl_Bg_Spot09_Obj/z_bg_spot09_obj.c b/src/overlays/actors/ovl_Bg_Spot09_Obj/z_bg_spot09_obj.c
index ba9153cd8e..9160dcdc46 100644
--- a/src/overlays/actors/ovl_Bg_Spot09_Obj/z_bg_spot09_obj.c
+++ b/src/overlays/actors/ovl_Bg_Spot09_Obj/z_bg_spot09_obj.c
@@ -173,7 +173,7 @@ void BgSpot09Obj_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot09_obj.c", 391),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot09_obj.c", 391),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCarpentersTentEntranceDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c b/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c
index c44cdf07ec..c65737af97 100644
--- a/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c
+++ b/src/overlays/actors/ovl_Bg_Spot11_Oasis/z_bg_spot11_oasis.c
@@ -152,7 +152,7 @@ void BgSpot11Oasis_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 327);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 331),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot11_oasis.c", 331),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 127 - (gameplayFrames % 128),
diff --git a/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.c b/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.c
index 6915ca8a2f..3432321a91 100644
--- a/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.c
+++ b/src/overlays/actors/ovl_Bg_Spot15_Saku/z_bg_spot15_saku.c
@@ -98,7 +98,7 @@ void BgSpot15Saku_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot15_saku.c", 263),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot15_saku.c", 263),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gLonLonCorralFenceDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c b/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c
index 9f8b10ed65..7034420c3c 100644
--- a/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c
+++ b/src/overlays/actors/ovl_Bg_Spot16_Bombstone/z_bg_spot16_bombstone.c
@@ -145,7 +145,7 @@ static s16 D_808B6088[] = { 0, 1, 2, 3, 4 };
void func_808B4C30(BgSpot16Bombstone* this) {
this->switchFlag = (this->actor.params >> 8) & 0x3F;
- this->actor.params = this->actor.params & 0xFF;
+ this->actor.params &= 0xFF;
}
void func_808B4C4C(BgSpot16Bombstone* this, PlayState* play) {
@@ -538,7 +538,7 @@ void BgSpot16Bombstone_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot16_bombstone.c", 1257),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot16_bombstone.c", 1257),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params == 0xFF) {
diff --git a/src/overlays/actors/ovl_Bg_Spot16_Doughnut/z_bg_spot16_doughnut.c b/src/overlays/actors/ovl_Bg_Spot16_Doughnut/z_bg_spot16_doughnut.c
index f6a3667a02..068917f8f2 100644
--- a/src/overlays/actors/ovl_Bg_Spot16_Doughnut/z_bg_spot16_doughnut.c
+++ b/src/overlays/actors/ovl_Bg_Spot16_Doughnut/z_bg_spot16_doughnut.c
@@ -127,7 +127,7 @@ void BgSpot16Doughnut_Draw(Actor* thisx, PlayState* play) {
if (1) {}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot16_doughnut.c", 213),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot16_doughnut.c", 213),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->fireFlag & 1) {
gSPSegment(POLY_XLU_DISP++, 0x08,
@@ -152,7 +152,7 @@ void BgSpot16Doughnut_DrawExpanding(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot16_doughnut.c", 248),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot16_doughnut.c", 248),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, this->envColorAlpha);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
diff --git a/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.c b/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.c
index 110fc8ce6f..fe22885a6e 100644
--- a/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.c
+++ b/src/overlays/actors/ovl_Bg_Spot17_Bakudankabe/z_bg_spot17_bakudankabe.c
@@ -131,7 +131,7 @@ void BgSpot17Bakudankabe_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot17_bakudankabe.c", 273),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot17_bakudankabe.c", 273),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
r = (r >> 1) + 0xC0;
@@ -147,7 +147,7 @@ void BgSpot17Bakudankabe_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot17_bakudankabe.c", 290),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot17_bakudankabe.c", 290),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCraterBombableWallCracksDL);
diff --git a/src/overlays/actors/ovl_Bg_Spot17_Funen/z_bg_spot17_funen.c b/src/overlays/actors/ovl_Bg_Spot17_Funen/z_bg_spot17_funen.c
index d44343d61e..0872bc4dbb 100644
--- a/src/overlays/actors/ovl_Bg_Spot17_Funen/z_bg_spot17_funen.c
+++ b/src/overlays/actors/ovl_Bg_Spot17_Funen/z_bg_spot17_funen.c
@@ -60,7 +60,7 @@ void func_808B7478(Actor* thisx, PlayState* play) {
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - thisx->shape.rot.y + 0x8000) * 9.58738019108e-05f,
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_spot17_funen.c", 161),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_spot17_funen.c", 161),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (0 - play->gameplayFrames) & 0x7F, 0x20, 0x20,
diff --git a/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c b/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c
index da478e534d..394c6a51ca 100644
--- a/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c
+++ b/src/overlays/actors/ovl_Bg_Spot18_Basket/z_bg_spot18_basket.c
@@ -249,7 +249,7 @@ void func_808B7D50(BgSpot18Basket* this, PlayState* play) {
Math_StepToS(&this->unk_210, 0xBB8, 0x64);
}
- this->dyna.actor.shape.rot.y = this->dyna.actor.shape.rot.y + this->unk_210;
+ this->dyna.actor.shape.rot.y += this->unk_210;
if (this->unk_216 < 70) {
Math_StepToF(&this->unk_208, 100.0f, 2.0f);
diff --git a/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.c b/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.c
index 10dfbeca03..c9c30b37a6 100644
--- a/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.c
+++ b/src/overlays/actors/ovl_Bg_Sst_Floor/z_bg_sst_floor.c
@@ -61,9 +61,9 @@ void BgSstFloor_Update(Actor* thisx, PlayState* play) {
if (1) {}
if (DynaPolyActor_IsPlayerAbove(&this->dyna) && (this->dyna.actor.yDistToPlayer < 1000.0f)) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BOSS_BONGO);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BOSS_BONGO);
} else {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
}
if (DynaPolyActor_IsPlayerOnTop(&this->dyna) && (player->fallDistance > 1000.0f)) {
@@ -128,7 +128,7 @@ void BgSstFloor_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Scale(1.0f, this->drumHeight * -0.0025f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_sst_floor.c", 283),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_sst_floor.c", 283),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBongoDrumDL);
diff --git a/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c b/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c
index 93d099d4f8..eafa885cb2 100644
--- a/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c
+++ b/src/overlays/actors/ovl_Bg_Toki_Hikari/z_bg_toki_hikari.c
@@ -86,7 +86,7 @@ void func_808BA018(BgTokiHikari* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_toki_hikari.c", 246);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_toki_hikari.c", 252),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_toki_hikari.c", 252),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (LINK_IS_ADULT) {
@@ -98,7 +98,7 @@ void func_808BA018(BgTokiHikari* this, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 9, Gfx_TexScroll(play->state.gfxCtx, 0, play->gameplayFrames % 128, 64, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_toki_hikari.c", 278),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_toki_hikari.c", 278),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_toki_objects_DL_007EE0);
@@ -145,7 +145,7 @@ void func_808BA2CC(BgTokiHikari* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, (u8)(this->unk_14C * 155.0f) + 100, (u8)(255.0f * this->unk_14C), 0, 128);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_toki_hikari.c", 382),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_toki_hikari.c", 382),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
@@ -161,7 +161,7 @@ void func_808BA2CC(BgTokiHikari* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, (u8)(this->unk_14C * 255.0f), (u8)(this->unk_14C * 255.0f),
(u8)(this->unk_14C * 255.0f), (u8)(200.0f * this->unk_14C));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_toki_hikari.c", 415),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_toki_hikari.c", 415),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_toki_objects_DL_0009C0);
@@ -173,7 +173,7 @@ void func_808BA2CC(BgTokiHikari* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, (u8)(this->unk_14C * 255.0f), (u8)(this->unk_14C * 255.0f),
(u8)(this->unk_14C * 255.0f), (u8)(200.0f * this->unk_14C));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_toki_hikari.c", 437),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_toki_hikari.c", 437),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, &object_toki_objects_DL_0009C0[10]);
diff --git a/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c b/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c
index 6a6301b44e..20f6b63c39 100644
--- a/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c
+++ b/src/overlays/actors/ovl_Bg_Toki_Swd/z_bg_toki_swd.c
@@ -170,7 +170,7 @@ void BgTokiSwd_Draw(Actor* thisx, PlayState* play2) {
func_8002EBCC(&this->actor, play, 0);
gSPSegment(POLY_OPA_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, -(play->gameplayFrames % 0x80), 32, 32));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_toki_swd.c", 742),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_toki_swd.c", 742),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_toki_objects_DL_001BD0);
diff --git a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
index d51acdb08f..cdbbba7ef2 100644
--- a/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
+++ b/src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.c
@@ -247,7 +247,7 @@ void BgTreemouth_Draw(Actor* thisx, PlayState* play) {
}
gDPSetEnvColor(POLY_OPA_DISP++, 128, 128, 128, alpha * 0.1f);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_treemouth.c", 932),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_treemouth.c", 932),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuTreeMouthDL);
diff --git a/src/overlays/actors/ovl_Bg_Vb_Sima/z_bg_vb_sima.c b/src/overlays/actors/ovl_Bg_Vb_Sima/z_bg_vb_sima.c
index 333cba465f..6381343658 100644
--- a/src/overlays/actors/ovl_Bg_Vb_Sima/z_bg_vb_sima.c
+++ b/src/overlays/actors/ovl_Bg_Vb_Sima/z_bg_vb_sima.c
@@ -151,7 +151,7 @@ void BgVbSima_Update(Actor* thisx, PlayState* play) {
void BgVbSima_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_vb_sima.c", 285);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_vb_sima.c", 291),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_vb_sima.c", 291),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaPlatformDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_bg_vb_sima.c", 296);
diff --git a/src/overlays/actors/ovl_Bg_Ydan_Hasi/z_bg_ydan_hasi.c b/src/overlays/actors/ovl_Bg_Ydan_Hasi/z_bg_ydan_hasi.c
index 2a5e051c26..706cbdee06 100644
--- a/src/overlays/actors/ovl_Bg_Ydan_Hasi/z_bg_ydan_hasi.c
+++ b/src/overlays/actors/ovl_Bg_Ydan_Hasi/z_bg_ydan_hasi.c
@@ -45,7 +45,7 @@ void BgYdanHasi_Init(Actor* thisx, PlayState* play) {
Actor_ProcessInitChain(thisx, sInitChain);
this->type = ((thisx->params >> 8) & 0x3F);
- thisx->params = thisx->params & 0xFF;
+ thisx->params &= 0xFF;
waterBox = &play->colCtx.colHeader->waterBoxes[1];
DynaPolyActor_Init(&this->dyna, DYNA_TRANSFORM_POS);
if (thisx->params == HASI_WATER) {
@@ -183,7 +183,7 @@ void BgYdanHasi_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -play->gameplayFrames % 128,
play->gameplayFrames % 128, 0x20, 0x20, 1, play->gameplayFrames % 128,
play->gameplayFrames % 128, 0x20, 0x20));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_hasi.c", 592),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ydan_hasi.c", 592),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gDTWaterPlaneDL);
diff --git a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c
index 81a4bd928e..03114d1627 100644
--- a/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c
+++ b/src/overlays/actors/ovl_Bg_Ydan_Sp/z_bg_ydan_sp.c
@@ -168,7 +168,6 @@ void BgYdanSp_UpdateFloorWebCollision(BgYdanSp* this) {
void BgYdanSp_BurnWeb(BgYdanSp* this, PlayState* play) {
this->timer = 30;
- this = this;
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
Flags_SetSwitch(play, this->isDestroyedSwitchFlag);
if (this->dyna.actor.params == WEB_FLOOR) {
@@ -312,11 +311,7 @@ void BgYdanSp_FloorWebIdle(BgYdanSp* this, PlayState* play) {
if (this->unk_16C < 0.1f) {
this->timer = 14;
}
- if (this->unk_16C < 2.0f) {
- this->unk_16C = 2.0f;
- } else {
- this->unk_16C = this->unk_16C;
- }
+ this->unk_16C = CLAMP_MIN(this->unk_16C, 2.0f);
}
}
if (this->timer != 0) {
@@ -424,7 +419,7 @@ void BgYdanSp_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_bg_ydan_sp.c", 781);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
if (thisx->params == WEB_WALL) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_sp.c", 787),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ydan_sp.c", 787),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gDTWebWallDL);
} else if (this->actionFunc == BgYdanSp_FloorWebBroken) {
@@ -432,7 +427,7 @@ void BgYdanSp_Draw(Actor* thisx, PlayState* play) {
if (this->timer == 40) {
Matrix_Translate(0.0f, (thisx->home.pos.y - thisx->world.pos.y) * 10.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(1.0f, ((thisx->home.pos.y - thisx->world.pos.y) + 10.0f) * 0.1f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_sp.c", 808),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ydan_sp.c", 808),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gDTWebFloorDL);
}
@@ -441,14 +436,14 @@ void BgYdanSp_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateZYX(-0x5A0, i * 0x2000, 0, MTXMODE_APPLY);
Matrix_Translate(0.0f, 700.0f, -900.0f, MTXMODE_APPLY);
Matrix_Scale(3.5f, 5.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_sp.c", 830),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ydan_sp.c", 830),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gDTUnknownWebDL);
}
} else {
Matrix_Translate(0.0f, (thisx->home.pos.y - thisx->world.pos.y) * 10.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(1.0f, ((thisx->home.pos.y - thisx->world.pos.y) + 10.0f) * 0.1f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_bg_ydan_sp.c", 849),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_bg_ydan_sp.c", 849),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gDTWebFloorDL);
}
diff --git a/src/overlays/actors/ovl_Bg_Zg/z_bg_zg.c b/src/overlays/actors/ovl_Bg_Zg/z_bg_zg.c
index e6dc1c4b1b..d21c6d4a65 100644
--- a/src/overlays/actors/ovl_Bg_Zg/z_bg_zg.c
+++ b/src/overlays/actors/ovl_Bg_Zg/z_bg_zg.c
@@ -107,9 +107,9 @@ void BgZg_Init(Actor* thisx, PlayState* play) {
CollisionHeader_GetVirtual(&gTowerCollapseBarsCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, &this->dyna.actor, colHeader);
if ((func_808C0CC8(this) == 8) || (func_808C0CC8(this) == 9)) {
- this->dyna.actor.scale.x = this->dyna.actor.scale.x * 1.3f;
- this->dyna.actor.scale.z = this->dyna.actor.scale.z * 1.3f;
- this->dyna.actor.scale.y = this->dyna.actor.scale.y * 1.2f;
+ this->dyna.actor.scale.x *= 1.3f;
+ this->dyna.actor.scale.z *= 1.3f;
+ this->dyna.actor.scale.y *= 1.2f;
}
this->action = 0;
@@ -125,7 +125,7 @@ void func_808C0EEC(BgZg* this, PlayState* play) {
OPEN_DISPS(localGfxCtx, "../z_bg_zg.c", 311);
Gfx_SetupDL_25Opa(localGfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(localGfxCtx, "../z_bg_zg.c", 315),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(localGfxCtx, "../z_bg_zg.c", 315),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseBarsDL);
diff --git a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c
index 260bfebaf3..632faf17e3 100644
--- a/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c
+++ b/src/overlays/actors/ovl_Boss_Dodongo/z_boss_dodongo.c
@@ -1085,7 +1085,7 @@ s32 BossDodongo_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve
Matrix_RotateX(-(this->unk_25C[limbIndex] * 0.115f), MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_dodongo.c", 3822),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_dodongo.c", 3822),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
@@ -1225,7 +1225,7 @@ void BossDodongo_SpawnFire(BossDodongo* this, PlayState* play, s16 params) {
void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
s32 pad;
- ColliderInfo* item;
+ ColliderElement* acHitElem;
u8 swordDamage;
s32 damage;
s16 i;
@@ -1239,11 +1239,12 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
if (this->unk_1C0 == 0) {
if (this->actionFunc == BossDodongo_Inhale) {
for (i = 0; i < 19; i++) {
- if (this->collider.elements[i].info.bumperFlags & BUMP_HIT) {
- item = this->collider.elements[i].info.acHitInfo;
+ if (this->collider.elements[i].base.bumperFlags & BUMP_HIT) {
+ acHitElem = this->collider.elements[i].base.acHitElem;
- if ((item->toucher.dmgFlags & DMG_BOOMERANG) || (item->toucher.dmgFlags & DMG_SLINGSHOT)) {
- this->collider.elements[i].info.bumperFlags &= ~BUMP_HIT;
+ if ((acHitElem->toucher.dmgFlags & DMG_BOOMERANG) ||
+ (acHitElem->toucher.dmgFlags & DMG_SLINGSHOT)) {
+ this->collider.elements[i].base.bumperFlags &= ~BUMP_HIT;
this->unk_1C0 = 2;
BossDodongo_SetupWalk(this);
this->unk_1DA = 0x32;
@@ -1253,11 +1254,11 @@ void BossDodongo_UpdateDamage(BossDodongo* this, PlayState* play) {
}
}
- if (this->collider.elements->info.bumperFlags & BUMP_HIT) {
- this->collider.elements->info.bumperFlags &= ~BUMP_HIT;
- item = this->collider.elements[0].info.acHitInfo;
+ if (this->collider.elements[0].base.bumperFlags & BUMP_HIT) {
+ this->collider.elements[0].base.bumperFlags &= ~BUMP_HIT;
+ acHitElem = this->collider.elements[0].base.acHitElem;
if ((this->actionFunc == BossDodongo_Vulnerable) || (this->actionFunc == BossDodongo_LayDown)) {
- swordDamage = damage = CollisionCheck_GetSwordDamage(item->toucher.dmgFlags);
+ swordDamage = damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
if (damage != 0) {
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_DAMAGE);
@@ -1410,7 +1411,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, PlayState* play) {
this->actor.velocity.y = 15.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_K_COLI2);
if (this->unk_1A2 == 0) {
- this->unk_1A0 = this->unk_1A0 + 1;
+ this->unk_1A0++;
if (this->unk_1A0 >= 4) {
this->unk_1A0 = 0;
}
@@ -1693,7 +1694,7 @@ void BossDodongo_DrawEffects(PlayState* play) {
Matrix_Translate(eff->unk_00.x, eff->unk_00.y, eff->unk_00.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->unk_2C, eff->unk_2C, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_dodongo.c", 5253),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_dodongo.c", 5253),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_kingdodongo_DL_009DD0);
}
diff --git a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
index fea0dcbf04..ba53be91b8 100644
--- a/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
+++ b/src/overlays/actors/ovl_Boss_Fd/z_boss_fd.c
@@ -1279,13 +1279,13 @@ void BossFd_Effects(BossFd* this, PlayState* play) {
void BossFd_CollisionCheck(BossFd* this, PlayState* play) {
ColliderJntSphElement* headCollider = &this->collider.elements[0];
- ColliderInfo* hurtbox;
+ ColliderElement* acHitElem;
- if (headCollider->info.bumperFlags & BUMP_HIT) {
- headCollider->info.bumperFlags &= ~BUMP_HIT;
- hurtbox = headCollider->info.acHitInfo;
+ if (headCollider->base.bumperFlags & BUMP_HIT) {
+ headCollider->base.bumperFlags &= ~BUMP_HIT;
+ acHitElem = headCollider->base.acHitElem;
this->actor.colChkInfo.health -= 2;
- if (hurtbox->toucher.dmgFlags & DMG_ARROW_ICE) {
+ if (acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) {
this->actor.colChkInfo.health -= 2;
}
if ((s8)this->actor.colChkInfo.health <= 2) {
@@ -1476,11 +1476,11 @@ void BossFd_UpdateEffects(BossFd* this, PlayState* play) {
if ((this->timers[3] == 0) && (sqrtf(SQ(diff.x) + SQ(diff.y) + SQ(diff.z)) < 20.0f)) {
this->timers[3] = 50;
func_8002F6D4(play, NULL, 5.0f, effect->kbAngle, 0.0f, 0x30);
- if (!player->isBurning) {
+ if (!player->bodyIsBurning) {
for (i2 = 0; i2 < PLAYER_BODYPART_MAX; i2++) {
- player->flameTimers[i2] = Rand_S16Offset(0, 200);
+ player->bodyFlameTimers[i2] = Rand_S16Offset(0, 200);
}
- player->isBurning = true;
+ player->bodyIsBurning = true;
}
}
if (effect->timer2 == 0) {
@@ -1533,7 +1533,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4046),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4046),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaEmberModelDL);
}
@@ -1554,7 +1554,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_RotateX(effect->vFdFxRotX, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4068),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4068),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaDebrisModelDL);
}
@@ -1576,7 +1576,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4104),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4104),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTex[effect->timer2]));
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustModelDL);
@@ -1599,7 +1599,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4154),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4154),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(dustTex[effect->timer2]));
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaDustModelDL);
@@ -1621,7 +1621,7 @@ void BossFd_DrawEffects(BossFdEffect* effect, PlayState* play) {
Matrix_RotateX(effect->vFdFxRotX, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_fd.c", 4192),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_fd.c", 4192),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaSkullPieceModelDL);
}
@@ -1756,7 +1756,7 @@ void BossFd_DrawMane(PlayState* play, BossFd* this, Vec3f* manePos, Vec3f* maneR
Matrix_Scale(maneScale[maneIndex] * (0.01f - (i * 0.0008f)), maneScale[maneIndex] * (0.01f - (i * 0.0008f)),
0.01f, MTXMODE_APPLY);
Matrix_RotateX(-M_PI / 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd.c", 4480),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4480),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gVolvagiaManeModelDL);
}
@@ -1819,7 +1819,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
s16 segIndex;
s16 i;
f32 temp_float;
- Mtx* tempMat = Graph_Alloc(play->state.gfxCtx, 18 * sizeof(Mtx));
+ Mtx* tempMat = GRAPH_ALLOC(play->state.gfxCtx, 18 * sizeof(Mtx));
OPEN_DISPS(play->state.gfxCtx, "../z_boss_fd.c", 4589);
if (this->skinSegments != 0) {
@@ -1875,7 +1875,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
this->fwork[BFD_BODY_PULSE]),
1.0f, MTXMODE_APPLY);
Matrix_RotateY(M_PI / 2.0f, MTXMODE_APPLY);
- Matrix_ToMtx(tempMat, "../z_boss_fd.c", 4719);
+ MATRIX_TO_MTX(tempMat, "../z_boss_fd.c", 4719);
gSPMatrix(POLY_OPA_DISP++, tempMat, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sBodyDLists[i]);
} else {
@@ -1899,7 +1899,7 @@ void BossFd_DrawBody(PlayState* play, BossFd* this) {
temp_float = 0.1f * sp84;
}
Matrix_Scale(0.1f, 0.1f, 0.1f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd.c", 4768),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd.c", 4768),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gVolvagiaRibsDL);
diff --git a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
index 42c5eb0679..9734713553 100644
--- a/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
+++ b/src/overlays/actors/ovl_Boss_Fd2/z_boss_fd2.c
@@ -806,33 +806,33 @@ void BossFd2_Wait(BossFd2* this, PlayState* play) {
void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
s16 i;
- ColliderInfo* hurtbox;
+ ColliderElement* acHitElem;
BossFd* bossFd = (BossFd*)this->actor.parent;
if (this->actionFunc == BossFd2_ClawSwipe) {
Player* player = GET_PLAYER(play);
for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
- if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {
- this->collider.elements[i].info.toucherFlags &= ~TOUCH_HIT;
+ if (this->collider.elements[i].base.toucherFlags & TOUCH_HIT) {
+ this->collider.elements[i].base.toucherFlags &= ~TOUCH_HIT;
Actor_PlaySfx(&player->actor, NA_SE_PL_BODY_HIT);
}
}
}
if (!bossFd->faceExposed) {
- this->collider.elements[0].info.elemType = ELEMTYPE_UNK2;
+ this->collider.elements[0].base.elemType = ELEMTYPE_UNK2;
this->collider.base.colType = COLTYPE_METAL;
} else {
- this->collider.elements[0].info.elemType = ELEMTYPE_UNK3;
+ this->collider.elements[0].base.elemType = ELEMTYPE_UNK3;
this->collider.base.colType = COLTYPE_HIT3;
}
- if (this->collider.elements[0].info.bumperFlags & BUMP_HIT) {
- this->collider.elements[0].info.bumperFlags &= ~BUMP_HIT;
+ if (this->collider.elements[0].base.bumperFlags & BUMP_HIT) {
+ this->collider.elements[0].base.bumperFlags &= ~BUMP_HIT;
- hurtbox = this->collider.elements[0].info.acHitInfo;
+ acHitElem = this->collider.elements[0].base.acHitElem;
if (!bossFd->faceExposed) {
- if (hurtbox->toucher.dmgFlags & DMG_HAMMER) {
+ if (acHitElem->toucher.dmgFlags & DMG_HAMMER) {
bossFd->actor.colChkInfo.health -= 2;
if ((s8)bossFd->actor.colChkInfo.health <= 2) {
bossFd->actor.colChkInfo.health = 1;
@@ -863,12 +863,12 @@ void BossFd2_CollisionCheck(BossFd2* this, PlayState* play) {
u8 canKill = false;
u8 damage;
- if ((damage = CollisionCheck_GetSwordDamage(hurtbox->toucher.dmgFlags)) == 0) {
- damage = (hurtbox->toucher.dmgFlags & DMG_ARROW_ICE) ? 4 : 2;
+ if ((damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags)) == 0) {
+ damage = (acHitElem->toucher.dmgFlags & DMG_ARROW_ICE) ? 4 : 2;
} else {
canKill = true;
}
- if (hurtbox->toucher.dmgFlags & DMG_HOOKSHOT) {
+ if (acHitElem->toucher.dmgFlags & DMG_HOOKSHOT) {
damage = 0;
}
if (((s8)bossFd->actor.colChkInfo.health > 2) || canKill) {
@@ -1145,7 +1145,7 @@ void BossFd2_UpdateMane(BossFd2* this, PlayState* play, Vec3f* head, Vec3f* pos,
xyScale = (0.01f - (i * 0.0009f)) * spE8[i] * scale[i];
Matrix_Scale(xyScale, xyScale, 0.01f * spE8[i], MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_fd2.c", 2498),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_fd2.c", 2498),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gHoleVolvagiaManeModelDL);
}
diff --git a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
index 63be6589e7..0e401ef752 100644
--- a/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
+++ b/src/overlays/actors/ovl_Boss_Ganon/z_boss_ganon.c
@@ -1851,10 +1851,8 @@ void BossGanon_PoundFloor(BossGanon* this, PlayState* play) {
switch (this->unk_1C2) {
case 0:
- targetPosX = Math_SinS(this->unk_1A2 * 1280);
- targetPosX = targetPosX * this->fwork[GDF_CENTER_POS];
- targetPosZ = Math_CosS(this->unk_1A2 * 1792);
- targetPosZ = targetPosZ * this->fwork[GDF_CENTER_POS];
+ targetPosX = Math_SinS(this->unk_1A2 * 1280) * this->fwork[GDF_CENTER_POS];
+ targetPosZ = Math_CosS(this->unk_1A2 * 1792) * this->fwork[GDF_CENTER_POS];
Math_ApproachF(&this->actor.world.pos.x, targetPosX, 0.05f, this->fwork[GDF_FWORK_0]);
Math_ApproachF(&this->actor.world.pos.z, targetPosZ, 0.05f, this->fwork[GDF_FWORK_0]);
@@ -1987,11 +1985,8 @@ void BossGanon_ChargeBigMagic(BossGanon* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
- targetPosX = Math_SinS(this->unk_1A2 * 1280);
- targetPosX = targetPosX * this->fwork[GDF_CENTER_POS];
-
- targetPosZ = Math_CosS(this->unk_1A2 * 1792);
- targetPosZ = targetPosZ * this->fwork[GDF_CENTER_POS];
+ targetPosX = Math_SinS(this->unk_1A2 * 1280) * this->fwork[GDF_CENTER_POS];
+ targetPosZ = Math_CosS(this->unk_1A2 * 1792) * this->fwork[GDF_CENTER_POS];
Math_ApproachF(&this->actor.world.pos.x, targetPosX, 0.05f, this->fwork[GDF_FWORK_0]);
Math_ApproachF(&this->actor.world.pos.z, targetPosZ, 0.05, this->fwork[GDF_FWORK_0]);
@@ -2556,7 +2551,7 @@ void BossGanon_Vulnerable(BossGanon* this, PlayState* play) {
case 2:
sCape->minDist = 0.0f;
- this->actor.velocity.y = this->actor.velocity.y - 0.5f;
+ this->actor.velocity.y -= 0.5f;
if (this->actor.world.pos.y < 40.0f) {
this->actor.world.pos.y = 40.0f;
@@ -2686,22 +2681,22 @@ void BossGanon_Damaged(BossGanon* this, PlayState* play) {
void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
s16 i;
s16 j;
- ColliderInfo* acHitInfo;
+ ColliderElement* acHitElem;
if (this->collider.base.acFlags & AC_HIT) {
this->unk_2D4 = 2;
this->collider.base.acFlags &= ~AC_HIT;
- acHitInfo = this->collider.info.acHitInfo;
+ acHitElem = this->collider.elem.acHitElem;
if ((this->actionFunc == BossGanon_HitByLightBall) || (this->actionFunc == BossGanon_ChargeBigMagic)) {
- if (acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) {
+ if (acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) {
BossGanon_SetupVulnerable(this, play);
this->timers[2] = 0;
Actor_PlaySfx(&this->actor, NA_SE_EN_GANON_DAMAGE1);
this->unk_1A6 = 15;
}
} else if ((this->actionFunc == BossGanon_Vulnerable) && (this->unk_1C2 >= 3)) {
- if (!(acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT)) {
+ if (!(acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
u8 hitWithSword = false;
u8 damage;
Vec3f sp50;
@@ -2715,7 +2710,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
0x1E);
}
- damage = flags = CollisionCheck_GetSwordDamage(acHitInfo->toucher.dmgFlags);
+ damage = flags = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
if (flags == 0) {
damage = 2;
@@ -2749,7 +2744,7 @@ void BossGanon_UpdateDamage(BossGanon* this, PlayState* play) {
sCape->tearTimer = 1;
}
}
- } else if (acHitInfo->toucher.dmgFlags & DMG_RANGED) {
+ } else if (acHitElem->toucher.dmgFlags & DMG_RANGED) {
Actor_PlaySfx(&this->actor, 0);
for (i = 0; i < ARRAY_COUNT(sCape->strands); i++) {
@@ -3265,7 +3260,7 @@ void BossGanon_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 7191);
Matrix_MultVec3f(&D_808E4DB8, &this->unk_208);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7196),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 7196),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
@@ -3359,7 +3354,7 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_49C[i], this->unk_49C[i], this->unk_49C[i], MTXMODE_APPLY);
Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7384),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7384),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
@@ -3373,7 +3368,7 @@ void BossGanon_DrawShock(BossGanon* this, PlayState* play) {
Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7401),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7401),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->shockGlow) {
@@ -3416,7 +3411,7 @@ void BossGanon_DrawHandLightBall(BossGanon* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->handLightBallScale, this->handLightBallScale, this->handLightBallScale, MTXMODE_APPLY);
Matrix_RotateZ(this->unk_258, 1);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7510),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7510),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
@@ -3425,7 +3420,7 @@ void BossGanon_DrawHandLightBall(BossGanon* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 155, alpha);
Matrix_Translate(this->unk_260.x, 0.0f, this->unk_260.z, MTXMODE_NEW);
Matrix_Scale(this->handLightBallScale * 0.75f, 1.0f, this->handLightBallScale * 0.75f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7531),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 7531),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightCoreDL);
@@ -3453,7 +3448,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_28C, this->unk_28C, this->unk_28C, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7588),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7588),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightFlecksDL);
@@ -3461,7 +3456,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_Translate(this->unk_278.x, this->unk_278.y, this->unk_278.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_284, this->unk_284, this->unk_284, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7601),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7601),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 0, 100, (s8)this->unk_288);
gSPSegment(POLY_XLU_DISP++, 0x09,
@@ -3486,7 +3481,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_2D0, this->unk_2D0, this->unk_2D0, MTXMODE_APPLY);
Matrix_RotateZ((this->unk_1A2 * 10.0f) / 1000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7673),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7673),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
@@ -3507,7 +3502,7 @@ void BossGanon_DrawBigMagicCharge(BossGanon* this, PlayState* play) {
Matrix_RotateZ(xzRot, MTXMODE_APPLY);
Matrix_Translate(0.0f, 0.0f, 50.0f, MTXMODE_APPLY);
Matrix_Scale(4.0f, 4.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 7713),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 7713),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightRayTriDL);
@@ -3560,7 +3555,7 @@ void BossGanon_DrawTriforce(BossGanon* this, PlayState* play) {
}
Matrix_Scale(this->fwork[GDF_TRIFORCE_SCALE], this->fwork[GDF_TRIFORCE_SCALE], 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7779),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 7779),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfTriforceDL));
@@ -3595,7 +3590,7 @@ void BossGanon_DrawDarkVortex(BossGanon* this, PlayState* play) {
Matrix_Scale(this->fwork[GDF_VORTEX_SCALE], this->fwork[GDF_VORTEX_SCALE], this->fwork[GDF_VORTEX_SCALE],
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 7841),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 7841),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfVortexDL));
@@ -3721,8 +3716,8 @@ void BossGanon_GenShadowTexture(u8* tex, BossGanon* this, PlayState* play) {
Matrix_MultVec3f(&sp7C, &sp70);
- sp70.x = sp70.x * 0.28f;
- sp70.y = sp70.y * 0.28f;
+ sp70.x *= 0.28f;
+ sp70.y *= 0.28f;
baseX = (s32)(sp70.x + 32.0f);
baseY = (s16)sp70.y * 0x40;
@@ -3769,7 +3764,7 @@ void BossGanon_DrawShadowTexture(void* tex, BossGanon* this, PlayState* play) {
}
Matrix_Scale(0.95000005f, 1.0f, 0.95000005f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 8396),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 8396),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGanondorfShadowSetupDL);
gDPLoadTextureBlock(POLY_OPA_DISP++, tex, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP,
@@ -3784,7 +3779,7 @@ void BossGanon_Draw(Actor* thisx, PlayState* play) {
BossGanon* this = (BossGanon*)thisx;
void* shadowTex;
- shadowTex = Graph_Alloc(play->state.gfxCtx, 64 * 64);
+ shadowTex = GRAPH_ALLOC(play->state.gfxCtx, 64 * 64);
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 9138);
@@ -3936,11 +3931,11 @@ void BossGanon_LightBall_Update(Actor* thisx, PlayState* play2) {
}
if ((this->collider.base.acFlags & AC_HIT) || hitWithBottle) {
- ColliderInfo* acHitInfo = this->collider.info.acHitInfo;
+ ColliderElement* acHitElem = this->collider.elem.acHitElem;
this->collider.base.acFlags &= ~AC_HIT;
- if ((hitWithBottle == false) && (acHitInfo->toucher.dmgFlags & DMG_SHIELD)) {
+ if ((hitWithBottle == false) && (acHitElem->toucher.dmgFlags & DMG_SHIELD)) {
spBA = 2;
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
@@ -4137,7 +4132,7 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
Matrix_Push();
Matrix_Translate(this->actor.world.pos.x, this->actor.floorHeight, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x * 0.75f, 1.0f, this->actor.scale.z * 0.75f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 9875),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 9875),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightCoreDL);
@@ -4153,7 +4148,7 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
Matrix_Push();
Matrix_RotateY(i * (M_PI / 8), MTXMODE_APPLY);
Matrix_RotateZ(this->fwork[GDF_FWORK_0], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 9899),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 9899),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
@@ -4162,7 +4157,7 @@ void BossGanon_LightBall_Draw(Actor* thisx, PlayState* play) {
} else if (this->unk_1A8 == 0) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_RotateZ((this->actor.shape.rot.z / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 9907),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 9907),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
@@ -4287,7 +4282,7 @@ void func_808E229C(Actor* thisx, PlayState* play2) {
this->actor.scale.z * (1.0f - (i * 0.07000001f)), MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_RotateZ(((2.0f * (i * M_PI)) / 10.0f) + BINANG_TO_RAD_ALT(this->actor.shape.rot.z), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 10109),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 10109),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
@@ -4310,7 +4305,7 @@ void func_808E2544(Actor* thisx, PlayState* play) {
BossGanon* dorf = (BossGanon*)this->actor.parent;
s32 pad;
Player* player = GET_PLAYER(play);
- ColliderInfo* acHitInfo;
+ ColliderElement* acHitElem;
Vec3f sp60;
this->unk_1A2++;
@@ -4420,11 +4415,11 @@ void func_808E2544(Actor* thisx, PlayState* play) {
}
if (this->collider.base.acFlags & AC_HIT) {
- acHitInfo = this->collider.info.acHitInfo;
+ acHitElem = this->collider.elem.acHitElem;
this->collider.base.acFlags &= ~AC_HIT;
- if (!(acHitInfo->toucher.dmgFlags & DMG_SHIELD) || Player_HasMirrorShieldEquipped(play)) {
+ if (!(acHitElem->toucher.dmgFlags & DMG_SHIELD) || Player_HasMirrorShieldEquipped(play)) {
Rumble_Request(this->actor.xyzDistToPlayerSq, 180, 20, 100);
this->unk_1C2 = 0xC;
this->actor.speed = -30.0f;
@@ -4436,9 +4431,9 @@ void func_808E2544(Actor* thisx, PlayState* play) {
this->unk_1F0.y = Rand_CenteredFloat(200.0f) + dorf->unk_1FC.y;
this->unk_1F0.z = Rand_CenteredFloat(700.0f) + dorf->unk_1FC.z;
- this->unk_1F0.x = this->unk_1F0.x + ((this->unk_1F0.x - this->actor.world.pos.x) * 100.0f);
- this->unk_1F0.y = this->unk_1F0.y + ((this->unk_1F0.y - this->actor.world.pos.y) * 100.0f);
- this->unk_1F0.z = this->unk_1F0.z + ((this->unk_1F0.z - this->actor.world.pos.z) * 100.0f);
+ this->unk_1F0.x += (this->unk_1F0.x - this->actor.world.pos.x) * 100.0f;
+ this->unk_1F0.y += (this->unk_1F0.y - this->actor.world.pos.y) * 100.0f;
+ this->unk_1F0.z += (this->unk_1F0.z - this->actor.world.pos.z) * 100.0f;
numEffects = 10;
break;
@@ -4554,7 +4549,7 @@ void func_808E324C(Actor* thisx, PlayState* play) {
s16 i;
s32 temp;
- mtx = Graph_Alloc(play->state.gfxCtx, 12 * sizeof(Mtx));
+ mtx = GRAPH_ALLOC(play->state.gfxCtx, 12 * sizeof(Mtx));
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon.c", 10489);
@@ -4570,7 +4565,7 @@ void func_808E324C(Actor* thisx, PlayState* play) {
Matrix_RotateX(-this->unk_3C4[temp].x, MTXMODE_APPLY);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateY(M_PI / 2, MTXMODE_APPLY);
- Matrix_ToMtx(mtx, "../z_boss_ganon.c", 10520);
+ MATRIX_TO_MTX(mtx, "../z_boss_ganon.c", 10520);
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sBigMagicLightStreakDLists[i]);
mtx++;
@@ -4580,7 +4575,7 @@ void func_808E324C(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(10.0f, 10.0f, 10.0f, MTXMODE_APPLY);
Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon.c", 10534),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon.c", 10534),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightBallMaterialDL);
@@ -4832,7 +4827,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Scale(eff->scale, eff->scale, eff->scale, MTXMODE_APPLY);
Matrix_RotateY(eff->unk_48, MTXMODE_APPLY);
Matrix_RotateX(eff->unk_44, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 10898),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 10898),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGanondorfWindowShardModelDL);
}
@@ -4854,7 +4849,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(eff->unk_3C, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 10932),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 10932),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
@@ -4878,7 +4873,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_RotateZ(eff->unk_3C, MTXMODE_APPLY);
Matrix_Scale(eff->scale, eff->scale, eff->unk_38 * eff->scale, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 10971),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 10971),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfSquareDL);
}
@@ -4904,7 +4899,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateX(eff->unk_3C * 1.3f, MTXMODE_APPLY);
Matrix_RotateZ(eff->unk_3C, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11023),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 11023),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfShockDL);
}
@@ -4925,7 +4920,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_RotateZ(eff->unk_3C, MTXMODE_APPLY);
Matrix_Scale(eff->scale, eff->scale, eff->scale, MTXMODE_APPLY);
Matrix_RotateY(eff->unk_44, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11074),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 11074),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sLightningTextures[eff->timer]));
gSPDisplayList(POLY_XLU_DISP++, gGanondorfLightningDL);
@@ -4944,7 +4939,7 @@ void BossGanon_DrawEffects(PlayState* play) {
eff->timer * 2, eff->timer * -20, 32, 32));
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11121),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 11121),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfImpactDarkDL);
}
@@ -4962,7 +4957,7 @@ void BossGanon_DrawEffects(PlayState* play) {
eff->timer * 2, eff->timer * -20, 32, 32));
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale(eff->scale, eff->unk_40 * eff->scale, eff->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11165),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 11165),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfImpactLightDL);
}
@@ -4981,7 +4976,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_Scale((eff->scale * 200.0f) / 1500.0f, (eff->unk_40 * 200.0f) / 1500.0f,
(eff->scale * 200.0f) / 1500.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11209),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 11209),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfShockwaveDL);
}
@@ -5000,7 +4995,7 @@ void BossGanon_DrawEffects(PlayState* play) {
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_ganon.c", 11250),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_ganon.c", 11250),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanondorfDotDL);
}
diff --git a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
index 26b0e741d2..d03a5206b1 100644
--- a/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
+++ b/src/overlays/actors/ovl_Boss_Ganon2/z_boss_ganon2.c
@@ -445,7 +445,7 @@ void func_808FD5F4(BossGanon2* this, PlayState* play) {
this->unk_39C = 14;
this->unk_398 = 0;
this->actor.world.pos.x = -200.0f;
- this->actor.world.pos.y = this->actor.world.pos.y - 30.0f;
+ this->actor.world.pos.y -= 30.0f;
this->actor.world.pos.z = -200.0f;
SEQCMD_PLAY_SEQUENCE(SEQ_PLAYER_BGM_MAIN, 0, 0, NA_BGM_OPENING_GANON);
} else {
@@ -1842,10 +1842,10 @@ void func_80902348(BossGanon2* this, PlayState* play) {
if (this->unk_316 == 0) {
for (i = 0; i < ARRAY_COUNT(this->unk_864); i++) {
- if (this->unk_444.elements[i].info.bumperFlags & BUMP_HIT) {
- this->unk_444.elements[i].info.bumperFlags &= ~BUMP_HIT;
- } else if (this->unk_444.elements[i].info.toucherFlags & TOUCH_HIT) {
- this->unk_444.elements[i].info.toucherFlags &= ~TOUCH_HIT;
+ if (this->unk_444.elements[i].base.bumperFlags & BUMP_HIT) {
+ this->unk_444.elements[i].base.bumperFlags &= ~BUMP_HIT;
+ } else if (this->unk_444.elements[i].base.toucherFlags & TOUCH_HIT) {
+ this->unk_444.elements[i].base.toucherFlags &= ~TOUCH_HIT;
if (this->unk_312 == 1) {
phi_v0_2 = 0x1800;
@@ -1868,10 +1868,10 @@ void func_80902348(BossGanon2* this, PlayState* play) {
if (sqrtf(SQ(temp_f2) + SQ(temp_f12)) > 784.0f) {
for (j = 0; j < PLAYER_BODYPART_MAX; j++) {
- player->flameTimers[j] = Rand_S16Offset(0, 200);
+ player->bodyFlameTimers[j] = Rand_S16Offset(0, 200);
}
- player->isBurning = true;
+ player->bodyIsBurning = true;
func_8002F6D4(play, &this->actor, 10.0f, Math_Atan2S(temp_f12, temp_f2), 0.0f, 0x10);
sZelda->unk_3C8 = 8;
}
@@ -1880,30 +1880,30 @@ void func_80902348(BossGanon2* this, PlayState* play) {
void func_80902524(BossGanon2* this, PlayState* play) {
s8 temp_v0_4;
- ColliderInfo* acHitInfo;
+ ColliderElement* acHitElem;
s16 i;
u8 phi_v1_2;
osSyncPrintf("this->no_hit_time %d\n", this->unk_316);
if (this->unk_316 != 0 || ((this->unk_334 == 0) && (this->actionFunc == func_80900890))) {
for (i = 0; i < ARRAY_COUNT(this->unk_464); i++) {
- this->unk_424.elements[i].info.bumperFlags &= ~BUMP_HIT;
+ this->unk_424.elements[i].base.bumperFlags &= ~BUMP_HIT;
}
}
osSyncPrintf("this->look_on %d\n", this->unk_313);
if (this->unk_313) {
if (this->actionFunc != func_808FFFE0) {
- if (this->unk_424.elements[0].info.bumperFlags & BUMP_HIT) {
- this->unk_424.elements[0].info.bumperFlags &= ~BUMP_HIT;
- acHitInfo = this->unk_424.elements[0].info.acHitInfo;
- if ((acHitInfo->toucher.dmgFlags & DMG_ARROW_LIGHT) && (this->actionFunc != func_80900890)) {
+ if (this->unk_424.elements[0].base.bumperFlags & BUMP_HIT) {
+ this->unk_424.elements[0].base.bumperFlags &= ~BUMP_HIT;
+ acHitElem = this->unk_424.elements[0].base.acHitElem;
+ if ((acHitElem->toucher.dmgFlags & DMG_ARROW_LIGHT) && (this->actionFunc != func_80900890)) {
func_809000A0(this, play);
Actor_PlaySfx(&this->actor, NA_SE_EN_FANTOM_HIT_THUNDER);
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
Audio_StopSfxById(NA_SE_EN_MGANON_UNARI);
} else if ((this->actionFunc == func_80900890) &&
- (acHitInfo->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_SPIN_MASTER | DMG_SLASH_MASTER))) {
+ (acHitElem->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_SPIN_MASTER | DMG_SLASH_MASTER))) {
this->unk_316 = 60;
this->unk_342 = 5;
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
@@ -1926,17 +1926,17 @@ void func_80902524(BossGanon2* this, PlayState* play) {
}
}
} else {
- if (this->unk_424.elements[15].info.bumperFlags & BUMP_HIT) {
- this->unk_424.elements[15].info.bumperFlags &= ~BUMP_HIT;
- acHitInfo = this->unk_424.elements[15].info.acHitInfo;
+ if (this->unk_424.elements[15].base.bumperFlags & BUMP_HIT) {
+ this->unk_424.elements[15].base.bumperFlags &= ~BUMP_HIT;
+ acHitElem = this->unk_424.elements[15].base.acHitElem;
this->unk_316 = 60;
this->unk_344 = 0x32;
this->unk_342 = 5;
Actor_PlaySfx(&this->actor, NA_SE_EN_MGANON_DAMAGE);
Audio_StopSfxById(NA_SE_EN_MGANON_UNARI);
phi_v1_2 = 1;
- if (acHitInfo->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_SPIN_MASTER | DMG_SLASH_MASTER)) {
- if (acHitInfo->toucher.dmgFlags & DMG_JUMP_MASTER) {
+ if (acHitElem->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_SPIN_MASTER | DMG_SLASH_MASTER)) {
+ if (acHitElem->toucher.dmgFlags & DMG_JUMP_MASTER) {
phi_v1_2 = 4;
} else {
phi_v1_2 = 2;
@@ -2404,7 +2404,7 @@ void func_80903F38(BossGanon2* this, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, D_80907080);
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5117),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5117),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanonSwordTrailDL);
}
@@ -2427,7 +2427,7 @@ void func_80904108(BossGanon2* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 128);
Matrix_Translate(-200.0f, 1086.0f, -200.0f, MTXMODE_NEW);
Matrix_Scale(0.098000005f, 0.1f, 0.098000005f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5183),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5183),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonFireRingDL));
Matrix_Pop();
@@ -2477,7 +2477,7 @@ void func_80904340(BossGanon2* this, PlayState* play) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5250),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5250),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightningDL));
}
@@ -2501,7 +2501,7 @@ void func_8090464C(BossGanon2* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_RotateZ(-0.2f, MTXMODE_APPLY);
Matrix_Scale(0.6f, 0.6f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5290),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5290),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonTriforceDL));
Matrix_Pop();
@@ -2522,8 +2522,8 @@ s32 BossGanon2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
}
if (limbIndex >= GANON_LIMB_TAIL1) {
- rot->x += this->unk_2F4[limbIndex] + this->unk_346;
- rot->y += this->unk_2FE[limbIndex];
+ rot->x += this->unk_348[limbIndex - GANON_LIMB_TAIL1] + this->unk_346;
+ rot->y += this->unk_352[limbIndex - GANON_LIMB_TAIL1];
if (this->unk_342 & 1) {
gDPSetEnvColor(POLY_OPA_DISP++, 255, 0, 0, 255);
@@ -2579,14 +2579,14 @@ void BossGanon2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
if ((limbIndex == GANON_LIMB_LEFT_SWORD) || (limbIndex == GANON_LIMB_RIGHT_SWORD)) {
Matrix_Push();
Matrix_Scale(this->unk_224, this->unk_224, this->unk_224, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5522),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5522),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
} else if ((limbIndex == GANON_LIMB_LEFT_HORN) || (limbIndex == GANON_LIMB_RIGHT_HORN)) {
Matrix_Push();
Matrix_Scale(this->unk_228, this->unk_228, this->unk_228, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5533),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5533),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
@@ -2631,7 +2631,7 @@ void func_80904D88(BossGanon2* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_30C, this->unk_30C, this->unk_30C, MTXMODE_APPLY);
Matrix_RotateZ(Rand_CenteredFloat(M_PI), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5618),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5618),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanonLightOrbModelDL);
}
@@ -2655,11 +2655,11 @@ void func_80904FC8(BossGanon2* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(this->unk_384, this->unk_384, this->unk_384, MTXMODE_APPLY);
Matrix_RotateZ(this->unk_388, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5661),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5661),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightOrbModelDL));
Matrix_RotateZ(this->unk_388 * -2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5664),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5664),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightOrbModelDL));
}
@@ -2695,7 +2695,7 @@ void func_8090523C(BossGanon2* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(200.0f * phi_f20, 200.0f * phi_f20, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(Rand_ZeroFloat(2.0f * M_PI), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5721),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5721),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonLightOrbModelDL));
}
@@ -2714,7 +2714,7 @@ void BossGanon2_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
if (limbIndex == GANONDORF_LIMB_JEWEL) {
OPEN_DISPS(play->state.gfxCtx, "../z_boss_ganon2.c", 5749);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5752),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5752),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
@@ -2742,7 +2742,7 @@ void func_80905674(BossGanon2* this, PlayState* play) {
Matrix_RotateY(-M_PI / 4.0f, MTXMODE_APPLY);
Matrix_Scale(0.040000003f, 0.040000003f, this->unk_380, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5814),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5814),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanonZeldaMagicDL));
Matrix_Pop();
@@ -2752,7 +2752,7 @@ void func_80905674(BossGanon2* this, PlayState* play) {
}
void BossGanon2_Draw(Actor* thisx, PlayState* play) {
- void* shadowTexture = Graph_Alloc(play->state.gfxCtx, 4096);
+ void* shadowTexture = GRAPH_ALLOC(play->state.gfxCtx, 4096);
BossGanon2* this = (BossGanon2*)thisx;
s16 i;
@@ -2782,7 +2782,7 @@ void BossGanon2_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(0.0f, -4000.0f, 4000.0f, MTXMODE_APPLY);
Matrix_RotateX(this->unk_394, MTXMODE_APPLY);
Matrix_Translate(0.0f, 4000.0f, -4000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 5910),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 5910),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossGanon2_OverrideLimbDraw, BossGanon2_PostLimbDraw,
@@ -2918,7 +2918,7 @@ void BossGanon2_DrawEffects(PlayState* play) {
Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
Matrix_RotateY(effect->unk_38.z, MTXMODE_APPLY);
Matrix_RotateX(effect->unk_38.y, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6116),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6116),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TexScroll(play->state.gfxCtx, 0, 0 - (play->gameplayFrames & 0x7F), 32, 32));
@@ -2936,7 +2936,7 @@ void BossGanon2_DrawEffects(PlayState* play) {
Matrix_Translate(effect->position.x + temp_f0, 1086.0f, (effect->position.z - 1.0f) + temp_f0, MTXMODE_NEW);
Matrix_RotateY(angle, MTXMODE_APPLY);
Matrix_Scale(1.0f, 0.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6155),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6155),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGanonMasterSwordShadowDL);
}
@@ -2955,7 +2955,7 @@ void BossGanon2_DrawEffects(PlayState* play) {
Matrix_RotateY(effect->unk_38.z, MTXMODE_APPLY);
Matrix_RotateX(effect->unk_38.y, MTXMODE_APPLY);
Matrix_RotateZ(effect->unk_38.x, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6179),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6179),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGanonRubbleDL);
}
@@ -3075,7 +3075,7 @@ void BossGanon2_DrawShadowTexture(void* shadowTexture, BossGanon2* this, PlaySta
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 0);
Matrix_Translate(this->actor.world.pos.x, this->actor.floorHeight, this->actor.world.pos.z - 20.0f, MTXMODE_NEW);
Matrix_Scale(1.65f, 1.0f, 1.65f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_ganon2.c", 6457),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_ganon2.c", 6457),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGanonShadowMaterialDL);
gDPLoadTextureBlock(POLY_OPA_DISP++, shadowTexture, G_IM_FMT_I, G_IM_SIZ_8b, 64, 64, 0, G_TX_NOMIRROR | G_TX_CLAMP,
diff --git a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
index f817bd62a6..fbf301f2cb 100644
--- a/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
+++ b/src/overlays/actors/ovl_Boss_Ganondrof/z_boss_ganondrof.c
@@ -1224,7 +1224,7 @@ void BossGanondrof_Death(BossGanondrof* this, PlayState* play) {
void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) {
s32 acHit;
EnfHG* horse = (EnfHG*)this->actor.child;
- ColliderInfo* hurtbox;
+ ColliderElement* acHitElem;
if (this->work[GND_INVINC_TIMER] != 0) {
this->work[GND_INVINC_TIMER]--;
@@ -1235,17 +1235,18 @@ void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) {
if ((acHit && ((s8)this->actor.colChkInfo.health > 0)) || (this->returnCount != 0)) {
if (acHit) {
this->colliderBody.base.acFlags &= ~AC_HIT;
- hurtbox = this->colliderBody.info.acHitInfo;
+ acHitElem = this->colliderBody.elem.acHitElem;
}
if (this->flyMode != GND_FLY_PAINTING) {
- if (acHit && (this->actionFunc != BossGanondrof_Stunned) && (hurtbox->toucher.dmgFlags & DMG_RANGED)) {
+ if (acHit && (this->actionFunc != BossGanondrof_Stunned) &&
+ (acHitElem->toucher.dmgFlags & DMG_RANGED)) {
Actor_PlaySfx(&this->actor, NA_SE_NONE);
osSyncPrintf("hit != 0 \n");
} else if (this->actionFunc != BossGanondrof_Charge) {
if (this->returnCount == 0) {
u8 dmg;
u8 canKill = false;
- s32 dmgFlags = hurtbox->toucher.dmgFlags;
+ s32 dmgFlags = acHitElem->toucher.dmgFlags;
if (dmgFlags & DMG_HOOKSHOT) {
return;
@@ -1272,7 +1273,7 @@ void BossGanondrof_CollisionCheck(BossGanondrof* this, PlayState* play) {
} else {
Actor_PlaySfx(&this->actor, NA_SE_NONE);
}
- } else if (acHit && (hurtbox->toucher.dmgFlags & DMG_RANGED)) {
+ } else if (acHit && (acHitElem->toucher.dmgFlags & DMG_RANGED)) {
this->work[GND_INVINC_TIMER] = 10;
this->actor.colChkInfo.health -= 2;
horse->hitTimer = 20;
@@ -1463,7 +1464,7 @@ void BossGanondrof_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
}
Gfx* BossGanondrof_GetClearPixelDList(GraphicsContext* gfxCtx) {
- Gfx* dList = Graph_Alloc(gfxCtx, sizeof(Gfx) * 4);
+ Gfx* dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 4);
Gfx* dListHead = dList;
gDPPipeSync(dListHead++);
@@ -1475,7 +1476,7 @@ Gfx* BossGanondrof_GetClearPixelDList(GraphicsContext* gfxCtx) {
}
Gfx* BossGanondrof_EmptyDList(GraphicsContext* gfxCtx) {
- Gfx* dList = Graph_Alloc(gfxCtx, sizeof(Gfx) * 1);
+ Gfx* dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 1);
Gfx* dListHead = dList;
gSPEndDisplayList(dListHead++);
diff --git a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c
index 1dad9bafad..d247c6acc0 100644
--- a/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c
+++ b/src/overlays/actors/ovl_Boss_Goma/z_boss_goma.c
@@ -1301,7 +1301,7 @@ void BossGoma_FloorAttack(BossGoma* this, PlayState* play) {
switch (this->actionState) {
case 0:
for (i = 0; i < this->collider.count; i++) {
- if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {
+ if (this->collider.elements[i].base.toucherFlags & TOUCH_HIT) {
this->framesUntilNextAction = 10;
break;
}
@@ -1807,19 +1807,19 @@ void BossGoma_UpdateHit(BossGoma* this, PlayState* play) {
if (this->invincibilityFrames != 0) {
this->invincibilityFrames--;
} else {
- ColliderInfo* acHitInfo = this->collider.elements[0].info.acHitInfo;
+ ColliderElement* acHitElem = this->collider.elements[0].base.acHitElem;
s32 damage;
if (this->eyeClosedTimer == 0 && this->actionFunc != BossGoma_CeilingSpawnGohmas &&
- (this->collider.elements[0].info.bumperFlags & BUMP_HIT)) {
- this->collider.elements[0].info.bumperFlags &= ~BUMP_HIT;
+ (this->collider.elements[0].base.bumperFlags & BUMP_HIT)) {
+ this->collider.elements[0].base.bumperFlags &= ~BUMP_HIT;
if (this->actionFunc == BossGoma_CeilingMoveToCenter || this->actionFunc == BossGoma_CeilingIdle ||
this->actionFunc == BossGoma_CeilingPrepareSpawnGohmas) {
BossGoma_SetupFallStruckDown(this);
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DAM2);
} else if (this->actionFunc == BossGoma_FloorStunned &&
- (damage = CollisionCheck_GetSwordDamage(acHitInfo->toucher.dmgFlags)) != 0) {
+ (damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags)) != 0) {
this->actor.colChkInfo.health -= damage;
if ((s8)this->actor.colChkInfo.health > 0) {
@@ -1833,14 +1833,14 @@ void BossGoma_UpdateHit(BossGoma* this, PlayState* play) {
this->invincibilityFrames = 10;
} else if (this->actionFunc != BossGoma_FloorStunned && this->patienceTimer != 0 &&
- (acHitInfo->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_DEKU_NUT))) {
+ (acHitElem->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_DEKU_NUT))) {
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_DAM2);
Audio_StopSfxById(NA_SE_EN_GOMA_CRY1);
this->invincibilityFrames = 10;
BossGoma_SetupFloorStunned(this);
this->sfxFaintTimer = 100;
- if (acHitInfo->toucher.dmgFlags & DMG_DEKU_NUT) {
+ if (acHitElem->toucher.dmgFlags & DMG_DEKU_NUT) {
this->framesUntilNextAction = 40;
} else {
this->framesUntilNextAction = 90;
@@ -2004,7 +2004,7 @@ s32 BossGoma_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
if (*dList != NULL) {
Matrix_Push();
Matrix_Scale(this->eyeIrisScaleX, this->eyeIrisScaleY, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_goma.c", 4815),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_goma.c", 4815),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
@@ -2025,7 +2025,7 @@ s32 BossGoma_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
Matrix_Scale(this->tailLimbsScale[limbIndex - BOSSGOMA_LIMB_TAIL4],
this->tailLimbsScale[limbIndex - BOSSGOMA_LIMB_TAIL4],
this->tailLimbsScale[limbIndex - BOSSGOMA_LIMB_TAIL4], MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_goma.c", 4836),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_goma.c", 4836),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
@@ -2094,7 +2094,7 @@ Gfx* BossGoma_EmptyDlist(GraphicsContext* gfxCtx) {
Gfx* dListHead;
Gfx* dList;
- dList = dListHead = Graph_Alloc(gfxCtx, sizeof(Gfx) * 1);
+ dList = dListHead = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 1);
gSPEndDisplayList(dListHead++);
@@ -2105,7 +2105,7 @@ Gfx* BossGoma_NoBackfaceCullingDlist(GraphicsContext* gfxCtx) {
Gfx* dListHead;
Gfx* dList;
- dList = dListHead = Graph_Alloc(gfxCtx, sizeof(Gfx) * 4);
+ dList = dListHead = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 4);
gDPPipeSync(dListHead++);
gDPSetRenderMode(dListHead++, G_RM_PASS, G_RM_AA_ZB_TEX_EDGE2);
diff --git a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
index d6378b1225..40788a433d 100644
--- a/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
+++ b/src/overlays/actors/ovl_Boss_Mo/z_boss_mo.c
@@ -1139,25 +1139,25 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
s16 i1;
for (i1 = 0; i1 < ARRAY_COUNT(this->tentElements); i1++) {
- if (this->tentCollider.elements[i1].info.bumperFlags & BUMP_HIT) {
+ if (this->tentCollider.elements[i1].base.bumperFlags & BUMP_HIT) {
s16 i2;
- ColliderInfo* hurtbox;
+ ColliderElement* acHitElem;
for (i2 = 0; i2 < 19; i2++) {
- this->tentCollider.elements[i2].info.bumperFlags &= ~BUMP_HIT;
- this->tentCollider.elements[i2].info.toucherFlags &= ~TOUCH_HIT;
+ this->tentCollider.elements[i2].base.bumperFlags &= ~BUMP_HIT;
+ this->tentCollider.elements[i2].base.toucherFlags &= ~TOUCH_HIT;
}
- hurtbox = this->tentCollider.elements[i1].info.acHitInfo;
+ acHitElem = this->tentCollider.elements[i1].base.acHitElem;
this->work[MO_TENT_INVINC_TIMER] = 5;
- if (hurtbox->toucher.dmgFlags & DMG_MAGIC_FIRE) {
+ if (acHitElem->toucher.dmgFlags & DMG_MAGIC_FIRE) {
Sfx_PlaySfxAtPos(&this->tentTipPos, NA_SE_EN_MOFER_CUT);
this->cutIndex = 15;
this->meltIndex = this->cutIndex + 1;
this->work[MO_TENT_ACTION_STATE] = MO_TENT_CUT;
this->timers[0] = 40;
this->cutScale = 1.0f;
- } else if (hurtbox->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
- DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
+ } else if (acHitElem->toucher.dmgFlags & (DMG_JUMP_MASTER | DMG_JUMP_GIANT | DMG_SPIN_MASTER |
+ DMG_SPIN_GIANT | DMG_SLASH_GIANT | DMG_SLASH_MASTER)) {
this->playerHitTimer = 5;
}
this->tentRippleSize = 0.2f;
@@ -1175,8 +1175,8 @@ void BossMo_TentCollisionCheck(BossMo* this, PlayState* play) {
Rand_ZeroFloat(0.08f) + 0.13f);
}
break;
- } else if (this->tentCollider.elements[i1].info.toucherFlags & TOUCH_HIT) {
- this->tentCollider.elements[i1].info.toucherFlags &= ~TOUCH_HIT;
+ } else if (this->tentCollider.elements[i1].base.toucherFlags & TOUCH_HIT) {
+ this->tentCollider.elements[i1].base.toucherFlags &= ~TOUCH_HIT;
this->playerHitTimer = 5;
break;
}
@@ -1745,17 +1745,17 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
}
}
if (this->coreCollider.base.acFlags & AC_HIT) {
- ColliderInfo* hurtbox = this->coreCollider.info.acHitInfo;
+ ColliderElement* acHitElem = this->coreCollider.elem.acHitElem;
// "hit!!"
osSyncPrintf("Core_Damage_check 当り!!\n");
this->coreCollider.base.acFlags &= ~AC_HIT;
- if ((hurtbox->toucher.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
+ if ((acHitElem->toucher.dmgFlags & DMG_MAGIC_FIRE) && (this->work[MO_TENT_ACTION_STATE] == MO_CORE_ATTACK)) {
this->work[MO_TENT_ACTION_STATE] = MO_CORE_RETREAT;
}
// "hit 2 !!"
osSyncPrintf("Core_Damage_check 当り 2 !!\n");
if ((this->work[MO_TENT_ACTION_STATE] != MO_CORE_UNDERWATER) && (this->work[MO_TENT_INVINC_TIMER] == 0)) {
- u8 damage = CollisionCheck_GetSwordDamage(hurtbox->toucher.dmgFlags);
+ u8 damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
if ((damage != 0) && (this->work[MO_TENT_ACTION_STATE] < MO_CORE_ATTACK)) {
// "sword hit !!"
@@ -1793,7 +1793,7 @@ void BossMo_CoreCollisionCheck(BossMo* this, PlayState* play) {
}
}
this->work[MO_TENT_INVINC_TIMER] = 10;
- } else if (!(hurtbox->toucher.dmgFlags & DMG_SHIELD) && (hurtbox->toucher.dmgFlags & DMG_HOOKSHOT)) {
+ } else if (!(acHitElem->toucher.dmgFlags & DMG_SHIELD) && (acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
if (this->work[MO_TENT_ACTION_STATE] >= MO_CORE_ATTACK) {
Sfx_PlaySfxAtPos(&sMorphaTent1->tentTipPos, NA_SE_EN_MOFER_CUT);
sMorphaTent1->cutIndex = this->work[MO_CORE_POS_IN_TENT];
@@ -2434,7 +2434,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
s16 i;
s16 notCut;
s16 index;
- Mtx* matrix = Graph_Alloc(play->state.gfxCtx, 41 * sizeof(Mtx));
+ Mtx* matrix = GRAPH_ALLOC(play->state.gfxCtx, 41 * sizeof(Mtx));
f32 phi_f20;
f32 phi_f22;
Vec3f sp110;
@@ -2489,7 +2489,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
MTXMODE_APPLY);
}
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
- Matrix_ToMtx(matrix, "../z_boss_mo.c", 6452);
+ MATRIX_TO_MTX(matrix, "../z_boss_mo.c", 6452);
gSPMatrix(POLY_XLU_DISP++, matrix, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
@@ -2522,7 +2522,7 @@ void BossMo_DrawTentacle(BossMo* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(phi_f22, phi_f22, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6511),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6511),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMorphaBubbleDL);
@@ -2582,7 +2582,7 @@ void BossMo_DrawWater(BossMo* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 80);
Matrix_Scale(0.5f, 1.0f, 0.5f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6675),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6675),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaWaterDL);
@@ -2613,7 +2613,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Matrix_RotateX(this->work[MO_TENT_MOVE_TIMER] * 0.5f, MTXMODE_APPLY);
Matrix_RotateZ(this->work[MO_TENT_MOVE_TIMER] * 0.8f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6735),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6735),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 255, (s8)this->baseAlpha);
@@ -2651,7 +2651,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, groundLevel, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(0.23f, 1.0f, 0.23f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6820),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6820),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gCircleShadowDL));
@@ -2709,7 +2709,7 @@ void BossMo_DrawCore(Actor* thisx, PlayState* play) {
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_Scale(0.05f, 1.0f, 0.05f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_mo.c", 6941),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_mo.c", 6941),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaWaterDL);
@@ -2923,7 +2923,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7294),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7294),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffWaterRippleDL);
@@ -2946,7 +2946,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7330),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7330),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffShockwaveDL);
@@ -2975,7 +2975,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale / effect->fwork[MO_FX_STRETCH], effect->fwork[MO_FX_STRETCH] * effect->scale,
1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7373),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7373),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaDropletModelDL);
@@ -3001,7 +3001,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7441),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7441),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gMorphaWetSpotModelDL);
@@ -3025,7 +3025,7 @@ void BossMo_DrawEffects(BossMoEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_mo.c", 7476),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_mo.c", 7476),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gMorphaBubbleDL);
diff --git a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
index 1a0c1326eb..ac481ba0c7 100644
--- a/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
+++ b/src/overlays/actors/ovl_Boss_Sst/z_boss_sst.c
@@ -870,10 +870,10 @@ void BossSst_HeadStunned(BossSst* this, PlayState* play) {
void BossSst_HeadSetupVulnerable(BossSst* this) {
Animation_MorphToLoop(&this->skelAnime, &gBongoHeadStunnedAnim, -5.0f);
this->colliderCyl.base.acFlags |= AC_ON;
- this->colliderCyl.info.bumper.dmgFlags = DMG_SWORD | DMG_DEKU_STICK;
+ this->colliderCyl.elem.bumper.dmgFlags = DMG_SWORD | DMG_DEKU_STICK;
this->actor.speed = 0.0f;
- this->colliderJntSph.elements[10].info.bumperFlags |= (BUMP_ON | BUMP_HOOKABLE);
- this->colliderJntSph.elements[0].info.bumperFlags &= ~BUMP_ON;
+ this->colliderJntSph.elements[10].base.bumperFlags |= (BUMP_ON | BUMP_HOOKABLE);
+ this->colliderJntSph.elements[0].base.bumperFlags &= ~BUMP_ON;
if (this->actionFunc != BossSst_HeadDamage) {
this->timer = 50;
}
@@ -929,9 +929,9 @@ void BossSst_HeadDamage(BossSst* this, PlayState* play) {
void BossSst_HeadSetupRecover(BossSst* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gBongoHeadRecoverAnim, -5.0f);
this->colliderCyl.base.acFlags &= ~AC_ON;
- this->colliderCyl.info.bumper.dmgFlags = DMG_DEFAULT;
- this->colliderJntSph.elements[10].info.bumperFlags &= ~(BUMP_ON | BUMP_HOOKABLE);
- this->colliderJntSph.elements[0].info.bumperFlags |= BUMP_ON;
+ this->colliderCyl.elem.bumper.dmgFlags = DMG_DEFAULT;
+ this->colliderJntSph.elements[10].base.bumperFlags &= ~(BUMP_ON | BUMP_HOOKABLE);
+ this->colliderJntSph.elements[0].base.bumperFlags |= BUMP_ON;
this->vVanish = true;
this->actor.speed = 5.0f;
this->actionFunc = BossSst_HeadRecover;
@@ -2496,7 +2496,7 @@ void BossSst_HandSetDamage(BossSst* this, s32 damage) {
this->colliderJntSph.base.atFlags |= AT_ON;
for (i = 0; i < 11; i++) {
- this->colliderJntSph.elements[i].info.toucher.damage = damage;
+ this->colliderJntSph.elements[i].base.toucher.damage = damage;
}
}
@@ -2926,7 +2926,7 @@ void BossSst_DrawHead(Actor* thisx, PlayState* play) {
this->actor.world.pos.z + vanishMaskOffset.z, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_sst.c", 6934),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_sst.c", 6934),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sIntroVanishDList);
}
@@ -3186,7 +3186,7 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
Matrix_RotateZYX(effect->rot.x, effect->rot.y, effect->rot.z, MTXMODE_APPLY);
Matrix_Scale(effect->scale * 0.001f, effect->scale * 0.001f, effect->scale * 0.001f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_sst.c", 7350),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_sst.c", 7350),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBongoIceShardDL);
}
@@ -3209,7 +3209,7 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 30, 0, 30, effect->alpha * effect->move);
gDPSetEnvColor(POLY_XLU_DISP++, 30, 0, 30, 0);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_sst.c", 7396),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_sst.c", 7396),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFireCircleDL);
}
@@ -3223,7 +3223,7 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale * 0.001f, 1.0f, effect->scale * 0.001f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_sst.c", 7423),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_sst.c", 7423),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sShadowDList);
effect++;
diff --git a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
index 7507ab62df..2dd7ca3b5d 100644
--- a/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
+++ b/src/overlays/actors/ovl_Boss_Tw/z_boss_tw.c
@@ -464,7 +464,7 @@ void BossTw_Init(Actor* thisx, PlayState* play2) {
if (this->actor.params == TW_FIRE_BLAST || this->actor.params == TW_FIRE_BLAST_GROUND) {
this->actionFunc = BossTw_BlastFire;
- this->collider.info.toucher.effect = 1;
+ this->collider.elem.toucher.effect = 1;
} else if (this->actor.params == TW_ICE_BLAST || this->actor.params == TW_ICE_BLAST_GROUND) {
this->actionFunc = BossTw_BlastIce;
} else if (this->actor.params >= TW_DEATHBALL_KOTAKE) {
@@ -811,12 +811,12 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, PlayState* play) {
if (sFreezeState == 0) {
sFreezeState = 1;
}
- } else if (!player->isBurning) {
+ } else if (!player->bodyIsBurning) {
for (i = 0; i < PLAYER_BODYPART_MAX; i++) {
- player->flameTimers[i] = Rand_S16Offset(0, 200);
+ player->bodyFlameTimers[i] = Rand_S16Offset(0, 200);
}
- player->isBurning = true;
+ player->bodyIsBurning = true;
Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
}
}
@@ -2022,14 +2022,14 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
Actor_SetScale(&sKotakePtr->actor, 0.014999999f);
}
} else {
- sKoumePtr->actor.shape.rot.y = sKoumePtr->actor.shape.rot.y + (s16)this->subCamYawStep;
+ sKoumePtr->actor.shape.rot.y += (s16)this->subCamYawStep;
}
} else {
if ((this->work[CS_TIMER_1] % 8) == 0) {
Actor_PlaySfx(&sKoumePtr->actor, NA_SE_EN_TWINROBA_ROLL);
}
- sKoumePtr->actor.shape.rot.y = sKoumePtr->actor.shape.rot.y + (s16)this->subCamYawStep;
+ sKoumePtr->actor.shape.rot.y += (s16)this->subCamYawStep;
Math_ApproachF(&this->subCamYawStep, 12288.0f, 1.0f, 384.0f);
if (Animation_OnFrame(&sKoumePtr->skelAnime, this->workf[ANIM_SW_TGT])) {
@@ -2182,14 +2182,14 @@ void BossTw_TwinrovaIntroCS(BossTw* this, PlayState* play) {
this->spawnPortalAlpha = 0.0f;
}
} else {
- sKotakePtr->actor.shape.rot.y = sKotakePtr->actor.shape.rot.y + (s16)this->subCamYawStep;
+ sKotakePtr->actor.shape.rot.y += (s16)this->subCamYawStep;
}
} else {
if ((this->work[CS_TIMER_1] % 8) == 0) {
Actor_PlaySfx(&sKotakePtr->actor, NA_SE_EN_TWINROBA_ROLL);
}
- sKotakePtr->actor.shape.rot.y = sKotakePtr->actor.shape.rot.y + (s16)this->subCamYawStep;
+ sKotakePtr->actor.shape.rot.y += (s16)this->subCamYawStep;
Math_ApproachF(&this->subCamYawStep, 12288.0f, 1.0f, 384.0f);
if (Animation_OnFrame(&sKotakePtr->skelAnime, this->workf[ANIM_SW_TGT])) {
@@ -3093,19 +3093,19 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
BossTw_TwinrovaDamage(this, play, 0);
Actor_PlaySfx(&this->actor, NA_SE_EN_TWINROBA_YOUNG_DAMAGE);
} else if (this->collider.base.acFlags & AC_HIT) {
- ColliderInfo* info = this->collider.info.acHitInfo;
+ ColliderElement* acHitElem = this->collider.elem.acHitElem;
this->collider.base.acFlags &= ~AC_HIT;
- if (info->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_ARROW)) {}
+ if (acHitElem->toucher.dmgFlags & (DMG_SLINGSHOT | DMG_ARROW)) {}
}
} else if (this->collider.base.acFlags & AC_HIT) {
u8 damage;
u8 swordDamage;
- ColliderInfo* info = this->collider.info.acHitInfo;
+ ColliderElement* acHitElem = this->collider.elem.acHitElem;
this->collider.base.acFlags &= ~AC_HIT;
swordDamage = false;
- damage = CollisionCheck_GetSwordDamage(info->toucher.dmgFlags);
+ damage = CollisionCheck_GetSwordDamage(acHitElem->toucher.dmgFlags);
if (damage == 0) {
damage = 2;
@@ -3113,7 +3113,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
swordDamage = true;
}
- if (!(info->toucher.dmgFlags & DMG_HOOKSHOT)) {
+ if (!(acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
if (((s8)this->actor.colChkInfo.health < 3) && !swordDamage) {
damage = 0;
}
@@ -3172,7 +3172,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, PlayState* play2) {
}
}
- if (player->isBurning && sShieldIceCharge != 0) {
+ if (player->bodyIsBurning && sShieldIceCharge != 0) {
sShieldIceCharge = 4;
}
}
@@ -3222,7 +3222,7 @@ void BossTw_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
Matrix_MultVec3f(&D_8094A950, &this->crownPos);
if (this->unk_5F8 != 0) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6190),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6190),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
if (this->actor.params == TW_KOTAKE) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaKotakeIceHairDL));
@@ -3240,7 +3240,7 @@ void BossTw_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
Matrix_MultVec3f(&D_8094A95C[4], &this->scepterFlamePos[4]);
if (this->scepterAlpha > 0.0f) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6221),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6221),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
if (this->actor.params == TW_KOTAKE) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 225, 255, (s16)this->scepterAlpha);
@@ -3269,7 +3269,7 @@ void func_80941BC0(BossTw* this, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(this->groundBlastPos2.x, this->groundBlastPos2.y, this->groundBlastPos2.z, MTXMODE_NEW);
Matrix_Scale(this->workf[UNK_F12], this->workf[UNK_F12], this->workf[UNK_F12], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6358),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6358),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)this->workf[UNK_F11]);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 40, 30, 80);
@@ -3281,11 +3281,11 @@ void func_80941BC0(BossTw* this, PlayState* play) {
(u32)this->workf[UNK_F16] & 0x3F, (this->work[CS_TIMER_2] * 4) & 0x3F, 0x10, 0x10));
Matrix_Push();
Matrix_RotateY(this->workf[UNK_F15], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6423),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6423),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaIcePoolShineDL));
Matrix_Pop();
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6427),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6427),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPSegment(POLY_XLU_DISP++, 0xD,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[CS_TIMER_2] & 0x7F,
@@ -3317,7 +3317,7 @@ void func_80942180(BossTw* this, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (-this->work[CS_TIMER_1]) & 0x7F, 0, 0x20, 0x20, 1,
(this->work[CS_TIMER_1] * 2) & 0x7F, 0, 0x20, 0x20));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6497),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6497),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 40, 00, (s16)this->workf[KM_GRND_CRTR_A]);
gDPPipeSync(POLY_XLU_DISP++);
@@ -3325,7 +3325,7 @@ void func_80942180(BossTw* this, PlayState* play) {
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaFirePoolDL));
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6514),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6514),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, this->work[CS_TIMER_1] & 0x7F,
@@ -3343,7 +3343,7 @@ void func_80942180(BossTw* this, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 235, 240, 128);
Matrix_Scale(this->workf[KM_GD_FLM_SCL], this->workf[KM_GD_FLM_SCL], this->workf[KM_GD_FLM_SCL], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6575),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6575),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBigFlameDL));
@@ -3366,7 +3366,7 @@ void func_809426F0(BossTw* this, PlayState* play) {
Matrix_Scale(this->spawnPortalScale / 2000.0f, this->spawnPortalScale / 2000.0f, this->spawnPortalScale / 2000.0f,
MTXMODE_APPLY);
Matrix_RotateZ(this->portalRotation, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6614),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6614),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
if (this->actor.params == TW_KOTAKE) {
@@ -3398,7 +3398,7 @@ void func_809426F0(BossTw* this, PlayState* play) {
(u8)((-this->work[CS_TIMER_2] * 15) + (i * 50)), 0x20, 0x40, 1, 0, 0, 0x20, 0x20));
Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6751),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6751),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaFireDL));
Matrix_Pop();
@@ -3432,7 +3432,7 @@ void func_80942C70(Actor* thisx, PlayState* play) {
Matrix_RotateX(this->beamPitch, MTXMODE_APPLY);
Matrix_RotateZ(this->beamRoll, MTXMODE_APPLY);
Matrix_Scale(this->beamScale, this->beamScale, (this->beamDist * 0.01f * 98.0f) / 20000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6846),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6846),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBeamDL));
@@ -3444,7 +3444,7 @@ void func_80942C70(Actor* thisx, PlayState* play) {
Matrix_RotateZ(this->beamRoll, MTXMODE_APPLY);
Matrix_Scale(this->beamScale, this->beamScale, (this->beamReflectionDist * 0.01f * 100.0f) / 20000.0f,
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6870),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6870),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaBeamDL));
}
@@ -3464,7 +3464,7 @@ void func_80943028(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + 57.0f, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(this->workf[UNK_F17], this->workf[UNK_F17], this->workf[UNK_F17], MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6908),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6908),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaHaloDL));
Gfx_SetupDL_44Xlu(play->state.gfxCtx);
@@ -3472,7 +3472,7 @@ void func_80943028(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, 240.0f, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale((this->actor.scale.x * 4000.0f) / 100.0f, 1.0f, (this->actor.scale.x * 4000.0f) / 100.0f,
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 6926),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 6926),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gCircleShadowDL));
Matrix_Pop();
@@ -3665,7 +3665,7 @@ void BossTw_TwinrovaPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve
case TWINROVA_LIMB_BROOM_FIRE_TRAIL:
Matrix_Push();
Matrix_Scale(this->workf[UNK_F12], this->workf[UNK_F12], this->workf[UNK_F12], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7295),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7295),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
Matrix_Pop();
gSPDisplayList(POLY_XLU_DISP++, *dList);
@@ -3716,7 +3716,7 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
if (temp_t0 != 0) {
Matrix_Mult(&player->shieldMf, MTXMODE_NEW);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7362),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7362),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
temp_a0 = (Math_SinS(this->work[CS_TIMER_1] * 2730 * temp_t0) * D_8094C854 * 0.5f) + (D_8094C854 * 0.5f);
if (sShieldFireCharge != 0) {
@@ -3757,7 +3757,7 @@ void BossTw_ShieldChargeDraw(BossTw* this, PlayState* play) {
Matrix_Mult(&player->shieldMf, MTXMODE_NEW);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7486),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7486),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
if (sShieldFireCharge != 0) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 220, 20, (s16)D_8094C858);
@@ -3793,28 +3793,28 @@ void BossTw_SpawnPortalDraw(BossTw* this, PlayState* play) {
Matrix_Translate(0.0f, 232.0f, -600.0f, MTXMODE_NEW);
Matrix_Scale(this->spawnPortalScale, this->spawnPortalScale, this->spawnPortalScale, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, (s16)this->spawnPortalAlpha);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7582),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7582),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaSpawnPortalShadowDL));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 135, 175, 165, (s16)this->spawnPortalAlpha);
Matrix_Translate(0.0f, 2.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7596),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7596),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaKotakeMagicSigilDL));
Matrix_Translate(0.0f, 232.0f, 600.0f, MTXMODE_NEW);
Matrix_Scale(this->spawnPortalScale, this->spawnPortalScale, this->spawnPortalScale, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, (s16)this->spawnPortalAlpha);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7617),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7617),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaSpawnPortalShadowDL));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 0, (s16)this->spawnPortalAlpha);
Matrix_Translate(0.0f, 2.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7631),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7631),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaKoumeMagicSigilDL));
@@ -3834,7 +3834,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
Matrix_Scale(0.35f, 0.35f, 0.35f, MTXMODE_APPLY);
Matrix_Push();
Matrix_Scale(this->workf[UNK_F19], this->workf[UNK_F19], this->workf[UNK_F19], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7671),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7671),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaLightCircleDL));
@@ -3843,7 +3843,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, -sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x20, 1,
-sKoumePtr->work[CS_TIMER_1] * 2, 0, 0x20, 0x40));
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s16)this->workf[UNK_F18] / 2);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7694),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7694),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaLightRaysDL));
@@ -3857,7 +3857,7 @@ void func_80944C50(BossTw* this, PlayState* play) {
scale = CLAMP_MAX(scale, 1.0f);
Matrix_Scale(scale, 1.0f, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 7728),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 7728),
G_MTX_LOAD | G_MTX_MODELVIEW | G_MTX_NOPUSH);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaLightPillarDL));
Matrix_Pop();
@@ -3951,7 +3951,7 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
this->actor.world.pos.y = -2000.0f;
Matrix_MtxFToYXZRotS(&player2->shieldMf, &blastDir, 0);
blastDir.x = -blastDir.x;
- blastDir.y = blastDir.y + 0x8000;
+ blastDir.y += 0x8000;
Math_ApproachS(&this->magicDir.x, blastDir.x, 0xA, 0x800);
Math_ApproachS(&this->magicDir.y, blastDir.y, 0xA, 0x800);
@@ -4055,15 +4055,15 @@ void BossTw_BlastFire(BossTw* this, PlayState* play) {
yDiff = sKoumePtr->groundBlastPos2.y - player->actor.world.pos.y;
zDiff = sKoumePtr->groundBlastPos2.z - player->actor.world.pos.z;
- if (!player->isBurning && (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) && (fabsf(yDiff) < 10.0f) &&
- (sqrtf(SQ(xDiff) + SQ(zDiff)) < (sKoumePtr->workf[UNK_F13] * 4550.0f))) {
+ if (!player->bodyIsBurning && (player->actor.bgCheckFlags & BGCHECKFLAG_GROUND) &&
+ (fabsf(yDiff) < 10.0f) && (sqrtf(SQ(xDiff) + SQ(zDiff)) < (sKoumePtr->workf[UNK_F13] * 4550.0f))) {
s16 j;
for (j = 0; j < 18; j++) {
- player->flameTimers[j] = Rand_S16Offset(0, 200);
+ player->bodyFlameTimers[j] = Rand_S16Offset(0, 200);
}
- player->isBurning = 1;
+ player->bodyIsBurning = true;
if (this->work[BURN_TMR] == 0) {
Player_PlaySfx(player, player->ageProperties->unk_92 + NA_SE_VO_LI_DEMO_DAMAGE);
@@ -4320,7 +4320,7 @@ void BossTw_BlastIce(BossTw* this, PlayState* play) {
s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 ret = false;
- ColliderInfo* info;
+ ColliderElement* acHitElem;
if (1) {}
@@ -4328,9 +4328,9 @@ s32 BossTw_BlastShieldCheck(BossTw* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
this->collider.base.atFlags &= ~AT_HIT;
- info = this->collider.info.acHitInfo;
+ acHitElem = this->collider.elem.acHitElem;
- if (info->toucher.dmgFlags & DMG_SHIELD) {
+ if (acHitElem->toucher.dmgFlags & DMG_SHIELD) {
this->work[INVINC_TIMER] = 7;
play->envCtx.lightBlend = 1.0f;
Rumble_Request(0.0f, 100, 5, 4);
@@ -4459,7 +4459,7 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 8865),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 8865),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaFireDL));
}
@@ -4483,7 +4483,7 @@ void BossTw_BlastDraw(Actor* thisx, PlayState* play2) {
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 9004),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 9004),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaIceModelDL));
}
@@ -4523,7 +4523,7 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 9071),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 9071),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaFireDL));
}
@@ -4543,7 +4543,7 @@ void BossTw_DrawDeathBall(Actor* thisx, PlayState* play2) {
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_tw.c", 9107),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_tw.c", 9107),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaIceModelDL));
}
@@ -4921,7 +4921,7 @@ void BossTw_DrawEffects(PlayState* play) {
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(currentEffect->workf[EFF_SCALE], currentEffect->workf[EFF_SCALE], 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_tw.c", 9617),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_tw.c", 9617),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gTwinrovaMagicParticleModelDL);
}
@@ -4946,7 +4946,7 @@ void BossTw_DrawEffects(PlayState* play) {
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(currentEffect->workf[EFF_SCALE], currentEffect->workf[EFF_SCALE], 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_tw.c", 9660),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_tw.c", 9660),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaIceModelDL));
}
@@ -4971,7 +4971,7 @@ void BossTw_DrawEffects(PlayState* play) {
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(currentEffect->workf[EFF_SCALE], currentEffect->workf[EFF_SCALE], 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_tw.c", 9709),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_tw.c", 9709),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaFireDL));
}
@@ -5014,7 +5014,7 @@ void BossTw_DrawEffects(PlayState* play) {
Matrix_RotateZ(currentEffect->workf[EFF_ROLL], MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_Scale(currentEffect->workf[EFF_SCALE], 1.0f, currentEffect->workf[EFF_SCALE], MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_tw.c", 9775),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_tw.c", 9775),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_AA_ZB_XLU_SURF2);
gSPClearGeometryMode(POLY_XLU_DISP++, G_CULL_BACK | G_FOG);
@@ -5062,7 +5062,7 @@ void BossTw_DrawEffects(PlayState* play) {
currentEffect->workf[EFF_SCALE], MTXMODE_APPLY);
Matrix_RotateY(BossTw_RandZeroOne() * M_PI, MTXMODE_APPLY);
Matrix_RotateX((BossTw_RandZeroOne() - 0.5f) * M_PI * 0.5f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_tw.c", 9855),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_tw.c", 9855),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gTwinrovaIceModelDL));
}
@@ -5091,7 +5091,7 @@ void BossTw_DrawEffects(PlayState* play) {
Matrix_Translate(currentEffect->pos.x, currentEffect->pos.y, currentEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(currentEffect->workf[EFF_SCALE], currentEffect->workf[EFF_SCALE], 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_tw.c", 9911),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_tw.c", 9911),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (currentEffect->work[EFF_ARGS] == 0) {
diff --git a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
index 136d0548de..554c45e5ae 100644
--- a/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
+++ b/src/overlays/actors/ovl_Boss_Va/z_boss_va.c
@@ -922,7 +922,7 @@ void BossVa_BodyIntro(BossVa* this, PlayState* play) {
sSubCamEyeMaxVelFrac.z = sSubCamEyeMaxVelFrac.x;
sSubCamAtMaxVelFrac = sSubCamEyeMaxVelFrac;
- sSubCamAtMaxVelFrac.z = sSubCamAtMaxVelFrac.z * 1.75f;
+ sSubCamAtMaxVelFrac.z *= 1.75f;
this->timer--;
if (this->timer == 0) {
@@ -1129,7 +1129,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 160);
this->actor.colorFilterTimer = this->invincibilityTimer;
} else {
- this->colliderBody.info.bumper.dmgFlags = DMG_BOOMERANG;
+ this->colliderBody.elem.bumper.dmgFlags = DMG_BOOMERANG;
}
}
@@ -1139,7 +1139,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
if (this->colliderBody.base.ac->id == ACTOR_EN_BOOM) {
sPhase2Timer &= 0xFE00;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 160);
- this->colliderBody.info.bumper.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK;
+ this->colliderBody.elem.bumper.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK;
} else {
sKillBari++;
if ((this->actor.colorFilterTimer != 0) && !(this->actor.colorFilterParams & 0x4000)) {
@@ -1217,7 +1217,7 @@ void BossVa_BodyPhase2(BossVa* this, PlayState* play) {
}
void BossVa_SetupBodyPhase3(BossVa* this) {
- this->colliderBody.info.bumper.dmgFlags = DMG_BOOMERANG;
+ this->colliderBody.elem.bumper.dmgFlags = DMG_BOOMERANG;
this->actor.speed = 0.0f;
sPhase3StopMoving = false;
BossVa_SetupAction(this, BossVa_BodyPhase3);
@@ -1421,7 +1421,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
}
Math_SmoothStepToF(&this->actor.speed, ((sFightPhase - PHASE_4 + 1) * 1.5f) + 4.0f, 1.0f, 0.25f, 0.0f);
}
- this->colliderBody.info.bumper.dmgFlags = DMG_BOOMERANG;
+ this->colliderBody.elem.bumper.dmgFlags = DMG_BOOMERANG;
} else {
Math_SmoothStepToS(&this->vaBodySpinRate, 0, 1, 0x96, 0);
if (this->timer > 0) {
@@ -1429,7 +1429,7 @@ void BossVa_BodyPhase4(BossVa* this, PlayState* play) {
this->timer = 35;
}
Math_SmoothStepToF(&this->actor.shape.yOffset, -480.0f, 1.0f, 30.0f, 0.0f);
- this->colliderBody.info.bumper.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK;
+ this->colliderBody.elem.bumper.dmgFlags = DMG_SWORD | DMG_BOOMERANG | DMG_DEKU_STICK;
this->timer--;
} else {
if ((player->stateFlags1 & PLAYER_STATE1_26) && (this->timer < -60)) {
@@ -2893,11 +2893,11 @@ void BossVa_BodyPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_MultVec3f(&sp78, &this->unk_1D8);
} else if ((limbIndex >= 10) && (limbIndex < 20) && (sBodyBari[limbIndex - 10] != 0)) {
if (((limbIndex >= 16) || (limbIndex == 10)) && (sFightPhase <= PHASE_3)) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4208),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 4208),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008BB8);
} else if ((limbIndex >= 11) && (sFightPhase <= PHASE_2)) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4212),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 4212),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008BB8);
}
@@ -2912,11 +2912,11 @@ void BossVa_BodyPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * 10) % 128, 16, 32,
1, 0, (play->gameplayFrames * 5) % 128, 16, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4232),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 4232),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008D70);
} else if ((*dList != NULL) && (limbIndex >= 29) && (limbIndex < 56)) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4236),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 4236),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, *dList);
} else if ((limbIndex == 24) && (sCsState < DEATH_START)) {
@@ -3139,11 +3139,11 @@ void BossVa_BariPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
gSPSegment(POLY_XLU_DISP++, 0x0A,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, (play->gameplayFrames * 10) % 32, 16, 32, 1,
0, (play->gameplayFrames * -5) % 32, 16, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4508),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 4508),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_000FA0);
} else if ((limbIndex == 3) || (limbIndex == 4)) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 4512),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 4512),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, *dList);
}
@@ -3513,7 +3513,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_RotateZ((effect->rot.z / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
Matrix_Scale(effect->scale * 0.0185f, effect->scale * 0.0185f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 4976),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 4976),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_015710);
}
@@ -3532,7 +3532,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_RotateZ((effect->rot.z / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5002),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5002),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sSparkBallTex[effect->mode]));
@@ -3569,7 +3569,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
gDPPipeSync(POLY_XLU_DISP++);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5052),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5052),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_009468);
}
@@ -3592,7 +3592,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5080),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5080),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBarinadeDL_012948);
}
@@ -3624,7 +3624,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_RotateY(-(effect->offset.x * 0.13f), MTXMODE_APPLY);
Matrix_RotateX(-(effect->offset.x * 0.115f), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5124),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5124),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBarinadeDL_012C50);
}
@@ -3647,7 +3647,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_RotateZYX(effect->rot.x, effect->rot.y, 0, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5152),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5152),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_013638);
}
@@ -3669,7 +3669,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_RotateZ((effect->rot.z / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
Matrix_Scale(effect->scale * 0.02f, effect->scale * 0.02f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5180),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5180),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_015710);
}
@@ -3691,7 +3691,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, PlayState* play) {
Matrix_RotateY((effect->rot.y / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_boss_va.c", 5208),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_boss_va.c", 5208),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBarinadeDL_008F70);
}
@@ -3987,7 +3987,7 @@ void BossVa_DrawDoor(PlayState* play, s16 scale) {
Matrix_RotateZ(segAngle, MTXMODE_APPLY);
Matrix_Translate(0.0f, doorPieceLength[i] * yScale, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_boss_va.c", 5621),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_boss_va.c", 5621),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, doorPieceDispList[i]);
}
diff --git a/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c b/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c
index 2960be3daa..06cbc92a5b 100644
--- a/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c
+++ b/src/overlays/actors/ovl_Demo_6K/z_demo_6k.c
@@ -582,7 +582,7 @@ void func_80967FFC(Actor* thisx, PlayState* play) {
for (i = 0; i < 6; i++) {
Matrix_RotateZ(M_PI / 3, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1115),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1115),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, colors[i][0].r, colors[i][0].g, colors[i][0].b, 255);
@@ -628,7 +628,7 @@ void func_80968298(Actor* thisx, PlayState* play) {
}
Matrix_RotateX(-M_PI / 2, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1170),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1170),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 210, 210, 210, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 100, 100, 100, 255);
@@ -638,7 +638,7 @@ void func_80968298(Actor* thisx, PlayState* play) {
(timer1 * 12) & 0xFFF, 64, 32));
gSPDisplayList(POLY_XLU_DISP++, object_demo_6k_DL_0039D0);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1189),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1189),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 255);
@@ -669,12 +669,12 @@ void func_8096865C(Actor* thisx, PlayState* play) {
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_Push();
Matrix_RotateZ(DEG_TO_RAD(this->timer2 * 6), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1230),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1230),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, displayList);
Matrix_Pop();
Matrix_RotateZ(DEG_TO_RAD(-(f32)(this->timer2 * 6)), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1236),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1236),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, displayList);
}
@@ -706,7 +706,7 @@ void func_809688C4(Actor* thisx, PlayState* play2) {
this->unk_234[i] * D_8096931C[(frames + i) & 3],
this->unk_234[i] * D_8096931C[(frames + i) & 3], MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1297),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1297),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
@@ -732,7 +732,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1322),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1322),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0xFF - ((timer2 * 2) & 0xFF), 0, 32, 32, 1,
@@ -770,7 +770,7 @@ void func_80968B70(Actor* thisx, PlayState* play) {
void func_80968FB0(Actor* thisx, PlayState* play) {
static u8 D_809693CC[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 7, 6, 5, 4, 3, 2, 1 };
Demo6K* this = (Demo6K*)thisx;
- Gfx* displayList = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Gfx));
u16 frames = play->gameplayFrames;
f32 scaleFactor;
s32 pad;
@@ -783,7 +783,7 @@ void func_80968FB0(Actor* thisx, PlayState* play) {
scaleFactor = ((s16)D_809693CC[(frames * 4) & 0xF] * 0.01f) + 1.0f;
Matrix_Scale(this->actor.scale.x * scaleFactor, this->actor.scale.y * scaleFactor,
this->actor.scale.z * scaleFactor, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_6k.c", 1394),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_6k.c", 1394),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, displayList);
gDPPipeSync(displayList++);
diff --git a/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c b/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c
index 21fd5b5565..81853aa9fc 100644
--- a/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c
+++ b/src/overlays/actors/ovl_Demo_Ec/z_demo_ec.c
@@ -242,7 +242,7 @@ void DemoEc_ChangeAnimation(DemoEc* this, AnimationHeader* animation, u8 mode, f
Gfx* DemoEc_AllocColorDList(GraphicsContext* gfxCtx, u8* color) {
Gfx* dList;
- dList = Graph_Alloc(gfxCtx, sizeof(Gfx) * 2);
+ dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 2);
gDPSetEnvColor(dList, color[0], color[1], color[2], color[3]);
gSPEndDisplayList(dList + 1);
diff --git a/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c b/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c
index 2c26c42fa2..be246852f2 100644
--- a/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c
+++ b/src/overlays/actors/ovl_Demo_Effect/z_demo_effect.c
@@ -1662,9 +1662,9 @@ void DemoEffect_DrawJewel(Actor* thisx, PlayState* play2) {
if (!frames) {}
gSPSegment(POLY_OPA_DISP++, 8, Gfx_TexScroll(play->state.gfxCtx, (u8)frames, (u8)frames, 16, 16));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2597),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2597),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2599),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2599),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
func_8002ED80(&this->actor, play, 0);
@@ -1706,7 +1706,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Matrix_RotateY(0.0f, MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2661),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2661),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
Matrix_Pop();
@@ -1714,7 +1714,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Matrix_RotateY(DEG_TO_RAD(120), MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2672),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2672),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
Matrix_Pop();
@@ -1722,7 +1722,7 @@ void DemoEffect_DrawCrystalLight(Actor* thisx, PlayState* play) {
Matrix_RotateY(DEG_TO_RAD(240), MTXMODE_APPLY);
Matrix_RotateX(DEG_TO_RAD(11), MTXMODE_APPLY);
Matrix_Translate(0.0f, 150.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2683),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2683),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCrystalLightDL);
Matrix_Pop();
@@ -1737,7 +1737,7 @@ void DemoEffect_DrawFireBall(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 64, 64, 255, 200, 0, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 255);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2709),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2709),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_XLU_DISP++, play->billboardMtx, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
@@ -1781,7 +1781,7 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, this->envXluColor[0], this->envXluColor[1], this->envXluColor[2], 255);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Push();
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2801),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2801),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGoldenGoddessAuraDL);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
@@ -1798,7 +1798,7 @@ void DemoEffect_DrawGodLgt(Actor* thisx, PlayState* play) {
Matrix_RotateX(M_PI / 2.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, -140.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(0.03f, 0.03f, 0.03f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2824),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2824),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoldenGoddessBodyDL);
}
@@ -1829,14 +1829,14 @@ void DemoEffect_DrawLightEffect(Actor* thisx, PlayState* play) {
Matrix_Push();
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->light.rotation), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2866),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2866),
G_MTX_MODELVIEW | G_MTX_LOAD | G_MTX_NOPUSH);
if (disp) {};
gSPDisplayList(POLY_XLU_DISP++, disp);
Matrix_Pop();
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(-(f32)this->light.rotation), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2874),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2874),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, disp);
}
@@ -1855,7 +1855,7 @@ void DemoEffect_DrawBlueOrb(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(this->blueOrb.rotation), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2901),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2901),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
this->blueOrb.rotation += 0x01F4;
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
@@ -1871,7 +1871,7 @@ void DemoEffect_DrawLgtShower(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 64, 64, 255, 255, 160, this->lgtShower.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 50, 200, 0, 255);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2927),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2927),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 1024, 0, 256, 64, 1,
@@ -1890,7 +1890,7 @@ void DemoEffect_DrawLightRing(Actor* thisx, PlayState* play2) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 128, 128, 170, 255, 255, this->lightRing.alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 2963),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 2963),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (frames * 5) % 64, 512 - ((frames * 2) % 512) - 1,
@@ -1914,7 +1914,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EV_AURORA - SFX_FLAG);
Matrix_Push();
Matrix_Scale(1.0f, 2.4f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3011),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3011),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 9,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 256 - ((frames * 4) % 256) - 1, 64, 64,
@@ -1929,7 +1929,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
if (this->triforceSpot.triforceSpotOpacity != 0) {
Actor_PlaySfx(&this->actor, NA_SE_EV_TRIFORCE - SFX_FLAG);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3042),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3042),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->triforceSpot.triforceSpotOpacity < 250) {
@@ -1937,7 +1937,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_AA_ZB_XLU_SURF2);
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3053),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3053),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
@@ -1949,7 +1949,7 @@ void DemoEffect_DrawTriforceSpot(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_AA_ZB_OPA_SURF2);
Matrix_RotateY(BINANG_TO_RAD(this->triforceSpot.rotation), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_effect.c", 3085),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_effect.c", 3085),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 8,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 32, 16, 1, 0, 0, 16, 8));
diff --git a/src/overlays/actors/ovl_Demo_Ext/z_demo_ext.c b/src/overlays/actors/ovl_Demo_Ext/z_demo_ext.c
index 91d3ec4041..fd86e78caa 100644
--- a/src/overlays/actors/ovl_Demo_Ext/z_demo_ext.c
+++ b/src/overlays/actors/ovl_Demo_Ext/z_demo_ext.c
@@ -191,14 +191,14 @@ void DemoExt_DrawVortex(Actor* thisx, PlayState* play) {
scale = &this->scale;
gfxCtx = play->state.gfxCtx;
- mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ mtx = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
OPEN_DISPS(gfxCtx, "../z_demo_ext.c", 460);
Matrix_Push();
Matrix_Scale(scale->x, scale->y, scale->z, MTXMODE_APPLY);
Matrix_RotateZYX((s16)(kREG(16) + 0x4000), this->rotationPitch, kREG(18), MTXMODE_APPLY);
Matrix_Translate(kREG(22), kREG(23), kREG(24), MTXMODE_APPLY);
- Matrix_ToMtx(mtx, "../z_demo_ext.c", 476);
+ MATRIX_TO_MTX(mtx, "../z_demo_ext.c", 476);
Matrix_Pop();
Gfx_SetupDL_25Xlu(gfxCtx);
diff --git a/src/overlays/actors/ovl_Demo_Geff/z_demo_geff.c b/src/overlays/actors/ovl_Demo_Geff/z_demo_geff.c
index ec8770ec56..4297296b5b 100644
--- a/src/overlays/actors/ovl_Demo_Geff/z_demo_geff.c
+++ b/src/overlays/actors/ovl_Demo_Geff/z_demo_geff.c
@@ -76,8 +76,7 @@ void func_80977EA8(PlayState* play, Gfx* dlist) {
Gfx_SetupDL_25Opa(gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_geff.c", 183),
- G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_geff.c", 183), G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, dlist);
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
diff --git a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c
index cfc48d9ec0..4ae87e233a 100644
--- a/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c
+++ b/src/overlays/actors/ovl_Demo_Gj/z_demo_gj.c
@@ -270,7 +270,7 @@ void DemoGj_DrawCommon(DemoGj* this, PlayState* play, Gfx* displayList) {
Gfx_SetupDL_25Opa(gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_gj.c", 1165),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_gj.c", 1165),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, displayList);
@@ -290,13 +290,13 @@ void DemoGj_DrawRotated(DemoGj* this, PlayState* play, Gfx* displayList) {
Mtx* matrix;
gfxCtx = play->state.gfxCtx;
- matrix = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ matrix = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
OPEN_DISPS(gfxCtx, "../z_demo_gj.c", 1187);
Matrix_Push();
Matrix_RotateZYX(x, y, z, MTXMODE_APPLY);
- Matrix_ToMtx(matrix, "../z_demo_gj.c", 1193);
+ MATRIX_TO_MTX(matrix, "../z_demo_gj.c", 1193);
Matrix_Pop();
Gfx_SetupDL_25Opa(gfxCtx);
diff --git a/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c b/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c
index 4f2b85b39e..e0d8a8dcfe 100644
--- a/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c
+++ b/src/overlays/actors/ovl_Demo_Gt/z_demo_gt.c
@@ -645,7 +645,7 @@ void DemoGt_Draw1(DemoGt* this, PlayState* play) {
spBC = kREG(71);
spB8 = (s16)((s32)kREG(70)) + 0x4000;
spBA = kREG(70);
- spB4 = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ spB4 = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
sp98 = 1.0f - Math_CosS(spC6);
OPEN_DISPS(gfxCtx, "../z_demo_gt_part1.c", 458);
@@ -661,7 +661,7 @@ void DemoGt_Draw1(DemoGt* this, PlayState* play) {
Matrix_RotateAxis(spC0, &spA8, MTXMODE_APPLY);
Matrix_Translate(sp9C.x, sp9C.y, sp9C.z, MTXMODE_APPLY);
- Matrix_ToMtx(spB4, "../z_demo_gt_part1.c", 474);
+ MATRIX_TO_MTX(spB4, "../z_demo_gt_part1.c", 474);
unk198 = this->unk_198;
unk188 = this->unk_188;
unk178 = this->unk_178;
@@ -859,7 +859,7 @@ void DemoGt_Draw2(DemoGt* this, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08,
Gfx_TwoTexScrollEnvColor(gfxCtx, 0, 0, unk198[0], 0x20, 0x40, 1, 0, unk198[1], 0x20, 0x40, unk178[0],
unk178[1], unk178[2], 128));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_gt_part2.c", 485),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_gt_part2.c", 485),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsCollapsedStructureInnerDL);
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
@@ -1169,7 +1169,7 @@ void DemoGt_Draw3(DemoGt* this, PlayState* play) {
OPEN_DISPS(gfxCtx, "../z_demo_gt_part3.c", 1026);
Gfx_SetupDL_25Opa(gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_gt_part3.c", 1028),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_gt_part3.c", 1028),
G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTowerCollapseCsCollapsedStructureOuterDL);
gSPPopMatrix(POLY_OPA_DISP++, G_MTX_MODELVIEW);
@@ -1266,7 +1266,7 @@ void DemoGt_Draw4(DemoGt* this, PlayState* play2) {
sp68 = (s16)((s32)kREG(58)) + 0x4000;
sp6A = kREG(58);
gfxCtx = play->state.gfxCtx;
- sp60 = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ sp60 = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
sp44 = 1.0f - Math_CosS(sp76);
OPEN_DISPS(gfxCtx, "../z_demo_gt_part4_1.c", 217);
@@ -1283,7 +1283,7 @@ void DemoGt_Draw4(DemoGt* this, PlayState* play2) {
Matrix_RotateAxis(sp70, &sp54, MTXMODE_APPLY);
Matrix_Translate(sp48.x, sp48.y, sp48.z, MTXMODE_APPLY);
- Matrix_ToMtx(sp60, "../z_demo_gt_part4_1.c", 232);
+ MATRIX_TO_MTX(sp60, "../z_demo_gt_part4_1.c", 232);
if (!FrameAdvance_IsEnabled(play)) {
func_80980F8C(this, play);
@@ -1385,7 +1385,7 @@ void DemoGt_Draw5(DemoGt* this, PlayState* play) {
sp6A = kREG(59) - 0x4000;
sp68 = (s16)(kREG(59) - 0x4000) + 0x4000;
gfxCtx = play->state.gfxCtx;
- sp60 = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ sp60 = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
sp44 = 1 - Math_CosS(sp76);
OPEN_DISPS(gfxCtx, "../z_demo_gt_part4_2.c", 212);
@@ -1402,7 +1402,7 @@ void DemoGt_Draw5(DemoGt* this, PlayState* play) {
Matrix_RotateAxis(sp70, &sp54, MTXMODE_APPLY);
Matrix_Translate(sp48.x, sp48.y, sp48.z, MTXMODE_APPLY);
- Matrix_ToMtx(sp60, "../z_demo_gt_part4_2.c", 227);
+ MATRIX_TO_MTX(sp60, "../z_demo_gt_part4_2.c", 227);
if (!FrameAdvance_IsEnabled(play)) {
func_80981458(this, play);
@@ -1481,7 +1481,7 @@ void DemoGt_Draw6(DemoGt* this, PlayState* play) {
sp6C = kREG(60) + 0x4000;
sp6C += 0x4000;
gfxCtx = play->state.gfxCtx;
- sp64 = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ sp64 = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
sp48 = 1.0f - Math_CosS(sp78);
OPEN_DISPS(gfxCtx, "../z_demo_gt_part4_3.c", 276);
@@ -1498,7 +1498,7 @@ void DemoGt_Draw6(DemoGt* this, PlayState* play) {
Matrix_RotateAxis(sp74, &sp58, MTXMODE_APPLY);
Matrix_Translate(sp4C.x, sp4C.y, sp4C.z, MTXMODE_APPLY);
- Matrix_ToMtx(sp64, "../z_demo_gt_part4_3.c", 291);
+ MATRIX_TO_MTX(sp64, "../z_demo_gt_part4_3.c", 291);
Matrix_Pop();
@@ -1572,8 +1572,8 @@ void DemoGt_Draw7(DemoGt* this, PlayState* play) {
sp64 = kREG(75);
sp62 = kREG(74) + 0x7FEC;
sp60 = kREG(74) + 0x7FEC;
- sp60 = sp60 + 0x4000;
- sp5C = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ sp60 += 0x4000;
+ sp5C = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
sp40 = 1.0f - Math_CosS(sp6E);
OPEN_DISPS(gfxCtx, "../z_demo_gt_part5.c", 136);
@@ -1590,7 +1590,7 @@ void DemoGt_Draw7(DemoGt* this, PlayState* play) {
Matrix_RotateAxis(sp68, &sp50, MTXMODE_APPLY);
Matrix_Translate(sp44.x, sp44.y, sp44.z, MTXMODE_APPLY);
- Matrix_ToMtx(sp5C, "../z_demo_gt_part5.c", 152);
+ MATRIX_TO_MTX(sp5C, "../z_demo_gt_part5.c", 152);
Matrix_Pop();
@@ -1664,7 +1664,7 @@ void DemoGt_Draw8(DemoGt* this, PlayState* play) {
sp62 = kREG(77) + 0xBE80;
sp60 = kREG(77) + 0xBE80;
sp60 += 0x4000;
- sp5C = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ sp5C = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
sp40 = 1.0f - Math_CosS(sp6E);
OPEN_DISPS(gfxCtx, "../z_demo_gt_part6.c", 137);
@@ -1681,7 +1681,7 @@ void DemoGt_Draw8(DemoGt* this, PlayState* play) {
Matrix_RotateAxis(sp68, &sp50, MTXMODE_APPLY);
Matrix_Translate(sp44.x, sp44.y, sp44.z, MTXMODE_APPLY);
- Matrix_ToMtx(sp5C, "../z_demo_gt_part6.c", 153);
+ MATRIX_TO_MTX(sp5C, "../z_demo_gt_part6.c", 153);
Matrix_Pop();
diff --git a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
index 94f20a63fd..9721feb0fe 100644
--- a/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
+++ b/src/overlays/actors/ovl_Demo_Ik/z_demo_ik.c
@@ -64,7 +64,7 @@ f32 DemoIk_GetCurFrame(DemoIk* this) {
}
Gfx* DemoIk_SetColors(GraphicsContext* gfxCtx, u8 primR, u8 primG, u8 primB, u8 envR, u8 envG, u8 envB) {
- Gfx* head = Graph_Alloc(gfxCtx, 3 * sizeof(Gfx));
+ Gfx* head = GRAPH_ALLOC(gfxCtx, 3 * sizeof(Gfx));
Gfx* entry = head;
gDPSetPrimColor(entry++, 0x00, 0x00, primR, primG, primB, 255);
@@ -263,12 +263,12 @@ void DemoIk_Type1PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
if (limbIndex == 1) {
switch (this->actor.params) {
case 0:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_ik_inArmer.c", 390),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_ik_inArmer.c", 390),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
break;
case 2:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_ik_inArmer.c", 396),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_ik_inArmer.c", 396),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
@@ -420,22 +420,22 @@ void DemoIk_Type2PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
if (limbIndex == 1 && (frame >= 30.0f)) {
switch (this->actor.params) {
case 3:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_ik_inFace.c", 274),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_ik_inFace.c", 274),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_017028);
break;
case 4:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_ik_inFace.c", 280),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_ik_inFace.c", 280),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_017170);
break;
case 5:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_ik_inFace.c", 286),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_ik_inFace.c", 286),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
break;
default:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_demo_ik_inFace.c", 292),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_demo_ik_inFace.c", 292),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
break;
diff --git a/src/overlays/actors/ovl_Demo_Im/z_demo_im.c b/src/overlays/actors/ovl_Demo_Im/z_demo_im.c
index b765fc413c..e0d78d1f7c 100644
--- a/src/overlays/actors/ovl_Demo_Im/z_demo_im.c
+++ b/src/overlays/actors/ovl_Demo_Im/z_demo_im.c
@@ -853,9 +853,9 @@ s32 func_80986A5C(DemoIm* this, PlayState* play) {
s32 func_80986AD0(DemoIm* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
- if (!Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.textId = 0x708E;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else {
return true;
}
diff --git a/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c b/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c
index 9baad8188e..f7446f0e2c 100644
--- a/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c
+++ b/src/overlays/actors/ovl_Demo_Kankyo/z_demo_kankyo.c
@@ -624,7 +624,7 @@ void DemoKankyo_DrawRain(Actor* thisx, PlayState* play) {
}
Matrix_Translate(translateX, translateY, translateZ, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 1344),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 1344),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_20);
gSPDisplayList(POLY_XLU_DISP++, object_efc_star_field_DL_000080);
@@ -647,7 +647,7 @@ void DemoKankyo_DrawRock(Actor* thisx, PlayState* play) {
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 155, 55, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 155, 255, 55, 255);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 1404),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 1404),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_efc_star_field_DL_000DE0);
@@ -678,7 +678,7 @@ void DemoKankyo_DrawClouds(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 255, 255);
gDPSetColorDither(POLY_XLU_DISP++, G_CD_DISABLE);
gDPSetColorDither(POLY_XLU_DISP++, G_AD_NOTPATTERN | G_CD_MAGICSQ);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 1461),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 1461),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust5Tex));
@@ -699,11 +699,11 @@ void DemoKankyo_DrawDoorOfTime(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Translate(-this->unk_150[0].unk_18, 0.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 1492),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 1492),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_toki_objects_DL_007440);
Matrix_Translate(this->unk_150[0].unk_18 + this->unk_150[0].unk_18, 0.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 1497),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 1497),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_toki_objects_DL_007578);
@@ -720,7 +720,7 @@ void DemoKankyo_DrawLightPlane(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, Gfx_TexScroll(play->state.gfxCtx, 0, play->state.frames & 0x7F, 64, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 1529),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 1529),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_toki_objects_DL_008390);
}
@@ -734,19 +734,15 @@ void DemoKankyo_Vec3fCopy(Vec3f* src, Vec3f* dst) {
dst->z = src->z;
}
-Vec3f* DemoKankyo_AddVecGeoToVec3f(Vec3f* dest, Vec3f* a, VecGeo* geo) {
+Vec3f DemoKankyo_AddVecGeoToVec3f(Vec3f* a, VecGeo* geo) {
Vec3f sum;
- Vec3f b;
-
- OLib_VecGeoToVec3f(&b, geo);
+ Vec3f b = OLib_VecGeoToVec3f(geo);
sum.x = a->x + b.x;
sum.y = a->y + b.y;
sum.z = a->z + b.z;
- *dest = sum;
-
- return dest;
+ return sum;
}
void DemoKankyo_Vec3fAddPosRot(PosRot* posRot, Vec3f* vec, Vec3f* dst) {
@@ -754,9 +750,9 @@ void DemoKankyo_Vec3fAddPosRot(PosRot* posRot, Vec3f* vec, Vec3f* dst) {
Vec3f vecCopy;
DemoKankyo_Vec3fCopy(vec, &vecCopy);
- OLib_Vec3fToVecGeo(&geo, &vecCopy);
+ geo = OLib_Vec3fToVecGeo(&vecCopy);
geo.yaw += posRot->rot.y;
- DemoKankyo_AddVecGeoToVec3f(dst, &posRot->pos, &geo);
+ *dst = DemoKankyo_AddVecGeoToVec3f(&posRot->pos, &geo);
}
void DemoKankyo_DrawWarpSparkles(Actor* thisx, PlayState* play) {
@@ -817,7 +813,7 @@ void DemoKankyo_DrawWarpSparkles(Actor* thisx, PlayState* play) {
this->unk_150[i].unk_22++;
}
}
- Actor_GetWorld(&posRot, &player->actor);
+ posRot = Actor_GetWorld(&player->actor);
DemoKankyo_Vec3fAddPosRot(&posRot, &camPos, &D_8098CF98);
break;
case 2:
@@ -888,7 +884,7 @@ void DemoKankyo_DrawWarpSparkles(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->unk_150[i].unk_24), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 2011),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 2011),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, disp);
this->unk_150[i].unk_24 += 0x190;
@@ -941,7 +937,7 @@ void DemoKankyo_DrawSparkles(Actor* thisx, PlayState* play) {
&this->unk_150[i].unk_20, &this->unk_150[i].unk_1C) != 0) {
this->unk_150[i].unk_22++;
}
- Actor_GetWorld(&posRot, &this->actor);
+ posRot = Actor_GetWorld(&this->actor);
DemoKankyo_Vec3fAddPosRot(&posRot, &camPos, &D_8098CFB8);
break;
case 2:
@@ -992,7 +988,7 @@ void DemoKankyo_DrawSparkles(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(this->unk_150[i].unk_24), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kankyo.c", 2572),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kankyo.c", 2572),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
this->unk_150[i].unk_24 += 0x190;
diff --git a/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c b/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c
index c63e4d578b..7f4d6aef4b 100644
--- a/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c
+++ b/src/overlays/actors/ovl_Demo_Kekkai/z_demo_kekkai.c
@@ -298,14 +298,14 @@ void DemoKekkai_DrawTrialBarrier(Actor* thisx, PlayState* play2) {
Matrix_Translate(0.0f, 1200.0f, 0.0f, MTXMODE_APPLY);
Matrix_Scale(this->orbScale, this->orbScale, this->orbScale, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1200.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kekkai.c", 639),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frames * 5, frames * -10, 0x20, 0x20, 1,
frames * 5, frames * -10, 0x20, 0x20));
gSPDisplayList(POLY_XLU_DISP++, gTrialBarrierOrbDL);
Matrix_Pop();
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kekkai.c", 656),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 50, 0, 100, 255);
@@ -333,7 +333,7 @@ void DemoKekkai_DrawTowerBarrier(Actor* thisx, PlayState* play) {
scroll = (s32)this->barrierScroll & 0xFFFF;
OPEN_DISPS(play->state.gfxCtx, "../z_demo_kekkai.c", 705);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_kekkai.c", 707),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_kekkai.c", 707),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x80, 255, 170, 255, 255);
gSPSegment(POLY_XLU_DISP++, 0x08,
diff --git a/src/overlays/actors/ovl_Demo_Shd/z_demo_shd.c b/src/overlays/actors/ovl_Demo_Shd/z_demo_shd.c
index c54b8e1939..ec53977501 100644
--- a/src/overlays/actors/ovl_Demo_Shd/z_demo_shd.c
+++ b/src/overlays/actors/ovl_Demo_Shd/z_demo_shd.c
@@ -107,7 +107,7 @@ void DemoShd_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_demo_shd.c", 729),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_demo_shd.c", 729),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_809932D0);
diff --git a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c
index 4434285c33..5482623bd6 100644
--- a/src/overlays/actors/ovl_Door_Ana/z_door_ana.c
+++ b/src/overlays/actors/ovl_Door_Ana/z_door_ana.c
@@ -177,7 +177,7 @@ void DoorAna_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_door_ana.c", 440);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_ana.c", 446),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_door_ana.c", 446),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGrottoDL);
diff --git a/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c b/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c
index 0bbbedb25d..160a159596 100644
--- a/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c
+++ b/src/overlays/actors/ovl_Door_Gerudo/z_door_gerudo.c
@@ -147,7 +147,7 @@ void DoorGerudo_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_gerudo.c", 365),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_door_gerudo.c", 365),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGerudoCellDoorDL);
diff --git a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c
index 1f4aeb2ce5..ff1e4e6572 100644
--- a/src/overlays/actors/ovl_Door_Killer/z_door_killer.c
+++ b/src/overlays/actors/ovl_Door_Killer/z_door_killer.c
@@ -228,7 +228,7 @@ void DoorKiller_FallAsRubble(DoorKiller* this, PlayState* play) {
s32 DoorKiller_IsHit(Actor* thisx, PlayState* play) {
DoorKiller* this = (DoorKiller*)thisx;
- if ((this->colliderCylinder.base.acFlags & AC_HIT) && (this->colliderCylinder.info.acHitInfo != NULL)) {
+ if ((this->colliderCylinder.base.acFlags & AC_HIT) && (this->colliderCylinder.elem.acHitElem != NULL)) {
return true;
}
return false;
@@ -423,10 +423,10 @@ void DoorKiller_Wait(DoorKiller* this, PlayState* play) {
if (DoorKiller_IsHit(&this->actor, play)) {
// AC cylinder: wobble if hit by most weapons, die if hit by explosives or hammer
- if (this->colliderCylinder.info.acHitInfo->toucher.dmgFlags & (DMG_RANGED | DMG_SLASH | DMG_DEKU_STICK)) {
+ if (this->colliderCylinder.elem.acHitElem->toucher.dmgFlags & (DMG_RANGED | DMG_SLASH | DMG_DEKU_STICK)) {
this->timer = 16;
this->actionFunc = DoorKiller_Wobble;
- } else if (this->colliderCylinder.info.acHitInfo->toucher.dmgFlags & (DMG_HAMMER_SWING | DMG_EXPLOSIVE)) {
+ } else if (this->colliderCylinder.elem.acHitElem->toucher.dmgFlags & (DMG_HAMMER_SWING | DMG_EXPLOSIVE)) {
DoorKiller_SpawnRubble(&this->actor, play);
this->actionFunc = DoorKiller_Die;
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 20, NA_SE_EN_KDOOR_BREAK);
diff --git a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c
index c6d59d5ae8..9cba0725c7 100644
--- a/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c
+++ b/src/overlays/actors/ovl_Door_Shutter/z_door_shutter.c
@@ -937,7 +937,7 @@ Gfx* DoorShutter_DrawJabuJabuDoor(PlayState* play, DoorShutter* this, Gfx* gfx)
Matrix_Scale(1.0f, yScale, 1.0f, MTXMODE_APPLY);
}
- gSPMatrix(gfx++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 1991),
+ gSPMatrix(gfx++, MATRIX_NEW(play->state.gfxCtx, "../z_door_shutter.c", 1991),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(gfx++, sJabuDoorDLists[i]);
@@ -1005,7 +1005,7 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255.0f * scale); // no purpose?
Matrix_Translate(0, 0, gfxInfo->barsOffsetZ, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 2069),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_door_shutter.c", 2069),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gfxInfo->barsDL);
}
@@ -1027,13 +1027,13 @@ void DoorShutter_Draw(Actor* thisx, PlayState* play) {
} else if (this->doorType == SHUTTER_BOSS) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sBossDoorTextures[this->bossDoorTexIndex]));
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 2109),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_door_shutter.c", 2109),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gfxInfo->doorDL);
if (this->barsClosedAmount != 0.0f && gfxInfo->barsDL != NULL) {
Matrix_Translate(0, gfxInfo->barsOpenOffsetY * (1.0f - this->barsClosedAmount), gfxInfo->barsOffsetZ,
MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_door_shutter.c", 2119),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_door_shutter.c", 2119),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gfxInfo->barsDL);
}
diff --git a/src/overlays/actors/ovl_Door_Warp1/z_door_warp1.c b/src/overlays/actors/ovl_Door_Warp1/z_door_warp1.c
index f821d1530e..4e5bbf43fd 100644
--- a/src/overlays/actors/ovl_Door_Warp1/z_door_warp1.c
+++ b/src/overlays/actors/ovl_Door_Warp1/z_door_warp1.c
@@ -965,7 +965,7 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
gDPSetColorDither(POLY_XLU_DISP++, G_AD_NOTPATTERN | G_CD_MAGICSQ);
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y + 1.0f, this->actor.world.pos.z, MTXMODE_NEW);
- gSPSegment(POLY_XLU_DISP++, 0x0A, Matrix_NewMtx(play->state.gfxCtx, "../z_door_warp1.c", 2247));
+ gSPSegment(POLY_XLU_DISP++, 0x0A, MATRIX_NEW(play->state.gfxCtx, "../z_door_warp1.c", 2247));
Matrix_Push();
gSPSegment(POLY_XLU_DISP++, 0x08,
@@ -976,7 +976,7 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
Matrix_Translate(0.0f, this->unk_194 * 230.0f, 0.0f, MTXMODE_APPLY);
xzScale = (((f32)this->unk_1AE * spE8) / 100.0f) + 1.0f;
Matrix_Scale(xzScale, 1.0f, xzScale, MTXMODE_APPLY);
- gSPSegment(POLY_XLU_DISP++, 0x09, Matrix_NewMtx(play->state.gfxCtx, "../z_door_warp1.c", 2267));
+ gSPSegment(POLY_XLU_DISP++, 0x09, MATRIX_NEW(play->state.gfxCtx, "../z_door_warp1.c", 2267));
gSPDisplayList(POLY_XLU_DISP++, gWarpPortalDL);
Matrix_Pop();
@@ -1014,7 +1014,7 @@ void DoorWarp1_DrawWarp(DoorWarp1* this, PlayState* play) {
xzScale = (((f32)this->unk_1B0 * spE4) / 100.0f) + 1.0f;
Matrix_Scale(xzScale, 1.0f, xzScale, MTXMODE_APPLY);
- gSPSegment(POLY_XLU_DISP++, 0x09, Matrix_NewMtx(play->state.gfxCtx, "../z_door_warp1.c", 2336));
+ gSPSegment(POLY_XLU_DISP++, 0x09, MATRIX_NEW(play->state.gfxCtx, "../z_door_warp1.c", 2336));
gSPDisplayList(POLY_XLU_DISP++, gWarpPortalDL);
}
diff --git a/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c b/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c
index 18834e87ea..cd2dbef96d 100644
--- a/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c
+++ b/src/overlays/actors/ovl_Efc_Erupc/z_efc_erupc.c
@@ -132,7 +132,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
Matrix_Push();
Matrix_Scale(0.8f, 0.8f, 0.8f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 321),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_efc_erupc.c", 321),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (play->csCtx.state != CS_STATE_IDLE) {
@@ -142,7 +142,7 @@ void EfcErupc_Draw(Actor* thisx, PlayState* play) {
}
Matrix_Pop();
Matrix_Scale(3.4f, 3.4f, 3.4f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_efc_erupc.c", 333),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_efc_erupc.c", 333),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (play->csCtx.state != CS_STATE_IDLE) {
CsCmdActorCue* cue = play->csCtx.actorCues[2];
@@ -177,7 +177,7 @@ void EfcErupc_DrawEffects(EfcErupcEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_efc_erupc.c", 393),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_efc_erupc.c", 393),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_efc_erupc_DL_0027D8);
}
diff --git a/src/overlays/actors/ovl_Eff_Dust/z_eff_dust.c b/src/overlays/actors/ovl_Eff_Dust/z_eff_dust.c
index 4cef29b868..1c07031a0c 100644
--- a/src/overlays/actors/ovl_Eff_Dust/z_eff_dust.c
+++ b/src/overlays/actors/ovl_Eff_Dust/z_eff_dust.c
@@ -102,7 +102,7 @@ void EffDust_Init(Actor* thisx, PlayState* play) {
this->scalingFactor = 20.0f;
break;
default:
- SystemArena_FreeDebug(this, "../z_eff_dust.c", 202);
+ SYSTEM_ARENA_FREE(this, "../z_eff_dust.c", 202);
break;
}
@@ -295,7 +295,7 @@ void EffDust_DrawFunc_8099E4F4(Actor* thisx, PlayState* play2) {
Matrix_Scale(this->scalingFactor, this->scalingFactor, this->scalingFactor, MTXMODE_APPLY);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_dust.c", 449),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_dust.c", 449),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffSparklesDL));
}
@@ -350,7 +350,7 @@ void EffDust_DrawFunc_8099E784(Actor* thisx, PlayState* play2) {
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_dust.c", 506),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_dust.c", 506),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gEffSparklesDL));
}
diff --git a/src/overlays/actors/ovl_Elf_Msg/z_elf_msg.c b/src/overlays/actors/ovl_Elf_Msg/z_elf_msg.c
index 42b8a279bd..fbde93043b 100644
--- a/src/overlays/actors/ovl_Elf_Msg/z_elf_msg.c
+++ b/src/overlays/actors/ovl_Elf_Msg/z_elf_msg.c
@@ -149,7 +149,7 @@ void ElfMsg_Update(Actor* thisx, PlayState* play) {
ElfMsg* this = (ElfMsg*)thisx;
if (!ElfMsg_KillCheck(this, play)) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (((this->actor.params >> 8) & 0x3F) != 0x3F) {
Flags_SetSwitch(play, (this->actor.params >> 8) & 0x3F);
}
@@ -179,7 +179,7 @@ void ElfMsg_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, R_NAVI_MSG_REGION_ALPHA);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_elf_msg.c", 448),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_elf_msg.c", 448),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_809AD278);
diff --git a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c
index e23ae04aca..92ca9473f4 100644
--- a/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c
+++ b/src/overlays/actors/ovl_Elf_Msg2/z_elf_msg2.c
@@ -120,7 +120,7 @@ void ElfMsg2_WaitForTextClose(ElfMsg2* this, PlayState* play) {
* Runs while Navi text is not up.
*/
void ElfMsg2_WaitForTextRead(ElfMsg2* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
ElfMsg2_SetupAction(this, ElfMsg2_WaitForTextClose);
}
}
@@ -158,7 +158,7 @@ void ElfMsg2_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 100, 100, 255, R_NAVI_MSG_REGION_ALPHA);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_elf_msg2.c", 362),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_elf_msg2.c", 362),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_809ADC38);
gSPDisplayList(POLY_XLU_DISP++, sCubeDL);
diff --git a/src/overlays/actors/ovl_En_Am/z_en_am.c b/src/overlays/actors/ovl_En_Am/z_en_am.c
index 64cca6b7e2..932308eb20 100644
--- a/src/overlays/actors/ovl_En_Am/z_en_am.c
+++ b/src/overlays/actors/ovl_En_Am/z_en_am.c
@@ -798,7 +798,7 @@ void EnAm_UpdateDamage(EnAm* this, PlayState* play) {
if (this->dyna.actor.colChkInfo.damageEffect != AM_DMGEFF_MAGIC_FIRE_LIGHT) {
this->unk_264 = 0;
this->damageEffect = this->dyna.actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.info, false);
+ Actor_SetDropFlag(&this->dyna.actor, &this->hurtCollider.elem, false);
if ((this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_NUT) ||
(this->dyna.actor.colChkInfo.damageEffect == AM_DMGEFF_STUN) ||
diff --git a/src/overlays/actors/ovl_En_Ani/z_en_ani.c b/src/overlays/actors/ovl_En_Ani/z_en_ani.c
index b99ad607c5..bf9f2fe92a 100644
--- a/src/overlays/actors/ovl_En_Ani/z_en_ani.c
+++ b/src/overlays/actors/ovl_En_Ani/z_en_ani.c
@@ -99,7 +99,7 @@ void EnAni_Destroy(Actor* thisx, PlayState* play) {
s32 EnAni_SetText(EnAni* this, PlayState* play, u16 textId) {
this->actor.textId = textId;
this->unk_2A8 |= 1;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
return 0;
}
@@ -137,21 +137,15 @@ void func_809B05F0(EnAni* this, PlayState* play) {
}
void func_809B064C(EnAni* this, PlayState* play) {
- u16 textId;
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_KAKARIKO_ROOF_MAN);
s16 yawDiff;
- u16 textId2;
- textId2 = Text_GetFaceReaction(play, 0xA);
- textId = textId2 & 0xFFFF;
-
- if (!textId) {}
-
- if (textId2 == 0) {
+ if (textId == 0) {
textId = !IS_DAY ? 0x5051 : 0x5050;
}
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->actor.textId == 0x5056) {
EnAni_SetupAction(this, func_809B04F0);
} else if (this->actor.textId == 0x5055) {
@@ -177,7 +171,7 @@ void func_809B07F8(EnAni* this, PlayState* play) {
u16 textId;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->actor.textId == 0x5056) {
EnAni_SetupAction(this, func_809B0524);
} else if (this->actor.textId == 0x5055) {
diff --git a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c
index 9339c56b5c..04775f106f 100644
--- a/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c
+++ b/src/overlays/actors/ovl_En_Anubice/z_en_anubice.c
@@ -484,7 +484,7 @@ void EnAnubice_PostLimbDraw(struct PlayState* play, s32 limbIndex, Gfx** dList,
if (limbIndex == ANUBICE_LIMB_HEAD) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_anubice.c", 853);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_anubice.c", 856),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_anubice.c", 856),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gAnubiceEyesDL);
Matrix_MultVec3f(&pos, &this->headPos);
diff --git a/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c b/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c
index dbd4f3b670..897d216677 100644
--- a/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c
+++ b/src/overlays/actors/ovl_En_Anubice_Fire/z_en_anubice_fire.c
@@ -113,7 +113,7 @@ void func_809B27D8(EnAnubiceFire* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_IT_SHIELD_REFLECT_SW);
this->cylinder.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
this->cylinder.base.atFlags |= AT_TYPE_PLAYER;
- this->cylinder.info.toucher.dmgFlags = DMG_DEKU_STICK;
+ this->cylinder.elem.toucher.dmgFlags = DMG_DEKU_STICK;
this->unk_15A = 30;
this->actor.params = 1;
this->actor.velocity.x *= -1.0f;
@@ -243,7 +243,7 @@ void EnAnubiceFire_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_RotateZ(this->actor.world.rot.z + i * 1000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_anubice_fire.c", 546),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_anubice_fire.c", 546),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gAnubiceFireAttackDL);
diff --git a/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c b/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c
index fafaaa5aaa..84a05c3b16 100644
--- a/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c
+++ b/src/overlays/actors/ovl_En_Arrow/z_en_arrow.c
@@ -121,15 +121,15 @@ void EnArrow_Init(Actor* thisx, PlayState* play) {
Collider_SetQuad(play, &this->collider, &this->actor, &sColliderInit);
if (this->actor.params <= ARROW_NORMAL) {
- this->collider.info.toucherFlags &= ~TOUCH_SFX_MASK;
- this->collider.info.toucherFlags |= TOUCH_SFX_NORMAL;
+ this->collider.elem.toucherFlags &= ~TOUCH_SFX_MASK;
+ this->collider.elem.toucherFlags |= TOUCH_SFX_NORMAL;
}
if (this->actor.params < 0) {
this->collider.base.atFlags = (AT_ON | AT_TYPE_ENEMY);
} else if (this->actor.params <= ARROW_SEED) {
- this->collider.info.toucher.dmgFlags = dmgFlags[this->actor.params];
- LOG_HEX("this->at_info.cl_elem.at_btl_info.at_type", this->collider.info.toucher.dmgFlags,
+ this->collider.elem.toucher.dmgFlags = dmgFlags[this->actor.params];
+ LOG_HEX("this->at_info.cl_elem.at_btl_info.at_type", this->collider.elem.toucher.dmgFlags,
"../z_en_arrow.c", 707);
}
}
@@ -284,7 +284,7 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
} else {
EffectSsHitMark_SpawnCustomScale(play, 0, 150, &this->actor.world.pos);
- if (atTouched && (this->collider.info.atHitInfo->elemType != ELEMTYPE_UNK4)) {
+ if (atTouched && (this->collider.elem.atHitElem->elemType != ELEMTYPE_UNK4)) {
hitActor = this->collider.base.at;
if ((hitActor->update != NULL) && !(this->collider.base.atFlags & AT_BOUNCED) &&
@@ -300,10 +300,10 @@ void EnArrow_Fly(EnArrow* this, PlayState* play) {
this->hitFlags |= 1;
this->hitFlags |= 2;
- if (this->collider.info.atHitInfo->bumperFlags & BUMP_HIT) {
- this->actor.world.pos.x = this->collider.info.atHitInfo->bumper.hitPos.x;
- this->actor.world.pos.y = this->collider.info.atHitInfo->bumper.hitPos.y;
- this->actor.world.pos.z = this->collider.info.atHitInfo->bumper.hitPos.z;
+ if (this->collider.elem.atHitElem->bumperFlags & BUMP_HIT) {
+ this->actor.world.pos.x = this->collider.elem.atHitElem->bumper.hitPos.x;
+ this->actor.world.pos.y = this->collider.elem.atHitElem->bumper.hitPos.y;
+ this->actor.world.pos.z = this->collider.elem.atHitElem->bumper.hitPos.z;
}
func_809B3CEC(play, this);
@@ -481,7 +481,7 @@ void EnArrow_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateZ((this->actor.speed == 0.0f) ? 0.0f : BINANG_TO_RAD((play->gameplayFrames & 0xFF) * 4000),
MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_arrow.c", 1374),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_arrow.c", 1374),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffSparklesDL);
Matrix_Pop();
diff --git a/src/overlays/actors/ovl_En_Ba/z_en_ba.c b/src/overlays/actors/ovl_En_Ba/z_en_ba.c
index cdbbb60ee5..965df7954f 100644
--- a/src/overlays/actors/ovl_En_Ba/z_en_ba.c
+++ b/src/overlays/actors/ovl_En_Ba/z_en_ba.c
@@ -475,7 +475,7 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
EnBa* this = (EnBa*)thisx;
s32 pad;
s16 i;
- Mtx* mtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 14);
+ Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 14);
Vec3f unused = { 0.0f, 0.0f, 448.0f };
OPEN_DISPS(play->state.gfxCtx, "../z_en_ba.c", 933);
@@ -502,10 +502,10 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
break;
}
}
- Matrix_ToMtx(mtx, "../z_en_ba.c", 970);
+ MATRIX_TO_MTX(mtx, "../z_en_ba.c", 970);
}
Matrix_Pop();
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ba.c", 973),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ba.c", 973),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_000890);
} else {
@@ -514,7 +514,7 @@ void EnBa_Draw(Actor* thisx, PlayState* play) {
(play->gameplayFrames * 2) % 128, 32, 32, 1, (play->gameplayFrames * -5) % 128,
(play->gameplayFrames * -5) % 128, 32, 32));
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 125, 100, 255);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ba.c", 991),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ba.c", 991),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_001D80);
}
diff --git a/src/overlays/actors/ovl_En_Bb/z_en_bb.c b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
index 534f38646e..b6bca7f72f 100644
--- a/src/overlays/actors/ovl_En_Bb/z_en_bb.c
+++ b/src/overlays/actors/ovl_En_Bb/z_en_bb.c
@@ -330,9 +330,9 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
this->timer = 0;
this->flameScaleY = 80.0f;
this->flameScaleX = 100.0f;
- this->collider.elements[0].info.toucherFlags = TOUCH_ON | TOUCH_SFX_HARD;
- this->collider.elements[0].info.toucher.dmgFlags = DMG_DEFAULT;
- this->collider.elements[0].info.toucher.damage = 8;
+ this->collider.elements[0].base.toucherFlags = TOUCH_ON | TOUCH_SFX_HARD;
+ this->collider.elements[0].base.toucher.dmgFlags = DMG_DEFAULT;
+ this->collider.elements[0].base.toucher.damage = 8;
this->bobSize = this->actionState * 20.0f;
this->flamePrimAlpha = 255;
this->moveMode = BBMOVE_NORMAL;
@@ -350,7 +350,7 @@ void EnBb_Init(Actor* thisx, PlayState* play) {
thisx->naviEnemyId = NAVI_ENEMY_RED_BUBBLE;
thisx->colChkInfo.damageTable = &sDamageTableRed;
this->flameEnvColor.r = 255;
- this->collider.elements[0].info.toucher.effect = 1;
+ this->collider.elements[0].base.toucher.effect = 1;
EnBb_SetupRed(play, this);
break;
case ENBB_WHITE:
@@ -1151,10 +1151,10 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
this->dmgEffect = this->actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, false);
+ Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, false);
switch (this->dmgEffect) {
case 7:
- this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
+ this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->toucher.damage;
FALLTHROUGH;
case 5:
this->fireIceTimer = 0x30;
@@ -1164,7 +1164,7 @@ void EnBb_CollisionCheck(EnBb* this, PlayState* play) {
//! Din's Fire on a white bubble will do just that. The mechanism is complex and described below.
goto block_15;
case 6:
- this->actor.freezeTimer = this->collider.elements[0].info.acHitInfo->toucher.damage;
+ this->actor.freezeTimer = this->collider.elements[0].base.acHitElem->toucher.damage;
break;
case 8:
case 9:
@@ -1338,7 +1338,7 @@ void EnBb_Draw(Actor* thisx, PlayState* play) {
BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
MTXMODE_APPLY);
Matrix_Scale(this->flameScaleX * 0.01f, this->flameScaleY * 0.01f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bb.c", 2106),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bb.c", 2106),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
} else {
diff --git a/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c b/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c
index 488df41f58..20856856c7 100644
--- a/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c
+++ b/src/overlays/actors/ovl_En_Bdfire/z_en_bdfire.c
@@ -163,13 +163,13 @@ void func_809BC598(EnBdfire* this, PlayState* play) {
Actor_Kill(&this->actor);
return;
}
- } else if (!player->isBurning) {
+ } else if (!player->bodyIsBurning) {
distToBurn = (this->actor.scale.x * 130.0f) / 4.2000003f;
if (this->actor.xyzDistToPlayerSq < SQ(distToBurn)) {
for (i = 0; i < 18; i++) {
- player->flameTimers[i] = Rand_S16Offset(0, 200);
+ player->bodyFlameTimers[i] = Rand_S16Offset(0, 200);
}
- player->isBurning = true;
+ player->bodyIsBurning = true;
func_8002F6D4(play, &this->actor, 20.0f, this->actor.world.rot.y, 0.0f, 8);
osSyncPrintf("POWER\n");
}
@@ -206,7 +206,7 @@ void EnBdfire_DrawFire(EnBdfire* this, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 200, 0, 0, 0);
gSPSegment(POLY_XLU_DISP++, 8, SEGMENTED_TO_VIRTUAL(D_809BCB10[texIndex]));
Matrix_Translate(0.0f, 11.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bdfire.c", 647),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bdfire.c", 647),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_kingdodongo_DL_01D950);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_bdfire.c", 651);
diff --git a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
index 3df1f4505b..e58bd6b2a4 100644
--- a/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
+++ b/src/overlays/actors/ovl_En_Bigokuta/z_en_bigokuta.c
@@ -152,7 +152,7 @@ static InitChainEntry sInitChain[] = {
};
// possibly color data
-static s32 sUnused[] = { 0xFFFFFFFF, 0x969696FF };
+static u32 sUnused[] = { 0xFFFFFFFF, 0x969696FF };
void EnBigokuta_Init(Actor* thisx, PlayState* play) {
EnBigokuta* this = (EnBigokuta*)thisx;
@@ -333,7 +333,7 @@ void func_809BD524(EnBigokuta* this) {
this->unk_19A = 0;
this->cylinder[0].base.atFlags |= AT_ON;
Actor_PlaySfx(&this->actor, NA_SE_EN_DAIOCTA_MAHI);
- if (this->collider.elements->info.acHitInfo->toucher.dmgFlags & DMG_DEKU_NUT) {
+ if (this->collider.elements[0].base.acHitElem->toucher.dmgFlags & DMG_DEKU_NUT) {
this->unk_195 = true;
this->unk_196 = 20;
} else {
@@ -640,8 +640,8 @@ void func_809BE26C(EnBigokuta* this, PlayState* play) {
}
if (this->unk_198 == 0 && Math_StepToF(&this->actor.scale.y, 0.0f, 0.001f)) {
Flags_SetClear(play, this->actor.room);
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
- Camera_SetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_2);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_DUNGEON0);
+ Camera_SetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 50, NA_SE_EN_OCTAROCK_BUBLE);
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xB0);
Actor_Kill(&this->actor);
@@ -777,8 +777,8 @@ void EnBigokuta_Update(Actor* thisx, PlayState* play2) {
this->actionFunc(this, play);
func_809BD2E4(this);
func_809BE568(this);
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BIG_OCTO);
- Camera_UnsetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_2);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BIG_OCTO);
+ Camera_UnsetStateFlag(play->cameraPtrs[CAM_ID_MAIN], CAM_STATE_CHECK_BG);
if (this->cylinder[0].base.atFlags & AT_ON) {
if (this->actionFunc != func_809BE058) {
diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/src/overlays/actors/ovl_En_Bili/z_en_bili.c
index 16865616bf..de0a12eebf 100644
--- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c
+++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c
@@ -141,7 +141,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) {
void EnBili_SetupFloatIdle(EnBili* this) {
this->actor.speed = 0.7f;
- this->collider.info.bumper.effect = 1; // Shock?
+ this->collider.elem.bumper.effect = 1; // Shock?
this->timer = 32;
this->collider.base.atFlags |= AT_ON;
this->collider.base.acFlags |= AC_ON;
@@ -237,7 +237,7 @@ void EnBili_SetupDie(EnBili* this) {
*/
void EnBili_SetupStunned(EnBili* this) {
this->timer = 80;
- this->collider.info.bumper.effect = 0;
+ this->collider.elem.bumper.effect = 0;
this->actor.gravity = -1.0f;
this->actor.speed = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 150, COLORFILTER_BUFFLAG_XLU, 80);
@@ -549,7 +549,7 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) {
if ((this->actor.colChkInfo.health != 0) && (this->collider.base.acFlags & AC_HIT)) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
@@ -586,7 +586,7 @@ void EnBili_UpdateDamage(EnBili* this, PlayState* play) {
EnBili_SetupBurnt(this);
}
- if (this->collider.info.acHitInfo->toucher.dmgFlags & DMG_ARROW) {
+ if (this->collider.elem.acHitElem->toucher.dmgFlags & DMG_ARROW) {
this->actor.flags |= ACTOR_FLAG_4;
}
}
diff --git a/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.c b/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.c
index 6cf2378760..59a2e76bf8 100644
--- a/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.c
+++ b/src/overlays/actors/ovl_En_Blkobj/z_en_blkobj.c
@@ -159,7 +159,7 @@ void EnBlkobj_Draw(Actor* thisx, PlayState* play) {
gSPSegment(
POLY_XLU_DISP++, 0x0D,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, gameplayFrames, 0, 32, 32, 1, gameplayFrames, 0, 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_blkobj.c", 363),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_blkobj.c", 363),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->alpha != 0) {
diff --git a/src/overlays/actors/ovl_En_Bom/z_en_bom.c b/src/overlays/actors/ovl_En_Bom/z_en_bom.c
index 6b66b69a61..b77839265e 100644
--- a/src/overlays/actors/ovl_En_Bom/z_en_bom.c
+++ b/src/overlays/actors/ovl_En_Bom/z_en_bom.c
@@ -101,7 +101,7 @@ void EnBom_Init(Actor* thisx, PlayState* play) {
Collider_InitJntSph(play, &this->explosionCollider);
Collider_SetCylinder(play, &this->bombCollider, thisx, &sCylinderInit);
Collider_SetJntSph(play, &this->explosionCollider, thisx, &sJntSphInit, &this->explosionColliderItems[0]);
- this->explosionColliderItems[0].info.toucher.damage += (thisx->shape.rot.z & 0xFF00) >> 8;
+ this->explosionColliderItems[0].base.toucher.damage += (thisx->shape.rot.z & 0xFF00) >> 8;
thisx->shape.rot.z &= 0xFF;
if (thisx->shape.rot.z & 0x80) {
@@ -367,11 +367,11 @@ void EnBom_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
func_8002EBCC(thisx, play, 0);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bom.c", 928),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bom.c", 928),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBombCapDL);
Matrix_RotateZYX(0x4000, 0, 0, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bom.c", 934),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bom.c", 934),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, (s16)this->flashIntensity, 0, 40, 255);
diff --git a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c
index 8dd80549a9..37cd13375a 100644
--- a/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c
+++ b/src/overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.c
@@ -18,20 +18,20 @@ void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play);
void EnBomBowlMan_Update(Actor* thisx, PlayState* play);
void EnBomBowlMan_Draw(Actor* thisx, PlayState* play);
-void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play);
void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play);
void func_809C41FC(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play);
-void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play);
+void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play);
void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play);
ActorInit En_Bom_Bowl_Man_InitVars = {
@@ -79,53 +79,53 @@ void EnBomBowlMan_Init(Actor* thisx, PlayState* play2) {
this->prizeSelect = (s16)Rand_ZeroFloat(4.99f);
this->actor.targetMode = 1;
- this->actionFunc = EnBomBowMan_SetupWaitAsleep;
+ this->actionFunc = EnBomBowlMan_SetupWaitAsleep;
}
void EnBomBowlMan_Destroy(Actor* thisx, PlayState* play) {
}
-void EnBomBowMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_SetupWaitAsleep(EnBomBowlMan* this, PlayState* play) {
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlNoddingOffAnim);
Animation_Change(&this->skelAnime, &gChuGirlNoddingOffAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_LOOP, -10.0f);
this->actor.textId = 0xC0;
this->dialogState = TEXT_STATE_EVENT;
- this->actionFunc = EnBomBowMan_WaitAsleep;
+ this->actionFunc = EnBomBowlMan_WaitAsleep;
}
-void EnBomBowMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_WaitAsleep(EnBomBowlMan* this, PlayState* play) {
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
- this->actionFunc = EnBomBowMan_TalkAsleep;
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
+ this->actionFunc = EnBomBowlMan_TalkAsleep;
} else {
yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if (!(this->actor.xzDistToPlayer > 120.0f) && (yawDiff < 0x4300)) {
- func_8002F2CC(&this->actor, play, 120.0f);
+ Actor_OfferTalk(&this->actor, play, 120.0f);
}
}
}
-void EnBomBowMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_TalkAsleep(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
play->msgCtx.msgMode = MSGMODE_PAUSED;
- this->actionFunc = EnBomBowMan_WakeUp;
+ this->actionFunc = EnBomBowlMan_WakeUp;
}
}
-void EnBomBowMan_WakeUp(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_WakeUp(EnBomBowlMan* this, PlayState* play) {
this->frameCount = (f32)Animation_GetLastFrame(&gChuGirlWakeUpAnim);
Animation_Change(&this->skelAnime, &gChuGirlWakeUpAnim, 1.0f, 0.0f, this->frameCount, ANIMMODE_ONCE, -10.0f);
this->eyeMode = CHU_GIRL_EYES_OPEN_SLOWLY;
- this->actionFunc = EnBomBowMan_BlinkAwake;
+ this->actionFunc = EnBomBowlMan_BlinkAwake;
}
-void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
f32 frameCount = this->skelAnime.curFrame;
SkelAnime_Update(&this->skelAnime);
@@ -146,12 +146,12 @@ void EnBomBowMan_BlinkAwake(EnBomBowlMan* this, PlayState* play) {
this->eyeTextureIndex = 2;
this->blinkCount++;
if (this->blinkCount >= 3) {
- this->actionFunc = EnBomBowMan_CheckBeatenDC;
+ this->actionFunc = EnBomBowlMan_CheckBeatenDC;
}
}
}
-void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
@@ -164,7 +164,7 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
// Check for beaten Dodongo's Cavern
if (!(GET_EVENTCHKINF(EVENTCHKINF_25) || BREG(2))) {
- this->actionFunc = EnBomBowMan_WaitNotBeatenDC;
+ this->actionFunc = EnBomBowlMan_WaitNotBeatenDC;
} else {
this->actor.textId = 0x18;
this->dialogState = TEXT_STATE_CHOICE;
@@ -174,26 +174,26 @@ void EnBomBowMan_CheckBeatenDC(EnBomBowlMan* this, PlayState* play) {
}
}
-void EnBomBowMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_WaitNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
- this->actionFunc = EnBomBowMan_TalkNotBeatenDC;
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
+ this->actionFunc = EnBomBowlMan_TalkNotBeatenDC;
} else {
- func_8002F2CC(&this->actor, play, 120.0f);
+ Actor_OfferTalk(&this->actor, play, 120.0f);
}
}
-void EnBomBowMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_TalkNotBeatenDC(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
- this->actionFunc = EnBomBowMan_WaitNotBeatenDC;
+ this->actionFunc = EnBomBowlMan_WaitNotBeatenDC;
}
}
-void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->minigamePlayStatus == 0) {
@@ -209,10 +209,10 @@ void EnBomBowMan_SetupRunGame(EnBomBowlMan* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT;
}
- this->actionFunc = EnBomBowMan_RunGame;
+ this->actionFunc = EnBomBowlMan_RunGame;
}
-void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_RunGame(EnBomBowlMan* this, PlayState* play) {
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
@@ -265,7 +265,7 @@ void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) {
}
this->actionFunc = EnBomBowlMan_HandlePlayChoice;
} else {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->minigamePlayStatus == 0) {
this->actionFunc = EnBomBowlMan_HandlePlayChoice;
} else {
@@ -275,7 +275,7 @@ void EnBomBowMan_RunGame(EnBomBowlMan* this, PlayState* play) {
yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if (!(this->actor.xzDistToPlayer > 120.0f) && (yawDiff < 0x4300)) {
- func_8002F2CC(&this->actor, play, 120.0f);
+ Actor_OfferTalk(&this->actor, play, 120.0f);
}
}
}
@@ -307,7 +307,7 @@ void EnBomBowlMan_HandlePlayChoice(EnBomBowlMan* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
- this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
+ this->actionFunc = EnBomBowlMan_SetupChooseShowPrize;
}
} else {
this->playingAgain = false;
@@ -343,17 +343,17 @@ void func_809C41FC(EnBomBowlMan* this, PlayState* play) {
this->dialogState = TEXT_STATE_EVENT;
OnePointCutscene_Init(play, 8010, -99, NULL, CAM_ID_MAIN);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
- this->actionFunc = EnBomBowMan_SetupChooseShowPrize;
+ this->actionFunc = EnBomBowlMan_SetupChooseShowPrize;
} else {
if (this->gameResult == 2) {
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
}
- this->actionFunc = EnBomBowMan_SetupRunGame;
+ this->actionFunc = EnBomBowlMan_SetupRunGame;
}
}
}
-void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
Vec3f accel = { 0.0f, 0.1f, 0.0f };
Vec3f velocity = { 0.0f, 0.0f, 0.0f };
Vec3f pos;
@@ -367,7 +367,7 @@ void EnBomBowMan_SetupChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
EffectSsBomb2_SpawnLayered(play, &pos, &velocity, &accel, 50, 15);
Actor_PlaySfx(&this->actor, NA_SE_IT_GOODS_APPEAR);
this->prizeRevealTimer = 10;
- this->actionFunc = EnBomBowMan_ChooseShowPrize;
+ this->actionFunc = EnBomBowlMan_ChooseShowPrize;
}
}
@@ -377,7 +377,7 @@ static Vec3f sPrizePosOffset[] = {
static s16 sPrizeRot[] = { 0x4268, 0x4268, -0x03E8, 0x0000, 0x4268, 0x0000 };
-void EnBomBowMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
+void EnBomBowlMan_ChooseShowPrize(EnBomBowlMan* this, PlayState* play) {
s16 prizeTemp;
s32 pad;
@@ -449,7 +449,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == this->dialogState) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
this->startedPlaying = true;
if (BREG(2)) {
@@ -459,7 +459,7 @@ void EnBomBowlMan_BeginPlayGame(EnBomBowlMan* this, PlayState* play) {
// "Wow"
osSyncPrintf(VT_FGCOL(YELLOW) "☆ わー ☆ %d\n" VT_RST, play->bombchuBowlingStatus);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
- this->actionFunc = EnBomBowMan_SetupRunGame;
+ this->actionFunc = EnBomBowlMan_SetupRunGame;
}
}
diff --git a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c
index 96c66a7919..df24a602ee 100644
--- a/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c
+++ b/src/overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.c
@@ -508,7 +508,7 @@ void EnBomChu_Draw(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, 9.0f + (colorIntensity * 209.0f), 9.0f + (colorIntensity * 34.0f),
35.0f + (colorIntensity * -35.0f), 255);
Matrix_Translate(this->visualJitter * (1.0f / BOMBCHU_SCALE), 0.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bom_chu.c", 956),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bom_chu.c", 956),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBombchuDL);
diff --git a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c
index b6ef1afc8e..6d0ecbc276 100644
--- a/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c
+++ b/src/overlays/actors/ovl_En_Bombf/z_en_bombf.c
@@ -469,10 +469,10 @@ Gfx* EnBombf_NewMtxDList(GraphicsContext* gfxCtx, PlayState* play) {
Gfx* displayList;
Gfx* displayListHead;
- displayList = Graph_Alloc(gfxCtx, 5 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, 5 * sizeof(Gfx));
displayListHead = displayList;
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(displayListHead++, Matrix_NewMtx(gfxCtx, "../z_en_bombf.c", 1021),
+ gSPMatrix(displayListHead++, MATRIX_NEW(gfxCtx, "../z_en_bombf.c", 1021),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPEndDisplayList(displayListHead);
return displayList;
@@ -490,7 +490,7 @@ void EnBombf_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
if (thisx->params != BOMBFLOWER_BODY) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bombf.c", 1041),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bombf.c", 1041),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBombFlowerLeavesDL);
gSPDisplayList(POLY_OPA_DISP++, gBombFlowerBaseLeavesDL);
@@ -502,7 +502,7 @@ void EnBombf_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 200, 255, 200, 255);
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, (s16)this->flashIntensity, 20, 10, 0);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bombf.c", 1054),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bombf.c", 1054),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(EnBombf_NewMtxDList(play->state.gfxCtx, play)));
gSPDisplayList(POLY_OPA_DISP++, gBombFlowerBombAndSparkDL);
diff --git a/src/overlays/actors/ovl_En_Boom/z_en_boom.c b/src/overlays/actors/ovl_En_Boom/z_en_boom.c
index a3dcbd3a13..579cc5920b 100644
--- a/src/overlays/actors/ovl_En_Boom/z_en_boom.c
+++ b/src/overlays/actors/ovl_En_Boom/z_en_boom.c
@@ -242,7 +242,7 @@ void EnBoom_Update(Actor* thisx, PlayState* play) {
if (!(player->stateFlags1 & PLAYER_STATE1_29)) {
this->actionFunc(this, play);
Actor_SetFocus(&this->actor, 0.0f);
- this->activeTimer = this->activeTimer + 1;
+ this->activeTimer++;
}
}
@@ -268,7 +268,7 @@ void EnBoom_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_RotateY(BINANG_TO_RAD(this->activeTimer * 12000), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_boom.c", 601),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_boom.c", 601),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBoomerangRefDL);
diff --git a/src/overlays/actors/ovl_En_Box/z_en_box.c b/src/overlays/actors/ovl_En_Box/z_en_box.c
index 0ddd1f5abd..197c4ae140 100644
--- a/src/overlays/actors/ovl_En_Box/z_en_box.c
+++ b/src/overlays/actors/ovl_En_Box/z_en_box.c
@@ -548,7 +548,7 @@ void EnBox_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
s32 pad;
if (limbIndex == 1) {
- gSPMatrix((*gfx)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_box.c", 1492),
+ gSPMatrix((*gfx)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_box.c", 1492),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->type != ENBOX_TYPE_DECORATED_BIG) {
gSPDisplayList((*gfx)++, gTreasureChestChestFrontDL);
@@ -556,7 +556,7 @@ void EnBox_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
gSPDisplayList((*gfx)++, gTreasureChestBossKeyChestFrontDL);
}
} else if (limbIndex == 3) {
- gSPMatrix((*gfx)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_box.c", 1502),
+ gSPMatrix((*gfx)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_box.c", 1502),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->type != ENBOX_TYPE_DECORATED_BIG) {
gSPDisplayList((*gfx)++, gTreasureChestChestSideAndLidDL);
@@ -570,7 +570,7 @@ Gfx* EnBox_EmptyDList(GraphicsContext* gfxCtx) {
Gfx* dListHead;
Gfx* dList;
- dList = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
ASSERT(dList != NULL, "gfxp != NULL", "../z_en_box.c", 1528);
dListHead = dList;
@@ -584,7 +584,7 @@ Gfx* func_809CA4A0(GraphicsContext* gfxCtx) {
Gfx* dList;
Gfx* dListHead;
- dListHead = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ dListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
ASSERT(dListHead != NULL, "gfxp != NULL", "../z_en_box.c", 1546);
dList = dListHead;
@@ -602,7 +602,7 @@ Gfx* func_809CA518(GraphicsContext* gfxCtx) {
Gfx* dList;
Gfx* dListHead;
- dListHead = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ dListHead = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
ASSERT(dListHead != NULL, "gfxp != NULL", "../z_en_box.c", 1564);
dList = dListHead;
diff --git a/src/overlays/actors/ovl_En_Brob/z_en_brob.c b/src/overlays/actors/ovl_En_Brob/z_en_brob.c
index 0915fe72b6..64aa97e4d0 100644
--- a/src/overlays/actors/ovl_En_Brob/z_en_brob.c
+++ b/src/overlays/actors/ovl_En_Brob/z_en_brob.c
@@ -14,13 +14,13 @@ void EnBrob_Destroy(Actor* thisx, PlayState* play);
void EnBrob_Update(Actor* thisx, PlayState* play2);
void EnBrob_Draw(Actor* thisx, PlayState* play);
-void func_809CADDC(EnBrob* this, PlayState* play);
-void func_809CB054(EnBrob* this, PlayState* play);
-void func_809CB114(EnBrob* this, PlayState* play);
-void func_809CB218(EnBrob* this, PlayState* play);
-void func_809CB2B8(EnBrob* this, PlayState* play);
-void func_809CB354(EnBrob* this, PlayState* play);
-void func_809CB458(EnBrob* this, PlayState* play);
+void EnBrob_SetupIdle(EnBrob* this, PlayState* play);
+void EnBrob_Idle(EnBrob* this, PlayState* play);
+void EnBrob_MoveUp(EnBrob* this, PlayState* play);
+void EnBrob_Wobble(EnBrob* this, PlayState* play);
+void EnBrob_Stunned(EnBrob* this, PlayState* play);
+void EnBrob_MoveDown(EnBrob* this, PlayState* play);
+void EnBrob_Shock(EnBrob* this, PlayState* play);
ActorInit En_Brob_InitVars = {
/**/ ACTOR_EN_BROB,
@@ -61,16 +61,16 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
EnBrob* this = (EnBrob*)thisx;
CollisionHeader* colHeader = NULL;
- SkelAnime_InitFlex(play, &this->skelAnime, &object_brob_Skel_0015D8, &object_brob_Anim_001750, this->jointTable,
- this->morphTable, 10);
+ SkelAnime_InitFlex(play, &this->skelAnime, &gBrobSkel, &gBrobMoveUpAnim, this->jointTable, this->morphTable, 10);
DynaPolyActor_Init(&this->dyna, 0);
- CollisionHeader_GetVirtual(&object_brob_Col_001A70, &colHeader);
+ CollisionHeader_GetVirtual(&gBrobCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(play, &play->colCtx.dyna, thisx, colHeader);
Collider_InitCylinder(play, &this->colliders[0]);
Collider_SetCylinder(play, &this->colliders[0], &this->dyna.actor, &sCylinderInit);
Collider_InitCylinder(play, &this->colliders[1]);
Collider_SetCylinder(play, &this->colliders[1], &this->dyna.actor, &sCylinderInit);
CollisionCheck_SetInfo(&thisx->colChkInfo, NULL, &sColChkInfoInit);
+
if (((thisx->params >> 8) & 0xFF) == 0) {
Actor_SetScale(&this->dyna.actor, 0.01f);
thisx->params &= 0xFF;
@@ -84,6 +84,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
thisx->scale.y *= (thisx->params & 0xFF) * (2.0f / 30.0f);
}
}
+
this->colliders[0].dim.radius *= thisx->scale.x;
this->colliders[0].dim.height = thisx->scale.y * 12000.0f;
this->colliders[0].dim.yShift = 0;
@@ -92,7 +93,7 @@ void EnBrob_Init(Actor* thisx, PlayState* play) {
this->colliders[1].dim.yShift *= thisx->scale.y;
this->actionFunc = NULL;
thisx->flags &= ~ACTOR_FLAG_0;
- func_809CADDC(this, play);
+ EnBrob_SetupIdle(this, play);
}
void EnBrob_Destroy(Actor* thisx, PlayState* play) {
@@ -103,82 +104,82 @@ void EnBrob_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->colliders[1]);
}
-void func_809CADDC(EnBrob* this, PlayState* play) {
+void EnBrob_SetupIdle(EnBrob* this, PlayState* play) {
DynaPoly_EnableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
- this->timer = this->actionFunc == func_809CB2B8 ? 200 : 0;
- this->unk_1AE = 0;
- this->actionFunc = func_809CB054;
+ this->timer = this->actionFunc == EnBrob_Stunned ? 200 : 0;
+ this->modelOffsetY = 0;
+ this->actionFunc = EnBrob_Idle;
}
-void func_809CAE44(EnBrob* this, PlayState* play) {
- Animation_PlayOnce(&this->skelAnime, &object_brob_Anim_001750);
+void EnBrob_SetupMoveUp(EnBrob* this, PlayState* play) {
+ Animation_PlayOnce(&this->skelAnime, &gBrobMoveUpAnim);
DynaPoly_DisableCollision(play, &play->colCtx.dyna, this->dyna.bgId);
- this->unk_1AE = 1000;
- this->actionFunc = func_809CB114;
+ this->modelOffsetY = 1000;
+ this->actionFunc = EnBrob_MoveUp;
}
-void func_809CAEA0(EnBrob* this) {
- Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001958, -5.0f);
- this->unk_1AE = 8000;
+void EnBrob_SetupWobble(EnBrob* this) {
+ Animation_MorphToLoop(&this->skelAnime, &gBrobWobbleAnim, -5.0f);
+ this->modelOffsetY = 8000;
this->timer = 1200;
- this->actionFunc = func_809CB218;
+ this->actionFunc = EnBrob_Wobble;
}
-void func_809CAEF4(EnBrob* this) {
- Animation_MorphToPlayOnce(&this->skelAnime, &object_brob_Anim_000290, -5.0f);
- this->unk_1AE -= 125.0f;
+void EnBrob_SetupStunned(EnBrob* this) {
+ Animation_MorphToPlayOnce(&this->skelAnime, &gBrobStunnedAnim, -5.0f);
+ this->modelOffsetY -= 125.0f;
Actor_SetColorFilter(&this->dyna.actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_OPA, 80);
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_GOMA_JR_FREEZE);
- this->actionFunc = func_809CB2B8;
+ this->actionFunc = EnBrob_Stunned;
}
-void func_809CAF88(EnBrob* this) {
- Animation_Change(&this->skelAnime, &object_brob_Anim_001750, -1.0f,
- Animation_GetLastFrame(&object_brob_Anim_001750), 0.0f, ANIMMODE_ONCE, -5.0f);
- this->unk_1AE = 8250;
- this->actionFunc = func_809CB354;
+void EnBrob_SetupMoveDown(EnBrob* this) {
+ Animation_Change(&this->skelAnime, &gBrobMoveUpAnim, -1.0f, Animation_GetLastFrame(&gBrobMoveUpAnim), 0.0f,
+ ANIMMODE_ONCE, -5.0f);
+ this->modelOffsetY = 8250;
+ this->actionFunc = EnBrob_MoveDown;
}
-void func_809CB008(EnBrob* this) {
- Animation_MorphToLoop(&this->skelAnime, &object_brob_Anim_001678, -5.0f);
+void EnBrob_SetupShock(EnBrob* this) {
+ Animation_MorphToLoop(&this->skelAnime, &gBrobShockAnim, -5.0f);
this->timer = 10;
- this->actionFunc = func_809CB458;
+ this->actionFunc = EnBrob_Shock;
}
-void func_809CB054(EnBrob* this, PlayState* play) {
+void EnBrob_Idle(EnBrob* this, PlayState* play) {
if (this->timer != 0) {
this->timer--;
}
if (this->timer == 0) {
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
- func_809CAE44(this, play);
+ EnBrob_SetupMoveUp(this, play);
} else if (this->dyna.actor.xzDistToPlayer < 300.0f) {
- func_809CAE44(this, play);
+ EnBrob_SetupMoveUp(this, play);
}
} else if (this->timer >= 81) {
this->dyna.actor.colorFilterTimer = 80;
}
}
-void func_809CB114(EnBrob* this, PlayState* play) {
+void EnBrob_MoveUp(EnBrob* this, PlayState* play) {
f32 curFrame;
if (SkelAnime_Update(&this->skelAnime)) {
- func_809CAEA0(this);
+ EnBrob_SetupWobble(this);
} else {
curFrame = this->skelAnime.curFrame;
if (curFrame < 8.0f) {
- this->unk_1AE += 1000.0f;
+ this->modelOffsetY += 1000.0f;
} else if (curFrame < 12.0f) {
- this->unk_1AE += 250.0f;
+ this->modelOffsetY += 250.0f;
} else {
- this->unk_1AE -= 250.0f;
+ this->modelOffsetY -= 250.0f;
}
}
}
-void func_809CB218(EnBrob* this, PlayState* play) {
+void EnBrob_Wobble(EnBrob* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (Animation_OnFrame(&this->skelAnime, 6.0f) || Animation_OnFrame(&this->skelAnime, 15.0f)) {
Actor_PlaySfx(&this->dyna.actor, NA_SE_EN_BROB_WAVE);
@@ -187,37 +188,37 @@ void func_809CB218(EnBrob* this, PlayState* play) {
this->timer--;
}
if ((this->timer == 0) && (this->dyna.actor.xzDistToPlayer > 500.0f)) {
- func_809CAF88(this);
+ EnBrob_SetupMoveDown(this);
}
}
-void func_809CB2B8(EnBrob* this, PlayState* play) {
+void EnBrob_Stunned(EnBrob* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
- func_809CADDC(this, play);
+ EnBrob_SetupIdle(this, play);
} else if (this->skelAnime.curFrame < 8.0f) {
- this->unk_1AE -= 1250.0f;
+ this->modelOffsetY -= 1250.0f;
}
this->dyna.actor.colorFilterTimer = 0x50;
}
-void func_809CB354(EnBrob* this, PlayState* play) {
+void EnBrob_MoveDown(EnBrob* this, PlayState* play) {
f32 curFrame;
if (SkelAnime_Update(&this->skelAnime)) {
- func_809CADDC(this, play);
+ EnBrob_SetupIdle(this, play);
} else {
curFrame = this->skelAnime.curFrame;
if (curFrame < 8.0f) {
- this->unk_1AE -= 1000.0f;
+ this->modelOffsetY -= 1000.0f;
} else if (curFrame < 12.0f) {
- this->unk_1AE -= 250.0f;
+ this->modelOffsetY -= 250.0f;
} else {
- this->unk_1AE += 250.0f;
+ this->modelOffsetY += 250.0f;
}
}
}
-void func_809CB458(EnBrob* this, PlayState* play) {
+void EnBrob_Shock(EnBrob* this, PlayState* play) {
Vec3f pos;
f32 dist1;
f32 dist2;
@@ -250,7 +251,7 @@ void func_809CB458(EnBrob* this, PlayState* play) {
}
if (this->timer == 0) {
- func_809CAEA0(this);
+ EnBrob_SetupWobble(this);
}
}
@@ -262,24 +263,24 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) {
acHits[0] = (this->colliders[0].base.acFlags & AC_HIT) != 0;
acHits[1] = (this->colliders[1].base.acFlags & AC_HIT) != 0;
- if ((acHits[0] && (this->colliders[0].info.acHitInfo->toucher.dmgFlags & DMG_BOOMERANG)) ||
- (acHits[1] && (this->colliders[1].info.acHitInfo->toucher.dmgFlags & DMG_BOOMERANG))) {
+ if ((acHits[0] && (this->colliders[0].elem.acHitElem->toucher.dmgFlags & DMG_BOOMERANG)) ||
+ (acHits[1] && (this->colliders[1].elem.acHitElem->toucher.dmgFlags & DMG_BOOMERANG))) {
for (i = 0; i < 2; i++) {
this->colliders[i].base.atFlags &= ~(AT_HIT | AT_BOUNCED);
this->colliders[i].base.acFlags &= ~AC_HIT;
}
- func_809CAEF4(this);
+ EnBrob_SetupStunned(this);
} else if ((this->colliders[0].base.atFlags & AT_HIT) || (this->colliders[1].base.atFlags & AT_HIT) ||
- (acHits[0] && (this->colliders[0].info.acHitInfo->toucher.dmgFlags & DMG_SLASH_KOKIRI)) ||
- (acHits[1] && (this->colliders[1].info.acHitInfo->toucher.dmgFlags & DMG_SLASH_KOKIRI))) {
+ (acHits[0] && (this->colliders[0].elem.acHitElem->toucher.dmgFlags & DMG_SLASH_KOKIRI)) ||
+ (acHits[1] && (this->colliders[1].elem.acHitElem->toucher.dmgFlags & DMG_SLASH_KOKIRI))) {
- if (this->actionFunc == func_809CB114 && !(this->colliders[0].base.atFlags & AT_BOUNCED) &&
+ if (this->actionFunc == EnBrob_MoveUp && !(this->colliders[0].base.atFlags & AT_BOUNCED) &&
!(this->colliders[1].base.atFlags & AT_BOUNCED)) {
func_8002F71C(play, &this->dyna.actor, 5.0f, this->dyna.actor.yawTowardsPlayer, 1.0f);
- } else if (this->actionFunc != func_809CB114) {
- func_809CB008(this);
+ } else if (this->actionFunc != EnBrob_MoveUp) {
+ EnBrob_SetupShock(this);
}
for (i = 0; i < 2; i++) {
@@ -287,12 +288,14 @@ void EnBrob_Update(Actor* thisx, PlayState* play2) {
this->colliders[i].base.acFlags &= ~AC_HIT;
}
}
+
this->actionFunc(this, play);
- if (this->actionFunc != func_809CB054 && this->actionFunc != func_809CB354) {
- if (this->actionFunc != func_809CB2B8) {
+
+ if (this->actionFunc != EnBrob_Idle && this->actionFunc != EnBrob_MoveDown) {
+ if (this->actionFunc != EnBrob_Stunned) {
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliders[0].base);
CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliders[1].base);
- if (this->actionFunc != func_809CB114) {
+ if (this->actionFunc != EnBrob_MoveUp) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliders[0].base);
CollisionCheck_SetAC(play, &play->colChkCtx, &this->colliders[1].base);
}
@@ -322,7 +325,7 @@ void EnBrob_Draw(Actor* thisx, PlayState* play) {
EnBrob* this = (EnBrob*)thisx;
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- Matrix_Translate(0.0f, this->unk_1AE, 0.0f, MTXMODE_APPLY);
+ Matrix_Translate(0.0f, this->modelOffsetY, 0.0f, MTXMODE_APPLY);
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount, NULL,
EnBrob_PostLimbDraw, this);
}
diff --git a/src/overlays/actors/ovl_En_Brob/z_en_brob.h b/src/overlays/actors/ovl_En_Brob/z_en_brob.h
index 2e54a46d89..a3dd0c8f8a 100644
--- a/src/overlays/actors/ovl_En_Brob/z_en_brob.h
+++ b/src/overlays/actors/ovl_En_Brob/z_en_brob.h
@@ -13,7 +13,7 @@ typedef struct EnBrob {
/* 0x0164 */ SkelAnime skelAnime;
/* 0x01A8 */ EnBrobActionFunc actionFunc;
/* 0x01AC */ s16 timer;
- /* 0x01AE */ s16 unk_1AE;
+ /* 0x01AE */ s16 modelOffsetY;
/* 0x01B0 */ Vec3s jointTable[10];
/* 0x01EC */ Vec3s morphTable[10];
/* 0x0228 */ ColliderCylinder colliders[2];
diff --git a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c
index 2e1ea90dd3..23f49a4625 100644
--- a/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c
+++ b/src/overlays/actors/ovl_En_Bubble/z_en_bubble.c
@@ -62,9 +62,7 @@ static ColliderJntSphInit sJntSphInit = {
sJntSphElementsInit,
};
-static CollisionCheckInfoInit2 sColChkInfoInit2 = {
- 1, 2, 25, 25, MASS_IMMOVABLE,
-};
+static CollisionCheckInfoInit2 sColChkInfoInit2 = { 1, 2, 25, 25, MASS_IMMOVABLE };
static Vec3f sEffectAccel = { 0.0f, -0.5f, 0.0f };
@@ -97,12 +95,12 @@ void EnBubble_SetDimensions(EnBubble* this, f32 dim) {
}
u32 func_809CBCBC(EnBubble* this) {
- ColliderInfo* info = &this->colliderSphere.elements[0].info;
+ ColliderElement* elem = &this->colliderSphere.elements[0].base;
- info->toucher.dmgFlags = DMG_EXPLOSIVE;
- info->toucher.effect = 0;
- info->toucher.damage = 4;
- info->toucherFlags = TOUCH_ON;
+ elem->toucher.dmgFlags = DMG_EXPLOSIVE;
+ elem->toucher.effect = 0;
+ elem->toucher.damage = 4;
+ elem->toucherFlags = TOUCH_ON;
this->actor.velocity.y = 0.0f;
return 6;
}
@@ -114,7 +112,7 @@ u32 func_809CBCEC(EnBubble* this) {
}
void EnBubble_DamagePlayer(EnBubble* this, PlayState* play) {
- s32 damage = -this->colliderSphere.elements[0].info.toucher.damage;
+ s32 damage = -this->colliderSphere.elements[0].base.toucher.damage;
play->damagePlayer(play, damage);
func_8002F7A0(play, &this->actor, 6.0f, this->actor.yawTowardsPlayer, 6.0f);
@@ -208,7 +206,7 @@ void EnBubble_Fly(EnBubble* this, PlayState* play) {
s32 bgId;
u8 bounceCount;
- if (this->colliderSphere.elements[1].info.bumperFlags & BUMP_HIT) {
+ if (this->colliderSphere.elements[1].base.bumperFlags & BUMP_HIT) {
bumpActor = this->colliderSphere.base.ac;
this->normalizedBumpVelocity = bumpActor->velocity;
EnBubble_Vec3fNormalize(&this->normalizedBumpVelocity);
@@ -286,7 +284,7 @@ u32 func_809CC648(EnBubble* this) {
return false;
}
this->colliderSphere.base.acFlags &= ~AC_HIT;
- if (this->colliderSphere.elements[1].info.bumperFlags & BUMP_HIT) {
+ if (this->colliderSphere.elements[1].base.bumperFlags & BUMP_HIT) {
this->unk_1F0.x = this->colliderSphere.base.ac->velocity.x / 10.0f;
this->unk_1F0.y = this->colliderSphere.base.ac->velocity.y / 10.0f;
this->unk_1F0.z = this->colliderSphere.base.ac->velocity.z / 10.0f;
@@ -422,7 +420,7 @@ void EnBubble_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale(this->graphicEccentricity + 1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(-(f32)play->state.frames) * this->graphicRotSpeed, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bubble.c", 1220),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bubble.c", 1220),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBubbleDL);
}
diff --git a/src/overlays/actors/ovl_En_Butte/z_en_butte.c b/src/overlays/actors/ovl_En_Butte/z_en_butte.c
index 09d8474499..f2ed8c4de6 100644
--- a/src/overlays/actors/ovl_En_Butte/z_en_butte.c
+++ b/src/overlays/actors/ovl_En_Butte/z_en_butte.c
@@ -121,7 +121,7 @@ void EnButte_DrawTransformationEffect(EnButte* this, PlayState* play) {
alpha = Math_SinS(sTransformationEffectAlpha) * 250;
alpha = CLAMP(alpha, 0, 255);
- Camera_GetCamDir(&camDir, GET_ACTIVE_CAM(play));
+ camDir = Camera_GetCamDir(GET_ACTIVE_CAM(play));
Matrix_RotateY(BINANG_TO_RAD(camDir.y), MTXMODE_NEW);
Matrix_RotateX(BINANG_TO_RAD(camDir.x), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(camDir.z), MTXMODE_APPLY);
@@ -129,7 +129,7 @@ void EnButte_DrawTransformationEffect(EnButte* this, PlayState* play) {
Matrix_SetTranslateRotateYXZ(this->actor.focus.pos.x + sp5C.x, this->actor.focus.pos.y + sp5C.y,
this->actor.focus.pos.z + sp5C.z, &camDir);
Matrix_Scale(sTransformationEffectScale, sTransformationEffectScale, sTransformationEffectScale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_choo.c", 317),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_choo.c", 317),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 200, 200, 180, alpha);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 210, 255);
diff --git a/src/overlays/actors/ovl_En_Bw/z_en_bw.c b/src/overlays/actors/ovl_En_Bw/z_en_bw.c
index 134546cc04..4a5b89f85c 100644
--- a/src/overlays/actors/ovl_En_Bw/z_en_bw.c
+++ b/src/overlays/actors/ovl_En_Bw/z_en_bw.c
@@ -690,7 +690,7 @@ void func_809D0584(EnBw* this, PlayState* play) {
return;
}
this->damageEffect = this->actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->actor, &this->collider2.info, false);
+ Actor_SetDropFlag(&this->actor, &this->collider2.elem, false);
if ((this->damageEffect == 1) || (this->damageEffect == 0xE)) {
if (this->unk_23C == 0) {
Actor_ApplyDamage(&this->actor);
@@ -766,7 +766,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
func_8002836C(play, &thisx->world.pos, &velocity, &accel, &sp50, &sp4C, 0x3C, 0, 0x14);
}
if (this->unk_248 <= 0.4f) {
- this->collider1.info.toucher.effect = 0;
+ this->collider1.elem.toucher.effect = 0;
if (((play->gameplayFrames & 1) == 0) && (this->unk_220 < 5) && (this->unk_23C == 0)) {
accel.y = -0.1f;
velocity.x = Rand_CenteredFloat(4.0f);
@@ -786,7 +786,7 @@ void EnBw_Update(Actor* thisx, PlayState* play2) {
20.0f - (this->unk_248 * 40.0f));
}
} else {
- this->collider1.info.toucher.effect = 1;
+ this->collider1.elem.toucher.effect = 1;
}
this->unk_234 = Actor_TestFloorInDirection(thisx, play, 50.0f, thisx->world.rot.y);
@@ -828,7 +828,7 @@ s32 EnBw_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* po
Matrix_RotateZ(-(this->unk_258 * 0.1f), MTXMODE_APPLY);
Matrix_RotateY(-(this->unk_258 * 0.13f), MTXMODE_APPLY);
Matrix_RotateX(-(this->unk_258 * 0.115f), MTXMODE_APPLY);
- gSPMatrix((*gfx)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bw.c", 1388),
+ gSPMatrix((*gfx)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bw.c", 1388),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfx)++, *dList);
Matrix_Pop();
@@ -890,7 +890,7 @@ void EnBw_Draw(Actor* thisx, PlayState* play2) {
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 0, 255);
Matrix_Scale(this->unk_248 * 0.01f, this->unk_248 * 0.01f, this->unk_248 * 0.01f, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bw.c", 1500),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bw.c", 1500),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
diff --git a/src/overlays/actors/ovl_En_Bx/z_en_bx.c b/src/overlays/actors/ovl_En_Bx/z_en_bx.c
index 4edc2e7abc..0e6b72e037 100644
--- a/src/overlays/actors/ovl_En_Bx/z_en_bx.c
+++ b/src/overlays/actors/ovl_En_Bx/z_en_bx.c
@@ -80,7 +80,8 @@ void EnBx_Init(Actor* thisx, PlayState* play) {
thisx->scale.x = thisx->scale.z = 0.01f;
thisx->scale.y = 0.03f;
- thisx->world.pos.y = thisx->world.pos.y - 100.0f;
+ thisx->world.pos.y -= 100.0f;
+
for (i = 0; i < 4; i++) {
this->unk_184[i] = sp48;
if (i == 0) {
@@ -202,7 +203,7 @@ void EnBx_Draw(Actor* thisx, PlayState* play) {
};
EnBx* this = (EnBx*)thisx;
s32 pad;
- Mtx* mtx = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Mtx));
+ Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Mtx));
s16 i;
OPEN_DISPS(play->state.gfxCtx, "../z_en_bx.c", 464);
@@ -214,7 +215,7 @@ void EnBx_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x09,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 16, 1, 0,
(play->gameplayFrames * -10) % 128, 32, 32));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bx.c", 478),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_bx.c", 478),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params & 0x80) {
@@ -237,7 +238,7 @@ void EnBx_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(this->unk_154[i].x, this->unk_154[i].y, this->unk_154[i].z, MTXMODE_NEW);
Matrix_RotateZYX(this->unk_1B4[i].x, this->unk_1B4[i].y, this->unk_1B4[i].z, MTXMODE_APPLY);
Matrix_Scale(this->unk_184[i].x, this->unk_184[i].y, this->unk_184[i].z, MTXMODE_APPLY);
- Matrix_ToMtx(mtx, "../z_en_bx.c", 507);
+ MATRIX_TO_MTX(mtx, "../z_en_bx.c", 507);
}
gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_0022F0);
diff --git a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c
index b3dd3a9046..74ace94ca1 100644
--- a/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c
+++ b/src/overlays/actors/ovl_En_Clear_Tag/z_en_clear_tag.c
@@ -691,12 +691,12 @@ void EnClearTag_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 255, 0, 255);
Matrix_Translate(25.0f, 0.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_clear_tag.c", 1004),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_clear_tag.c", 1004),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingLaserDL);
Matrix_Translate(-50.0f, 0.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_clear_tag.c", 1011),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_clear_tag.c", 1011),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingLaserDL);
} else {
@@ -714,7 +714,7 @@ void EnClearTag_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(yRotation, MTXMODE_APPLY);
}
Matrix_RotateZ(this->roll, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_clear_tag.c", 1030),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_clear_tag.c", 1030),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gArwingDL);
@@ -728,7 +728,7 @@ void EnClearTag_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 200, 155);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 50, 0, 0);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_clear_tag.c", 1067),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_clear_tag.c", 1067),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingBackfireDL);
@@ -752,7 +752,7 @@ void EnClearTag_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(yRotation, MTXMODE_APPLY);
}
Matrix_RotateZ(this->roll, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_clear_tag.c", 1104),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_clear_tag.c", 1104),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingShadowDL);
}
@@ -910,7 +910,7 @@ void EnClearTag_DrawEffects(PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_RotateY(effect->rotationY, MTXMODE_APPLY);
Matrix_RotateX(effect->rotationX, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_clear_tag.c", 1307),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_en_clear_tag.c", 1307),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gArwingDebrisEffectDL);
}
@@ -934,7 +934,7 @@ void EnClearTag_DrawEffects(PlayState* play) {
Matrix_RotateX(effect->floorTangent.x, MTXMODE_APPLY);
Matrix_RotateZ(effect->floorTangent.z, MTXMODE_APPLY);
Matrix_Scale(effect->scale + effect->scale, 1.0f, effect->scale * 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_clear_tag.c", 1342),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_clear_tag.c", 1342),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingFlashEffectGroundDL);
}
@@ -964,7 +964,7 @@ void EnClearTag_DrawEffects(PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
Matrix_Translate(0.0f, 20.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_clear_tag.c", 1392),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_clear_tag.c", 1392),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingFireEffectDL);
}
@@ -990,7 +990,7 @@ void EnClearTag_DrawEffects(PlayState* play) {
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_clear_tag.c", 1439),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_clear_tag.c", 1439),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingFireEffectDL);
}
@@ -1013,7 +1013,7 @@ void EnClearTag_DrawEffects(PlayState* play) {
Matrix_Translate(effect->position.x, effect->position.y, effect->position.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_clear_tag.c", 1470),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_clear_tag.c", 1470),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gArwingFlashEffectDL);
}
diff --git a/src/overlays/actors/ovl_En_Cow/z_en_cow.c b/src/overlays/actors/ovl_En_Cow/z_en_cow.c
index 753789fc06..2c9b8753e9 100644
--- a/src/overlays/actors/ovl_En_Cow/z_en_cow.c
+++ b/src/overlays/actors/ovl_En_Cow/z_en_cow.c
@@ -261,11 +261,11 @@ void EnCow_CheckForEmptyBottle(EnCow* this, PlayState* play) {
}
void EnCow_Talk(EnCow* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnCow_CheckForEmptyBottle;
} else {
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2CC(&this->actor, play, 170.0f);
+ Actor_OfferTalk(&this->actor, play, 170.0f);
this->actor.textId = 0x2006;
}
@@ -291,7 +291,7 @@ void EnCow_Idle(EnCow* this, PlayState* play) {
R_EPONAS_SONG_PLAYED = false;
this->actionFunc = EnCow_Talk;
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2CC(&this->actor, play, 170.0f);
+ Actor_OfferTalk(&this->actor, play, 170.0f);
this->actor.textId = 0x2006;
} else {
this->cowFlags |= COW_FLAG_FAILED_TO_GIVE_MILK;
diff --git a/src/overlays/actors/ovl_En_Crow/z_en_crow.c b/src/overlays/actors/ovl_En_Crow/z_en_crow.c
index 4fc86e4abf..caa64d3009 100644
--- a/src/overlays/actors/ovl_En_Crow/z_en_crow.c
+++ b/src/overlays/actors/ovl_En_Crow/z_en_crow.c
@@ -411,7 +411,7 @@ void EnCrow_Respawn(EnCrow* this, PlayState* play) {
void EnCrow_UpdateDamage(EnCrow* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->actor.colChkInfo.damageEffect == 1) { // Deku Nuts
EnCrow_SetupTurnAway(this);
diff --git a/src/overlays/actors/ovl_En_Cs/z_en_cs.c b/src/overlays/actors/ovl_En_Cs/z_en_cs.c
index 9cf4ff513f..31790ebeef 100644
--- a/src/overlays/actors/ovl_En_Cs/z_en_cs.c
+++ b/src/overlays/actors/ovl_En_Cs/z_en_cs.c
@@ -206,9 +206,9 @@ s32 EnCs_GetTalkState(EnCs* this, PlayState* play) {
return talkState;
}
-s32 EnCs_GetTextID(EnCs* this, PlayState* play) {
+s32 EnCs_GetTextId(EnCs* this, PlayState* play) {
Player* player = GET_PLAYER(play);
- s32 textId = Text_GetFaceReaction(play, 15);
+ s32 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_GRAVEYARD_KID);
if (GET_ITEMGETINF(ITEMGETINF_3A)) {
if (textId == 0) {
@@ -235,7 +235,7 @@ void EnCs_HandleTalking(EnCs* this, PlayState* play) {
this->talkState = 1;
} else if (this->talkState == 1) {
this->talkState = EnCs_GetTalkState(this, play);
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
if ((this->actor.textId == 0x2022) || ((this->actor.textId != 0x2022) && (this->actor.textId != 0x2028))) {
EnCs_ChangeAnim(this, ENCS_ANIM_3, &this->currentAnimIndex);
}
@@ -253,8 +253,8 @@ void EnCs_HandleTalking(EnCs* this, PlayState* play) {
Actor_GetScreenPos(play, &this->actor, &sp2A, &sp28);
if ((sp2A >= 0) && (sp2A <= 320) && (sp28 >= 0) && (sp28 <= 240) &&
- (func_8002F2CC(&this->actor, play, 100.0f))) {
- this->actor.textId = EnCs_GetTextID(this, play);
+ Actor_OfferTalk(&this->actor, play, 100.0f)) {
+ this->actor.textId = EnCs_GetTextId(this, play);
}
}
}
@@ -477,7 +477,7 @@ void EnCs_Draw(Actor* thisx, PlayState* play) {
Mtx* mtx;
Matrix_Put(&this->spookyMaskMtx);
- mtx = Matrix_NewMtx(play->state.gfxCtx, "../z_en_cs.c", 1000);
+ mtx = MATRIX_NEW(play->state.gfxCtx, "../z_en_cs.c", 1000);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[linkChildObjectSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx - 7);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildSpookyMaskDL);
diff --git a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c
index 9db7e0f153..711ecafe2b 100644
--- a/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c
+++ b/src/overlays/actors/ovl_En_Daiku/z_en_daiku.c
@@ -260,12 +260,12 @@ void EnDaiku_UpdateText(EnDaiku* this, PlayState* play) {
if (this->talkState == ENDAIKU_STATE_TALKING) {
this->talkState = EnDaiku_UpdateTalking(this, play);
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->talkState = ENDAIKU_STATE_TALKING;
} else {
Actor_GetScreenPos(play, &this->actor, &sp2E, &sp2C);
if (sp2E >= 0 && sp2E <= 320 && sp2C >= 0 && sp2C <= 240 && this->talkState == ENDAIKU_STATE_CAN_TALK &&
- func_8002F2CC(&this->actor, play, 100.0f) == 1) {
+ Actor_OfferTalk(&this->actor, play, 100.0f) == 1) {
if (play->sceneId == SCENE_THIEVES_HIDEOUT) {
if (this->stateFlags & ENDAIKU_STATEFLAG_GERUDODEFEATED) {
freedCount = 0;
diff --git a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c
index 34d408726b..bf5cb06139 100644
--- a/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c
+++ b/src/overlays/actors/ovl_En_Daiku_Kakariko/z_en_daiku_kakariko.c
@@ -226,20 +226,25 @@ s32 EnDaikuKakariko_GetTalkState(EnDaikuKakariko* this, PlayState* play) {
}
void EnDaikuKakariko_HandleTalking(EnDaikuKakariko* this, PlayState* play) {
- static s32 maskReactionSets[] = { 1, 2, 3, 4 };
+ static s32 sMaskReactionSets[] = {
+ MASK_REACTION_SET_CARPENTER_1,
+ MASK_REACTION_SET_CARPENTER_2,
+ MASK_REACTION_SET_CARPENTER_3,
+ MASK_REACTION_SET_CARPENTER_4,
+ };
s16 sp26;
s16 sp24;
if (this->talkState == 2) {
this->talkState = EnDaikuKakariko_GetTalkState(this, play);
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->talkState = 2;
} else {
Actor_GetScreenPos(play, &this->actor, &sp26, &sp24);
if ((sp26 >= 0) && (sp26 <= 320) && (sp24 >= 0) && (sp24 <= 240) && (this->talkState == 0) &&
- (func_8002F2CC(&this->actor, play, 100.0f) == 1)) {
- this->actor.textId = Text_GetFaceReaction(play, maskReactionSets[this->actor.params & 3]);
+ (Actor_OfferTalk(&this->actor, play, 100.0f) == 1)) {
+ this->actor.textId = MaskReaction_GetTextId(play, sMaskReactionSets[this->actor.params & 3]);
if (this->actor.textId == 0) {
switch (this->actor.params & 3) {
diff --git a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
index 9d38b020a0..73bf8d9321 100644
--- a/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
+++ b/src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.c
@@ -278,11 +278,11 @@ void EnDekubaba_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyJntSph(play, &this->collider);
}
-void EnDekubaba_DisableHitboxes(EnDekubaba* this) {
+void EnDekubaba_DisableACColliderElems(EnDekubaba* this) {
s32 i;
for (i = 1; i < ARRAY_COUNT(this->colliderElements); i++) {
- this->collider.elements[i].info.bumperFlags &= ~BUMP_ON;
+ this->collider.elements[i].base.bumperFlags &= ~BUMP_ON;
}
}
@@ -323,7 +323,7 @@ void EnDekubaba_SetupGrow(EnDekubaba* this) {
this->timer = 15;
for (i = 2; i < ARRAY_COUNT(this->colliderElements); i++) {
- this->collider.elements[i].info.ocElemFlags |= OCELEM_ON;
+ this->collider.elements[i].base.ocElemFlags |= OCELEM_ON;
}
this->collider.base.colType = COLTYPE_HIT6;
@@ -341,7 +341,7 @@ void EnDekubaba_SetupRetract(EnDekubaba* this) {
this->timer = 15;
for (i = 2; i < ARRAY_COUNT(this->colliderElements); i++) {
- this->collider.elements[i].info.ocElemFlags &= ~OCELEM_ON;
+ this->collider.elements[i].base.ocElemFlags &= ~OCELEM_ON;
}
this->actionFunc = EnDekubaba_Retract;
@@ -417,7 +417,7 @@ void EnDekubaba_SetupStunnedVertical(EnDekubaba* this) {
s32 i;
for (i = 1; i < ARRAY_COUNT(this->colliderElements); i++) {
- this->collider.elements[i].info.bumperFlags |= BUMP_ON;
+ this->collider.elements[i].base.bumperFlags |= BUMP_ON;
}
if (this->timer == 1) {
@@ -441,7 +441,7 @@ void EnDekubaba_SetupSway(EnDekubaba* this) {
this->stemSectionAngle[2] = -0x5000;
this->stemSectionAngle[1] = -0x4800;
- EnDekubaba_DisableHitboxes(this);
+ EnDekubaba_DisableACColliderElems(this);
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 255, COLORFILTER_BUFFLAG_OPA, 35);
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnDekubaba_Sway;
@@ -896,7 +896,7 @@ void EnDekubaba_StunnedVertical(EnDekubaba* this, PlayState* play) {
}
if (this->timer == 0) {
- EnDekubaba_DisableHitboxes(this);
+ EnDekubaba_DisableACColliderElems(this);
if (this->actor.xzDistToPlayer < 80.0f * this->size) {
EnDekubaba_SetupPrepareLunge(this);
@@ -1157,7 +1157,7 @@ void EnDekubaba_DrawStemRetracted(EnDekubaba* this, PlayState* play) {
MTXMODE_NEW);
Matrix_RotateZYX(this->stemSectionAngle[0], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
Matrix_Scale(horizontalScale, horizontalScale, horizontalScale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dekubaba.c", 2461),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dekubaba.c", 2461),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStemTopDL);
@@ -1202,7 +1202,7 @@ void EnDekubaba_DrawStemExtended(EnDekubaba* this, PlayState* play) {
Matrix_Put(&mtx);
Matrix_RotateZYX(this->stemSectionAngle[i], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dekubaba.c", 2533),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dekubaba.c", 2533),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, stemDLists[i]);
@@ -1237,7 +1237,7 @@ void EnDekubaba_DrawStemBasePruned(EnDekubaba* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_dekubaba.c", 2579);
Matrix_RotateZYX(this->stemSectionAngle[2], this->actor.shape.rot.y, 0, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dekubaba.c", 2586),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dekubaba.c", 2586),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStemBaseDL);
@@ -1260,7 +1260,7 @@ void EnDekubaba_DrawBaseShadow(EnDekubaba* this, PlayState* play) {
horizontalScale = this->size * 0.15f;
Matrix_Scale(horizontalScale, 1.0f, horizontalScale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dekubaba.c", 2710),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dekubaba.c", 2710),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCircleShadowDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_dekubaba.c", 2715);
@@ -1296,7 +1296,7 @@ void EnDekubaba_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, MTXMODE_NEW);
Matrix_RotateY(BINANG_TO_RAD(this->actor.home.rot.y), MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dekubaba.c", 2780),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dekubaba.c", 2780),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaBaseLeavesDL);
@@ -1311,7 +1311,7 @@ void EnDekubaba_Draw(Actor* thisx, PlayState* play) {
// Display solid until 40 frames left, then blink until killed.
} else if ((this->timer > 40) || ((this->timer % 2) != 0)) {
Matrix_Translate(0.0f, 0.0f, 200.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dekubaba.c", 2797),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dekubaba.c", 2797),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStickDropDL);
}
diff --git a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
index 34c47992ad..6fd1207fe3 100644
--- a/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
+++ b/src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.c
@@ -62,7 +62,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 18, 32, 0, { 0, 0, 0 } },
};
-static CollisionCheckInfoInit sColChkInfoInit = { 0x01, 0x0012, 0x0020, MASS_IMMOVABLE };
+static CollisionCheckInfoInit sColChkInfoInit = { 1, 18, 32, MASS_IMMOVABLE };
static DamageTable sDamageTable = {
/* Deku nut */ DMG_ENTRY(0, 0x1),
@@ -204,7 +204,7 @@ void EnDekunuts_SetupGasp(EnDekunuts* this) {
void EnDekunuts_SetupBeDamaged(EnDekunuts* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gDekuNutsDamageAnim, -3.0f);
- if (this->collider.info.acHitInfo->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
+ if (this->collider.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
this->actor.world.rot.y = this->collider.base.ac->world.rot.y;
} else {
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000;
@@ -445,7 +445,7 @@ void EnDekunuts_Die(EnDekunuts* this, PlayState* play) {
void EnDekunuts_ColliderCheck(EnDekunuts* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if (this->actor.colChkInfo.mass == 0x32) {
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->actor.colChkInfo.damageEffect != 1) {
diff --git a/src/overlays/actors/ovl_En_Dh/z_en_dh.c b/src/overlays/actors/ovl_En_Dh/z_en_dh.c
index c37d382e44..eb3d0b2502 100644
--- a/src/overlays/actors/ovl_En_Dh/z_en_dh.c
+++ b/src/overlays/actors/ovl_En_Dh/z_en_dh.c
@@ -304,8 +304,8 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f, this->skelAnime.curFrame, 0.0f, ANIMMODE_ONCE,
-4.0f);
this->actionState = 4;
- this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
- this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
+ this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags = AT_NONE; // also TOUCH_NONE
+ this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
}
switch (this->actionState) {
case 1:
@@ -318,16 +318,16 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
break;
case 2:
if (this->skelAnime.curFrame >= 4.0f) {
- this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
+ this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
- this->collider2.elements[0].info.toucher.dmgFlags = DMG_DEFAULT;
- this->collider2.elements[0].info.toucher.damage = 8;
+ this->collider2.elements[0].base.toucher.dmgFlags = DMG_DEFAULT;
+ this->collider2.elements[0].base.toucher.damage = 8;
}
if (this->collider2.base.atFlags & AT_BOUNCED) {
this->collider2.base.atFlags &= ~(AT_HIT | AT_BOUNCED);
- this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
+ this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
AT_NONE; // also TOUCH_NONE
- this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
+ this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
this->actionState++;
} else if (this->collider2.base.atFlags & AT_HIT) {
this->collider2.base.atFlags &= ~AT_HIT;
@@ -343,9 +343,9 @@ void EnDh_Attack(EnDh* this, PlayState* play) {
Animation_Change(&this->skelAnime, &object_dh_Anim_004658, -1.0f,
Animation_GetLastFrame(&object_dh_Anim_004658), 0.0f, ANIMMODE_ONCE, -4.0f);
this->actionState++;
- this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags =
+ this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags =
AT_NONE; // also TOUCH_NONE
- this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
+ this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
}
break;
case 5:
@@ -374,10 +374,10 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
case 0:
this->actionState++;
this->drawDirtWave++;
- this->collider1.base.atFlags = this->collider1.info.toucherFlags =
+ this->collider1.base.atFlags = this->collider1.elem.toucherFlags =
AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
- this->collider1.info.toucher.dmgFlags = DMG_DEFAULT;
- this->collider1.info.toucher.damage = 4;
+ this->collider1.elem.toucher.dmgFlags = DMG_DEFAULT;
+ this->collider1.elem.toucher.damage = 4;
FALLTHROUGH;
case 1:
this->dirtWavePhase += 0x47E;
@@ -393,8 +393,8 @@ void EnDh_Burrow(EnDh* this, PlayState* play) {
case 2:
this->drawDirtWave = false;
this->collider1.dim.radius = 35;
- this->collider1.base.atFlags = this->collider1.info.toucherFlags = AT_NONE; // Also TOUCH_NONE
- this->collider1.info.toucher.dmgFlags = this->collider1.info.toucher.damage = 0;
+ this->collider1.base.atFlags = this->collider1.elem.toucherFlags = AT_NONE; // Also TOUCH_NONE
+ this->collider1.elem.toucher.dmgFlags = this->collider1.elem.toucher.damage = 0;
EnDh_SetupWait(this);
break;
}
@@ -477,8 +477,8 @@ void EnDh_CollisionCheck(EnDh* this, PlayState* play) {
if ((this->collider2.base.acFlags & AC_HIT) && !this->retreat) {
this->collider2.base.acFlags &= ~AC_HIT;
if ((this->actor.colChkInfo.damageEffect != 0) && (this->actor.colChkInfo.damageEffect != 6)) {
- this->collider2.base.atFlags = this->collider2.elements[0].info.toucherFlags = AT_NONE; // also TOUCH_NONE
- this->collider2.elements[0].info.toucher.dmgFlags = this->collider2.elements[0].info.toucher.damage = 0;
+ this->collider2.base.atFlags = this->collider2.elements[0].base.toucherFlags = AT_NONE; // also TOUCH_NONE
+ this->collider2.elements[0].base.toucher.dmgFlags = this->collider2.elements[0].base.toucher.damage = 0;
if (player->unk_844 != 0) {
this->unk_258 = player->unk_845;
}
@@ -577,7 +577,7 @@ void EnDh_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(0.0f, -this->actor.shape.yOffset, 0.0f, MTXMODE_APPLY);
Matrix_Scale(this->dirtWaveSpread * 0.01f, this->dirtWaveHeight * 0.01f, this->dirtWaveSpread * 0.01f,
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dh.c", 1160),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dh.c", 1160),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_dh_DL_007FC0);
}
diff --git a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c
index 7661c016aa..942701c680 100644
--- a/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c
+++ b/src/overlays/actors/ovl_En_Diving_Game/z_en_diving_game.c
@@ -183,7 +183,7 @@ void func_809EDCB0(EnDivingGame* this, PlayState* play) {
void EnDivingGame_Talk(EnDivingGame* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->state != ENDIVINGGAME_STATE_PLAYING || !EnDivingGame_HasMinigameFinished(this, play)) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->unk_292 != TEXT_STATE_DONE) {
switch (this->state) {
case ENDIVINGGAME_STATE_NOTPLAYING:
@@ -199,8 +199,8 @@ void EnDivingGame_Talk(EnDivingGame* this, PlayState* play) {
}
}
} else {
- if (Text_GetFaceReaction(play, 0x1D) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, 0x1D);
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_ZORA) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_ZORA);
this->unk_292 = TEXT_STATE_DONE;
} else {
switch (this->state) {
@@ -224,7 +224,7 @@ void EnDivingGame_Talk(EnDivingGame* this, PlayState* play) {
break;
}
}
- func_8002F2CC(&this->actor, play, 80.0f);
+ Actor_OfferTalk(&this->actor, play, 80.0f);
}
}
}
@@ -539,7 +539,7 @@ void EnDivingGame_Update(Actor* thisx, PlayState* play2) {
}
Gfx* EnDivingGame_EmptyDList(GraphicsContext* gfxCtx) {
- Gfx* displayList = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(displayList);
return displayList;
diff --git a/src/overlays/actors/ovl_En_Dns/z_en_dns.c b/src/overlays/actors/ovl_En_Dns/z_en_dns.c
index 073b6fa37f..8835fa716b 100644
--- a/src/overlays/actors/ovl_En_Dns/z_en_dns.c
+++ b/src/overlays/actors/ovl_En_Dns/z_en_dns.c
@@ -341,7 +341,7 @@ void EnDns_Idle(EnDns* this, PlayState* play) {
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 2000, 0);
this->actor.world.rot.y = this->actor.shape.rot.y;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnDns_Talk;
} else {
if ((this->collider.base.ocFlags1 & OC1_HIT) || this->actor.isTargeted) {
@@ -350,7 +350,7 @@ void EnDns_Idle(EnDns* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_16;
}
if (this->actor.xzDistToPlayer < 130.0f) {
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c
index bde6fb5733..9ac252bd9b 100644
--- a/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c
+++ b/src/overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.c
@@ -233,10 +233,10 @@ void EnDntJiji_Cower(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x1388, 0);
if (frame >= this->endFrame) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnDntJiji_SetupTalk;
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
}
@@ -251,7 +251,7 @@ void EnDntJiji_Talk(EnDntJiji* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 3, 0x1388, 0);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
Message_CloseTextbox(play);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actor.parent = NULL;
@@ -439,7 +439,7 @@ void EnDntJiji_Draw(Actor* thisx, PlayState* play) {
Matrix_Pop();
Matrix_Translate(this->flowerPos.x, this->flowerPos.y, this->flowerPos.z, MTXMODE_NEW);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dnt_jiji.c", 1040),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dnt_jiji.c", 1040),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDntJijiFlowerDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_dnt_jiji.c", 1043);
diff --git a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c
index 93170b1d83..0ee045349e 100644
--- a/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c
+++ b/src/overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.c
@@ -231,9 +231,9 @@ void EnDntNomal_TargetWait(EnDntNomal* this, PlayState* play) {
if ((this->targetQuad.base.acFlags & AC_HIT) || BREG(0)) {
this->targetQuad.base.acFlags &= ~AC_HIT;
- dx = fabsf(targetX - this->targetQuad.info.bumper.hitPos.x);
- dy = fabsf(targetY - this->targetQuad.info.bumper.hitPos.y);
- dz = fabsf(targetZ - this->targetQuad.info.bumper.hitPos.z);
+ dx = fabsf(targetX - this->targetQuad.elem.bumper.hitPos.x);
+ dy = fabsf(targetY - this->targetQuad.elem.bumper.hitPos.y);
+ dz = fabsf(targetZ - this->targetQuad.elem.bumper.hitPos.z);
scoreVel.y = 5.0f;
@@ -337,7 +337,7 @@ void EnDntNomal_TargetTalk(EnDntNomal* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play)) {
Message_CloseTextbox(play);
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
GET_ACTIVE_CAM(play)->csId = 0;
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_8);
this->actionFunc = EnDntNomal_SetupTargetGivePrize;
@@ -862,7 +862,7 @@ void EnDntNomal_DrawStageScrub(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, sLeafColors[this->type - ENDNTNOMAL_STAGE].r,
sLeafColors[this->type - ENDNTNOMAL_STAGE].g, sLeafColors[this->type - ENDNTNOMAL_STAGE].b, 255);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dnt_nomal.c", 1814),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dnt_nomal.c", 1814),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDntStageFlowerDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_dnt_nomal.c", 1817);
@@ -879,7 +879,7 @@ void EnDntNomal_DrawTargetScrub(Actor* thisx, PlayState* play) {
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, NULL, EnDntNomal_PostLimbDraw, this);
Matrix_Translate(this->flowerPos.x, this->flowerPos.y, this->flowerPos.z, MTXMODE_NEW);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dnt_nomal.c", 1848),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dnt_nomal.c", 1848),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gHintNutsFlowerDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_dnt_nomal.c", 1851);
diff --git a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
index 55b860222c..507c0da58b 100644
--- a/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
+++ b/src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.c
@@ -605,13 +605,13 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
if ((this->timer != 0) || (ABS(yawDiff1) < 0x4000)) {
- this->sphElements[2].info.toucherFlags = TOUCH_NONE;
- this->sphElements[1].info.toucherFlags = TOUCH_NONE;
+ this->sphElements[2].base.toucherFlags = TOUCH_NONE;
+ this->sphElements[1].base.toucherFlags = TOUCH_NONE;
this->colliderBody.base.atFlags = AT_NONE;
- this->sphElements[2].info.toucher.dmgFlags = 0;
- this->sphElements[1].info.toucher.dmgFlags = 0;
- this->sphElements[2].info.toucher.damage = 0;
- this->sphElements[1].info.toucher.damage = 0;
+ this->sphElements[2].base.toucher.dmgFlags = 0;
+ this->sphElements[1].base.toucher.dmgFlags = 0;
+ this->sphElements[2].base.toucher.damage = 0;
+ this->sphElements[1].base.toucher.damage = 0;
EnDodongo_SetupBreatheFire(this);
this->timer = Rand_S16Offset(5, 10);
} else {
@@ -628,10 +628,10 @@ void EnDodongo_SweepTail(EnDodongo* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_DODO_J_TAIL);
Animation_PlayOnceSetSpeed(&this->skelAnime, animation, 2.0f);
this->timer = 18;
- this->colliderBody.base.atFlags = this->sphElements[1].info.toucherFlags =
- this->sphElements[2].info.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
- this->sphElements[1].info.toucher.dmgFlags = this->sphElements[2].info.toucher.dmgFlags = DMG_DEFAULT;
- this->sphElements[1].info.toucher.damage = this->sphElements[2].info.toucher.damage = 8;
+ this->colliderBody.base.atFlags = this->sphElements[1].base.toucherFlags =
+ this->sphElements[2].base.toucherFlags = AT_ON | AT_TYPE_ENEMY; // also TOUCH_ON | TOUCH_SFX_WOOD
+ this->sphElements[1].base.toucher.dmgFlags = this->sphElements[2].base.toucher.dmgFlags = DMG_DEFAULT;
+ this->sphElements[1].base.toucher.damage = this->sphElements[2].base.toucher.damage = 8;
}
} else if (this->timer > 1) {
Vec3f tailPos;
diff --git a/src/overlays/actors/ovl_En_Door/z_en_door.c b/src/overlays/actors/ovl_En_Door/z_en_door.c
index 310858034f..5f04f6159f 100644
--- a/src/overlays/actors/ovl_En_Door/z_en_door.c
+++ b/src/overlays/actors/ovl_En_Door/z_en_door.c
@@ -259,10 +259,10 @@ void EnDoor_Idle(EnDoor* this, PlayState* play) {
}
void EnDoor_WaitForCheck(EnDoor* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnDoor_Check;
} else {
- func_8002F2CC(&this->actor, play, DOOR_CHECK_RANGE);
+ Actor_OfferTalk(&this->actor, play, DOOR_CHECK_RANGE);
}
}
diff --git a/src/overlays/actors/ovl_En_Ds/z_en_ds.c b/src/overlays/actors/ovl_En_Ds/z_en_ds.c
index 2dbde60d04..05c4c1a783 100644
--- a/src/overlays/actors/ovl_En_Ds/z_en_ds.c
+++ b/src/overlays/actors/ovl_En_Ds/z_en_ds.c
@@ -67,11 +67,11 @@ void EnDs_TalkNoEmptyBottle(EnDs* this, PlayState* play) {
}
void EnDs_TalkAfterGiveOddPotion(EnDs* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnDs_Talk;
} else {
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2CC(&this->actor, play, 1000.0f);
+ Actor_OfferTalk(&this->actor, play, 1000.0f);
}
}
@@ -79,7 +79,7 @@ void EnDs_DisplayOddPotionText(EnDs* this, PlayState* play) {
if (Actor_TextboxIsClosing(&this->actor, play)) {
this->actor.textId = 0x504F;
this->actionFunc = EnDs_TalkAfterGiveOddPotion;
- this->actor.flags &= ~ACTOR_FLAG_8;
+ this->actor.flags &= ~ACTOR_FLAG_TALK;
SET_ITEMGETINF(ITEMGETINF_30);
}
}
@@ -205,7 +205,7 @@ void EnDs_Wait(EnDs* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 yawDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (func_8002F368(play) == EXCH_ITEM_ODD_MUSHROOM) {
Audio_PlaySfxGeneral(NA_SE_SY_TRE_BOX_APPEAR, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
@@ -227,7 +227,7 @@ void EnDs_Wait(EnDs* this, PlayState* play) {
this->actor.textId = 0x5048;
if ((ABS(yawDiff) < 0x2151) && (this->actor.xzDistToPlayer < 200.0f)) {
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_ODD_MUSHROOM);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_ODD_MUSHROOM);
this->unk_1E8 |= 1;
}
}
diff --git a/src/overlays/actors/ovl_En_Du/z_en_du.c b/src/overlays/actors/ovl_En_Du/z_en_du.c
index 8c80e10a05..ea124d0436 100644
--- a/src/overlays/actors/ovl_En_Du/z_en_du.c
+++ b/src/overlays/actors/ovl_En_Du/z_en_du.c
@@ -54,9 +54,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 20, 46, 0, { 0, 0, 0 } },
};
-static CollisionCheckInfoInit2 sColChkInfoInit = {
- 0, 0, 0, 0, MASS_IMMOVABLE,
-};
+static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENDU_ANIM_0,
@@ -99,10 +97,10 @@ void EnDu_SetupAction(EnDu* this, EnDuActionFunc actionFunc) {
}
u16 EnDu_GetTextId(PlayState* play, Actor* actor) {
- u16 reaction = Text_GetFaceReaction(play, 0x21);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_DARUNIA);
- if (reaction != 0) {
- return reaction;
+ if (textId != 0) {
+ return textId;
}
if (CUR_UPG_VALUE(UPG_STRENGTH) != 0) {
if (CHECK_QUEST_ITEM(QUEST_GORON_RUBY)) {
@@ -384,7 +382,7 @@ void func_809FE6CC(EnDu* this, PlayState* play) {
void func_809FE740(EnDu* this, PlayState* play) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
this->unk_1E2 = 0x5A;
EnDu_SetupAction(this, func_809FE798);
}
diff --git a/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c b/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c
index e4673c4e12..503c77a5d4 100644
--- a/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c
+++ b/src/overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.c
@@ -116,7 +116,7 @@ void EnDyExtra_Draw(Actor* thisx, PlayState* play) {
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->state.frames * 2, 0, 0x20, 0x40, 1,
play->state.frames, play->state.frames * -8, 0x10, 0x10));
gDPPipeSync(POLY_XLU_DISP++);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_dy_extra.c", 307),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_dy_extra.c", 307),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, primColors[this->type].r, primColors[this->type].g,
primColors[this->type].b, 255);
diff --git a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
index 31d31dd6a9..6b4a7a860b 100644
--- a/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
+++ b/src/overlays/actors/ovl_En_Eiyer/z_en_eiyer.c
@@ -178,7 +178,7 @@ void EnEiyer_RotateAroundHome(EnEiyer* this) {
}
void EnEiyer_SetupAppearFromGround(EnEiyer* this) {
- this->collider.info.bumper.dmgFlags = DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT;
+ this->collider.elem.bumper.dmgFlags = DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT;
Animation_PlayLoop(&this->skelanime, &gStingerIdleAnim);
this->actor.world.pos.x = this->actor.home.pos.x;
@@ -228,7 +228,7 @@ void EnEiyer_SetupInactive(EnEiyer* this) {
void EnEiyer_SetupAmbush(EnEiyer* this, PlayState* play) {
this->actor.speed = 0.0f;
Animation_PlayOnce(&this->skelanime, &gStingerBackflipAnim);
- this->collider.info.bumper.dmgFlags = DMG_DEFAULT;
+ this->collider.elem.bumper.dmgFlags = DMG_DEFAULT;
this->basePos = this->actor.world.pos;
this->actor.world.rot.y = this->actor.shape.rot.y;
this->actor.flags |= ACTOR_FLAG_IGNORE_QUAKE;
@@ -290,14 +290,14 @@ void EnEiyer_SetupDie(EnEiyer* this) {
this->timer = 20;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_RED, 200, COLORFILTER_BUFFLAG_OPA, 40);
- if (this->collider.info.bumper.dmgFlags != (DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT)) {
+ if (this->collider.elem.bumper.dmgFlags != (DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT)) {
this->actor.speed = 6.0f;
Animation_MorphToLoop(&this->skelanime, &gStingerHitAnim, -3.0f);
} else {
this->actor.speed -= 6.0f;
}
- this->collider.info.bumper.dmgFlags = DMG_DEFAULT;
+ this->collider.elem.bumper.dmgFlags = DMG_DEFAULT;
this->collider.base.atFlags &= ~AT_ON;
this->collider.base.acFlags &= ~AC_ON;
this->actionFunc = EnEiyer_Die;
@@ -602,7 +602,7 @@ void EnEiyer_Stunned(EnEiyer* this, PlayState* play) {
void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if (this->actor.colChkInfo.damageEffect != 0 || this->actor.colChkInfo.damage != 0) {
if (Actor_ApplyDamage(&this->actor) == 0) {
@@ -612,7 +612,7 @@ void EnEiyer_UpdateDamage(EnEiyer* this, PlayState* play) {
}
// If underground, one hit kill
- if (this->collider.info.bumper.dmgFlags == (DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT)) {
+ if (this->collider.elem.bumper.dmgFlags == (DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT)) {
if (this->actor.colChkInfo.damage == 0) {
EnEiyer_SetupAmbush(this, play);
} else {
@@ -687,7 +687,7 @@ s32 EnEiyer_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f*
pos->z += 2500.0f;
}
- if (this->collider.info.bumper.dmgFlags == (DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT) && limbIndex != 9 &&
+ if (this->collider.elem.bumper.dmgFlags == (DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT) && limbIndex != 9 &&
limbIndex != 10) {
*dList = NULL;
}
diff --git a/src/overlays/actors/ovl_En_Elf/z_en_elf.c b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
index 7c34bc073d..fb9d118719 100644
--- a/src/overlays/actors/ovl_En_Elf/z_en_elf.c
+++ b/src/overlays/actors/ovl_En_Elf/z_en_elf.c
@@ -696,7 +696,7 @@ void func_80A03610(EnElf* this, PlayState* play) {
Math_SmoothStepToF(&this->unk_2B8, 30.0f, 0.1f, 4.0f, 1.0f);
this->unk_28C.x = Math_CosS(this->unk_2AC) * this->unk_2B8;
- this->unk_28C.y = this->unk_28C.y + this->unk_2B4;
+ this->unk_28C.y += this->unk_2B4;
switch (this->unk_2AA) {
case 0:
@@ -1394,7 +1394,7 @@ void func_80A053F0(Actor* thisx, PlayState* play) {
thisx->flags |= ACTOR_FLAG_16;
}
- if (Actor_ProcessTalkRequest(thisx, play)) {
+ if (Actor_TalkOfferAccepted(thisx, play)) {
func_800F4524(&gSfxDefaultPos, NA_SE_VO_SK_LAUGH, 0x20);
thisx->focus.pos = thisx->world.pos;
@@ -1409,7 +1409,7 @@ void func_80A053F0(Actor* thisx, PlayState* play) {
func_80A01C38(this, 3);
if (this->elfMsg != NULL) {
- this->elfMsg->actor.flags |= ACTOR_FLAG_8;
+ this->elfMsg->actor.flags |= ACTOR_FLAG_TALK;
}
thisx->flags &= ~ACTOR_FLAG_16;
@@ -1513,7 +1513,7 @@ void EnElf_Draw(Actor* thisx, PlayState* play) {
if ((this->unk_2A8 != 8) && !(this->fairyFlags & 8)) {
if (!(player->stateFlags1 & PLAYER_STATE1_20) || (kREG(90) < this->actor.projectedPos.z)) {
- dListHead = Graph_Alloc(play->state.gfxCtx, sizeof(Gfx) * 4);
+ dListHead = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Gfx) * 4);
OPEN_DISPS(play->state.gfxCtx, "../z_en_elf.c", 2730);
diff --git a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c
index faa5b2ab0d..0f062004cf 100644
--- a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c
+++ b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c
@@ -361,7 +361,7 @@ void EnEncount2_DrawEffects(Actor* thisx, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 155, 55, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 155, 255, 55, 255);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_encount2.c", 669),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_encount2.c", 669),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_efc_star_field_DL_000DE0);
}
diff --git a/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c b/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c
index 7970026bab..2cfd6bdc17 100644
--- a/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c
+++ b/src/overlays/actors/ovl_En_Ex_Item/z_en_ex_item.c
@@ -503,7 +503,7 @@ void EnExItem_DrawKey(EnExItem* this, PlayState* play, s32 index) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_ex_item.c", 880);
Gfx_SetupDL_41Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ex_item.c", 887),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ex_item.c", 887),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(keySegments[index]));
gSPDisplayList(POLY_OPA_DISP++, gItemDropDL);
diff --git a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c
index e41d08aeca..a679892ca1 100644
--- a/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c
+++ b/src/overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.c
@@ -386,7 +386,7 @@ void EnExRuppy_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
func_8002EBCC(thisx, play, 0);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ex_ruppy.c", 780),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ex_ruppy.c", 780),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(rupeeTextures[this->colorIdx]));
gSPDisplayList(POLY_OPA_DISP++, gRupeeDL);
diff --git a/src/overlays/actors/ovl_En_Fd/z_en_fd.c b/src/overlays/actors/ovl_En_Fd/z_en_fd.c
index a0e2b232d0..2b7f6bedde 100644
--- a/src/overlays/actors/ovl_En_Fd/z_en_fd.c
+++ b/src/overlays/actors/ovl_En_Fd/z_en_fd.c
@@ -275,15 +275,15 @@ s32 EnFd_CheckHammer(EnFd* this, PlayState* play) {
s32 EnFd_ColliderCheck(EnFd* this, PlayState* play) {
Player* player = GET_PLAYER(play);
- ColliderInfo* info;
+ ColliderElement* elem;
if (this->collider.base.acFlags & AC_HIT || EnFd_CheckHammer(this, play)) {
this->collider.base.acFlags &= ~AC_HIT;
if (this->invincibilityTimer != 0) {
return false;
}
- info = &this->collider.elements[0].info;
- if (info->acHitInfo != NULL && (info->acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT)) {
+ elem = &this->collider.elements[0].base;
+ if (elem->acHitElem != NULL && (elem->acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
return false;
}
@@ -902,7 +902,7 @@ void EnFd_DrawEffectsFlames(EnFd* this, PlayState* play) {
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fd.c", 2006),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fd.c", 2006),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
idx = eff->timer * (8.0f / eff->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x8, SEGMENTED_TO_VIRTUAL(dustTextures[idx]));
@@ -939,7 +939,7 @@ void EnFd_DrawEffectsDots(EnFd* this, PlayState* play) {
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fd.c", 2064),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fd.c", 2064),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFlareDancerTriangleParticleDL);
}
diff --git a/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c b/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c
index d5ec56756a..6f836144ec 100644
--- a/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c
+++ b/src/overlays/actors/ovl_En_Fd_Fire/z_en_fd_fire.c
@@ -265,7 +265,7 @@ void EnFdFire_Draw(Actor* thisx, PlayState* play) {
sp84 = 0.1f;
}
Matrix_Scale(1.0f, sp84, 1.0f / sp84, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fd_fire.c", 623),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fd_fire.c", 623),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x8,
diff --git a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c
index 00166c334c..1d6c8e37a8 100644
--- a/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c
+++ b/src/overlays/actors/ovl_En_Fhg_Fire/z_en_fhg_fire.c
@@ -476,7 +476,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
? true
: false;
if ((this->collider.base.acFlags & AC_HIT) || canBottleReflect1) {
- ColliderInfo* hurtbox = this->collider.info.acHitInfo;
+ ColliderElement* acHitElem = this->collider.elem.acHitElem;
s16 i2;
Vec3f spA8;
Vec3f sp9C = { 0.0f, -0.5f, 0.0f };
@@ -491,7 +491,7 @@ void EnFhgFire_EnergyBall(EnFhgFire* this, PlayState* play) {
(s16)(Rand_ZeroOne() * 25.0f) + 50, FHGFLASH_LIGHTBALL_GREEN);
}
canBottleReflect2 = canBottleReflect1;
- if (!canBottleReflect2 && (hurtbox->toucher.dmgFlags & DMG_SHIELD)) {
+ if (!canBottleReflect2 && (acHitElem->toucher.dmgFlags & DMG_SHIELD)) {
killMode = BALL_IMPACT;
Audio_PlaySfxGeneral(NA_SE_IT_SHIELD_REFLECT_MG, &player->actor.projectedPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
@@ -711,7 +711,7 @@ void EnFhgFire_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s8)this->fwork[FHGFIRE_ALPHA]);
gDPSetEnvColor(POLY_XLU_DISP++, 165, 255, 75, 0);
gDPPipeSync(POLY_XLU_DISP++);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fhg_fire.c", 1745),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fhg_fire.c", 1745),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gPhantomLightningBlastDL));
} else if ((this->actor.params == FHGFIRE_SPEAR_LIGHT) || (this->actor.params == FHGFIRE_ENERGY_BALL)) {
@@ -727,7 +727,7 @@ void EnFhgFire_Draw(Actor* thisx, PlayState* play) {
}
gDPPipeSync(POLY_XLU_DISP++);
Matrix_RotateZ((this->actor.shape.rot.z / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fhg_fire.c", 1801),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fhg_fire.c", 1801),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gPhantomEnergyBallDL);
} else if ((this->actor.params == FHGFIRE_WARP_EMERGE) || (this->actor.params == FHGFIRE_WARP_RETREAT) ||
@@ -736,7 +736,7 @@ void EnFhgFire_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, (u8)this->fwork[FHGFIRE_WARP_ALPHA]);
gDPSetEnvColor(POLY_XLU_DISP++, 90, 50, 95, (s8)(this->fwork[FHGFIRE_WARP_ALPHA] * 0.5f));
gDPPipeSync(POLY_XLU_DISP++);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fhg_fire.c", 1833),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fhg_fire.c", 1833),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, (s16)this->fwork[FHGFIRE_WARP_TEX_1_X],
@@ -751,7 +751,7 @@ void EnFhgFire_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, (s8)this->fwork[FHGFIRE_ALPHA]);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 30, 0);
gDPPipeSync(POLY_XLU_DISP++);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fhg_fire.c", 1892),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fhg_fire.c", 1892),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gPhantomLightningDL);
osSyncPrintf("FF DRAW 2\n");
diff --git a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c
index 53b24ba559..18cf14662c 100644
--- a/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c
+++ b/src/overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.c
@@ -396,7 +396,7 @@ void EnFireRock_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 155, 55, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 155, 255, 55, 255);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fire_rock.c", 768),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fire_rock.c", 768),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_efc_star_field_DL_000DE0);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_fire_rock.c", 773);
diff --git a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
index 6ce01bfbf2..341d98dfbf 100644
--- a/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
+++ b/src/overlays/actors/ovl_En_Firefly/z_en_firefly.c
@@ -118,7 +118,7 @@ static InitChainEntry sInitChain[] = {
void EnFirefly_Extinguish(EnFirefly* this) {
this->actor.params += 2;
- this->collider.elements[0].info.toucher.effect = 0; // None
+ this->collider.elements[0].base.toucher.effect = 0; // None
this->auraType = KEESE_AURA_NONE;
this->onFire = false;
this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
@@ -130,7 +130,7 @@ void EnFirefly_Ignite(EnFirefly* this) {
} else {
this->actor.params -= 2;
}
- this->collider.elements[0].info.toucher.effect = 1; // Fire
+ this->collider.elements[0].base.toucher.effect = 1; // Fire
this->auraType = KEESE_AURA_FIRE;
this->onFire = true;
this->actor.naviEnemyId = NAVI_ENEMY_FIRE_KEESE;
@@ -174,10 +174,10 @@ void EnFirefly_Init(Actor* thisx, PlayState* play) {
}
if (this->actor.params == KEESE_ICE_FLY) {
- this->collider.elements[0].info.toucher.effect = 2; // Ice
+ this->collider.elements[0].base.toucher.effect = 2; // Ice
this->actor.naviEnemyId = NAVI_ENEMY_ICE_KEESE;
} else {
- this->collider.elements[0].info.toucher.effect = 0; // Nothing
+ this->collider.elements[0].base.toucher.effect = 0; // Nothing
this->actor.naviEnemyId = NAVI_ENEMY_KEESE;
}
@@ -426,7 +426,7 @@ void EnFirefly_Fall(EnFirefly* this, PlayState* play) {
this->actor.colorFilterTimer = 40;
} else {
Math_ScaledStepToS(&this->actor.shape.rot.x, 0x6800, 0x200);
- this->actor.shape.rot.y = this->actor.shape.rot.y - 0x300;
+ this->actor.shape.rot.y -= 0x300;
if (this->timer != 0) {
this->timer--;
}
@@ -620,7 +620,7 @@ void EnFirefly_UpdateDamage(EnFirefly* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.elements[0].info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elements[0].base, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
diff --git a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
index 0ff5393789..1c358be368 100644
--- a/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
+++ b/src/overlays/actors/ovl_En_Floormas/z_en_floormas.c
@@ -242,7 +242,7 @@ void EnFloormas_SetupTurn(EnFloormas* this) {
if (this->actor.scale.x > 0.004f) {
this->actionTarget = (rotDelta * (2.0f / 30.0f));
} else {
- this->skelAnime.playSpeed = this->skelAnime.playSpeed + this->skelAnime.playSpeed;
+ this->skelAnime.playSpeed *= 2.0f;
this->actionTarget = rotDelta * (2.0f / 15.0f);
}
this->actionFunc = EnFloormas_Turn;
@@ -292,7 +292,7 @@ void EnFloormas_SetupSplit(EnFloormas* this) {
ANIMMODE_ONCE, 0.0f);
this->collider.dim.radius = sCylinderInit.dim.radius * 0.6f;
this->collider.dim.height = sCylinderInit.dim.height * 0.6f;
- this->collider.info.bumperFlags &= ~BUMP_HOOKABLE;
+ this->collider.elem.bumperFlags &= ~BUMP_HOOKABLE;
this->actor.speed = 4.0f;
this->actor.velocity.y = 7.0f;
// using div creates a signed check.
@@ -389,7 +389,7 @@ void EnFloormas_SetupSmallWait(EnFloormas* this) {
void EnFloormas_SetupTakeDamage(EnFloormas* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gWallmasterDamageAnim, -3.0f);
- if (this->collider.info.acHitInfo->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
+ if (this->collider.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
this->actor.world.rot.y = this->collider.base.ac->world.rot.y;
} else {
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000;
@@ -914,7 +914,7 @@ void EnFloormas_Merge(EnFloormas* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_4;
EnFloormas_MakeVulnerable(this);
this->actor.params = 0;
- this->collider.info.bumperFlags |= BUMP_HOOKABLE;
+ this->collider.elem.bumperFlags |= BUMP_HOOKABLE;
this->actor.colChkInfo.health = sColChkInfoInit.health;
EnFloormas_SetupStand(this);
} else {
@@ -978,14 +978,14 @@ void EnFloormas_ColliderCheck(EnFloormas* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->collider.base.colType != COLTYPE_HARD) {
isSmall = false;
if (this->actor.scale.x < 0.01f) {
isSmall = true;
}
- if (isSmall && this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT) {
+ if (isSmall && this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT) {
this->actor.colChkInfo.damage = 2;
this->actor.colChkInfo.damageEffect = 0;
}
@@ -1092,7 +1092,7 @@ void EnFloormas_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_RotateY(DEG_TO_RAD(60), MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(15), MTXMODE_APPLY);
Matrix_Scale(2.0f, 2.0f, 2.0f, MTXMODE_APPLY);
- gSPMatrix((*gfx)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_floormas.c", 2299), G_MTX_LOAD);
+ gSPMatrix((*gfx)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_floormas.c", 2299), G_MTX_LOAD);
gSPDisplayList((*gfx)++, gWallmasterFingerDL);
Matrix_Pop();
}
diff --git a/src/overlays/actors/ovl_En_Fr/z_en_fr.c b/src/overlays/actors/ovl_En_Fr/z_en_fr.c
index a4b083cf2c..36ec397f2b 100644
--- a/src/overlays/actors/ovl_En_Fr/z_en_fr.c
+++ b/src/overlays/actors/ovl_En_Fr/z_en_fr.c
@@ -776,19 +776,19 @@ void EnFr_CheckOcarinaInputFrogSong(u8 ocarinaNote) {
s32 frogIndex;
switch (ocarinaNote) {
- case 0:
+ case OCARINA_BTN_A:
frogIndexButterfly = FROG_BLUE;
break;
- case 1:
+ case OCARINA_BTN_C_DOWN:
frogIndexButterfly = FROG_YELLOW;
break;
- case 2:
+ case OCARINA_BTN_C_RIGHT:
frogIndexButterfly = FROG_RED;
break;
- case 3:
+ case OCARINA_BTN_C_LEFT:
frogIndexButterfly = FROG_PURPLE;
break;
- case 4:
+ case OCARINA_BTN_C_UP:
frogIndexButterfly = FROG_WHITE;
}
// Turn on or off butterfly above frog
@@ -1058,7 +1058,7 @@ void EnFr_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
OPEN_DISPS(play->state.gfxCtx, "../z_en_fr.c", 1735);
Matrix_Push();
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fr.c", 1738),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fr.c", 1738),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
diff --git a/src/overlays/actors/ovl_En_Fu/z_en_fu.c b/src/overlays/actors/ovl_En_Fu/z_en_fu.c
index 6991d552f6..aac5b16ae8 100644
--- a/src/overlays/actors/ovl_En_Fu/z_en_fu.c
+++ b/src/overlays/actors/ovl_En_Fu/z_en_fu.c
@@ -100,18 +100,18 @@ void EnFu_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->collider);
}
-s32 func_80A1D94C(EnFu* this, PlayState* play, u16 textID, EnFuActionFunc actionFunc) {
+s32 func_80A1D94C(EnFu* this, PlayState* play, u16 textId, EnFuActionFunc actionFunc) {
s16 yawDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = actionFunc;
return true;
}
- this->actor.textId = textID;
+ this->actor.textId = textId;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(yawDiff) < 0x2301) && (this->actor.xzDistToPlayer < 100.0f)) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
} else {
this->behaviorFlags |= FU_RESET_LOOK_ANGLE;
}
@@ -131,16 +131,16 @@ void func_80A1DA04(EnFu* this, PlayState* play) {
}
void EnFu_WaitChild(EnFu* this, PlayState* play) {
- u16 textID = Text_GetFaceReaction(play, 0xB);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_WINDMILL_MAN);
- if (textID == 0) {
- textID = GET_EVENTCHKINF(EVENTCHKINF_67) ? 0x5033 : 0x5032;
+ if (textId == 0) {
+ textId = GET_EVENTCHKINF(EVENTCHKINF_67) ? 0x5033 : 0x5032;
}
- // if ACTOR_FLAG_8 is set and textID is 0x5033, change animation
+ // if ACTOR_FLAG_TALK is set and textId is 0x5033, change animation
// if func_80A1D94C returns 1, actionFunc is set to func_80A1DA04
- if (func_80A1D94C(this, play, textID, func_80A1DA04)) {
- if (textID == 0x5033) {
+ if (func_80A1D94C(this, play, textId, func_80A1DA04)) {
+ if (textId == 0x5033) {
Animation_Change(&this->skelanime, &gWindmillManPlayAndMoveHeadAnim, 1.0f, 0.0f,
Animation_GetLastFrame(&gWindmillManPlayAndMoveHeadAnim), ANIMMODE_ONCE, -4.0f);
}
@@ -222,12 +222,12 @@ void EnFu_WaitAdult(EnFu* this, PlayState* play) {
Message_StartTextbox(play, this->actor.textId, NULL);
this->actionFunc = EnFu_TeachSong;
this->behaviorFlags |= FU_WAIT;
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = func_80A1DBA0;
} else if (ABS(yawDiff) < 0x2301) {
if (this->actor.xzDistToPlayer < 100.0f) {
this->actor.textId = 0x5034;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
player->stateFlags2 |= PLAYER_STATE2_23;
}
}
diff --git a/src/overlays/actors/ovl_En_Fw/z_en_fw.c b/src/overlays/actors/ovl_En_Fw/z_en_fw.c
index 34fe591dc4..57b04ae52c 100644
--- a/src/overlays/actors/ovl_En_Fw/z_en_fw.c
+++ b/src/overlays/actors/ovl_En_Fw/z_en_fw.c
@@ -135,11 +135,11 @@ Vec3f* EnFw_GetPosAdjAroundCircle(Vec3f* dst, EnFw* this, f32 radius, s16 dir) {
}
s32 EnFw_CheckCollider(EnFw* this, PlayState* play) {
- ColliderInfo* info;
+ ColliderElement* elem;
if (this->collider.base.acFlags & AC_HIT) {
- info = &this->collider.elements[0].info;
- if (info->acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT) {
+ elem = &this->collider.elements[0].base;
+ if (elem->acHitElem->toucher.dmgFlags & DMG_HOOKSHOT) {
this->lastDmgHook = true;
} else {
this->lastDmgHook = false;
@@ -480,7 +480,7 @@ void EnFw_DrawEffects(EnFw* this, PlayState* play) {
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->scale, eff->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fw.c", 1229),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fw.c", 1229),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
idx = eff->timer * (8.0f / eff->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x8, SEGMENTED_TO_VIRTUAL(dustTextures[idx]));
diff --git a/src/overlays/actors/ovl_En_Fz/z_en_fz.c b/src/overlays/actors/ovl_En_Fz/z_en_fz.c
index eaf1af7d59..8a67e84b55 100644
--- a/src/overlays/actors/ovl_En_Fz/z_en_fz.c
+++ b/src/overlays/actors/ovl_En_Fz/z_en_fz.c
@@ -734,7 +734,7 @@ void EnFz_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->state.frames & 0x7F, 32, 32, 1, 0,
(2 * play->state.frames) & 0x7F, 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_fz.c", 1183),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_fz.c", 1183),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetCombineLERP(POLY_XLU_DISP++, TEXEL1, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL1, TEXEL0, PRIMITIVE, TEXEL0,
PRIMITIVE, ENVIRONMENT, COMBINED, ENVIRONMENT, COMBINED, 0, ENVIRONMENT, 0);
@@ -884,7 +884,7 @@ void EnFz_DrawEffects(EnFz* this, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->xyScale, effect->xyScale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_fz.c", 1424),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_fz.c", 1424),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gFreezardSteamDL));
}
diff --git a/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c b/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c
index fa54578328..b190c5a5b5 100644
--- a/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c
+++ b/src/overlays/actors/ovl_En_G_Switch/z_en_g_switch.c
@@ -135,7 +135,7 @@ void EnGSwitch_Init(Actor* thisx, PlayState* play) {
this->actor.scale.x = 0.25f;
this->actor.scale.y = 0.45f;
this->actor.scale.z = 0.25f;
- this->collider.info.bumper.dmgFlags = DMG_ARROW;
+ this->collider.elem.bumper.dmgFlags = DMG_ARROW;
this->objectId = OBJECT_TSUBO;
this->requiredObjectSlot = Object_GetSlot(&play->objectCtx, this->objectId);
if (this->requiredObjectSlot < 0) {
@@ -181,9 +181,9 @@ void EnGSwitch_Break(EnGSwitch* this, PlayState* play) {
randPos.x = this->actor.world.pos.x + Rand_CenteredFloat(40.0f);
randPos.y = this->actor.world.pos.y + 30.0f + Rand_CenteredFloat(35.0f);
randPos.z = this->actor.world.pos.z + Rand_CenteredFloat(40.0f);
- hitPos.x = this->collider.info.bumper.hitPos.x;
- hitPos.y = this->collider.info.bumper.hitPos.y;
- hitPos.z = this->collider.info.bumper.hitPos.z;
+ hitPos.x = this->collider.elem.bumper.hitPos.x;
+ hitPos.y = this->collider.elem.bumper.hitPos.y;
+ hitPos.z = this->collider.elem.bumper.hitPos.z;
EffectSsHitMark_SpawnCustomScale(play, EFFECT_HITMARK_WHITE, 700, &hitPos);
if (this->type == ENGSWITCH_ARCHERY_POT) {
velocity.y = 15.0f;
@@ -457,7 +457,7 @@ void EnGSwitch_DrawPot(Actor* thisx, PlayState* play) {
if (!this->broken) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_g_switch.c", 918);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_g_switch.c", 925),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_g_switch.c", 925),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_tsubo_DL_0017C0);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_g_switch.c", 928);
@@ -477,7 +477,7 @@ void EnGSwitch_DrawRupee(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_g_switch.c", 951);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
func_8002EBCC(&this->actor, play, 0);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_g_switch.c", 957),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_g_switch.c", 957),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sRupeeTextures[this->colorIdx]));
gSPDisplayList(POLY_OPA_DISP++, gRupeeDL);
@@ -561,7 +561,7 @@ void EnGSwitch_DrawEffects(EnGSwitch* this, PlayState* play) {
Matrix_RotateX(effect->rot.x, MTXMODE_APPLY);
Matrix_RotateY(effect->rot.y, MTXMODE_APPLY);
Matrix_RotateZ(effect->rot.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_g_switch.c", 1088),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_g_switch.c", 1088),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sRupeeTextures[effect->colorIdx]));
gSPDisplayList(POLY_OPA_DISP++, gRupeeDL);
diff --git a/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c b/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c
index 28e5d37b52..0aea936670 100644
--- a/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c
+++ b/src/overlays/actors/ovl_En_Ganon_Mant/z_en_ganon_mant.c
@@ -361,7 +361,7 @@ void EnGanonMant_DrawCloak(PlayState* play, EnGanonMant* this) {
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ganon_mant.c", 572),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ganon_mant.c", 572),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// set texture
diff --git a/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c b/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c
index ee7221101a..3a87e6ac20 100644
--- a/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c
+++ b/src/overlays/actors/ovl_En_Ganon_Organ/z_en_ganon_organ.c
@@ -53,7 +53,7 @@ void EnGanonOrgan_Update(Actor* thisx, PlayState* play) {
Gfx* EnGanonOrgan_EmptyDList(GraphicsContext* gfxCtx) {
Gfx* displayList;
- displayList = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(displayList);
return displayList;
}
@@ -62,7 +62,7 @@ Gfx* func_80A280BC(GraphicsContext* gfxCtx, BossGanon* dorf) {
Gfx* displayList;
Gfx* displayListHead;
- displayList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Gfx));
displayListHead = displayList;
gDPPipeSync(displayListHead++);
if (1) {}
@@ -77,7 +77,7 @@ Gfx* func_80A28148(GraphicsContext* gfxCtx, BossGanon* dorf) {
Gfx* displayList;
Gfx* displayListHead;
- displayList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Gfx));
displayListHead = displayList;
gDPPipeSync(displayListHead++);
@@ -104,7 +104,7 @@ void EnGanonOrgan_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x09, EnGanonOrgan_EmptyDList(play->state.gfxCtx));
}
Matrix_Translate(0.0f, 0.0f, 0.0f, MTXMODE_NEW);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ganon_organ.c", 221),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ganon_organ.c", 221),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sRoomOrganAndFloorDL);
diff --git a/src/overlays/actors/ovl_En_Gb/z_en_gb.c b/src/overlays/actors/ovl_En_Gb/z_en_gb.c
index 209fa806b3..4ee2521ae9 100644
--- a/src/overlays/actors/ovl_En_Gb/z_en_gb.c
+++ b/src/overlays/actors/ovl_En_Gb/z_en_gb.c
@@ -279,7 +279,7 @@ void func_80A2F83C(EnGb* this, PlayState* play) {
return;
}
}
- if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->dyna.actor, play)) {
switch (func_8002F368(play)) {
case EXCH_ITEM_NONE:
func_80A2F180(this);
@@ -297,7 +297,7 @@ void func_80A2F83C(EnGb* this, PlayState* play) {
return;
}
if (this->dyna.actor.xzDistToPlayer < 100.0f) {
- func_8002F298(&this->dyna.actor, play, 100.0f, EXCH_ITEM_BOTTLE_POE);
+ Actor_OfferTalkExchangeEquiCylinder(&this->dyna.actor, play, 100.0f, EXCH_ITEM_BOTTLE_POE);
}
}
@@ -366,7 +366,7 @@ void func_80A2FBB0(EnGb* this, PlayState* play) {
void func_80A2FC0C(EnGb* this, PlayState* play) {
if (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE && Message_ShouldAdvance(play)) {
- Actor_ProcessTalkRequest(&this->dyna.actor, play);
+ Actor_TalkOfferAccepted(&this->dyna.actor, play);
func_80A2F180(this);
this->actionFunc = func_80A2F83C;
}
@@ -542,7 +542,7 @@ void EnGb_DrawCagedSouls(EnGb* this, PlayState* play) {
}
Matrix_Scale(0.007f, 0.007f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_gb.c", 955),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_gb.c", 955),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gPoeSellerCagedSoulDL);
diff --git a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c
index 157742eda6..e3c1297b10 100644
--- a/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c
+++ b/src/overlays/actors/ovl_En_Ge1/z_en_ge1.c
@@ -181,7 +181,7 @@ void EnGe1_Destroy(Actor* thisx, PlayState* play) {
}
s32 EnGe1_SetTalkAction(EnGe1* this, PlayState* play, u16 textId, f32 arg3, EnGe1ActionFunc actionFunc) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = actionFunc;
this->animFunc = EnGe1_StopFidget;
this->stateFlags &= ~GE1_STATE_IDLE_ANIM;
@@ -194,7 +194,7 @@ s32 EnGe1_SetTalkAction(EnGe1* this, PlayState* play, u16 textId, f32 arg3, EnGe
this->actor.textId = textId;
if (this->actor.xzDistToPlayer < arg3) {
- func_8002F2CC(&this->actor, play, arg3);
+ Actor_OfferTalk(&this->actor, play, arg3);
}
return false;
@@ -304,13 +304,13 @@ void EnGe1_WatchForAndSensePlayer(EnGe1* this, PlayState* play) {
}
void EnGe1_GetReaction_ValleyFloor(EnGe1* this, PlayState* play) {
- u16 reactionText = Text_GetFaceReaction(play, 0x22);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_GERUDO_WHITE);
- if (reactionText == 0) {
- reactionText = 0x6019;
+ if (textId == 0) {
+ textId = 0x6019;
}
- EnGe1_SetTalkAction(this, play, reactionText, 100.0f, EnGe1_ChooseActionFromTextId);
+ EnGe1_SetTalkAction(this, play, textId, 100.0f, EnGe1_ChooseActionFromTextId);
}
// Gerudo Training Ground Guard functions
@@ -463,15 +463,13 @@ void EnGe1_Talk_GateGuard(EnGe1* this, PlayState* play) {
}
void EnGe1_GetReaction_GateGuard(EnGe1* this, PlayState* play) {
- u16 reactionText;
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_GERUDO_WHITE);
- reactionText = Text_GetFaceReaction(play, 0x22);
-
- if (reactionText == 0) {
- reactionText = 0x6069;
+ if (textId == 0) {
+ textId = 0x6069;
}
- if (EnGe1_SetTalkAction(this, play, reactionText, 100.0f, EnGe1_Talk_GateGuard)) {
+ if (EnGe1_SetTalkAction(this, play, textId, 100.0f, EnGe1_Talk_GateGuard)) {
this->animFunc = EnGe1_CueUpAnimation;
this->animation = &gGerudoWhiteDismissiveAnim;
Animation_Change(&this->skelAnime, &gGerudoWhiteDismissiveAnim, 1.0f, 0.0f,
@@ -545,11 +543,11 @@ void EnGe1_BeginGiveItem_Archery(EnGe1* this, PlayState* play) {
}
void EnGe1_TalkWinPrize_Archery(EnGe1* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnGe1_BeginGiveItem_Archery;
this->actor.flags &= ~ACTOR_FLAG_16;
} else {
- func_8002F2CC(&this->actor, play, 200.0f);
+ Actor_OfferTalk(&this->actor, play, 200.0f);
}
}
@@ -616,10 +614,10 @@ void EnGe1_TalkOfferPlay_Archery(EnGe1* this, PlayState* play) {
}
void EnGe1_TalkNoPrize_Archery(EnGe1* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnGe1_TalkOfferPlay_Archery;
} else {
- func_8002F2CC(&this->actor, play, 300.0f);
+ Actor_OfferTalk(&this->actor, play, 300.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c
index 9605b142ba..4430ef3f7d 100644
--- a/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c
+++ b/src/overlays/actors/ovl_En_Ge2/z_en_ge2.c
@@ -466,12 +466,12 @@ void EnGe2_GiveCard(EnGe2* this, PlayState* play) {
void EnGe2_ForceTalk(EnGe2* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnGe2_GiveCard;
} else {
this->actor.textId = 0x6004;
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F1C4(&this->actor, play, 300.0f, 300.0f, EXCH_ITEM_NONE);
+ Actor_OfferTalkExchange(&this->actor, play, 300.0f, 300.0f, EXCH_ITEM_NONE);
}
EnGe2_LookAtPlayer(this, play);
}
@@ -519,7 +519,7 @@ void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play) {
EnGe2_MaintainColliderAndSetAnimState(this, play);
this->actionFunc(this, play);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if ((this->actor.params & 0xFF) == GE2_TYPE_PATROLLING) {
this->actor.speed = 0.0f;
EnGe2_ChangeAction(this, GE2_ACTION_WAITLOOKATPLAYER);
@@ -530,7 +530,7 @@ void EnGe2_UpdateFriendly(Actor* thisx, PlayState* play) {
this->actor.textId = 0x6005;
if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
EnGe2_MoveAndBlink(this, play);
@@ -554,8 +554,8 @@ void EnGe2_Update(Actor* thisx, PlayState* play) {
if ((this->stateFlags & GE2_STATE_KO) || (this->stateFlags & GE2_STATE_CAPTURING)) {
this->actionFunc(this, play);
} else if (this->collider.base.acFlags & AC_HIT) {
- if ((this->collider.info.acHitInfo != NULL) &&
- (this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT)) {
+ if ((this->collider.elem.acHitElem != NULL) &&
+ (this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT)) {
//! @bug duration parameter is larger than 255 which messes with the internal bitpacking of the colorfilter.
//! Because of the duration being tracked as an unsigned byte it ends up being truncated to 144
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 120, COLORFILTER_BUFFLAG_OPA, 400);
@@ -606,8 +606,8 @@ void EnGe2_UpdateStunned(Actor* thisx, PlayState* play2) {
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
Actor_UpdateBgCheckInfo(play, &this->actor, 40.0f, 25.0f, 40.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
- if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.info.acHitInfo == NULL) ||
- !(this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HOOKSHOT))) {
+ if ((this->collider.base.acFlags & AC_HIT) && ((this->collider.elem.acHitElem == NULL) ||
+ !(this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HOOKSHOT))) {
this->actor.colorFilterTimer = 0;
EnGe2_ChangeAction(this, GE2_ACTION_KNOCKEDOUT);
this->timer = 100;
diff --git a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c
index 84bee337ec..0f3e0d480e 100644
--- a/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c
+++ b/src/overlays/actors/ovl_En_Ge3/z_en_ge3.c
@@ -155,7 +155,7 @@ void EnGe3_GiveCard(EnGe3* this, PlayState* play) {
}
void EnGe3_ForceTalk(EnGe3* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnGe3_GiveCard;
} else {
if (!(this->unk_30C & 4)) {
@@ -164,7 +164,7 @@ void EnGe3_ForceTalk(EnGe3* this, PlayState* play) {
}
this->actor.textId = 0x6004;
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F1C4(&this->actor, play, 300.0f, 300.0f, EXCH_ITEM_NONE);
+ Actor_OfferTalkExchange(&this->actor, play, 300.0f, 300.0f, EXCH_ITEM_NONE);
}
EnGe3_LookAtPlayer(this, play);
}
@@ -203,13 +203,13 @@ void EnGe3_UpdateWhenNotTalking(Actor* thisx, PlayState* play) {
EnGe3_UpdateCollision(this, play);
this->actionFunc(this, play);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnGe3_Wait;
this->actor.update = EnGe3_Update;
} else {
this->actor.textId = 0x6005;
if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
index 0ed65e828d..ea9772ca03 100644
--- a/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
+++ b/src/overlays/actors/ovl_En_GeldB/z_en_geldb.c
@@ -1368,7 +1368,7 @@ void EnGeldB_CollisionCheck(EnGeldB* this, PlayState* play) {
this->bodyCollider.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect != GELDB_DMG_UNK_6) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true);
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_GERUDOFT_BREATH);
if ((this->actor.colChkInfo.damageEffect == GELDB_DMG_STUN) ||
(this->actor.colChkInfo.damageEffect == GELDB_DMG_FREEZE)) {
diff --git a/src/overlays/actors/ovl_En_Gm/z_en_gm.c b/src/overlays/actors/ovl_En_Gm/z_en_gm.c
index 0cd98ed0c3..ec0821cf7d 100644
--- a/src/overlays/actors/ovl_En_Gm/z_en_gm.c
+++ b/src/overlays/actors/ovl_En_Gm/z_en_gm.c
@@ -174,11 +174,11 @@ void func_80A3DB04(EnGm* this, PlayState* play) {
if (Flags_GetSwitch(play, this->actor.params)) {
EnGm_SetTextID(this);
this->actionFunc = func_80A3DC44;
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = func_80A3DBF4;
} else if ((this->collider.base.ocFlags1 & OC1_HIT) || (SQ(dx) + SQ(dz)) < SQ(100.0f)) {
this->collider.base.acFlags &= ~AC_HIT;
- func_8002F2CC(&this->actor, play, 415.0f);
+ Actor_OfferTalk(&this->actor, play, 415.0f);
}
}
@@ -199,7 +199,7 @@ void func_80A3DC44(EnGm* this, PlayState* play) {
dx = this->talkPos.x - player->actor.world.pos.x;
dz = this->talkPos.z - player->actor.world.pos.z;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
switch (func_80A3D7C8()) {
case 0:
SET_INFTABLE(INFTABLE_B0);
@@ -221,7 +221,7 @@ void func_80A3DC44(EnGm* this, PlayState* play) {
}
if ((this->collider.base.ocFlags1 & OC1_HIT) || (SQ(dx) + SQ(dz)) < SQ(100.0f)) {
this->collider.base.acFlags &= ~AC_HIT;
- func_8002F2CC(&this->actor, play, 415.0f);
+ Actor_OfferTalk(&this->actor, play, 415.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Go/z_en_go.c b/src/overlays/actors/ovl_En_Go/z_en_go.c
index 756a61a482..3ff17461fa 100644
--- a/src/overlays/actors/ovl_En_Go/z_en_go.c
+++ b/src/overlays/actors/ovl_En_Go/z_en_go.c
@@ -66,9 +66,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 20, 46, 0, { 0, 0, 0 } },
};
-static CollisionCheckInfoInit2 sColChkInfoInit = {
- 0, 0, 0, 0, MASS_IMMOVABLE,
-};
+static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENGO_ANIM_0,
@@ -338,10 +336,10 @@ s32 EnGo_UpdateTalking(PlayState* play, Actor* thisx, s16* talkState, f32 intera
if (*talkState != NPC_TALK_STATE_IDLE) {
*talkState = updateTalkState(play, thisx);
return false;
- } else if (Actor_ProcessTalkRequest(thisx, play)) {
+ } else if (Actor_TalkOfferAccepted(thisx, play)) {
*talkState = NPC_TALK_STATE_TALKING;
return true;
- } else if (!func_8002F2CC(thisx, play, interactRange)) {
+ } else if (!Actor_OfferTalk(thisx, play, interactRange)) {
return false;
} else {
thisx->textId = getTextId(play, thisx);
@@ -429,13 +427,13 @@ s32 EnGo_IsCameraModified(EnGo* this, PlayState* play) {
xyzDistSq = (this->actor.scale.x / 0.01f) * SQ(100.0f);
if ((this->actor.params & 0xF0) == 0x90) {
- Camera_ChangeSetting(mainCam, CAM_SET_DIRECTED_YAW);
+ Camera_RequestSetting(mainCam, CAM_SET_DIRECTED_YAW);
xyzDistSq *= 4.8f;
}
if (fabsf(this->actor.xyzDistToPlayerSq) > xyzDistSq) {
if (mainCam->setting == CAM_SET_DIRECTED_YAW) {
- Camera_ChangeSetting(mainCam, CAM_SET_NORMAL0);
+ Camera_RequestSetting(mainCam, CAM_SET_NORMAL0);
}
return 0;
} else {
@@ -1050,7 +1048,7 @@ void EnGo_DrawCurledUp(EnGo* this, PlayState* play) {
Matrix_Push();
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_go.c", 2326),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_go.c", 2326),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00BD80);
@@ -1070,7 +1068,7 @@ void EnGo_DrawRolling(EnGo* this, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_RotateZYX((s16)(play->state.frames * ((s16)this->actor.speed * 1400)), 0, this->actor.shape.rot.z,
MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_go.c", 2368),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_go.c", 2368),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00C140);
Matrix_MultVec3f(&D_80A41BC0, &this->actor.focus.pos);
@@ -1219,7 +1217,7 @@ void EnGo_DrawEffects(EnGo* this, PlayState* play) {
Matrix_Translate(dustEffect->pos.x, dustEffect->pos.y, dustEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(dustEffect->scale, dustEffect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_go.c", 2664),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_go.c", 2664),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
index = dustEffect->timer * (8.0f / dustEffect->initialTimer);
diff --git a/src/overlays/actors/ovl_En_Go2/z_en_go2.c b/src/overlays/actors/ovl_En_Go2/z_en_go2.c
index 025b47e322..278c4679dd 100644
--- a/src/overlays/actors/ovl_En_Go2/z_en_go2.c
+++ b/src/overlays/actors/ovl_En_Go2/z_en_go2.c
@@ -92,9 +92,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 40, 65, 0, { 0, 0, 0 } },
};
-static CollisionCheckInfoInit2 sColChkInfoInit = {
- 0, 0, 0, 0, MASS_IMMOVABLE,
-};
+static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
ActorInit En_Go2_InitVars = {
/**/ ACTOR_EN_GO2,
@@ -244,7 +242,7 @@ void EnGo2_DrawEffects(EnGo2* this, PlayState* play) {
Matrix_Translate(dustEffect->pos.x, dustEffect->pos.y, dustEffect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(dustEffect->scale, dustEffect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_go2_eff.c", 137),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_go2_eff.c", 137),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
index = dustEffect->timer * (8.0f / dustEffect->initialTimer);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sDustTex[index]));
@@ -738,10 +736,10 @@ s16 EnGo2_UpdateTalkStateGoronDmtFairyHint(PlayState* play, EnGo2* this) {
u16 EnGo2_GetTextId(PlayState* play, Actor* thisx) {
EnGo2* this = (EnGo2*)thisx;
- u16 faceReaction = Text_GetFaceReaction(play, 0x20);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_GORON);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
} else {
switch (this->actor.params & 0x1F) {
case GORON_CITY_ROLLING_BIG:
@@ -775,7 +773,7 @@ u16 EnGo2_GetTextId(PlayState* play, Actor* thisx) {
}
}
#ifdef AVOID_UB
- return faceReaction; // faceReaction is always in the v0 return value register at this point
+ return textId; // textId is always in the v0 return value register at this point
#endif
}
@@ -812,7 +810,7 @@ s16 EnGo2_UpdateTalkState(PlayState* play, Actor* thisx) {
return EnGo2_UpdateTalkStateGoronMarketBazaar(play, this);
}
#ifdef AVOID_UB
- // The v0 register isn't set in this function, the last value in v0 is the return value of Actor_ProcessTalkRequest
+ // The v0 register isn't set in this function, the last value in v0 is the return value of Actor_TalkOfferAccepted
// called in the function below, which must be false for this function to be called
return false;
#endif
@@ -826,13 +824,13 @@ s32 func_80A44790(EnGo2* this, PlayState* play) {
!(this->collider.base.ocFlags2 & OC2_HIT_PLAYER)) {
return false;
} else {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
return true;
} else if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
this->interactInfo.talkState = EnGo2_UpdateTalkState(play, &this->actor);
return false;
- } else if (func_8002F2CC(&this->actor, play, this->interactRange)) {
+ } else if (Actor_OfferTalk(&this->actor, play, this->interactRange)) {
this->actor.textId = EnGo2_GetTextId(play, &this->actor);
}
return false;
@@ -1163,11 +1161,11 @@ s32 EnGo2_IsCameraModified(EnGo2* this, PlayState* play) {
if ((this->actor.params & 0x1F) == GORON_DMT_BIGGORON) {
if (EnGo2_IsWakingUp(this)) {
- Camera_ChangeSetting(mainCam, CAM_SET_DIRECTED_YAW);
- Camera_UnsetStateFlag(mainCam, CAM_STATE_2);
+ Camera_RequestSetting(mainCam, CAM_SET_DIRECTED_YAW);
+ Camera_UnsetStateFlag(mainCam, CAM_STATE_CHECK_BG);
} else if (!EnGo2_IsWakingUp(this) && (mainCam->setting == CAM_SET_DIRECTED_YAW)) {
- Camera_ChangeSetting(mainCam, CAM_SET_DUNGEON1);
- Camera_SetStateFlag(mainCam, CAM_STATE_2);
+ Camera_RequestSetting(mainCam, CAM_SET_DUNGEON1);
+ Camera_SetStateFlag(mainCam, CAM_STATE_CHECK_BG);
}
}
@@ -1346,7 +1344,7 @@ void EnGo2_GetItemAnimation(EnGo2* this, PlayState* play) {
void EnGo2_SetupRolling(EnGo2* this, PlayState* play) {
if ((this->actor.params & 0x1F) == GORON_CITY_ROLLING_BIG || (this->actor.params & 0x1F) == GORON_CITY_LINK) {
- this->collider.info.bumperFlags = BUMP_ON;
+ this->collider.elem.bumperFlags = BUMP_ON;
this->actor.speed = GET_INFTABLE(INFTABLE_11E) ? 6.0f : 3.6000001f;
} else {
this->actor.speed = 6.0f;
@@ -1370,7 +1368,7 @@ void EnGo2_StopRolling(EnGo2* this, PlayState* play) {
}
}
} else {
- this->collider.info.bumperFlags = BUMP_NONE;
+ this->collider.elem.bumperFlags = BUMP_NONE;
}
this->actor.shape.rot = this->actor.world.rot;
@@ -1839,7 +1837,7 @@ void EnGo2_BiggoronEyedrops(EnGo2* this, PlayState* play) {
case 1:
if (DECR(this->animTimer)) {
if (this->animTimer == 60 || this->animTimer == 120) {
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
func_800F4524(&gSfxDefaultPos, NA_SE_EV_GORON_WATER_DROP, 60);
}
} else {
@@ -1977,8 +1975,8 @@ void EnGo2_Update(Actor* thisx, PlayState* play) {
EnGo2_SitDownAnimation(this);
SkelAnime_Update(&this->skelAnime);
EnGo2_RollForward(this);
- Actor_UpdateBgCheckInfo(play, &this->actor, (f32)this->collider.dim.height * 0.5f,
- (f32)this->collider.dim.radius * 0.6f, 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
+ Actor_UpdateBgCheckInfo(play, &this->actor, this->collider.dim.height * 0.5f, this->collider.dim.radius * 0.6f,
+ 0.0f, UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2);
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
func_80A44AB0(this, play);
}
@@ -1996,7 +1994,7 @@ s32 EnGo2_DrawCurledUp(EnGo2* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2881);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_go2.c", 2884),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_go2.c", 2884),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00BD80);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2889);
@@ -2014,7 +2012,7 @@ s32 EnGo2_DrawRolling(EnGo2* this, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
speedXZ = this->actionFunc == EnGo2_ReverseRolling ? 0.0f : this->actor.speed;
Matrix_RotateZYX((play->state.frames * ((s16)speedXZ * 1400)), 0, this->actor.shape.rot.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_go2.c", 2926),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_go2.c", 2926),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGoronDL_00C140);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_go2.c", 2930);
diff --git a/src/overlays/actors/ovl_En_Goma/z_en_goma.c b/src/overlays/actors/ovl_En_Goma/z_en_goma.c
index 2dfe53d505..a281827ae4 100644
--- a/src/overlays/actors/ovl_En_Goma/z_en_goma.c
+++ b/src/overlays/actors/ovl_En_Goma/z_en_goma.c
@@ -610,7 +610,7 @@ void EnGoma_UpdateHit(EnGoma* this, PlayState* play) {
if (this->hurtTimer != 0) {
this->hurtTimer--;
} else {
- ColliderInfo* acHitInfo;
+ ColliderElement* acHitElem;
u8 swordDamage;
if ((this->colCyl1.base.atFlags & AT_HIT) && this->actionFunc == EnGoma_Jump) {
@@ -620,11 +620,11 @@ void EnGoma_UpdateHit(EnGoma* this, PlayState* play) {
}
if ((this->colCyl2.base.acFlags & AC_HIT) && (s8)this->actor.colChkInfo.health > 0) {
- acHitInfo = this->colCyl2.info.acHitInfo;
+ acHitElem = this->colCyl2.elem.acHitElem;
this->colCyl2.base.acFlags &= ~AC_HIT;
if (this->gomaType == ENGOMA_NORMAL) {
- u32 dmgFlags = acHitInfo->toucher.dmgFlags;
+ u32 dmgFlags = acHitElem->toucher.dmgFlags;
if (dmgFlags & DMG_SHIELD) {
if (this->actionFunc == EnGoma_Jump) {
@@ -710,8 +710,8 @@ void EnGoma_Update(Actor* thisx, PlayState* play) {
this->actionFunc(this, play);
Actor_MoveXZGravity(&this->actor);
- this->actor.world.pos.x = this->actor.world.pos.x + this->shieldKnockbackVel.x;
- this->actor.world.pos.z = this->actor.world.pos.z + this->shieldKnockbackVel.z;
+ this->actor.world.pos.x += this->shieldKnockbackVel.x;
+ this->actor.world.pos.z += this->shieldKnockbackVel.z;
Math_ApproachZeroF(&this->shieldKnockbackVel.x, 1.0f, 3.0f);
Math_ApproachZeroF(&this->shieldKnockbackVel.z, 1.0f, 3.0f);
@@ -770,7 +770,7 @@ Gfx* EnGoma_NoBackfaceCullingDlist(GraphicsContext* gfxCtx) {
Gfx* dListHead;
Gfx* dList;
- dListHead = dList = Graph_Alloc(gfxCtx, sizeof(Gfx) * 4);
+ dListHead = dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 4);
gDPPipeSync(dListHead++);
gDPSetRenderMode(dListHead++, G_RM_PASS, G_RM_AA_ZB_TEX_EDGE2);
gSPClearGeometryMode(dListHead++, G_CULL_BACK);
@@ -818,14 +818,14 @@ void EnGoma_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(-(this->eggSquishAngle * 0.15f), MTXMODE_APPLY);
Matrix_Translate(0.0f, this->eggYOffset, 0.0f, MTXMODE_APPLY);
Matrix_RotateX(this->eggPitch, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_goma.c", 2101),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_goma.c", 2101),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gObjectGolEggDL);
Matrix_Pop();
break;
case ENGOMA_HATCH_DEBRIS:
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_goma.c", 2107),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_goma.c", 2107),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBrownFragmentDL);
break;
@@ -833,7 +833,7 @@ void EnGoma_Draw(Actor* thisx, PlayState* play) {
case ENGOMA_BOSSLIMB:
if (this->bossLimbDL != NULL) {
gSPSegment(POLY_OPA_DISP++, 0x08, EnGoma_NoBackfaceCullingDlist(play->state.gfxCtx));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_goma.c", 2114),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_goma.c", 2114),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->bossLimbDL);
}
diff --git a/src/overlays/actors/ovl_En_Gs/z_en_gs.c b/src/overlays/actors/ovl_En_Gs/z_en_gs.c
index 6500bb69f9..2563fd6bac 100644
--- a/src/overlays/actors/ovl_En_Gs/z_en_gs.c
+++ b/src/overlays/actors/ovl_En_Gs/z_en_gs.c
@@ -180,12 +180,12 @@ void func_80A4E648(EnGs* this, PlayState* play) {
this->unk_19C = 2;
} else if (this->unk_19C == 2) {
this->unk_19C = func_80A4E3EC(this, play);
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->unk_19C = 2;
} else {
Actor_GetScreenPos(play, &this->actor, &sp26, &sp24);
if ((sp26 >= 0) && (sp26 <= SCREEN_WIDTH) && (sp24 >= 0) && (sp24 <= SCREEN_HEIGHT) && (this->unk_19C != 3)) {
- if (func_8002F2CC(&this->actor, play, 40.0f) == 1) {
+ if (Actor_OfferTalk(&this->actor, play, 40.0f) == 1) {
if (Player_GetMask(play) == PLAYER_MASK_TRUTH) {
this->actor.textId = 0x2054;
} else {
@@ -435,7 +435,7 @@ void func_80A4F13C(EnGs* this, PlayState* play) {
tmp = this->unk_1A0[0].y;
if (tmp > 0) {
- tmp += 0xFFFF0000;
+ tmp -= 0x10000;
}
this->unk_1E8 = tmp;
@@ -446,7 +446,7 @@ void func_80A4F13C(EnGs* this, PlayState* play) {
if (this->unk_19F == 5) {
tmp = this->unk_1A0[0].y;
if (tmp > 0) {
- tmp += 0xFFFF0001;
+ tmp -= 0xFFFF;
}
this->unk_1E8 = tmp;
tmpf1 = Math_SmoothStepToF(&this->unk_1E8, this->unk_1EC, 0.8f, 3640.0f, 0.001f);
@@ -578,7 +578,7 @@ void EnGs_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateZ(BINANG_TO_RAD(this->unk_1A0[1].z), MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_gs.c", 1064),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_gs.c", 1064),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGossipStoneMaterialDL);
@@ -598,7 +598,7 @@ void EnGs_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(0.05f, -0.05f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_gs.c", 1087),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_gs.c", 1087),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 0x20, 0x40, 1, 0, -frames * 0x14,
diff --git a/src/overlays/actors/ovl_En_Guest/z_en_guest.c b/src/overlays/actors/ovl_En_Guest/z_en_guest.c
index a03504939e..aa8d1f0dec 100644
--- a/src/overlays/actors/ovl_En_Guest/z_en_guest.c
+++ b/src/overlays/actors/ovl_En_Guest/z_en_guest.c
@@ -126,10 +126,10 @@ void func_80A5046C(EnGuest* this) {
}
void func_80A50518(EnGuest* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = func_80A5057C;
} else if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
@@ -172,7 +172,7 @@ void func_80A505CC(Actor* thisx, PlayState* play) {
Gfx* func_80A50708(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
Gfx* dlist;
- dlist = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ dlist = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetEnvColor(dlist, r, g, b, a);
gSPEndDisplayList(dlist + 1);
diff --git a/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c b/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c
index 4dc069363b..29f2e9aba0 100644
--- a/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c
+++ b/src/overlays/actors/ovl_En_Heishi2/z_en_heishi2.c
@@ -184,8 +184,8 @@ void func_80A531E4(EnHeishi2* this, PlayState* play) {
void func_80A53278(EnHeishi2* this, PlayState* play) {
this->unk_30B = 0;
this->unk_30E = 0;
- if (Text_GetFaceReaction(play, 5) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, 5);
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD);
this->unk_30B = 1;
this->unk_300 = TEXT_STATE_DONE;
this->actionFunc = func_80A5475C;
@@ -208,7 +208,7 @@ void func_80A53278(EnHeishi2* this, PlayState* play) {
this->unk_300 = TEXT_STATE_DONE;
this->actor.textId = 0x7099;
this->actionFunc = func_80A5475C;
- } else if (GET_EVENTCHKINF(EVENTCHKINF_12)) {
+ } else if (GET_EVENTCHKINF(EVENTCHKINF_RECEIVED_WEIRD_EGG)) {
if (this->unk_30E == 0) {
// "Start under the first sleeve!"
osSyncPrintf(VT_FGCOL(MAGENTA) " ☆☆☆☆☆ 1回目袖の下開始! ☆☆☆☆☆ \n" VT_RST);
@@ -372,9 +372,9 @@ void func_80A5399C(EnHeishi2* this, PlayState* play) {
this->unk_300 = TEXT_STATE_EVENT;
this->unk_30E = 0;
}
- if (Text_GetFaceReaction(play, 5) != 0) {
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD) != 0) {
if (var == 0) {
- this->actor.textId = Text_GetFaceReaction(play, 5);
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD);
this->unk_30B = 1;
this->unk_300 = TEXT_STATE_DONE;
this->unk_30E = 0;
@@ -395,13 +395,13 @@ void func_80A53AD4(EnHeishi2* this, PlayState* play) {
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
- if (Text_GetFaceReaction(play, 5) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, 5);
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD);
} else {
this->actor.textId = 0x200E;
}
this->unk_300 = TEXT_STATE_DONE;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
exchangeItemId = func_8002F368(play);
if (exchangeItemId == EXCH_ITEM_ZELDAS_LETTER) {
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
@@ -415,7 +415,7 @@ void func_80A53AD4(EnHeishi2* this, PlayState* play) {
yawDiffTemp = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
yawDiff = ABS(yawDiffTemp);
if (!(120.0f < this->actor.xzDistToPlayer) && (yawDiff < 0x4300)) {
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_ZELDAS_LETTER);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_ZELDAS_LETTER);
}
}
}
@@ -683,7 +683,7 @@ void func_80A5475C(EnHeishi2* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
- if (Text_GetFaceReaction(play, 5) != 0) {
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_HYRULIAN_GUARD) != 0) {
if (this->unk_30B == 0) {
if (this->type == 2) {
this->actionFunc = func_80A53278;
@@ -705,7 +705,7 @@ void func_80A5475C(EnHeishi2* this, PlayState* play) {
}
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->type == 2) {
if (this->unk_30E == 1) {
this->actionFunc = func_80A5344C;
@@ -736,7 +736,7 @@ void func_80A5475C(EnHeishi2* this, PlayState* play) {
((yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)),
!(this->actor.xzDistToPlayer > 120.0f)) &&
(yawDiff < 0x4300))) {
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
@@ -806,11 +806,11 @@ s32 EnHeishi2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3
break;
default:
if (limbIndex == 9) {
- rot->x = rot->x + this->unk_26C.y;
+ rot->x += this->unk_26C.y;
}
if (limbIndex == 16) {
- rot->x = rot->x + this->unk_260.y;
- rot->z = rot->z + this->unk_260.z;
+ rot->x += this->unk_260.y;
+ rot->z += this->unk_260.z;
}
}
@@ -828,7 +828,7 @@ void EnHeishi2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
void EnHeishi2_DrawKingGuard(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_heishi2.c", 1772);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_heishi2.c", 1774),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_heishi2.c", 1774),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gHeishiKingGuardDL);
@@ -852,7 +852,7 @@ void EnHeishi2_Draw(Actor* thisx, PlayState* play) {
Matrix_Put(&this->mtxf_330);
Matrix_Translate(-570.0f, 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(70), MTXMODE_APPLY);
- mtx = Matrix_NewMtx(play->state.gfxCtx, "../z_en_heishi2.c", 1820) - 7;
+ mtx = MATRIX_NEW(play->state.gfxCtx, "../z_en_heishi2.c", 1820) - 7;
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[linkChildObjectSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x0D, mtx);
diff --git a/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c b/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c
index 583adeeed6..0b4007e855 100644
--- a/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c
+++ b/src/overlays/actors/ovl_En_Heishi4/z_en_heishi4.c
@@ -33,7 +33,7 @@ ActorInit En_Heishi4_InitVars = {
/**/ EnHeishi4_Draw,
};
-static u32 sFaceReactionSets[] = { 6, 7 };
+static u32 sMaskReactionSets[] = { MASK_REACTION_SET_HEISHI4_1, MASK_REACTION_SET_HEISHI4_2 };
static ColliderCylinderInit sCylinderInit = {
{
@@ -125,8 +125,8 @@ void func_80A563BC(EnHeishi4* this, PlayState* play) {
if (reactionOffset >= 3) {
reactionOffset = 1;
}
- if (Text_GetFaceReaction(play, sFaceReactionSets[reactionOffset]) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, sFaceReactionSets[reactionOffset]);
+ if (MaskReaction_GetTextId(play, sMaskReactionSets[reactionOffset]) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, sMaskReactionSets[reactionOffset]);
this->unk_2B4 = 1;
this->actionFunc = func_80A56B40;
} else {
@@ -185,8 +185,8 @@ void func_80A56614(EnHeishi4* this, PlayState* play) {
if (reactionOffset >= 3) {
reactionOffset = 1;
}
- if (Text_GetFaceReaction(play, sFaceReactionSets[reactionOffset]) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, sFaceReactionSets[reactionOffset]);
+ if (MaskReaction_GetTextId(play, sMaskReactionSets[reactionOffset]) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, sMaskReactionSets[reactionOffset]);
this->unk_2B4 = 1;
this->actionFunc = func_80A56B40;
return;
@@ -241,7 +241,7 @@ void func_80A56874(EnHeishi4* this, PlayState* play) {
if (this->unk_284 != 0) {
SkelAnime_Update(&this->skelAnime);
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->unk_284 == 0) {
this->actionFunc = func_80A5673C;
@@ -249,7 +249,7 @@ void func_80A56874(EnHeishi4* this, PlayState* play) {
this->actionFunc = func_80A56900;
}
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
@@ -300,7 +300,7 @@ void func_80A56B40(EnHeishi4* this, PlayState* play) {
if (reactionOffset >= 3) {
reactionOffset = 1;
}
- if (Text_GetFaceReaction(play, sFaceReactionSets[reactionOffset]) != 0) {
+ if (MaskReaction_GetTextId(play, sMaskReactionSets[reactionOffset]) != 0) {
if (this->unk_2B4 == 0) {
if ((this->type == HEISHI4_AT_KAKRIKO_ENTRANCE) || (this->type == HEISHI4_AT_IMPAS_HOUSE)) {
this->actionFunc = func_80A563BC;
@@ -323,7 +323,7 @@ void func_80A56B40(EnHeishi4* this, PlayState* play) {
}
}
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if ((this->type == HEISHI4_AT_KAKRIKO_ENTRANCE) || (this->type == HEISHI4_AT_IMPAS_HOUSE)) {
this->unk_284 = 1;
this->actionFunc = func_80A563BC;
@@ -334,7 +334,7 @@ void func_80A56B40(EnHeishi4* this, PlayState* play) {
return;
}
}
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
void EnHeishi4_Update(Actor* thisx, PlayState* play) {
diff --git a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
index d079088c5b..c9007ebd9b 100644
--- a/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
+++ b/src/overlays/actors/ovl_En_Hintnuts/z_en_hintnuts.c
@@ -330,7 +330,7 @@ void EnHintnuts_CheckProximity(EnHintnuts* this, PlayState* play) {
}
if (this->actor.xzDistToPlayer < 130.0f) {
this->actor.textId = this->textIdCopy;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
}
@@ -371,7 +371,7 @@ void EnHintnuts_Run(EnHintnuts* this, PlayState* play) {
}
this->actor.shape.rot.y = this->actor.world.rot.y + 0x8000;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
EnHintnuts_SetupTalk(this);
} else if (this->animFlagAndTimer == 0 && Actor_WorldDistXZToPoint(&this->actor, &this->actor.home.pos) < 20.0f &&
fabsf(this->actor.world.pos.y - this->actor.home.pos.y) < 2.0f) {
@@ -461,7 +461,7 @@ void EnHintnuts_Freeze(EnHintnuts* this, PlayState* play) {
void EnHintnuts_ColliderCheck(EnHintnuts* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if (this->collider.base.ac->id != ACTOR_EN_NUTSBALL) {
EnHintnuts_SetupBurrow(this);
} else {
diff --git a/src/overlays/actors/ovl_En_Holl/z_en_holl.c b/src/overlays/actors/ovl_En_Holl/z_en_holl.c
index 7518c26526..e55c65d345 100644
--- a/src/overlays/actors/ovl_En_Holl/z_en_holl.c
+++ b/src/overlays/actors/ovl_En_Holl/z_en_holl.c
@@ -433,7 +433,7 @@ void EnHoll_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
- gSPMatrix(gfxP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_holl.c", 824),
+ gSPMatrix(gfxP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_holl.c", 824),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(gfxP++, 0, 0, 0, 0, 0, (u8)this->planeAlpha);
gSPDisplayList(gfxP++, sPlaneDL);
diff --git a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c
index 2a22881c73..1c402f3c01 100644
--- a/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c
+++ b/src/overlays/actors/ovl_En_Honotrap/z_en_honotrap.c
@@ -505,7 +505,7 @@ void EnHonotrap_DrawEye(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[this->eyeState]));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_honotrap.c", 987),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_honotrap.c", 987),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gEyeSwitch2DL);
@@ -528,7 +528,7 @@ void EnHonotrap_DrawFlame(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, 0);
Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_honotrap.c", 1024),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_honotrap.c", 1024),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
diff --git a/src/overlays/actors/ovl_En_Horse/z_en_horse.c b/src/overlays/actors/ovl_En_Horse/z_en_horse.c
index 093348198c..351b29267a 100644
--- a/src/overlays/actors/ovl_En_Horse/z_en_horse.c
+++ b/src/overlays/actors/ovl_En_Horse/z_en_horse.c
@@ -560,17 +560,17 @@ void EnHorse_UpdateIngoRaceInfo(EnHorse* this, PlayState* play, RaceInfo* raceIn
if (distSq < SQ(300.0f)) {
playerDist = this->actor.xzDistToPlayer;
- if (playerDist < 130.0f || this->jntSph.elements[0].info.ocElemFlags & OCELEM_HIT) {
+ if (playerDist < 130.0f || this->jntSph.elements[0].base.ocElemFlags & OCELEM_HIT) {
if (Math_SinS(this->actor.yawTowardsPlayer - this->actor.world.rot.y) > 0.0f) {
- this->actor.world.rot.y = this->actor.world.rot.y - 280;
+ this->actor.world.rot.y -= 280;
} else {
- this->actor.world.rot.y = this->actor.world.rot.y + 280;
+ this->actor.world.rot.y += 280;
}
} else if (playerDist < 300.0f) {
if (Math_SinS(this->actor.yawTowardsPlayer - this->actor.world.rot.y) > 0.0f) {
- this->actor.world.rot.y = this->actor.world.rot.y + 280;
+ this->actor.world.rot.y += 280;
} else {
- this->actor.world.rot.y = this->actor.world.rot.y - 280;
+ this->actor.world.rot.y -= 280;
}
}
this->actor.shape.rot.y = this->actor.world.rot.y;
@@ -722,7 +722,8 @@ s32 EnHorse_PlayerCanMove(EnHorse* this, PlayState* play) {
if ((player->stateFlags1 & PLAYER_STATE1_0) || func_8002DD78(GET_PLAYER(play)) == 1 ||
(player->stateFlags1 & PLAYER_STATE1_20) || ((this->stateFlags & ENHORSE_FLAG_19) && !this->inRace) ||
- this->action == ENHORSE_ACT_HBA || player->actor.flags & ACTOR_FLAG_8 || play->csCtx.state != CS_STATE_IDLE) {
+ this->action == ENHORSE_ACT_HBA || player->actor.flags & ACTOR_FLAG_TALK ||
+ play->csCtx.state != CS_STATE_IDLE) {
return false;
}
return true;
@@ -749,7 +750,7 @@ void EnHorse_Init(Actor* thisx, PlayState* play2) {
this->riderPos = this->actor.world.pos;
this->noInputTimer = 0;
this->noInputTimerMax = 0;
- this->riderPos.y = this->riderPos.y + 70.0f;
+ this->riderPos.y += 70.0f;
if (DREG(4) == 0) {
DREG(4) = 70;
@@ -1171,7 +1172,7 @@ void EnHorse_MountedTurn(EnHorse* this, PlayState* play) {
EnHorse_StartReversingInterruptable(this);
} else if (Math_CosS(stickAngle) <= 0.7071) { // cos(45 degrees)
clampedYaw = CLAMP(stickAngle, -800.0f, 800.0f);
- this->actor.world.rot.y = this->actor.world.rot.y + clampedYaw;
+ this->actor.world.rot.y += clampedYaw;
this->actor.shape.rot.y = this->actor.world.rot.y;
} else {
EnHorse_StartWalkingInterruptable(this);
@@ -1537,7 +1538,7 @@ void EnHorse_Reverse(EnHorse* this, PlayState* play) {
} else if (stickMag < 10.0f) {
stickAngle = -0x7FFF;
}
- } else if (player->actor.flags & ACTOR_FLAG_8) {
+ } else if (player->actor.flags & ACTOR_FLAG_TALK) {
EnHorse_StartMountedIdleResetAnim(this);
this->actor.speed = 0.0f;
return;
@@ -1747,7 +1748,7 @@ void EnHorse_Inactive(EnHorse* this, PlayState* play2) {
// Focus the camera on Epona
Camera_SetViewParam(play->cameraPtrs[CAM_ID_MAIN], CAM_VIEW_TARGET, &this->actor);
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_TURN_AROUND);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_TURN_AROUND);
Camera_SetCameraData(play->cameraPtrs[CAM_ID_MAIN], 4, NULL, NULL, 0x51, 0, 0);
}
}
@@ -1821,7 +1822,7 @@ void EnHorse_Idle(EnHorse* this, PlayState* play) {
this->followTimer = 0;
EnHorse_SetFollowAnimation(this, play);
Camera_SetViewParam(play->cameraPtrs[CAM_ID_MAIN], CAM_VIEW_TARGET, &this->actor);
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_TURN_AROUND);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_TURN_AROUND);
Camera_SetCameraData(play->cameraPtrs[CAM_ID_MAIN], 4, NULL, NULL, 0x51, 0, 0);
}
} else {
@@ -1930,7 +1931,7 @@ void EnHorse_FollowPlayer(EnHorse* this, PlayState* play) {
this->stateFlags &= ~ENHORSE_LAND2_SOUND;
this->unk_21C = this->unk_228;
} else if (this->stateFlags & ENHORSE_TURNING_TO_PLAYER) {
- this->actor.world.rot.y = this->actor.world.rot.y + this->followPlayerTurnSpeed;
+ this->actor.world.rot.y += this->followPlayerTurnSpeed;
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->curFrame > 25.0f) {
if (!(this->stateFlags & ENHORSE_LAND2_SOUND)) {
@@ -2754,7 +2755,7 @@ void EnHorse_BridgeJumpInit(EnHorse* this, PlayState* play) {
this->stateFlags |= ENHORSE_JUMPING;
this->animationIdx = ENHORSE_ANIM_HIGH_JUMP;
y = this->skin.skelAnime.jointTable->y;
- y = y * 0.01f;
+ y *= 0.01f;
this->bridgeJumpStart = this->actor.world.pos;
this->bridgeJumpStart.y += y;
this->bridgeJumpYVel =
@@ -3105,7 +3106,7 @@ void EnHorse_BgCheckSlowMoving(EnHorse* this, PlayState* play) {
yOffset = 40.0f;
}
Math_Vec3f_Copy(&start, &this->actor.world.pos);
- start.y = start.y + yOffset;
+ start.y += yOffset;
Math_Vec3f_Copy(&end, &start);
end.x += 30.0f * Math_SinS(this->actor.world.rot.y);
@@ -3369,7 +3370,7 @@ void EnHorse_RegenBoost(EnHorse* this, PlayState* play) {
this->boostTimer++;
if (this->boostRegenTime <= 0) {
- this->numBoosts = this->numBoosts + 1;
+ this->numBoosts++;
if (!EN_HORSE_CHECK_4(this)) {
Audio_PlaySfxGeneral(NA_SE_SY_CARROT_RECOVER, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
@@ -3532,7 +3533,7 @@ void EnHorse_Update(Actor* thisx, PlayState* play2) {
this->rider->shape.rot.y = thisx->shape.rot.y;
}
}
- if (this->jntSph.elements[0].info.ocElemFlags & OCELEM_HIT) {
+ if (this->jntSph.elements[0].base.ocElemFlags & OCELEM_HIT) {
if (thisx->speed > 6.0f) {
thisx->speed -= 1.0f;
}
@@ -3696,9 +3697,9 @@ void EnHorse_PostDraw(Actor* thisx, PlayState* play, Skin* skin) {
if (!(this->stateFlags & ENHORSE_CALC_RIDER_POS)) {
Skin_GetLimbPos(skin, 30, &riderOffset, &this->riderPos);
- this->riderPos.x = this->riderPos.x - this->actor.world.pos.x;
- this->riderPos.y = this->riderPos.y - this->actor.world.pos.y;
- this->riderPos.z = this->riderPos.z - this->actor.world.pos.z;
+ this->riderPos.x -= this->actor.world.pos.x;
+ this->riderPos.y -= this->actor.world.pos.y;
+ this->riderPos.z -= this->actor.world.pos.z;
} else {
this->stateFlags &= ~ENHORSE_CALC_RIDER_POS;
}
@@ -3711,7 +3712,7 @@ void EnHorse_PostDraw(Actor* thisx, PlayState* play, Skin* skin) {
if (Rand_ZeroOne() < 0.6f) {
this->dustFlags |= 1;
Skin_GetLimbPos(skin, 28, &hoofOffset, &this->frontRightHoof);
- this->frontRightHoof.y = this->frontRightHoof.y - 5.0f;
+ this->frontRightHoof.y -= 5.0f;
}
} else {
if (this->action == ENHORSE_ACT_STOPPING) {
diff --git a/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c b/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c
index 6448c69159..8c50ffc8de 100644
--- a/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c
+++ b/src/overlays/actors/ovl_En_Horse_Link_Child/z_en_horse_link_child.c
@@ -169,7 +169,7 @@ void EnHorseLinkChild_Init(Actor* thisx, PlayState* play) {
Actor_Kill(&this->actor);
return;
}
- this->unk_2A0 = GET_EVENTCHKINF(EVENTCHKINF_16);
+ this->unk_2A0 = GET_EVENTCHKINF(EVENTCHKINF_CAN_LEARN_EPONAS_SONG);
func_80A69EC0(this);
} else {
func_80A69EC0(this);
@@ -358,17 +358,17 @@ void func_80A6A068(EnHorseLinkChild* this, PlayState* play) {
return;
}
- if ((GET_EVENTCHKINF(EVENTCHKINF_16) && R_EPONAS_SONG_PLAYED) ||
+ if ((GET_EVENTCHKINF(EVENTCHKINF_CAN_LEARN_EPONAS_SONG) && R_EPONAS_SONG_PLAYED) ||
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.save.cutsceneIndex == 0xFFF1))) {
func_80A6A4DC(this);
} else {
- this->unk_2A0 = GET_EVENTCHKINF(EVENTCHKINF_16);
+ this->unk_2A0 = GET_EVENTCHKINF(EVENTCHKINF_CAN_LEARN_EPONAS_SONG);
}
newAnimationIdx = this->animationIdx;
animationEnded = SkelAnime_Update(&this->skin.skelAnime);
if (animationEnded || (this->animationIdx == 1) || (this->animationIdx == 0)) {
- if (GET_EVENTCHKINF(EVENTCHKINF_15)) {
+ if (GET_EVENTCHKINF(EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH)) {
distFromHome = Math3D_Vec3f_DistXYZ(&this->actor.world.pos, &this->actor.home.pos);
distLinkFromHome = Math3D_Vec3f_DistXYZ(&player->actor.world.pos, &this->actor.home.pos);
if (distLinkFromHome > 250.0f) {
diff --git a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c
index 6847e02998..01a1ebc249 100644
--- a/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c
+++ b/src/overlays/actors/ovl_En_Horse_Normal/z_en_horse_normal.c
@@ -720,7 +720,7 @@ void EnHorseNormal_Draw(Actor* thisx, PlayState* play) {
temp_f0_4 = (1.0f - (distFromGround * 0.01f)) * this->actor.shape.shadowScale;
Matrix_Scale(this->actor.scale.x * temp_f0_4, 1.0f, this->actor.scale.z * temp_f0_4, MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(cloneRotY), MTXMODE_APPLY);
- mtx2 = Matrix_NewMtx(play->state.gfxCtx, "../z_en_horse_normal.c", 2329);
+ mtx2 = MATRIX_NEW(play->state.gfxCtx, "../z_en_horse_normal.c", 2329);
if (mtx2 != NULL) {
gSPMatrix(POLY_XLU_DISP++, mtx2, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gHorseShadowDL);
diff --git a/src/overlays/actors/ovl_En_Hs/z_en_hs.c b/src/overlays/actors/ovl_En_Hs/z_en_hs.c
index ac1c6c8633..681ea2b558 100644
--- a/src/overlays/actors/ovl_En_Hs/z_en_hs.c
+++ b/src/overlays/actors/ovl_En_Hs/z_en_hs.c
@@ -101,7 +101,7 @@ void EnHs_Destroy(Actor* thisx, PlayState* play) {
s32 func_80A6E53C(EnHs* this, PlayState* play, u16 textId, EnHsActionFunc actionFunc) {
s16 yawDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
func_80A6E3A0(this, actionFunc);
return 1;
}
@@ -110,7 +110,7 @@ s32 func_80A6E53C(EnHs* this, PlayState* play, u16 textId, EnHsActionFunc action
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(yawDiff) <= 0x2150) && (this->actor.xzDistToPlayer < 100.0f)) {
this->unk_2A8 |= 1;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
return 0;
@@ -205,7 +205,7 @@ void func_80A6E9AC(EnHs* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 yawDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (func_8002F368(play) == EXCH_ITEM_COJIRO) {
player->actor.textId = 0x10B2;
func_80A6E3A0(this, func_80A6E8CC);
@@ -221,7 +221,7 @@ void func_80A6E9AC(EnHs* this, PlayState* play) {
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
this->actor.textId = 0x10B1;
if ((ABS(yawDiff) <= 0x2150) && (this->actor.xzDistToPlayer < 100.0f)) {
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_COJIRO);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_COJIRO);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c
index d7bc8d45c9..1c065cd1c4 100644
--- a/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c
+++ b/src/overlays/actors/ovl_En_Hs2/z_en_hs2.c
@@ -73,7 +73,7 @@ void EnHs2_Destroy(Actor* thisx, PlayState* play) {
}
s32 func_80A6F0B4(EnHs2* this, PlayState* play, u16 textId, EnHs2ActionFunc actionFunc) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = actionFunc;
return 1;
}
@@ -82,7 +82,7 @@ s32 func_80A6F0B4(EnHs2* this, PlayState* play, u16 textId, EnHs2ActionFunc acti
if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x2151 &&
this->actor.xzDistToPlayer < 100.0f) {
this->unk_2A8 |= 0x1;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
return 0;
}
@@ -95,9 +95,8 @@ void func_80A6F164(EnHs2* this, PlayState* play) {
}
void func_80A6F1A4(EnHs2* this, PlayState* play) {
- u16 textId;
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_CARPENTERS_SON);
- textId = Text_GetFaceReaction(play, 9);
if (textId == 0) {
textId = 0x5069;
}
diff --git a/src/overlays/actors/ovl_En_Hy/z_en_hy.c b/src/overlays/actors/ovl_En_Hy/z_en_hy.c
index c7fc427570..b0ae4a2353 100644
--- a/src/overlays/actors/ovl_En_Hy/z_en_hy.c
+++ b/src/overlays/actors/ovl_En_Hy/z_en_hy.c
@@ -417,7 +417,7 @@ void func_80A6F7CC(EnHy* this, PlayState* play, s32 getItemId) {
u16 EnHy_GetTextId(PlayState* play, Actor* thisx) {
Player* player = GET_PLAYER(play);
EnHy* this = (EnHy*)thisx;
- u16 textId = Text_GetFaceReaction(play, (this->actor.params & 0x7F) + 37);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_37 + (this->actor.params & 0x7F));
if (textId != 0) {
if ((this->actor.params & 0x7F) == ENHY_TYPE_BOJ_5) {
@@ -461,7 +461,7 @@ u16 EnHy_GetTextId(PlayState* play, Actor* thisx) {
return GET_INFTABLE(INFTABLE_C3) ? 0x701A : 0x7047;
} else if (GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
return 0x701A;
- } else if (GET_EVENTCHKINF(EVENTCHKINF_10)) {
+ } else if (GET_EVENTCHKINF(EVENTCHKINF_TALKED_TO_MALON_FIRST_TIME)) {
return 0x701B;
} else if (GET_INFTABLE(INFTABLE_C2)) {
return 0x701C;
@@ -508,7 +508,8 @@ u16 EnHy_GetTextId(PlayState* play, Actor* thisx) {
return GET_EVENTCHKINF(EVENTCHKINF_80) ? 0x7046 : (GET_INFTABLE(INFTABLE_CD) ? 0x7019 : 0x7018);
}
case ENHY_TYPE_CNE_11:
- return GET_INFTABLE(INFTABLE_8B) ? (GET_INFTABLE(INFTABLE_CC) ? 0x7014 : 0x70A4) : 0x7014;
+ return GET_INFTABLE(INFTABLE_MALON_SPAWNED_AT_HYRULE_CASTLE) ? (GET_INFTABLE(INFTABLE_CC) ? 0x7014 : 0x70A4)
+ : 0x7014;
case ENHY_TYPE_BOJ_12:
if (play->sceneId == SCENE_KAKARIKO_VILLAGE) {
return !IS_DAY ? 0x5084 : 0x5083;
@@ -1173,7 +1174,7 @@ void EnHy_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Gfx* EnHy_SetEnvColor(GraphicsContext* play, u8 envR, u8 envG, u8 envB, u8 envA) {
Gfx* dList;
- dList = Graph_Alloc(play, 2 * sizeof(Gfx));
+ dList = GRAPH_ALLOC(play, 2 * sizeof(Gfx));
gDPSetEnvColor(dList, envR, envG, envB, envA);
gSPEndDisplayList(dList + 1);
diff --git a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c
index 767be3ef1a..78e09df5e1 100644
--- a/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c
+++ b/src/overlays/actors/ovl_En_Ice_Hono/z_en_ice_hono.c
@@ -387,7 +387,7 @@ void EnIceHono_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateY(BINANG_TO_RAD((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) - this->actor.shape.rot.y + 0x8000)),
MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ice_hono.c", 718),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ice_hono.c", 718),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
diff --git a/src/overlays/actors/ovl_En_Ik/z_en_ik.c b/src/overlays/actors/ovl_En_Ik/z_en_ik.c
index 72495a3eca..9727a18135 100644
--- a/src/overlays/actors/ovl_En_Ik/z_en_ik.c
+++ b/src/overlays/actors/ovl_En_Ik/z_en_ik.c
@@ -731,7 +731,7 @@ void EnIk_UpdateDamage(EnIk* this, PlayState* play) {
sparksPos = this->actor.world.pos;
sparksPos.y += 50.0f;
- Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true);
this->damageEffect = this->actor.colChkInfo.damageEffect;
this->bodyCollider.base.acFlags &= ~AC_HIT;
@@ -861,7 +861,7 @@ Gfx* EnIk_SetPrimEnvColors(GraphicsContext* gfxCtx, u8 primR, u8 primG, u8 primB
Gfx* displayList;
Gfx* displayListHead;
- displayList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
+ displayList = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Gfx));
displayListHead = displayList;
gDPPipeSync(displayListHead++);
@@ -932,7 +932,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
BODYBREAK_OBJECT_SLOT_DEFAULT);
}
if (limbIndex == IRON_KNUCKLE_LIMB_HELMET_ARMOR) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1217),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params != IK_TYPE_NABOORU) {
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleHelmetMarkingDL);
@@ -971,20 +971,20 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
switch (limbIndex) {
case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1270),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1275),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1281),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
}
@@ -992,7 +992,7 @@ void EnIk_PostLimbDrawEnemy(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
if (!(this->drawArmorFlag & ARMOR_BROKEN)) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ik_inFight.c", 1288),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
@@ -1261,20 +1261,20 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 267),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 267),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
}
} break;
case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_LEFT_PAULDRON:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 274),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 274),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_DEFEAT_LIMB_UPPER_RIGHT_PAULDRON:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 280),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 280),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
@@ -1283,7 +1283,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 288),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 288),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
}
@@ -1293,7 +1293,7 @@ void EnIk_PostLimbDrawDefeat(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnIk* this = (EnIk*)thisx;
if (EnIk_GetAnimCurFrame(&this->actor) < 30.0f) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inAwake.c", 297),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inAwake.c", 297),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
}
@@ -1434,31 +1434,31 @@ void EnIk_PostLimbDrawIntro(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
switch (limbIndex) {
case IRON_KNUCKLE_LIMB_HELMET_ARMOR:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 575),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016D88);
break;
case IRON_KNUCKLE_LIMB_UPPER_LEFT_PAULDRON:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 581),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016F88);
break;
case IRON_KNUCKLE_LIMB_UPPER_RIGHT_PAULDRON:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 587),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016EE8);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_FRONT:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 593),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gIronKnuckleArmorRivetAndSymbolDL);
break;
case IRON_KNUCKLE_LIMB_CHEST_ARMOR_BACK:
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_ik_inConfrontion.c", 599),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_ik_DL_016CD8);
break;
diff --git a/src/overlays/actors/ovl_En_In/z_en_in.c b/src/overlays/actors/ovl_En_In/z_en_in.c
index 1a14d90972..c872d17a4a 100644
--- a/src/overlays/actors/ovl_En_In/z_en_in.c
+++ b/src/overlays/actors/ovl_En_In/z_en_in.c
@@ -56,9 +56,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 18, 46, 0, { 0, 0, 0 } },
};
-static CollisionCheckInfoInit2 sColChkInfoInit = {
- 0, 0, 0, 0, MASS_IMMOVABLE,
-};
+static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENIN_ANIM_0,
@@ -126,10 +124,10 @@ u16 EnIn_GetTextIdChild(PlayState* play) {
u16 EnIn_GetTextIdAdult(PlayState* play) {
Player* player = GET_PLAYER(play);
- u16 faceReaction = Text_GetFaceReaction(play, 25);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_INGO);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
if (GET_EVENTCHKINF(EVENTCHKINF_EPONA_OBTAINED)) {
if (IS_DAY) {
@@ -178,10 +176,10 @@ u16 EnIn_GetTextIdAdult(PlayState* play) {
}
u16 EnIn_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction = Text_GetFaceReaction(play, 25);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_INGO);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
if (!LINK_IS_ADULT) {
return EnIn_GetTextIdChild(play);
@@ -937,7 +935,7 @@ void EnIn_Update(Actor* thisx, PlayState* play) {
func_80A79AB4(this, play);
if ((gSaveContext.subTimerSeconds < 6) && (gSaveContext.subTimerState != SUBTIMER_STATE_OFF) &&
this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {}
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {}
} else {
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState,
((this->actor.targetMode == 6) ? 80.0f : 320.0f) + this->collider.dim.radius,
diff --git a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c
index 63076ef647..c70a3f7579 100644
--- a/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c
+++ b/src/overlays/actors/ovl_En_Ishi/z_en_ishi.c
@@ -356,7 +356,7 @@ void EnIshi_Wait(EnIshi* this, PlayState* play) {
EnIshi_SpawnBugs(this, play);
}
} else if ((this->collider.base.acFlags & AC_HIT) && (type == ROCK_SMALL) &&
- this->collider.info.acHitInfo->toucher.dmgFlags & (DMG_HAMMER | DMG_EXPLOSIVE)) {
+ this->collider.elem.acHitElem->toucher.dmgFlags & (DMG_HAMMER | DMG_EXPLOSIVE)) {
EnIshi_DropCollectible(this, play);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, sBreakSfxDurations[type], sBreakSfxIds[type]);
sFragmentSpawnFuncs[type](this, play);
@@ -488,7 +488,7 @@ void EnIshi_DrawLarge(EnIshi* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_ishi.c", 1050);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ishi.c", 1055),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ishi.c", 1055),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gSPDisplayList(POLY_OPA_DISP++, gSilverRockDL);
diff --git a/src/overlays/actors/ovl_En_Jj/z_en_jj.c b/src/overlays/actors/ovl_En_Jj/z_en_jj.c
index 383dd7fa5d..5411cab0db 100644
--- a/src/overlays/actors/ovl_En_Jj/z_en_jj.c
+++ b/src/overlays/actors/ovl_En_Jj/z_en_jj.c
@@ -218,7 +218,7 @@ void EnJj_BeginCutscene(EnJj* this, PlayState* play) {
play->csCtx.script = D_80A88164;
gSaveContext.cutsceneTrigger = 1;
DynaPoly_DisableCollision(play, &play->colCtx.dyna, bodyCollisionActor->bgId);
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
SET_EVENTCHKINF(EVENTCHKINF_3A);
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
}
diff --git a/src/overlays/actors/ovl_En_Js/z_en_js.c b/src/overlays/actors/ovl_En_Js/z_en_js.c
index ba9d10be7e..9f1766c904 100644
--- a/src/overlays/actors/ovl_En_Js/z_en_js.c
+++ b/src/overlays/actors/ovl_En_Js/z_en_js.c
@@ -80,7 +80,7 @@ void EnJs_Destroy(Actor* thisx, PlayState* play) {
u8 func_80A88F64(EnJs* this, PlayState* play, u16 textId) {
s16 yawDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
return 1;
} else {
this->actor.textId = textId;
@@ -88,7 +88,7 @@ u8 func_80A88F64(EnJs* this, PlayState* play, u16 textId) {
if (ABS(yawDiff) <= 0x1800 && this->actor.xzDistToPlayer < 100.0f) {
this->unk_284 |= 1;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
return 0;
}
@@ -108,10 +108,10 @@ void func_80A89078(EnJs* this, PlayState* play) {
}
void func_80A890C0(EnJs* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
En_Js_SetupAction(this, func_80A89078);
} else {
- func_8002F2CC(&this->actor, play, 1000.0f);
+ Actor_OfferTalk(&this->actor, play, 1000.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c b/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c
index 3dde032f65..f8895308c9 100644
--- a/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c
+++ b/src/overlays/actors/ovl_En_Jsjutan/z_en_jsjutan.c
@@ -408,7 +408,7 @@ void EnJsjutan_Draw(Actor* thisx, PlayState* play2) {
Matrix_Translate(thisx->world.pos.x, 3.0f, thisx->world.pos.z, MTXMODE_NEW);
Matrix_Scale(thisx->scale.x, 1.0f, thisx->scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_jsjutan.c", 782),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_jsjutan.c", 782),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Draws the carpet's shadow texture.
@@ -427,7 +427,7 @@ void EnJsjutan_Draw(Actor* thisx, PlayState* play2) {
Matrix_Translate(thisx->world.pos.x, this->unk_168 + 3.0f, thisx->world.pos.z, MTXMODE_NEW);
Matrix_Scale(thisx->scale.x, thisx->scale.y, thisx->scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_jsjutan.c", 805),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_jsjutan.c", 805),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
// Draws the carpet's texture.
gSPDisplayList(POLY_OPA_DISP++, sCarpetMaterialDL);
diff --git a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
index 9b4e6a50f1..a4b691936f 100644
--- a/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
+++ b/src/overlays/actors/ovl_En_Kakasi/z_en_kakasi.c
@@ -198,7 +198,7 @@ void func_80A8F75C(EnKakasi* this, PlayState* play) {
func_80A8F28C(this);
SkelAnime_Update(&this->skelanime);
this->subCamId = CAM_ID_NONE;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->unk_196 == TEXT_STATE_EVENT) {
this->actionFunc = func_80A8F9C8;
} else {
@@ -226,7 +226,7 @@ void func_80A8F75C(EnKakasi* this, PlayState* play) {
player->stateFlags2 |= PLAYER_STATE2_23;
}
}
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
}
@@ -264,7 +264,7 @@ void func_80A8F9C8(EnKakasi* this, PlayState* play) {
if (this->unk_196 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
if (this->subCamId != CAM_ID_NONE) {
- func_8005B1A4(play->cameraPtrs[this->subCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[this->subCamId]);
}
this->subCamId = OnePointCutscene_Init(play, 2270, -99, &this->actor, CAM_ID_MAIN);
play->msgCtx.msgMode = MSGMODE_PAUSED;
@@ -296,7 +296,7 @@ void func_80A8FAA4(EnKakasi* this, PlayState* play) {
OnePointCutscene_EndCutscene(play, this->subCamId);
this->subCamId = CAM_ID_NONE;
this->subCamId = OnePointCutscene_Init(play, 2260, -99, &this->actor, CAM_ID_MAIN);
- func_8005B1A4(play->cameraPtrs[this->subCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[this->subCamId]);
}
}
@@ -305,7 +305,7 @@ void func_80A8FBB8(EnKakasi* this, PlayState* play) {
SkelAnime_Update(&this->skelanime);
if (this->unk_196 == Message_GetState(&play->msgCtx) && Message_ShouldAdvance(play)) {
- func_8005B1A4(play->cameraPtrs[this->subCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[this->subCamId]);
Message_CloseTextbox(play);
Player_SetCsActionWithHaltedActors(play, NULL, PLAYER_CSACTION_7);
this->actionFunc = func_80A8F660;
diff --git a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c
index fc566a094e..0c2e50df62 100644
--- a/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c
+++ b/src/overlays/actors/ovl_En_Kakasi3/z_en_kakasi3.c
@@ -212,7 +212,7 @@ void func_80A91348(EnKakasi3* this, PlayState* play) {
func_80A90E28(this);
SkelAnime_Update(&this->skelAnime);
this->subCamId = CAM_ID_NONE;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (!this->unk_194) {
if (this->unk_1A8 == 0) {
this->actionFunc = func_80A91284;
@@ -260,7 +260,7 @@ void func_80A91348(EnKakasi3* this, PlayState* play) {
player->stateFlags2 |= PLAYER_STATE2_23;
}
}
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
}
@@ -286,7 +286,7 @@ void func_80A91620(EnKakasi3* this, PlayState* play) {
this->subCamId = CAM_ID_NONE;
}
if (this->subCamId != CAM_ID_NONE) {
- func_8005B1A4(play->cameraPtrs[this->subCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[this->subCamId]);
}
this->actionFunc = func_80A911F0;
return;
@@ -394,7 +394,7 @@ void func_80A91A90(EnKakasi3* this, PlayState* play) {
this->subCamId = CAM_ID_NONE;
}
if (this->subCamId != CAM_ID_NONE) {
- func_8005B1A4(play->cameraPtrs[this->subCamId]);
+ Camera_SetFinishedFlag(play->cameraPtrs[this->subCamId]);
}
Message_CloseTextbox(play);
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
diff --git a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c
index 8b780eb645..2db5dbfcf8 100644
--- a/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c
+++ b/src/overlays/actors/ovl_En_Kanban/z_en_kanban.c
@@ -246,10 +246,10 @@ void EnKanban_Message(EnKanban* this, PlayState* play) {
if (!this->msgFlag) {
if (this->msgTimer == 0) {
if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x2800) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->msgFlag = true;
} else {
- func_8002F2CC(&this->actor, play, 68.0f);
+ Actor_OfferTalk(&this->actor, play, 68.0f);
}
}
} else {
@@ -295,11 +295,11 @@ void EnKanban_Update(Actor* thisx, PlayState* play2) {
this->actor.world.pos.z, this->actor.shape.rot.x,
this->actor.shape.rot.y, this->actor.shape.rot.z, ENKANBAN_PIECE);
if (piece != NULL) {
- ColliderInfo* hitItem = this->collider.info.acHitInfo;
+ ColliderElement* acHitElem = this->collider.elem.acHitElem;
s16 yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
u8 i;
- if (hitItem->toucher.dmgFlags & DMG_SLASH) {
+ if (acHitElem->toucher.dmgFlags & DMG_SLASH) {
this->cutType = sCutTypes[player->meleeWeaponAnimation];
} else {
this->cutType = CUT_POST;
@@ -804,7 +804,7 @@ void EnKanban_Draw(Actor* thisx, PlayState* play) {
f32 zShift;
f32 zShift2;
s16 i;
- u8* shadowTex = Graph_Alloc(play->state.gfxCtx, 0x400);
+ u8* shadowTex = GRAPH_ALLOC(play->state.gfxCtx, 0x400);
OPEN_DISPS(play->state.gfxCtx, "../z_en_kanban.c", 1659);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
@@ -826,7 +826,7 @@ void EnKanban_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateX(BINANG_TO_RAD_ALT(this->spinRot.x), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD_ALT(this->spinRot.z), MTXMODE_APPLY);
Matrix_Translate(this->offset.x, this->offset.y, this->offset.z - 100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_kanban.c", 1715),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_kanban.c", 1715),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
for (i = 0; i < ARRAY_COUNT(sPartFlags); i++) {
if (sPartFlags[i] & this->partFlags) {
@@ -835,7 +835,7 @@ void EnKanban_Draw(Actor* thisx, PlayState* play) {
}
} else {
Matrix_Translate(0.0f, 0.0f, -100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_kanban.c", 1725),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_kanban.c", 1725),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->partFlags == 0xFFFF) {
gSPDisplayList(POLY_OPA_DISP++, gSignRectangularDL);
@@ -855,7 +855,7 @@ void EnKanban_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, 255, 255, 255, this->cutMarkAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 255, 150, 0);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_kanban.c", 1773),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_kanban.c", 1773),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_kanban_DL_001630);
}
@@ -894,7 +894,7 @@ void EnKanban_Draw(Actor* thisx, PlayState* play) {
Matrix_RotateX(BINANG_TO_RAD_ALT(this->spinRot.x), MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD_ALT(this->spinRot.z), MTXMODE_APPLY);
Matrix_Translate(this->offset.x, this->offset.y, this->offset.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_kanban.c", 1833),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_kanban.c", 1833),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
for (i = 0; i < 0x400; i++) {
diff --git a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
index 2569c2cd37..523b041522 100644
--- a/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
+++ b/src/overlays/actors/ovl_En_Karebaba/z_en_karebaba.c
@@ -125,7 +125,7 @@ void EnKarebaba_ResetCollider(EnKarebaba* this) {
this->bodyCollider.dim.height = 25;
this->bodyCollider.base.colType = COLTYPE_HARD;
this->bodyCollider.base.acFlags |= AC_HARD;
- this->bodyCollider.info.bumper.dmgFlags = DMG_DEFAULT;
+ this->bodyCollider.elem.bumper.dmgFlags = DMG_DEFAULT;
this->headCollider.dim.height = 25;
}
@@ -155,7 +155,7 @@ void EnKarebaba_SetupUpright(EnKarebaba* this) {
Actor_SetScale(&this->actor, 0.01f);
this->bodyCollider.base.colType = COLTYPE_HIT6;
this->bodyCollider.base.acFlags &= ~AC_HARD;
- this->bodyCollider.info.bumper.dmgFlags =
+ this->bodyCollider.elem.bumper.dmgFlags =
!LINK_IS_ADULT ? ((DMG_SWORD | DMG_BOOMERANG) & ~DMG_JUMP_MASTER) : (DMG_SWORD | DMG_BOOMERANG);
this->bodyCollider.dim.radius = 15;
this->bodyCollider.dim.height = 80;
@@ -450,7 +450,7 @@ void EnKarebaba_DrawBaseShadow(EnKarebaba* this, PlayState* play) {
func_80038A28(this->boundFloor, this->actor.home.pos.x, this->actor.home.pos.y, this->actor.home.pos.z, &mf);
Matrix_Mult(&mf, MTXMODE_NEW);
Matrix_Scale(0.15f, 1.0f, 0.15f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_karebaba.c", 1029),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_karebaba.c", 1029),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCircleShadowDL);
@@ -473,7 +473,7 @@ void EnKarebaba_Draw(Actor* thisx, PlayState* play) {
if (this->actionFunc == EnKarebaba_DeadItemDrop) {
if (this->actor.params > 40 || (this->actor.params & 1)) {
Matrix_Translate(0.0f, 0.0f, 200.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_karebaba.c", 1066),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_karebaba.c", 1066),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStickDropDL);
}
@@ -499,7 +499,7 @@ void EnKarebaba_Draw(Actor* thisx, PlayState* play) {
for (i = 0; i < stemSections; i++) {
Matrix_Translate(0.0f, 0.0f, -2000.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_karebaba.c", 1116),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_karebaba.c", 1116),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, stemDLists[i]);
@@ -520,13 +520,13 @@ void EnKarebaba_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->actor.home.rot.y), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_karebaba.c", 1144),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_karebaba.c", 1144),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaBaseLeavesDL);
if (this->actionFunc == EnKarebaba_Dying) {
Matrix_RotateZYX(-0x4000, (s16)(this->actor.shape.rot.y - this->actor.home.rot.y), 0, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_karebaba.c", 1155),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_karebaba.c", 1155),
G_MTX_LOAD | G_MTX_NOPUSH | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuBabaStemBaseDL);
}
diff --git a/src/overlays/actors/ovl_En_Ko/z_en_ko.c b/src/overlays/actors/ovl_En_Ko/z_en_ko.c
index 83720cf915..bc8a0925c2 100644
--- a/src/overlays/actors/ovl_En_Ko/z_en_ko.c
+++ b/src/overlays/actors/ovl_En_Ko/z_en_ko.c
@@ -489,23 +489,23 @@ u16 EnKo_GetTextIdAdult(PlayState* play, Actor* thisx) {
}
u16 EnKo_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction;
+ u16 textId;
EnKo* this = (EnKo*)thisx;
if (ENKO_TYPE == ENKO_TYPE_CHILD_0 || ENKO_TYPE == ENKO_TYPE_CHILD_2 || ENKO_TYPE == ENKO_TYPE_CHILD_3 ||
ENKO_TYPE == ENKO_TYPE_CHILD_4 || ENKO_TYPE == ENKO_TYPE_CHILD_7 || ENKO_TYPE == ENKO_TYPE_CHILD_8 ||
ENKO_TYPE == ENKO_TYPE_CHILD_11) {
- faceReaction = Text_GetFaceReaction(play, 0x13);
+ textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_KOKIRI_1);
}
if (ENKO_TYPE == ENKO_TYPE_CHILD_1 || ENKO_TYPE == ENKO_TYPE_CHILD_5 || ENKO_TYPE == ENKO_TYPE_CHILD_6 ||
ENKO_TYPE == ENKO_TYPE_CHILD_9 || ENKO_TYPE == ENKO_TYPE_CHILD_10) {
- faceReaction = Text_GetFaceReaction(play, 0x14);
+ textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_KOKIRI_2);
}
if (ENKO_TYPE == ENKO_TYPE_CHILD_FADO) {
- faceReaction = Text_GetFaceReaction(play, 0x12);
+ textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_FADO);
}
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
if (LINK_IS_ADULT) {
return EnKo_GetTextIdAdult(play, thisx);
@@ -1347,7 +1347,7 @@ void EnKo_PostLimbDraw(PlayState* play2, s32 limbIndex, Gfx** dList, Vec3s* rot,
}
Gfx* EnKo_SetEnvColor(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
- Gfx* dList = Graph_Alloc(gfxCtx, sizeof(Gfx) * 2);
+ Gfx* dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 2);
gDPSetEnvColor(dList, r, g, b, a);
gSPEndDisplayList(dList + 1);
diff --git a/src/overlays/actors/ovl_En_Kz/z_en_kz.c b/src/overlays/actors/ovl_En_Kz/z_en_kz.c
index 05430e8494..837f86f87b 100644
--- a/src/overlays/actors/ovl_En_Kz/z_en_kz.c
+++ b/src/overlays/actors/ovl_En_Kz/z_en_kz.c
@@ -102,10 +102,10 @@ u16 EnKz_GetTextIdAdult(PlayState* play, EnKz* this) {
u16 EnKz_GetTextId(PlayState* play, Actor* thisx) {
EnKz* this = (EnKz*)thisx;
- u16 reactionText = Text_GetFaceReaction(play, 0x1E);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_KING_ZORA);
- if (reactionText != 0) {
- return reactionText;
+ if (textId != 0) {
+ return textId;
}
if (LINK_IS_ADULT) {
@@ -201,7 +201,7 @@ s32 EnKz_UpdateTalking(PlayState* play, Actor* thisx, s16* talkState, f32 intera
f32 xzDistToPlayer;
f32 yaw;
- if (Actor_ProcessTalkRequest(thisx, play)) {
+ if (Actor_TalkOfferAccepted(thisx, play)) {
*talkState = NPC_TALK_STATE_TALKING;
return true;
}
@@ -227,7 +227,7 @@ s32 EnKz_UpdateTalking(PlayState* play, Actor* thisx, s16* talkState, f32 intera
xzDistToPlayer = thisx->xzDistToPlayer;
thisx->xzDistToPlayer = Math_Vec3f_DistXZ(&thisx->home.pos, &player->actor.world.pos);
- if (func_8002F2CC(thisx, play, interactRange) == 0) {
+ if (Actor_OfferTalk(thisx, play, interactRange) == 0) {
thisx->xzDistToPlayer = xzDistToPlayer;
return false;
}
diff --git a/src/overlays/actors/ovl_En_Light/z_en_light.c b/src/overlays/actors/ovl_En_Light/z_en_light.c
index e6bf1ab0ca..3eeba75217 100644
--- a/src/overlays/actors/ovl_En_Light/z_en_light.c
+++ b/src/overlays/actors/ovl_En_Light/z_en_light.c
@@ -189,7 +189,7 @@ void EnLight_Draw(Actor* thisx, PlayState* play) {
}
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_light.c", 488),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_light.c", 488),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, dList);
diff --git a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c
index 51371105a4..4b20f4018c 100644
--- a/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c
+++ b/src/overlays/actors/ovl_En_M_Thunder/z_en_m_thunder.c
@@ -97,7 +97,7 @@ void EnMThunder_Init(Actor* thisx, PlayState* play2) {
player->stateFlags2 &= ~PLAYER_STATE2_17;
this->unk_1CA = 1;
- this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
+ this->collider.elem.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
this->unk_1C6 = 1;
this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4);
func_80A9EFE0(this, func_80A9F9B4);
@@ -196,11 +196,11 @@ void func_80A9F408(EnMThunder* this, PlayState* play) {
gSaveContext.magicState = MAGIC_STATE_CONSUME_SETUP;
}
if (player->unk_858 < 0.85f) {
- this->collider.info.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
+ this->collider.elem.toucher.dmgFlags = D_80AA044C[this->unk_1C7];
this->unk_1C6 = 1;
this->unk_1C9 = ((this->unk_1C7 == 1) ? 2 : 4);
} else {
- this->collider.info.toucher.dmgFlags = D_80AA0458[this->unk_1C7];
+ this->collider.elem.toucher.dmgFlags = D_80AA0458[this->unk_1C7];
this->unk_1C6 = 0;
this->unk_1C9 = ((this->unk_1C7 == 1) ? 4 : 8);
}
@@ -326,7 +326,7 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_m_thunder.c", 844);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_m_thunder.c", 853),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_m_thunder.c", 853),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch (this->unk_1C6) {
@@ -384,7 +384,7 @@ void EnMThunder_Draw(Actor* thisx, PlayState* play2) {
phi_t1 = 0x14;
}
Matrix_Scale(1.0f, phi_f14, phi_f14, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_m_thunder.c", 960),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_m_thunder.c", 960),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x09,
diff --git a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
index 702aa3aa37..a0da7b0cd1 100644
--- a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
+++ b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.c
@@ -14,13 +14,13 @@ void EnMa1_Destroy(Actor* thisx, PlayState* play);
void EnMa1_Update(Actor* thisx, PlayState* play);
void EnMa1_Draw(Actor* thisx, PlayState* play);
-void func_80AA0D88(EnMa1* this, PlayState* play);
-void func_80AA0EA0(EnMa1* this, PlayState* play);
-void func_80AA0EFC(EnMa1* this, PlayState* play);
-void func_80AA0F44(EnMa1* this, PlayState* play);
-void func_80AA106C(EnMa1* this, PlayState* play);
-void func_80AA10EC(EnMa1* this, PlayState* play);
-void func_80AA1150(EnMa1* this, PlayState* play);
+void EnMa1_Idle(EnMa1* this, PlayState* play);
+void EnMa1_GiveWeirdEgg(EnMa1* this, PlayState* play);
+void EnMa1_FinishGivingWeirdEgg(EnMa1* this, PlayState* play);
+void EnMa1_IdleTeachSong(EnMa1* this, PlayState* play);
+void EnMa1_StartTeachSong(EnMa1* this, PlayState* play);
+void EnMa1_TeachSong(EnMa1* this, PlayState* play);
+void EnMa1_WaitForPlayback(EnMa1* this, PlayState* play);
void EnMa1_DoNothing(EnMa1* this, PlayState* play);
ActorInit En_Ma1_InitVars = {
@@ -58,10 +58,10 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
- /* 0 */ ENMA1_ANIM_0,
- /* 1 */ ENMA1_ANIM_1,
- /* 2 */ ENMA1_ANIM_2,
- /* 3 */ ENMA1_ANIM_3
+ /* 0 */ MALON_ANIM_IDLE_NOMORPH,
+ /* 1 */ MALON_ANIM_IDLE,
+ /* 2 */ MALON_ANIM_SING_NOMORPH,
+ /* 3 */ MALON_ANIM_SING
} EnMa1Animation;
static AnimationFrameCountInfo sAnimationInfo[] = {
@@ -71,34 +71,20 @@ static AnimationFrameCountInfo sAnimationInfo[] = {
{ &gMalonChildSingAnim, 1.0f, ANIMMODE_LOOP, -10.0f },
};
-static Vec3f D_80AA16B8 = { 800.0f, 0.0f, 0.0f };
-
-static void* sMouthTextures[] = {
- gMalonChildNeutralMouthTex,
- gMalonChildSmilingMouthTex,
- gMalonChildTalkingMouthTex,
-};
-
-static void* sEyeTextures[] = {
- gMalonChildEyeOpenTex,
- gMalonChildEyeHalfTex,
- gMalonChildEyeClosedTex,
-};
-
u16 EnMa1_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction = Text_GetFaceReaction(play, 0x17);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_MALON);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
return 0x204A;
}
- if (GET_EVENTCHKINF(EVENTCHKINF_16)) {
+ if (GET_EVENTCHKINF(EVENTCHKINF_CAN_LEARN_EPONAS_SONG)) {
return 0x2049;
}
- if (GET_EVENTCHKINF(EVENTCHKINF_15)) {
- if (GET_INFTABLE(INFTABLE_85)) {
+ if (GET_EVENTCHKINF(EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH)) {
+ if (GET_INFTABLE(INFTABLE_TOLD_EPONA_IS_SCARED)) {
return 0x2049;
} else {
return 0x2048;
@@ -107,11 +93,11 @@ u16 EnMa1_GetTextId(PlayState* play, Actor* thisx) {
if (GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
return 0x2047;
}
- if (GET_EVENTCHKINF(EVENTCHKINF_12)) {
+ if (GET_EVENTCHKINF(EVENTCHKINF_RECEIVED_WEIRD_EGG)) {
return 0x2044;
}
- if (GET_INFTABLE(INFTABLE_84)) {
- if (GET_INFTABLE(INFTABLE_8B)) {
+ if (GET_INFTABLE(INFTABLE_TALKED_TO_MALON_FIRST_TIME)) {
+ if (GET_INFTABLE(INFTABLE_MALON_SPAWNED_AT_HYRULE_CASTLE)) {
return 0x2043;
} else {
return 0x2042;
@@ -127,23 +113,23 @@ s16 EnMa1_UpdateTalkState(PlayState* play, Actor* thisx) {
case TEXT_STATE_CLOSING:
switch (thisx->textId) {
case 0x2041:
- SET_INFTABLE(INFTABLE_84);
- SET_EVENTCHKINF(EVENTCHKINF_10);
+ SET_INFTABLE(INFTABLE_TALKED_TO_MALON_FIRST_TIME);
+ SET_EVENTCHKINF(EVENTCHKINF_TALKED_TO_MALON_FIRST_TIME);
talkState = NPC_TALK_STATE_IDLE;
break;
case 0x2043:
talkState = NPC_TALK_STATE_TALKING;
break;
case 0x2047:
- SET_EVENTCHKINF(EVENTCHKINF_15);
+ SET_EVENTCHKINF(EVENTCHKINF_TALKED_TO_CHILD_MALON_AT_RANCH);
talkState = NPC_TALK_STATE_IDLE;
break;
case 0x2048:
- SET_INFTABLE(INFTABLE_85);
+ SET_INFTABLE(INFTABLE_TOLD_EPONA_IS_SCARED);
talkState = NPC_TALK_STATE_IDLE;
break;
case 0x2049:
- SET_EVENTCHKINF(EVENTCHKINF_16);
+ SET_EVENTCHKINF(EVENTCHKINF_CAN_LEARN_EPONAS_SONG);
talkState = NPC_TALK_STATE_IDLE;
break;
case 0x2061:
@@ -177,36 +163,44 @@ s16 EnMa1_UpdateTalkState(PlayState* play, Actor* thisx) {
return talkState;
}
-s32 func_80AA08C4(EnMa1* this, PlayState* play) {
+s32 EnMa1_ShouldSpawn(EnMa1* this, PlayState* play) {
if ((this->actor.shape.rot.z == 3) && (gSaveContext.sceneLayer == 5)) {
- return 1;
+ return true;
}
+
if (!LINK_IS_CHILD) {
- return 0;
+ return false;
}
+
if (((play->sceneId == SCENE_MARKET_NIGHT) || (play->sceneId == SCENE_MARKET_DAY)) &&
- !GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) && !GET_INFTABLE(INFTABLE_8B)) {
- return 1;
+ !GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) &&
+ !GET_INFTABLE(INFTABLE_MALON_SPAWNED_AT_HYRULE_CASTLE)) {
+ return true;
}
+
if ((play->sceneId == SCENE_HYRULE_CASTLE) && !GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
- if (GET_INFTABLE(INFTABLE_8B)) {
- return 1;
+ if (GET_INFTABLE(INFTABLE_MALON_SPAWNED_AT_HYRULE_CASTLE)) {
+ return true;
} else {
- SET_INFTABLE(INFTABLE_8B);
- return 0;
+ SET_INFTABLE(INFTABLE_MALON_SPAWNED_AT_HYRULE_CASTLE);
+ return false;
}
}
+
if ((play->sceneId == SCENE_LON_LON_BUILDINGS) && IS_NIGHT &&
GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
- return 1;
+ return true;
}
+
if (play->sceneId != SCENE_LON_LON_RANCH) {
- return 0;
+ return false;
}
+
if ((this->actor.shape.rot.z == 3) && IS_DAY && GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE)) {
- return 1;
+ return true;
}
- return 0;
+
+ return false;
}
void EnMa1_UpdateEyes(EnMa1* this) {
@@ -226,7 +220,7 @@ void EnMa1_ChangeAnim(EnMa1* this, s32 index) {
sAnimationInfo[index].mode, sAnimationInfo[index].morphFrames);
}
-void func_80AA0AF4(EnMa1* this, PlayState* play) {
+void EnMa1_UpdateTracking(EnMa1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s16 trackingMode;
@@ -242,18 +236,16 @@ void func_80AA0AF4(EnMa1* this, PlayState* play) {
Npc_TrackPoint(&this->actor, &this->interactInfo, 0, trackingMode);
}
-void func_80AA0B74(EnMa1* this) {
+void EnMa1_UpdateSinging(EnMa1* this) {
if (this->skelAnime.animation == &gMalonChildSingAnim) {
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
- if (this->isNotSinging) {
- // Turn on singing
- this->isNotSinging = false;
+ if (this->singingDisabled) {
+ this->singingDisabled = false;
Audio_ToggleMalonSinging(false);
}
} else {
- if (!this->isNotSinging) {
- // Turn off singing
- this->isNotSinging = true;
+ if (!this->singingDisabled) {
+ this->singingDisabled = true;
Audio_ToggleMalonSinging(true);
}
}
@@ -270,7 +262,7 @@ void EnMa1_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(22), &sColChkInfoInit);
- if (!func_80AA08C4(this, play)) {
+ if (!EnMa1_ShouldSpawn(this, play)) {
Actor_Kill(&this->actor);
return;
}
@@ -281,11 +273,11 @@ void EnMa1_Init(Actor* thisx, PlayState* play) {
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
if (!GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) || CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
- this->actionFunc = func_80AA0D88;
- EnMa1_ChangeAnim(this, ENMA1_ANIM_2);
+ this->actionFunc = EnMa1_Idle;
+ EnMa1_ChangeAnim(this, MALON_ANIM_SING_NOMORPH);
} else {
- this->actionFunc = func_80AA0F44;
- EnMa1_ChangeAnim(this, ENMA1_ANIM_2);
+ this->actionFunc = EnMa1_IdleTeachSong;
+ EnMa1_ChangeAnim(this, MALON_ANIM_SING_NOMORPH);
}
}
@@ -296,14 +288,14 @@ void EnMa1_Destroy(Actor* thisx, PlayState* play) {
Collider_DestroyCylinder(play, &this->collider);
}
-void func_80AA0D88(EnMa1* this, PlayState* play) {
+void EnMa1_Idle(EnMa1* this, PlayState* play) {
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (this->skelAnime.animation != &gMalonChildIdleAnim) {
- EnMa1_ChangeAnim(this, ENMA1_ANIM_1);
+ EnMa1_ChangeAnim(this, MALON_ANIM_IDLE);
}
} else {
if (this->skelAnime.animation != &gMalonChildSingAnim) {
- EnMa1_ChangeAnim(this, ENMA1_ANIM_3);
+ EnMa1_ChangeAnim(this, MALON_ANIM_SING);
}
}
@@ -311,45 +303,45 @@ void func_80AA0D88(EnMa1* this, PlayState* play) {
Actor_Kill(&this->actor);
} else if (!GET_EVENTCHKINF(EVENTCHKINF_TALON_RETURNED_FROM_CASTLE) || CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
- this->actionFunc = func_80AA0EA0;
+ this->actionFunc = EnMa1_GiveWeirdEgg;
play->msgCtx.stateTimer = 4;
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
}
}
}
-void func_80AA0EA0(EnMa1* this, PlayState* play) {
+void EnMa1_GiveWeirdEgg(EnMa1* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
- this->actionFunc = func_80AA0EFC;
+ this->actionFunc = EnMa1_FinishGivingWeirdEgg;
} else {
Actor_OfferGetItem(&this->actor, play, GI_WEIRD_EGG, 120.0f, 10.0f);
}
}
-void func_80AA0EFC(EnMa1* this, PlayState* play) {
+void EnMa1_FinishGivingWeirdEgg(EnMa1* this, PlayState* play) {
if (this->interactInfo.talkState == NPC_TALK_STATE_ITEM_GIVEN) {
this->interactInfo.talkState = NPC_TALK_STATE_IDLE;
- this->actionFunc = func_80AA0D88;
- SET_EVENTCHKINF(EVENTCHKINF_12);
+ this->actionFunc = EnMa1_Idle;
+ SET_EVENTCHKINF(EVENTCHKINF_RECEIVED_WEIRD_EGG);
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
}
}
-void func_80AA0F44(EnMa1* this, PlayState* play) {
+void EnMa1_IdleTeachSong(EnMa1* this, PlayState* play) {
Player* player = GET_PLAYER(play);
if (this->interactInfo.talkState != NPC_TALK_STATE_IDLE) {
if (this->skelAnime.animation != &gMalonChildIdleAnim) {
- EnMa1_ChangeAnim(this, ENMA1_ANIM_1);
+ EnMa1_ChangeAnim(this, MALON_ANIM_IDLE);
}
} else {
if (this->skelAnime.animation != &gMalonChildSingAnim) {
- EnMa1_ChangeAnim(this, ENMA1_ANIM_3);
+ EnMa1_ChangeAnim(this, MALON_ANIM_SING);
}
}
- if (GET_EVENTCHKINF(EVENTCHKINF_16)) {
+ if (GET_EVENTCHKINF(EVENTCHKINF_CAN_LEARN_EPONAS_SONG)) {
if (player->stateFlags2 & PLAYER_STATE2_24) {
player->stateFlags2 |= PLAYER_STATE2_25;
player->unk_6A8 = &this->actor;
@@ -357,32 +349,32 @@ void func_80AA0F44(EnMa1* this, PlayState* play) {
Message_StartTextbox(play, this->actor.textId, NULL);
this->interactInfo.talkState = NPC_TALK_STATE_TALKING;
this->actor.flags |= ACTOR_FLAG_16;
- this->actionFunc = func_80AA106C;
- } else if (this->actor.xzDistToPlayer < 30.0f + (f32)this->collider.dim.radius) {
+ this->actionFunc = EnMa1_StartTeachSong;
+ } else if (this->actor.xzDistToPlayer < 30.0f + this->collider.dim.radius) {
player->stateFlags2 |= PLAYER_STATE2_23;
}
}
}
-void func_80AA106C(EnMa1* this, PlayState* play) {
+void EnMa1_StartTeachSong(EnMa1* this, PlayState* play) {
GET_PLAYER(play)->stateFlags2 |= PLAYER_STATE2_23;
if (this->interactInfo.talkState == NPC_TALK_STATE_ACTION) {
AudioOcarina_SetInstrument(OCARINA_INSTRUMENT_MALON);
Message_StartOcarina(play, OCARINA_ACTION_TEACH_EPONA);
this->actor.flags &= ~ACTOR_FLAG_16;
- this->actionFunc = func_80AA10EC;
+ this->actionFunc = EnMa1_TeachSong;
}
}
-void func_80AA10EC(EnMa1* this, PlayState* play) {
+void EnMa1_TeachSong(EnMa1* this, PlayState* play) {
GET_PLAYER(play)->stateFlags2 |= PLAYER_STATE2_23;
if (Message_GetState(&play->msgCtx) == TEXT_STATE_SONG_DEMO_DONE) {
Message_StartOcarina(play, OCARINA_ACTION_PLAYBACK_EPONA);
- this->actionFunc = func_80AA1150;
+ this->actionFunc = EnMa1_WaitForPlayback;
}
}
-void func_80AA1150(EnMa1* this, PlayState* play) {
+void EnMa1_WaitForPlayback(EnMa1* this, PlayState* play) {
GET_PLAYER(play)->stateFlags2 |= PLAYER_STATE2_23;
if (play->msgCtx.ocarinaMode == OCARINA_MODE_03) {
play->nextEntranceIndex = ENTR_LON_LON_RANCH_0;
@@ -402,32 +394,36 @@ void EnMa1_Update(Actor* thisx, PlayState* play) {
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
+
SkelAnime_Update(&this->skelAnime);
EnMa1_UpdateEyes(this);
+
this->actionFunc(this, play);
+
if (this->actionFunc != EnMa1_DoNothing) {
- Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 30.0f,
+ Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
EnMa1_GetTextId, EnMa1_UpdateTalkState);
}
- func_80AA0B74(this);
- func_80AA0AF4(this, play);
+
+ EnMa1_UpdateSinging(this);
+ EnMa1_UpdateTracking(this, play);
}
s32 EnMa1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnMa1* this = (EnMa1*)thisx;
Vec3s limbRot;
- if ((limbIndex == 2) || (limbIndex == 5)) {
+ if ((limbIndex == CHILD_MALON_LIMB_LEFT_THIGH) || (limbIndex == CHILD_MALON_LIMB_RIGHT_THIGH)) {
*dList = NULL;
}
- if (limbIndex == 15) {
+ if (limbIndex == CHILD_MALON_LIMB_HEAD) {
Matrix_Translate(1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
limbRot = this->interactInfo.headRot;
Matrix_RotateX(BINANG_TO_RAD_ALT(limbRot.y), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD_ALT(limbRot.x), MTXMODE_APPLY);
Matrix_Translate(-1400.0f, 0.0f, 0.0f, MTXMODE_APPLY);
}
- if (limbIndex == 8) {
+ if (limbIndex == CHILD_MALON_LIMB_CHEST) {
limbRot = this->interactInfo.torsoRot;
Matrix_RotateX(BINANG_TO_RAD_ALT(-limbRot.y), MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD_ALT(-limbRot.x), MTXMODE_APPLY);
@@ -437,14 +433,24 @@ s32 EnMa1_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
void EnMa1_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
EnMa1* this = (EnMa1*)thisx;
- Vec3f vec = D_80AA16B8;
+ Vec3f offset = { 800.0f, 0.0f, 0.0f };
- if (limbIndex == 15) {
- Matrix_MultVec3f(&vec, &this->actor.focus.pos);
+ if (limbIndex == CHILD_MALON_LIMB_HEAD) {
+ Matrix_MultVec3f(&offset, &this->actor.focus.pos);
}
}
void EnMa1_Draw(Actor* thisx, PlayState* play) {
+ static void* sMouthTextures[] = {
+ gMalonChildNeutralMouthTex,
+ gMalonChildSmilingMouthTex,
+ gMalonChildTalkingMouthTex,
+ };
+ static void* sEyeTextures[] = {
+ gMalonChildEyeOpenTex,
+ gMalonChildEyeHalfTex,
+ gMalonChildEyeClosedTex,
+ };
EnMa1* this = (EnMa1*)thisx;
Camera* activeCam;
f32 distFromCamEye;
diff --git a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h
index f77d40eeaf..ef69c0c8e4 100644
--- a/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h
+++ b/src/overlays/actors/ovl_En_Ma1/z_en_ma1.h
@@ -13,7 +13,7 @@ typedef struct EnMa1 {
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnMa1ActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
- /* 0x01E0 */ s16 isNotSinging;
+ /* 0x01E0 */ s16 singingDisabled;
/* 0x01E2 */ s16 blinkTimer;
/* 0x01E4 */ s16 eyeIndex;
/* 0x01E6 */ s16 mouthIndex;
diff --git a/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c b/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c
index 16f6eec8c7..6265291986 100644
--- a/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c
+++ b/src/overlays/actors/ovl_En_Ma2/z_en_ma2.c
@@ -66,10 +66,10 @@ static AnimationFrameCountInfo sAnimationInfo[] = {
};
u16 EnMa2_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction = Text_GetFaceReaction(play, 23);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_MALON);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
if (GET_EVENTCHKINF(EVENTCHKINF_EPONA_OBTAINED)) {
return 0x2056;
@@ -268,7 +268,7 @@ void func_80AA204C(EnMa2* this, PlayState* play) {
player->stateFlags2 |= PLAYER_STATE2_25;
Message_StartOcarina(play, OCARINA_ACTION_CHECK_EPONA);
this->actionFunc = func_80AA20E4;
- } else if (this->actor.xzDistToPlayer < 30.0f + (f32)this->collider.dim.radius) {
+ } else if (this->actor.xzDistToPlayer < 30.0f + this->collider.dim.radius) {
player->stateFlags2 |= PLAYER_STATE2_23;
}
}
@@ -319,7 +319,7 @@ void EnMa2_Update(Actor* thisx, PlayState* play) {
func_80AA1DB4(this, play);
func_80AA1AE4(this, play);
if (this->actionFunc != func_80AA20E4) {
- Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 30.0f,
+ Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
EnMa2_GetTextId, EnMa2_UpdateTalkState);
}
}
diff --git a/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c b/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c
index 03af656731..e769d93669 100644
--- a/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c
+++ b/src/overlays/actors/ovl_En_Ma3/z_en_ma3.c
@@ -297,7 +297,7 @@ void EnMa3_Update(Actor* thisx, PlayState* play) {
EnMa3_UpdateEyes(this);
this->actionFunc(this, play);
func_80AA2E54(this, play);
- Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, (f32)this->collider.dim.radius + 150.0f,
+ Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 150.0f,
EnMa3_GetTextId, EnMa3_UpdateTalkState);
if (this->interactInfo.talkState == NPC_TALK_STATE_IDLE) {
if (this->isNotSinging) {
diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.c b/src/overlays/actors/ovl_En_Mb/z_en_mb.c
index 498aea3afe..44f1e64336 100644
--- a/src/overlays/actors/ovl_En_Mb/z_en_mb.c
+++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.c
@@ -89,7 +89,7 @@ void EnMb_SpearPatrolImmediateCharge(EnMb* this, PlayState* play);
void EnMb_ClubWaitAfterAttack(EnMb* this, PlayState* play);
void EnMb_ClubDamaged(EnMb* this, PlayState* play);
-static ColliderCylinderInit sHitboxInit = {
+static ColliderCylinderInit sBodyColliderInit = {
{
COLTYPE_HIT0,
AT_NONE,
@@ -265,8 +265,8 @@ void EnMb_Init(Actor* thisx, PlayState* play) {
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 46.0f);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.colChkInfo.damageTable = &sSpearMoblinDamageTable;
- Collider_InitCylinder(play, &this->hitbox);
- Collider_SetCylinder(play, &this->hitbox, &this->actor, &sHitboxInit);
+ Collider_InitCylinder(play, &this->bodyCollider);
+ Collider_SetCylinder(play, &this->bodyCollider, &this->actor, &sBodyColliderInit);
Collider_InitTris(play, &this->frontShielding);
Collider_SetTris(play, &this->frontShielding, &this->actor, &sFrontShieldingInit, this->frontShieldingTris);
Collider_InitQuad(play, &this->attackCollider);
@@ -290,13 +290,13 @@ void EnMb_Init(Actor* thisx, PlayState* play) {
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.colChkInfo.damageTable = &sClubMoblinDamageTable;
Actor_SetScale(&this->actor, 0.02f);
- this->hitbox.dim.height = 170;
- this->hitbox.dim.radius = 45;
+ this->bodyCollider.dim.height = 170;
+ this->bodyCollider.dim.radius = 45;
this->actor.uncullZoneForward = 4000.0f;
this->actor.uncullZoneScale = 800.0f;
this->actor.uncullZoneDownward = 1800.0f;
this->playerDetectionRange = 710.0f;
- this->attackCollider.info.toucher.dmgFlags = DMG_UNBLOCKABLE;
+ this->attackCollider.elem.toucher.dmgFlags = DMG_UNBLOCKABLE;
relYawFromPlayer =
this->actor.world.rot.y - Math_Vec3f_Yaw(&this->actor.world.pos, &player->actor.world.pos);
@@ -333,7 +333,7 @@ void EnMb_Destroy(Actor* thisx, PlayState* play) {
EnMb* this = (EnMb*)thisx;
Collider_DestroyTris(play, &this->frontShielding);
- Collider_DestroyCylinder(play, &this->hitbox);
+ Collider_DestroyCylinder(play, &this->bodyCollider);
Collider_DestroyQuad(play, &this->attackCollider);
}
@@ -575,8 +575,8 @@ void EnMb_SetupClubDead(EnMb* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gEnMbClubFallOnItsBackAnim, -4.0f);
this->state = ENMB_STATE_CLUB_DEAD;
this->actor.flags &= ~ACTOR_FLAG_0;
- this->hitbox.dim.height = 80;
- this->hitbox.dim.radius = 95;
+ this->bodyCollider.dim.height = 80;
+ this->bodyCollider.dim.radius = 95;
this->timer1 = 30;
this->actor.speed = 0.0f;
Actor_PlaySfx(&this->actor, NA_SE_EN_MORIBLIN_DEAD);
@@ -1373,9 +1373,9 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) {
if (this->frontShielding.base.acFlags & AC_HIT) {
this->frontShielding.base.acFlags &= ~(AC_HIT | AC_BOUNCED);
- this->hitbox.base.acFlags &= ~AC_HIT;
- } else if ((this->hitbox.base.acFlags & AC_HIT) && this->state >= ENMB_STATE_STUNNED) {
- this->hitbox.base.acFlags &= ~AC_HIT;
+ this->bodyCollider.base.acFlags &= ~AC_HIT;
+ } else if ((this->bodyCollider.base.acFlags & AC_HIT) && this->state >= ENMB_STATE_STUNNED) {
+ this->bodyCollider.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect != ENMB_DMGEFF_IGNORE &&
this->actor.colChkInfo.damageEffect != ENMB_DMGEFF_FREEZE) {
if ((player->stateFlags2 & PLAYER_STATE2_7) && player->actor.parent == &this->actor) {
@@ -1386,7 +1386,7 @@ void EnMb_CheckColliding(EnMb* this, PlayState* play) {
}
this->damageEffect = this->actor.colChkInfo.damageEffect;
this->attack = ENMB_ATTACK_NONE;
- Actor_SetDropFlag(&this->actor, &this->hitbox.info, false);
+ Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false);
if (this->actor.colChkInfo.damageEffect == ENMB_DMGEFF_STUN ||
this->actor.colChkInfo.damageEffect == ENMB_DMGEFF_STUN_ICE) {
if (this->state != ENMB_STATE_STUNNED) {
@@ -1426,15 +1426,15 @@ void EnMb_Update(Actor* thisx, PlayState* play) {
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
UPDBGCHECKINFO_FLAG_4);
Actor_SetFocus(thisx, thisx->scale.x * 4500.0f);
- Collider_UpdateCylinder(thisx, &this->hitbox);
+ Collider_UpdateCylinder(thisx, &this->bodyCollider);
if (thisx->colChkInfo.health <= 0) {
- this->hitbox.dim.pos.x += Math_SinS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y);
- this->hitbox.dim.pos.z += Math_CosS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y);
+ this->bodyCollider.dim.pos.x += Math_SinS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y);
+ this->bodyCollider.dim.pos.z += Math_CosS(thisx->shape.rot.y) * (-4400.0f * thisx->scale.y);
}
- CollisionCheck_SetOC(play, &play->colChkCtx, &this->hitbox.base);
+ CollisionCheck_SetOC(play, &play->colChkCtx, &this->bodyCollider.base);
if (this->state >= ENMB_STATE_STUNNED &&
(thisx->params == ENMB_TYPE_CLUB || this->state != ENMB_STATE_ATTACK)) {
- CollisionCheck_SetAC(play, &play->colChkCtx, &this->hitbox.base);
+ CollisionCheck_SetAC(play, &play->colChkCtx, &this->bodyCollider.base);
}
if (this->state >= ENMB_STATE_IDLE) {
CollisionCheck_SetAC(play, &play->colChkCtx, &this->frontShielding.base);
diff --git a/src/overlays/actors/ovl_En_Mb/z_en_mb.h b/src/overlays/actors/ovl_En_Mb/z_en_mb.h
index ac20ceede2..6ce94942d5 100644
--- a/src/overlays/actors/ovl_En_Mb/z_en_mb.h
+++ b/src/overlays/actors/ovl_En_Mb/z_en_mb.h
@@ -44,7 +44,7 @@ typedef struct EnMb {
/* 0x035E */ s8 direction;
/* 0x0360 */ f32 maxHomeDist;
/* 0x0364 */ f32 playerDetectionRange;
- /* 0x0368 */ ColliderCylinder hitbox;
+ /* 0x0368 */ ColliderCylinder bodyCollider;
/* 0x03B4 */ ColliderQuad attackCollider; // for attacking the player
/* 0x0434 */ ColliderTris frontShielding; // Moblins don't have shields, but this acts as one
/* 0x0454 */ ColliderTrisElement frontShieldingTris[2];
diff --git a/src/overlays/actors/ovl_En_Md/z_en_md.c b/src/overlays/actors/ovl_En_Md/z_en_md.c
index e57d577a28..5b9a9c5cdf 100644
--- a/src/overlays/actors/ovl_En_Md/z_en_md.c
+++ b/src/overlays/actors/ovl_En_Md/z_en_md.c
@@ -385,10 +385,10 @@ s16 func_80AAAC78(EnMd* this, PlayState* play) {
}
u16 EnMd_GetTextIdKokiriForest(PlayState* play, EnMd* this) {
- u16 reactionText = Text_GetFaceReaction(play, 0x11);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_MIDO);
- if (reactionText != 0) {
- return reactionText;
+ if (textId != 0) {
+ return textId;
}
this->unk_208 = 0;
@@ -785,7 +785,7 @@ void func_80AABC10(EnMd* this, PlayState* play) {
Audio_PlaySfxGeneral(NA_SE_SY_CORRECT_CHIME, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
this->actor.textId = 0x1067;
- func_8002F2CC(&this->actor, play, this->collider.dim.radius + 30.0f);
+ Actor_OfferTalk(&this->actor, play, this->collider.dim.radius + 30.0f);
this->actionFunc = func_80AAB948;
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
diff --git a/src/overlays/actors/ovl_En_Mk/z_en_mk.c b/src/overlays/actors/ovl_En_Mk/z_en_mk.c
index 210f36751a..7660cf4bc1 100644
--- a/src/overlays/actors/ovl_En_Mk/z_en_mk.c
+++ b/src/overlays/actors/ovl_En_Mk/z_en_mk.c
@@ -107,7 +107,7 @@ void func_80AACB14(EnMk* this, PlayState* play) {
}
void func_80AACB6C(EnMk* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = func_80AACB14;
}
@@ -215,7 +215,7 @@ void EnMk_Wait(EnMk* this, PlayState* play) {
Player* player = GET_PLAYER(play);
s32 playerExchangeItem;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
playerExchangeItem = func_8002F368(play);
if (this->actor.textId != 0x4018) {
@@ -264,7 +264,7 @@ void EnMk_Wait(EnMk* this, PlayState* play) {
}
}
} else {
- this->actor.textId = Text_GetFaceReaction(play, 0x1A);
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_LAKESIDE_PROFESSOR);
if (this->actor.textId == 0) {
this->actor.textId = 0x4018;
@@ -273,7 +273,7 @@ void EnMk_Wait(EnMk* this, PlayState* play) {
angle = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(angle) < 0x2151) && (this->actor.xzDistToPlayer < 100.0f)) {
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_EYEBALL_FROG);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_EYEBALL_FROG);
this->flags |= 1;
}
}
diff --git a/src/overlays/actors/ovl_En_Mm/z_en_mm.c b/src/overlays/actors/ovl_En_Mm/z_en_mm.c
index 53a5c4a4d9..6ad429adbb 100644
--- a/src/overlays/actors/ovl_En_Mm/z_en_mm.c
+++ b/src/overlays/actors/ovl_En_Mm/z_en_mm.c
@@ -259,9 +259,7 @@ s32 func_80AADAA0(EnMm* this, PlayState* play) {
s32 EnMm_GetTextId(EnMm* this, PlayState* play) {
Player* player = GET_PLAYER(play);
- s32 textId;
-
- textId = Text_GetFaceReaction(play, 0x1C);
+ s32 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_RUNNING_MAN);
if (GET_ITEMGETINF(ITEMGETINF_3B)) {
if (textId == 0) {
@@ -288,7 +286,7 @@ void func_80AADCD0(EnMm* this, PlayState* play) {
} else if (this->unk_1E0 == 1) {
this->unk_1E0 = func_80AADAA0(this, play);
} else {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->unk_1E0 = 1;
if (this->curAnimIndex != 5) {
@@ -302,7 +300,7 @@ void func_80AADCD0(EnMm* this, PlayState* play) {
yawDiff = ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y));
if ((sp26 >= 0) && (sp26 <= 0x140) && (sp24 >= 0) && (sp24 <= 0xF0) && (yawDiff <= 17152.0f) &&
- (this->unk_1E0 != 3) && func_8002F2CC(&this->actor, play, 100.0f)) {
+ (this->unk_1E0 != 3) && Actor_OfferTalk(&this->actor, play, 100.0f)) {
this->actor.textId = EnMm_GetTextId(this, play);
}
}
@@ -532,10 +530,10 @@ void EnMm_Draw(Actor* thisx, PlayState* play) {
Vec3s earRot;
Mtx* mtx2;
- mtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 2);
+ mtx = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 2);
Matrix_Put(&this->unk_208);
- mtx2 = Matrix_NewMtx(play->state.gfxCtx, "../z_en_mm.c", 1111);
+ mtx2 = MATRIX_NEW(play->state.gfxCtx, "../z_en_mm.c", 1111);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[linkChildObjectSlot].segment);
gSPSegment(POLY_OPA_DISP++, 0x0B, mtx);
@@ -548,14 +546,14 @@ void EnMm_Draw(Actor* thisx, PlayState* play) {
earRot.y = 0xDBE;
earRot.z = -0x348A;
Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &earRot);
- Matrix_ToMtx(mtx++, "../z_en_mm.c", 1124);
+ MATRIX_TO_MTX(mtx++, "../z_en_mm.c", 1124);
// Left ear
earRot.x = -0x3E2;
earRot.y = -0xDBE;
earRot.z = -0x348A;
Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &earRot);
- Matrix_ToMtx(mtx, "../z_en_mm.c", 1131);
+ MATRIX_TO_MTX(mtx, "../z_en_mm.c", 1131);
gSPDisplayList(POLY_OPA_DISP++, gLinkChildBunnyHoodDL);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->actor.objectSlot].segment);
diff --git a/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c b/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c
index 07a5a5eae5..d36c0ed3d0 100644
--- a/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c
+++ b/src/overlays/actors/ovl_En_Mm2/z_en_mm2.c
@@ -165,13 +165,13 @@ void EnMm2_Destroy(Actor* thisx, PlayState* play) {
s32 func_80AAF224(EnMm2* this, PlayState* play, EnMm2ActionFunc actionFunc) {
s16 yawDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = actionFunc;
return 1;
}
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((ABS(yawDiff) <= 0x4300) && (this->actor.xzDistToPlayer < 100.0f)) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
return 0;
}
diff --git a/src/overlays/actors/ovl_En_Ms/z_en_ms.c b/src/overlays/actors/ovl_En_Ms/z_en_ms.c
index e834756ff0..7b54272a33 100644
--- a/src/overlays/actors/ovl_En_Ms/z_en_ms.c
+++ b/src/overlays/actors/ovl_En_Ms/z_en_ms.c
@@ -58,7 +58,7 @@ static InitChainEntry sInitChain[] = {
};
void EnMs_SetOfferText(EnMs* this, PlayState* play) {
- this->actor.textId = Text_GetFaceReaction(play, 0x1B);
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_MAGIC_BEAN_SALESMAN);
if (this->actor.textId == 0) {
if (BEANS_BOUGHT >= 10) {
this->actor.textId = 0x406B;
@@ -106,10 +106,10 @@ void EnMs_Wait(EnMs* this, PlayState* play) {
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
EnMs_SetOfferText(this, play);
- if (Actor_ProcessTalkRequest(&this->actor, play)) { // if talk is initiated
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnMs_Talk;
} else if ((this->actor.xzDistToPlayer < 90.0f) && (ABS(yawDiff) < 0x2000)) { // talk range
- func_8002F2CC(&this->actor, play, 90.0f);
+ Actor_OfferTalk(&this->actor, play, 90.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Mu/z_en_mu.c b/src/overlays/actors/ovl_En_Mu/z_en_mu.c
index 64e5b9ef17..48df82e4ee 100644
--- a/src/overlays/actors/ovl_En_Mu/z_en_mu.c
+++ b/src/overlays/actors/ovl_En_Mu/z_en_mu.c
@@ -100,10 +100,10 @@ void EnMu_Interact(EnMu* this, PlayState* play) {
u16 EnMu_GetTextId(PlayState* play, Actor* thisx) {
EnMu* this = (EnMu*)thisx;
- u16 faceReaction = Text_GetFaceReaction(play, this->actor.params + 0x3A);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_HAGGLING_TOWNSPEOPLE_1 + this->actor.params);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
return this->defaultTextId;
}
@@ -195,7 +195,7 @@ void EnMu_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Gfx* EnMu_DisplayListSetColor(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
Gfx* dlist;
- dlist = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ dlist = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetEnvColor(dlist, r, g, b, a);
gSPEndDisplayList(dlist + 1);
return dlist;
diff --git a/src/overlays/actors/ovl_En_Nb/z_en_nb.c b/src/overlays/actors/ovl_En_Nb/z_en_nb.c
index f79c656387..dd1df6de7b 100644
--- a/src/overlays/actors/ovl_En_Nb/z_en_nb.c
+++ b/src/overlays/actors/ovl_En_Nb/z_en_nb.c
@@ -1207,7 +1207,7 @@ void EnNb_SetupIdleCrawlspace(EnNb* this, s32 animFinished) {
}
void func_80AB3838(EnNb* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = NB_IN_DIALOG;
} else {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
@@ -1218,7 +1218,7 @@ void func_80AB3838(EnNb* this, PlayState* play) {
this->actor.textId = 0x6024;
}
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
@@ -1299,17 +1299,17 @@ void func_80AB3A7C(EnNb* this, PlayState* play, s32 animFinished) {
}
void func_80AB3B04(EnNb* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = NB_ACTION_30;
} else {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
- this->actor.textId = Text_GetFaceReaction(play, 0x23);
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_NABOORU);
- if ((this->actor.textId) == 0) {
+ if (this->actor.textId == 0) {
this->actor.textId = 0x6026;
}
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
diff --git a/src/overlays/actors/ovl_En_Niw/z_en_niw.c b/src/overlays/actors/ovl_En_Niw/z_en_niw.c
index 0ebce6a0a7..38f55d45b7 100644
--- a/src/overlays/actors/ovl_En_Niw/z_en_niw.c
+++ b/src/overlays/actors/ovl_En_Niw/z_en_niw.c
@@ -1224,7 +1224,7 @@ void EnNiw_DrawEffects(EnNiw* this, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
Matrix_RotateZ(effect->unk_30, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1000.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_niw.c", 1913),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_niw.c", 1913),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherModelDL);
}
diff --git a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c
index e3e51fbde4..174b0b5747 100644
--- a/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c
+++ b/src/overlays/actors/ovl_En_Niw_Girl/z_en_niw_girl.c
@@ -170,7 +170,7 @@ void func_80AB94D0(EnNiwGirl* this, PlayState* play) {
this->chasedEnNiw->path = 0;
}
Math_ApproachZeroF(&this->actor.speed, 0.8f, 0.2f);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->actor.textId == 0x70EA) {
this->unk_27A = 1;
}
@@ -179,7 +179,7 @@ void func_80AB94D0(EnNiwGirl* this, PlayState* play) {
this->jumpTimer = Rand_ZeroFloat(100.0f) + 250.0f;
this->actionFunc = EnNiwGirl_Jump;
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c b/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c
index dc4d97ef79..fd59367d8b 100644
--- a/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c
+++ b/src/overlays/actors/ovl_En_Niw_Lady/z_en_niw_lady.c
@@ -99,7 +99,7 @@ void EnNiwLady_Destroy(Actor* thisx, PlayState* play) {
void EnNiwLady_ChoseAnimation(EnNiwLady* this, PlayState* play, s32 arg2) {
f32 frames;
- if (Text_GetFaceReaction(play, 8) != 0) {
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_CUCCO_LADY) != 0) {
arg2 = 8;
}
if (arg2 != this->unk_270) {
@@ -241,15 +241,15 @@ void func_80ABA244(EnNiwLady* this, PlayState* play) {
phi_s1 = 9;
}
this->actor.textId = sMissingCuccoTextIds[phi_s1];
- if (Text_GetFaceReaction(play, 8) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, 8);
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_CUCCO_LADY) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_CUCCO_LADY);
this->unk_262 = TEXT_STATE_DONE;
}
if ((this->unk_26C != 0) && (phi_s1 != 9)) {
phi_s1 = 10;
this->unk_26E = 11;
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
osSyncPrintf("\n\n");
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ ねぇちゃん選択\t ☆☆☆☆ %d\n" VT_RST, phi_s1);
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ ねぇちゃんハート ☆☆☆☆ %d\n" VT_RST, this->unk_26C);
@@ -258,7 +258,7 @@ void func_80ABA244(EnNiwLady* this, PlayState* play) {
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ this->actor.talk_message ☆☆ %x\n" VT_RST, this->actor.textId);
osSyncPrintf(VT_FGCOL(GREEN) "☆☆☆☆☆ this->message_end_code ☆☆ %d\n" VT_RST, this->unk_262);
osSyncPrintf("\n\n");
- if (Text_GetFaceReaction(play, 8) == 0) {
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_CUCCO_LADY) == 0) {
if (this->actor.textId == 0x503C) {
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
this->unk_26C = 2;
@@ -296,7 +296,7 @@ void func_80ABA244(EnNiwLady* this, PlayState* play) {
}
}
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
@@ -364,7 +364,7 @@ void func_80ABA878(EnNiwLady* this, PlayState* play) {
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_NONE) || (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE)) {
this->unk_26E = 11;
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
playerExchangeItemId = func_8002F368(play);
if ((playerExchangeItemId == EXCH_ITEM_POCKET_CUCCO) && GET_EVENTCHKINF(EVENTCHKINF_TALON_WOKEN_IN_KAKARIKO)) {
Sfx_PlaySfxCentered(NA_SE_SY_TRE_BOX_APPEAR);
@@ -381,7 +381,7 @@ void func_80ABA878(EnNiwLady* this, PlayState* play) {
this->actionFunc = !this->unk_273 ? func_80ABA778 : func_80ABA9B8;
}
} else {
- func_8002F298(&this->actor, play, 50.0f, EXCH_ITEM_POCKET_CUCCO);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 50.0f, EXCH_ITEM_POCKET_CUCCO);
}
}
@@ -476,18 +476,18 @@ void func_80ABAD38(EnNiwLady* this, PlayState* play) {
void func_80ABAD7C(EnNiwLady* this, PlayState* play) {
this->actor.textId = 0x503D;
- if (Text_GetFaceReaction(play, 8) != 0) {
- this->actor.textId = Text_GetFaceReaction(play, 8);
+ if (MaskReaction_GetTextId(play, MASK_REACTION_SET_CUCCO_LADY) != 0) {
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_CUCCO_LADY);
}
if ((Message_GetState(&play->msgCtx) == TEXT_STATE_NONE) || (Message_GetState(&play->msgCtx) == TEXT_STATE_DONE)) {
this->unk_26E = 8;
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->unk_274 = 1;
this->unk_26E = this->unk_27A + 9;
this->actionFunc = func_80ABAD38;
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
@@ -549,7 +549,7 @@ void EnNiwLady_Update(Actor* thisx, PlayState* play) {
Gfx* EnNiwLady_EmptyDList(GraphicsContext* gfxCtx) {
Gfx* dList;
- dList = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ dList = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(dList);
return dList;
}
diff --git a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c
index 9d53ff59a1..1e927ba11a 100644
--- a/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c
+++ b/src/overlays/actors/ovl_En_Nutsball/z_en_nutsball.c
@@ -120,7 +120,7 @@ void func_80ABBBA8(EnNutsball* this, PlayState* play) {
this->collider.base.atFlags &= ~AT_TYPE_ENEMY & ~AT_BOUNCED & ~AT_HIT;
this->collider.base.atFlags |= AT_TYPE_PLAYER;
- this->collider.info.toucher.dmgFlags = DMG_DEKU_STICK;
+ this->collider.elem.toucher.dmgFlags = DMG_DEKU_STICK;
Matrix_MtxFToYXZRotS(&player->shieldMf, &sp4C, 0);
this->actor.world.rot.y = sp4C.y + 0x8000;
this->timer = 30;
@@ -172,8 +172,7 @@ void EnNutsball_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(this->actor.home.rot.z * 9.58738e-05f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_nutsball.c", 333),
- G_MTX_MODELVIEW | G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_nutsball.c", 333), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, sDLists[NUTSBALL_GET_TYPE(&this->actor)]);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_nutsball.c", 337);
diff --git a/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c b/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c
index 547f2cd95e..c9909e9779 100644
--- a/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c
+++ b/src/overlays/actors/ovl_En_Nwc/z_en_nwc.c
@@ -171,7 +171,7 @@ void EnNwc_DrawChicks(EnNwc* this, PlayState* play) {
Matrix_SetTranslateRotateYXZ(chick->pos.x, chick->pos.y + chick->height, chick->pos.z, &chick->rot);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
- mtx = Matrix_NewMtx(play->state.gfxCtx, "../z_en_nwc.c", 346);
+ mtx = MATRIX_NEW(play->state.gfxCtx, "../z_en_nwc.c", 346);
gDPSetEnvColor(dList1++, 0, 100, 255, 255);
gSPMatrix(dList1++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(dList1++, gCuccoChickBodyDL);
@@ -193,7 +193,7 @@ void EnNwc_DrawChicks(EnNwc* this, PlayState* play) {
Matrix_Put(&floorMat);
Matrix_RotateY(BINANG_TO_RAD(chick->rot.y), MTXMODE_APPLY);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_nwc.c", 388),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_nwc.c", 388),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCuccoChickShadowDL);
}
diff --git a/src/overlays/actors/ovl_En_Ny/z_en_ny.c b/src/overlays/actors/ovl_En_Ny/z_en_ny.c
index af104d6390..cff5324d64 100644
--- a/src/overlays/actors/ovl_En_Ny/z_en_ny.c
+++ b/src/overlays/actors/ovl_En_Ny/z_en_ny.c
@@ -305,9 +305,9 @@ s32 EnNy_CollisionCheck(EnNy* this, PlayState* play) {
} else {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- effectPos.x = this->collider.elements[0].info.bumper.hitPos.x;
- effectPos.y = this->collider.elements[0].info.bumper.hitPos.y;
- effectPos.z = this->collider.elements[0].info.bumper.hitPos.z;
+ effectPos.x = this->collider.elements[0].base.bumper.hitPos.x;
+ effectPos.y = this->collider.elements[0].base.bumper.hitPos.y;
+ effectPos.z = this->collider.elements[0].base.bumper.hitPos.z;
if ((this->unk_1E0 == 0.25f) && (this->unk_1D4 == 0xFF)) {
switch (this->actor.colChkInfo.damageEffect) {
case 0xE:
@@ -530,7 +530,7 @@ void EnNy_Draw(Actor* thisx, PlayState* play) {
Collider_UpdateSpheres(0, &this->collider);
func_8002ED80(&this->actor, play, 1);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ny.c", 845),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ny.c", 845),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_AA_ZB_XLU_SURF2);
@@ -544,7 +544,7 @@ void EnNy_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale(this->unk_1E0, this->unk_1E0, this->unk_1E0, MTXMODE_APPLY);
func_8002EBCC(&this->actor, play, 1);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ny.c", 868),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ny.c", 868),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gEnNySpikeDL);
}
@@ -583,7 +583,7 @@ void EnNy_DrawDeathEffect(Actor* thisx, PlayState* play) {
Matrix_Translate(temp->x, temp->y, temp->z, MTXMODE_NEW);
scale = this->actor.scale.x * 0.4f * (1.0f + (i * 0.04f));
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_ny.c", 912),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_ny.c", 912),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gEnNyRockBodyDL);
}
diff --git a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c
index 1e01c6a668..f6a21f0195 100644
--- a/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c
+++ b/src/overlays/actors/ovl_En_Okarina_Tag/z_en_okarina_tag.c
@@ -282,7 +282,7 @@ void func_80ABF708(EnOkarinaTag* this, PlayState* play) {
s16 yawDiff;
s16 yawDiffNew;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = func_80ABF7CC;
} else {
yawDiff = this->actor.yawTowardsPlayer - this->actor.world.rot.y;
@@ -294,7 +294,7 @@ void func_80ABF708(EnOkarinaTag* this, PlayState* play) {
yawDiffNew = ABS(yawDiff);
if (yawDiffNew < 0x4300) {
this->unk_15A = 0;
- func_8002F2CC(&this->actor, play, 70.0f);
+ Actor_OfferTalk(&this->actor, play, 70.0f);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
index f60cf7c601..61d2ea57a2 100644
--- a/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
+++ b/src/overlays/actors/ovl_En_Okuta/z_en_okuta.c
@@ -490,7 +490,7 @@ void EnOkuta_ProjectileFly(EnOkuta* this, PlayState* play) {
this->collider.base.atFlags & AT_BOUNCED) {
this->collider.base.atFlags &= ~(AT_HIT | AT_BOUNCED | AT_TYPE_ENEMY);
this->collider.base.atFlags |= AT_TYPE_PLAYER;
- this->collider.info.toucher.dmgFlags = DMG_DEKU_STICK;
+ this->collider.elem.toucher.dmgFlags = DMG_DEKU_STICK;
Matrix_MtxFToYXZRotS(&player->shieldMf, &shieldRot, 0);
this->actor.world.rot.y = shieldRot.y + 0x8000;
this->timer = 30;
@@ -555,7 +555,7 @@ void EnOkuta_UpdateHeadScale(EnOkuta* this) {
void EnOkuta_ColliderCheck(EnOkuta* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
Enemy_StartFinishingBlow(play, &this->actor);
this->actor.colChkInfo.health = 0;
@@ -714,7 +714,7 @@ void EnOkuta_Draw(Actor* thisx, PlayState* play) {
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(BINANG_TO_RAD(this->actor.home.rot.z), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_okuta.c", 1657),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_okuta.c", 1657),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gOctorokProjectileDL);
diff --git a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
index ca1ba8f4c7..0f2dd95718 100644
--- a/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
+++ b/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
@@ -649,7 +649,7 @@ void EnOssan_EndInteraction(PlayState* play, EnOssan* this) {
// "End of conversation!"
osSyncPrintf(VT_FGCOL(YELLOW) "%s[%d]:★★★ 会話終了!! ★★★" VT_RST "\n", "../z_en_oB1.c", 1337);
YREG(31) = 0;
- Actor_ProcessTalkRequest(&this->actor, play);
+ Actor_TalkOfferAccepted(&this->actor, play);
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
play->msgCtx.stateTimer = 4;
player->stateFlags2 &= ~PLAYER_STATE2_29;
@@ -733,14 +733,14 @@ void EnOssan_SetLookToShopkeeperFromShelf(PlayState* play, EnOssan* this) {
void EnOssan_State_Idle(EnOssan* this, PlayState* play, Player* player) {
this->headTargetRot = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
// "Start conversation!!"
osSyncPrintf(VT_FGCOL(YELLOW) "★★★ 会話開始!! ★★★" VT_RST "\n");
player->stateFlags2 |= PLAYER_STATE2_29;
Play_SetShopBrowsingViewpoint(play);
EnOssan_SetStateStartShopping(play, this, false);
} else if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100);
+ Actor_OfferTalk(&this->actor, play, 100);
}
}
@@ -1699,7 +1699,7 @@ void EnOssan_State_ContinueShoppingPrompt(EnOssan* this, PlayState* play, Player
Play_SetViewpoint(play, VIEWPOINT_PIVOT);
Message_StartTextbox(play, this->actor.textId, &this->actor);
EnOssan_SetStateStartShopping(play, this, true);
- func_8002F298(&this->actor, play, 100.0f, -1);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, -1);
break;
case 1:
default:
@@ -1718,7 +1718,7 @@ void EnOssan_State_ContinueShoppingPrompt(EnOssan* this, PlayState* play, Player
Play_SetViewpoint(play, VIEWPOINT_PIVOT);
Message_StartTextbox(play, this->actor.textId, &this->actor);
EnOssan_SetStateStartShopping(play, this, true);
- func_8002F298(&this->actor, play, 100.0f, -1);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, -1);
}
}
@@ -2372,14 +2372,14 @@ s32 EnOssan_OverrideLimbDrawKokiriShopkeeper(PlayState* play, s32 limbIndex, Gfx
}
Gfx* EnOssan_EmptyDList(GraphicsContext* gfxCtx) {
- Gfx* disp = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ Gfx* disp = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gSPEndDisplayList(disp);
return disp;
}
Gfx* EnOssan_SetEnvColor(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
- Gfx* disp = Graph_Alloc(gfxCtx, sizeof(Gfx) * 2);
+ Gfx* disp = GRAPH_ALLOC(gfxCtx, sizeof(Gfx) * 2);
gDPSetEnvColor(disp, r, g, b, a);
gSPEndDisplayList(disp + 1);
diff --git a/src/overlays/actors/ovl_En_Owl/z_en_owl.c b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
index 6ad26d1a1d..bfc68d51b4 100644
--- a/src/overlays/actors/ovl_En_Owl/z_en_owl.c
+++ b/src/overlays/actors/ovl_En_Owl/z_en_owl.c
@@ -257,7 +257,7 @@ s32 EnOwl_CheckInitTalk(EnOwl* this, PlayState* play, u16 textId, f32 targetDist
s32 timer;
f32 distCheck;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->actor.params == 0xFFF) {
this->actionFlags |= 0x40;
timer = -100;
@@ -277,19 +277,19 @@ s32 EnOwl_CheckInitTalk(EnOwl* this, PlayState* play, u16 textId, f32 targetDist
distCheck = (flags & 2) ? 200.0f : 1000.0f;
if (this->actor.xzDistToPlayer < targetDist) {
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F1C4(&this->actor, play, targetDist, distCheck, EXCH_ITEM_NONE);
+ Actor_OfferTalkExchange(&this->actor, play, targetDist, distCheck, EXCH_ITEM_NONE);
}
return false;
}
}
s32 func_80ACA558(EnOwl* this, PlayState* play, u16 textId) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
return true;
} else {
this->actor.textId = textId;
if (this->actor.xzDistToPlayer < 120.0f) {
- func_8002F1C4(&this->actor, play, 350.0f, 1000.0f, EXCH_ITEM_NONE);
+ Actor_OfferTalkExchange(&this->actor, play, 350.0f, 1000.0f, EXCH_ITEM_NONE);
}
return false;
}
diff --git a/src/overlays/actors/ovl_En_Part/z_en_part.c b/src/overlays/actors/ovl_En_Part/z_en_part.c
index 82bef2394c..63219d2f0c 100644
--- a/src/overlays/actors/ovl_En_Part/z_en_part.c
+++ b/src/overlays/actors/ovl_En_Part/z_en_part.c
@@ -267,7 +267,7 @@ Gfx* func_80ACEAC0(GraphicsContext* gfxCtx, u8 primR, u8 primG, u8 primB, u8 env
Gfx* dList;
Gfx* dListHead;
- dList = Graph_Alloc(gfxCtx, 4 * sizeof(Gfx));
+ dList = GRAPH_ALLOC(gfxCtx, 4 * sizeof(Gfx));
dListHead = dList;
gDPPipeSync(dListHead++);
@@ -313,7 +313,7 @@ void EnPart_Draw(Actor* thisx, PlayState* play) {
}
if (this->displayList != NULL) {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_part.c", 696),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_part.c", 696),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->displayList);
}
diff --git a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
index 2272f235b8..973b02717c 100644
--- a/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
+++ b/src/overlays/actors/ovl_En_Peehat/z_en_peehat.c
@@ -231,7 +231,7 @@ void EnPeehat_Init(Actor* thisx, PlayState* play) {
this->colCylinder.dim.radius = 25;
this->colCylinder.dim.height = 15;
this->colCylinder.dim.yShift = -5;
- this->colCylinder.info.bumper.dmgFlags = DMG_ARROW | DMG_SLINGSHOT;
+ this->colCylinder.elem.bumper.dmgFlags = DMG_ARROW | DMG_SLINGSHOT;
this->colQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY;
this->colQuad.base.acFlags = AC_ON | AC_TYPE_PLAYER;
this->actor.naviEnemyId = NAVI_ENEMY_PEAHAT_LARVA;
@@ -556,7 +556,7 @@ void EnPeehat_Larva_StateSeekPlayer(EnPeehat* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_PIHAT_SM_FLY - SFX_FLAG);
if (this->colQuad.base.atFlags & AT_BOUNCED) {
this->actor.colChkInfo.health = 0;
- this->colQuad.base.acFlags = this->colQuad.base.acFlags & ~AC_BOUNCED;
+ this->colQuad.base.acFlags &= ~AC_BOUNCED;
EnPeehat_SetStateAttackRecoil(this);
} else if ((this->colQuad.base.atFlags & AT_HIT) || (this->colCylinder.base.acFlags & AC_HIT) ||
(this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
@@ -1016,7 +1016,7 @@ s32 EnPeehat_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f
Matrix_RotateZ(-(this->jiggleRot * 0.1f), MTXMODE_APPLY);
Matrix_RotateY(-(this->jiggleRot * 0.13f), MTXMODE_APPLY);
Matrix_RotateX(-(this->jiggleRot * 0.115f), MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_peehat.c", 1959),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_peehat.c", 1959),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
@@ -1050,7 +1050,7 @@ void EnPeehat_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* r
}
Matrix_RotateY(3.2f + damageYRot, MTXMODE_APPLY);
Matrix_Scale(0.3f, 0.2f, 0.2f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_peehat.c", 1990),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_peehat.c", 1990),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, *dList);
Matrix_Pop();
diff --git a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c
index 35409dae48..ee7795db8e 100644
--- a/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c
+++ b/src/overlays/actors/ovl_En_Po_Desert/z_en_po_desert.c
@@ -237,7 +237,7 @@ void EnPoDesert_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_7)) {
gDPPipeSync((*gfxP)++);
gDPSetEnvColor((*gfxP)++, color.r, color.g, color.b, 255);
- gSPMatrix((*gfxP)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_desert.c", 523),
+ gSPMatrix((*gfxP)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_desert.c", 523),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfxP)++, gPoeFieldLanternDL);
gSPDisplayList((*gfxP)++, gPoeFieldLanternTopDL);
diff --git a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
index 6ac3ccc9ba..9c2de64682 100644
--- a/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
+++ b/src/overlays/actors/ovl_En_Po_Field/z_en_po_field.c
@@ -263,7 +263,7 @@ void EnPoField_SetupFlee(EnPoField* this) {
void EnPoField_SetupDamage(EnPoField* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPoeFieldDamagedAnim, -6.0f);
- if (this->collider.info.acHitInfo->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
+ if (this->collider.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
this->actor.world.rot.y = this->collider.base.ac->world.rot.y;
} else {
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000;
@@ -646,7 +646,7 @@ void func_80AD58D4(EnPoField* this, PlayState* play) {
if (this->actionTimer != 0) {
this->actionTimer--;
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
EnPoField_SetupInteractWithSoul(this);
return;
}
@@ -658,7 +658,7 @@ void func_80AD58D4(EnPoField* this, PlayState* play) {
}
if (this->collider.base.ocFlags1 & OC1_HIT) {
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else {
this->actor.flags &= ~ACTOR_FLAG_16;
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
@@ -792,7 +792,7 @@ void EnPoField_DrawFlame(EnPoField* this, PlayState* play) {
Matrix_Scale((this->flameScale * 0.7f) + 0.00090000004f, (0.003f - this->flameScale) + 0.003f, 0.003f,
MTXMODE_APPLY);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_field.c", 1709),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_field.c", 1709),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_po_field.c", 1712);
@@ -894,7 +894,7 @@ void EnPoField_PostLimDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
EnPoField* this = (EnPoField*)thisx;
if (this->actionFunc == EnPoField_Death && this->actionTimer >= 2 && limbIndex == 8) {
- gSPMatrix((*gfxP)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_field.c", 1916),
+ gSPMatrix((*gfxP)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_field.c", 1916),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfxP)++, gPoeFieldBurnDL);
}
@@ -946,7 +946,7 @@ void EnPoField_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, this->soulColor.r, this->soulColor.g, this->soulColor.b, 255);
Matrix_Put(&sLimb7Mtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_field.c", 2033),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_field.c", 2033),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gPoeFieldLanternDL);
gSPDisplayList(POLY_OPA_DISP++, gPoeFieldLanternTopDL);
@@ -978,7 +978,7 @@ void EnPoField_DrawSoul(Actor* thisx, PlayState* play) {
Lights_PointGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->soulColor.r, this->soulColor.g, this->soulColor.b, 200);
gDPSetEnvColor(POLY_OPA_DISP++, this->soulColor.r, this->soulColor.g, this->soulColor.b, 255);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_field.c", 2104),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_field.c", 2104),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gPoeFieldLanternDL);
gSPDisplayList(POLY_OPA_DISP++, gPoeFieldLanternTopDL);
@@ -992,7 +992,7 @@ void EnPoField_DrawSoul(Actor* thisx, PlayState* play) {
this->lightColor.a);
gDPSetEnvColor(POLY_XLU_DISP++, this->lightColor.r, this->lightColor.g, this->lightColor.b, 255);
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000) * 9.58738e-05f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_field.c", 2143),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_field.c", 2143),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gPoeFieldSoulDL);
}
diff --git a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c
index 0b1343767b..8ac9f9f439 100644
--- a/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c
+++ b/src/overlays/actors/ovl_En_Po_Relay/z_en_po_relay.c
@@ -159,13 +159,13 @@ void EnPoRelay_CorrectY(EnPoRelay* this) {
void EnPoRelay_Idle(EnPoRelay* this, PlayState* play) {
Math_ScaledStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 0x100);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags &= ~ACTOR_FLAG_16;
this->actionFunc = EnPoRelay_Talk;
} else if (this->actor.xzDistToPlayer < 250.0f) {
this->actor.flags |= ACTOR_FLAG_16;
this->actor.textId = this->textId;
- func_8002F2CC(&this->actor, play, 250.0f);
+ Actor_OfferTalk(&this->actor, play, 250.0f);
}
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
}
@@ -254,14 +254,14 @@ void EnPoRelay_Race(EnPoRelay* this, PlayState* play) {
void EnPoRelay_EndRace(EnPoRelay* this, PlayState* play) {
Math_ScaledStepToS(&this->actor.shape.rot.y, -0x4000, 0x800);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnPoRelay_Talk2;
} else if (play->roomCtx.curRoom.num == 5) {
Actor_Kill(&this->actor);
gSaveContext.timerState = TIMER_STATE_OFF;
} else if (Actor_IsFacingAndNearPlayer(&this->actor, 150.0f, 0x3000)) {
this->actor.textId = this->textId;
- func_8002F2CC(&this->actor, play, 250.0f);
+ Actor_OfferTalk(&this->actor, play, 250.0f);
}
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
}
@@ -391,7 +391,7 @@ void EnPoRelay_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
this->lightColor.b, 200);
} else if (limbIndex == 8) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_po_relay.c", 916);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_relay.c", 918),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_relay.c", 918),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDampeHaloDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_po_relay.c", 922);
diff --git a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
index ff1029c3d1..27da379c4d 100644
--- a/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
+++ b/src/overlays/actors/ovl_En_Po_Sisters/z_en_po_sisters.c
@@ -209,8 +209,8 @@ void EnPoSisters_Init(Actor* thisx, PlayState* play) {
func_80AD9AA8(this, play);
} else {
this->actor.flags &= ~(ACTOR_FLAG_9 | ACTOR_FLAG_14);
- this->collider.info.elemType = ELEMTYPE_UNK4;
- this->collider.info.bumper.dmgFlags |= DMG_DEKU_NUT;
+ this->collider.elem.elemType = ELEMTYPE_UNK4;
+ this->collider.elem.bumper.dmgFlags |= DMG_DEKU_NUT;
this->collider.base.ocFlags1 = OC1_NONE;
func_80AD9C24(this, NULL);
}
@@ -301,7 +301,7 @@ void func_80AD9568(EnPoSisters* this) {
void func_80AD95D8(EnPoSisters* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gPoeSistersDamagedAnim, -3.0f);
if (this->collider.base.ac != NULL) {
- this->actor.world.rot.y = (this->collider.info.acHitInfo->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT))
+ this->actor.world.rot.y = (this->collider.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT))
? this->collider.base.ac->world.rot.y
: Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000;
}
@@ -744,7 +744,7 @@ void func_80ADAD54(EnPoSisters* this, PlayState* play) {
if (SkelAnime_Update(&this->skelAnime)) {
this->unk_22E.a = 0;
- this->collider.info.bumper.dmgFlags = DMG_MAGIC_ICE | DMG_MAGIC_FIRE | DMG_DEKU_NUT;
+ this->collider.elem.bumper.dmgFlags = DMG_MAGIC_ICE | DMG_MAGIC_FIRE | DMG_DEKU_NUT;
func_80AD93C4(this);
} else {
endFrame = this->skelAnime.endFrame;
@@ -757,7 +757,7 @@ void func_80ADAE6C(EnPoSisters* this, PlayState* play) {
this->unk_22E.a = 255;
if (this->unk_194 != 0) {
this->unk_199 |= 1;
- this->collider.info.bumper.dmgFlags = (DMG_SWORD | DMG_ARROW | DMG_HAMMER | DMG_MAGIC_ICE | DMG_MAGIC_FIRE |
+ this->collider.elem.bumper.dmgFlags = (DMG_SWORD | DMG_ARROW | DMG_HAMMER | DMG_MAGIC_ICE | DMG_MAGIC_FIRE |
DMG_HOOKSHOT | DMG_EXPLOSIVE | DMG_DEKU_STICK);
if (this->unk_19A != 0) {
this->unk_19A--;
@@ -1134,7 +1134,7 @@ void func_80ADC10C(EnPoSisters* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if (this->unk_195 != 0) {
((EnPoSisters*)this->actor.parent)->unk_19C--;
Actor_PlaySfx(&this->actor, NA_SE_EN_PO_LAUGH2);
@@ -1275,9 +1275,9 @@ s32 EnPoSisters_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Ve
if (limbIndex == 1 && (this->unk_199 & 0x40)) {
if (this->unk_19A >= 284) {
- rot->x += (this->unk_19A * 0x1000) + 0xFFEE4000;
+ rot->x += (this->unk_19A * 0x1000) - 0x11C000;
} else {
- rot->x += (this->unk_19A * 0x1000) + 0xFFFF1000;
+ rot->x += (this->unk_19A * 0x1000) - 0xF000;
}
}
if (this->unk_22E.a == 0 || limbIndex == 8 || (this->actionFunc == func_80ADAFC0 && this->unk_19A >= 8)) {
@@ -1302,7 +1302,7 @@ void EnPoSisters_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s
s32 pad;
if (this->actionFunc == func_80ADAFC0 && this->unk_19A >= 8 && limbIndex == 9) {
- gSPMatrix((*gfxP)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_sisters.c", 2876),
+ gSPMatrix((*gfxP)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_sisters.c", 2876),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfxP)++, gPoSistersBurnDL);
}
@@ -1367,7 +1367,7 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
}
if (!(this->unk_199 & 0x80)) {
Matrix_Put(&this->unk_2F8);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_sisters.c", 3034),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_sisters.c", 3034),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gPoSistersTorchDL);
}
@@ -1411,7 +1411,7 @@ void EnPoSisters_Draw(Actor* thisx, PlayState* play) {
phi_f20 = CLAMP(phi_f20, 0.5f, 0.8f) * 0.007f;
}
Matrix_Scale(phi_f20, phi_f20, phi_f20, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_po_sisters.c", 3132),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_po_sisters.c", 3132),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
}
diff --git a/src/overlays/actors/ovl_En_Poh/z_en_poh.c b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
index 3eb04385e4..ee737aaab7 100644
--- a/src/overlays/actors/ovl_En_Poh/z_en_poh.c
+++ b/src/overlays/actors/ovl_En_Poh/z_en_poh.c
@@ -293,7 +293,7 @@ void func_80ADE28C(EnPoh* this) {
} else {
Animation_PlayOnce(&this->skelAnime, &gPoeComposerDamagedAnim);
}
- if (this->colliderCyl.info.acHitInfo->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
+ if (this->colliderCyl.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
this->actor.world.rot.y = this->colliderCyl.base.ac->world.rot.y;
} else {
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->colliderCyl.base.ac) + 0x8000;
@@ -763,7 +763,7 @@ void func_80ADFE80(EnPoh* this, PlayState* play) {
if (this->unk_198 != 0) {
this->unk_198--;
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (this->actor.params >= EN_POH_SHARP) {
func_80ADE9BC(this);
} else {
@@ -778,7 +778,7 @@ void func_80ADFE80(EnPoh* this, PlayState* play) {
}
if (this->colliderCyl.base.ocFlags1 & OC1_HIT) {
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else {
this->actor.flags &= ~ACTOR_FLAG_16;
CollisionCheck_SetOC(play, &play->colChkCtx, &this->colliderCyl.base);
@@ -1045,7 +1045,7 @@ void EnPoh_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Collider_UpdateSpheres(limbIndex, &this->colliderSph);
if (this->actionFunc == func_80ADF15C && this->unk_198 >= 2 && limbIndex == this->info->unk_7) {
- gSPMatrix((*gfxP)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_poh.c", 2460),
+ gSPMatrix((*gfxP)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_poh.c", 2460),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfxP)++, this->info->burnDisplayList);
}
@@ -1088,7 +1088,7 @@ void EnPoh_DrawRegular(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, this->envColor.r, this->envColor.g, this->envColor.b, 255);
Matrix_Put(&this->unk_368);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_poh.c", 2676),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_poh.c", 2676),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->info->lanternDisplayList);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_poh.c", 2681);
@@ -1139,7 +1139,7 @@ void EnPoh_DrawComposer(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_OPA_DISP++);
gDPSetEnvColor(POLY_OPA_DISP++, this->envColor.r, this->envColor.g, this->envColor.b, 255);
Matrix_Put(&this->unk_368);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_poh.c", 2787),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_poh.c", 2787),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->info->lanternDisplayList);
gSPDisplayList(POLY_OPA_DISP++, gPoeComposerLanternBottomDL);
@@ -1169,7 +1169,7 @@ void EnPoh_DrawSoul(Actor* thisx, PlayState* play) {
gDPSetEnvColor(POLY_OPA_DISP++, this->envColor.r, this->envColor.g, this->envColor.b, 255);
Lights_PointGlowSetInfo(&this->lightInfo, this->actor.world.pos.x, this->actor.world.pos.y,
this->actor.world.pos.z, this->envColor.r, this->envColor.g, this->envColor.b, 200);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_poh.c", 2854),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_poh.c", 2854),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, this->info->lanternDisplayList);
if (this->infoIdx == EN_POH_INFO_COMPOSER) {
@@ -1190,7 +1190,7 @@ void EnPoh_DrawSoul(Actor* thisx, PlayState* play) {
this->info->primColor.b, this->lightColor.a);
gDPSetEnvColor(POLY_XLU_DISP++, this->lightColor.r, this->lightColor.g, this->lightColor.b, 255);
Matrix_RotateY((s16)(Camera_GetCamDirYaw(GET_ACTIVE_CAM(play)) + 0x8000) * 9.58738e-05f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_poh.c", 2910),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_poh.c", 2910),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, this->info->soulDisplayList);
}
diff --git a/src/overlays/actors/ovl_En_Rd/z_en_rd.c b/src/overlays/actors/ovl_En_Rd/z_en_rd.c
index 1f8e1b84e8..b258cb28bc 100644
--- a/src/overlays/actors/ovl_En_Rd/z_en_rd.c
+++ b/src/overlays/actors/ovl_En_Rd/z_en_rd.c
@@ -801,7 +801,7 @@ void EnRd_UpdateDamage(EnRd* this, PlayState* play) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
if (this->action != REDEAD_ACTION_RISE_FROM_COFFIN) {
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if (player->unk_844 != 0) {
this->unk_31D = player->unk_845;
}
diff --git a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c
index 3fc213e155..642dd155f9 100644
--- a/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c
+++ b/src/overlays/actors/ovl_En_Reeba/z_en_reeba.c
@@ -132,8 +132,8 @@ void EnReeba_Init(Actor* thisx, PlayState* play) {
// "Reeba Boss Appears %f"
osSyncPrintf(VT_FGCOL(YELLOW) "☆☆☆☆☆ リーバぼす登場 ☆☆☆☆☆ %f\n" VT_RST, this->scale);
this->actor.colChkInfo.health = 20;
- this->collider.info.toucher.effect = 4;
- this->collider.info.toucher.damage = 16;
+ this->collider.elem.toucher.effect = 4;
+ this->collider.elem.toucher.damage = 16;
Actor_ChangeCategory(play, &play->actorCtx, &this->actor, ACTORCAT_ENEMY);
}
diff --git a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c
index e4a33a36b2..19b867eb8c 100644
--- a/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c
+++ b/src/overlays/actors/ovl_En_River_Sound/z_en_river_sound.c
@@ -30,7 +30,7 @@ void EnRiverSound_Init(Actor* thisx, PlayState* play) {
this->playSfx = false;
this->pathIndex = (this->actor.params >> 8) & 0xFF;
- this->actor.params = this->actor.params & 0xFF;
+ this->actor.params &= 0xFF;
if (this->actor.params >= RS_GANON_TOWER_0) {
// Incrementally increase volume of NA_BGM_GANON_TOWER for each new room during the climb of Ganon's Tower
diff --git a/src/overlays/actors/ovl_En_Rr/z_en_rr.c b/src/overlays/actors/ovl_En_Rr/z_en_rr.c
index 736d1f1512..547a12b7f3 100644
--- a/src/overlays/actors/ovl_En_Rr/z_en_rr.c
+++ b/src/overlays/actors/ovl_En_Rr/z_en_rr.c
@@ -417,9 +417,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
this->collider2.base.acFlags &= ~AC_HIT;
// "Kakin" (not sure what this means)
osSyncPrintf(VT_FGCOL(GREEN) "カキン(%d)!!" VT_RST "\n", this->frameCount);
- hitPos.x = this->collider2.info.bumper.hitPos.x;
- hitPos.y = this->collider2.info.bumper.hitPos.y;
- hitPos.z = this->collider2.info.bumper.hitPos.z;
+ hitPos.x = this->collider2.elem.bumper.hitPos.x;
+ hitPos.y = this->collider2.elem.bumper.hitPos.y;
+ hitPos.z = this->collider2.elem.bumper.hitPos.z;
CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPos);
} else {
if (this->collider1.base.acFlags & AC_HIT) {
@@ -427,9 +427,9 @@ void EnRr_CollisionCheck(EnRr* this, PlayState* play) {
this->collider1.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect != 0) {
- hitPos.x = this->collider1.info.bumper.hitPos.x;
- hitPos.y = this->collider1.info.bumper.hitPos.y;
- hitPos.z = this->collider1.info.bumper.hitPos.z;
+ hitPos.x = this->collider1.elem.bumper.hitPos.x;
+ hitPos.y = this->collider1.elem.bumper.hitPos.y;
+ hitPos.z = this->collider1.elem.bumper.hitPos.z;
CollisionCheck_BlueBlood(play, NULL, &hitPos);
}
switch (this->actor.colChkInfo.damageEffect) {
@@ -849,7 +849,7 @@ void EnRr_Draw(Actor* thisx, PlayState* play) {
Vec3f zeroVec;
EnRr* this = (EnRr*)thisx;
s32 i;
- Mtx* segMtx = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Mtx));
+ Mtx* segMtx = GRAPH_ALLOC(play->state.gfxCtx, 4 * sizeof(Mtx));
OPEN_DISPS(play->state.gfxCtx, "../z_en_rr.c", 1478);
@@ -864,7 +864,7 @@ void EnRr_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale((1.0f + this->bodySegs[RR_BASE].scaleMod.x) * this->bodySegs[RR_BASE].scale.x,
(1.0f + this->bodySegs[RR_BASE].scaleMod.y) * this->bodySegs[RR_BASE].scale.y,
(1.0f + this->bodySegs[RR_BASE].scaleMod.z) * this->bodySegs[RR_BASE].scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_rr.c", 1501),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_rr.c", 1501),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Matrix_Pop();
@@ -880,7 +880,7 @@ void EnRr_Draw(Actor* thisx, PlayState* play) {
Matrix_Scale((1.0f + this->bodySegs[i].scaleMod.x) * this->bodySegs[i].scale.x,
(1.0f + this->bodySegs[i].scaleMod.y) * this->bodySegs[i].scale.y,
(1.0f + this->bodySegs[i].scaleMod.z) * this->bodySegs[i].scale.z, MTXMODE_APPLY);
- Matrix_ToMtx(segMtx, "../z_en_rr.c", 1527);
+ MATRIX_TO_MTX(segMtx, "../z_en_rr.c", 1527);
Matrix_Pop();
segMtx++;
Matrix_MultVec3f(&zeroVec, &this->effectPos[i]);
diff --git a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c
index c2d4dff325..a2132969b2 100644
--- a/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c
+++ b/src/overlays/actors/ovl_En_Ru1/z_en_ru1.c
@@ -1493,17 +1493,17 @@ void func_80AEE050(EnRu1* this) {
}
s32 func_80AEE264(EnRu1* this, PlayState* play) {
- if (!Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
if (GET_INFTABLE(INFTABLE_143)) {
this->actor.textId = 0x404E;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else if (GET_INFTABLE(INFTABLE_142)) {
this->actor.textId = 0x404D;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else {
this->actor.textId = 0x404C;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
return false;
}
@@ -2126,13 +2126,13 @@ void func_80AEFD38(EnRu1* this, PlayState* play) {
}
s32 func_80AEFDC0(EnRu1* this, PlayState* play) {
- if (!Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (!Actor_TalkOfferAccepted(&this->actor, play)) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
- this->actor.textId = Text_GetFaceReaction(play, 0x1F);
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_RUTO);
if (this->actor.textId == 0) {
this->actor.textId = 0x402C;
}
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
return false;
}
return true;
diff --git a/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c b/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c
index 7116afda90..283b51c8c1 100644
--- a/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c
+++ b/src/overlays/actors/ovl_En_Ru2/z_en_ru2.c
@@ -677,7 +677,7 @@ void func_80AF39DC(EnRu2* this, PlayState* play) {
player = GET_PLAYER(play);
// "uorya-!" (screeming sound)
osSyncPrintf("うおりゃー! \n");
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
player->actor.world.pos.x = 820.0f;
player->actor.world.pos.y = 0.0f;
player->actor.world.pos.z = 180.0f;
@@ -688,7 +688,7 @@ void func_80AF39DC(EnRu2* this, PlayState* play) {
this->unk_2C3 = dialogState;
if (Message_GetState(msgCtx) == TEXT_STATE_CLOSING) {
this->action = 18;
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
}
}
diff --git a/src/overlays/actors/ovl_En_Sa/z_en_sa.c b/src/overlays/actors/ovl_En_Sa/z_en_sa.c
index 2691735f32..2994a7a7fb 100644
--- a/src/overlays/actors/ovl_En_Sa/z_en_sa.c
+++ b/src/overlays/actors/ovl_En_Sa/z_en_sa.c
@@ -65,9 +65,7 @@ static ColliderCylinderInit sCylinderInit = {
{ 20, 46, 0, { 0, 0, 0 } },
};
-static CollisionCheckInfoInit2 sColChkInfoInit = {
- 0, 0, 0, 0, MASS_IMMOVABLE,
-};
+static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
typedef enum {
/* 0 */ ENSA_ANIM1_0,
@@ -140,10 +138,10 @@ s16 func_80AF5560(EnSa* this, PlayState* play) {
u16 EnSa_GetTextId(PlayState* play, Actor* thisx) {
EnSa* this = (EnSa*)thisx;
- u16 reaction = Text_GetFaceReaction(play, 0x10);
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_SARIA);
- if (reaction != 0) {
- return reaction;
+ if (textId != 0) {
+ return textId;
}
if (CHECK_QUEST_ITEM(QUEST_SONG_SARIA)) {
return 0x10AD;
diff --git a/src/overlays/actors/ovl_En_Sb/z_en_sb.c b/src/overlays/actors/ovl_En_Sb/z_en_sb.c
index a6eda4e5d0..8f646fcded 100644
--- a/src/overlays/actors/ovl_En_Sb/z_en_sb.c
+++ b/src/overlays/actors/ovl_En_Sb/z_en_sb.c
@@ -388,7 +388,7 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
FALLTHROUGH;
case 15: // explosions, arrow, hammer, ice arrow, light arrow, spirit arrow, shadow arrow
if (EnSb_IsVulnerable(this)) {
- hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y;
+ hitY = this->collider.elem.bumper.hitPos.y - this->actor.world.pos.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
Actor_ApplyDamage(&this->actor);
@@ -406,7 +406,7 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
case 1: // hookshot/longshot
case 13: // all sword damage
if (EnSb_IsVulnerable(this)) {
- hitY = this->collider.info.bumper.hitPos.y - this->actor.world.pos.y;
+ hitY = this->collider.elem.bumper.hitPos.y - this->actor.world.pos.y;
yawDiff = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
if ((hitY < 30.0f) && (hitY > 10.0f) && (yawDiff >= -0x1FFF) && (yawDiff < 0x2000)) {
Actor_ApplyDamage(&this->actor);
@@ -430,9 +430,9 @@ s32 EnSb_UpdateDamage(EnSb* this, PlayState* play) {
// if player attack didn't do damage, play recoil sound effect and spawn sparks
if (!tookDamage) {
- hitPoint.x = this->collider.info.bumper.hitPos.x;
- hitPoint.y = this->collider.info.bumper.hitPos.y;
- hitPoint.z = this->collider.info.bumper.hitPos.z;
+ hitPoint.x = this->collider.elem.bumper.hitPos.x;
+ hitPoint.y = this->collider.elem.bumper.hitPos.y;
+ hitPoint.z = this->collider.elem.bumper.hitPos.z;
CollisionCheck_SpawnShieldParticlesMetal2(play, &hitPoint);
}
}
diff --git a/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.c b/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.c
index a73274afc3..0bc1a11879 100644
--- a/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.c
+++ b/src/overlays/actors/ovl_En_Scene_Change/z_en_scene_change.c
@@ -55,7 +55,7 @@ void EnSceneChange_Draw(Actor* thisx, PlayState* play) {
s32 pad2[2];
Gfx* displayListHead;
- displayList = Graph_Alloc(play->state.gfxCtx, 0x3C0);
+ displayList = GRAPH_ALLOC(play->state.gfxCtx, 0x3C0);
OPEN_DISPS(play->state.gfxCtx, "../z_en_scene_change.c", 290);
diff --git a/src/overlays/actors/ovl_En_Sda/z_en_sda.c b/src/overlays/actors/ovl_En_Sda/z_en_sda.c
index a620ea8368..01111465ec 100644
--- a/src/overlays/actors/ovl_En_Sda/z_en_sda.c
+++ b/src/overlays/actors/ovl_En_Sda/z_en_sda.c
@@ -115,7 +115,7 @@ void EnSda_Update(Actor* thisx, PlayState* play) {
void EnSda_Draw(Actor* thisx, PlayState* play) {
EnSda* this = (EnSda*)thisx;
Player* player;
- u8* shadowTexture = Graph_Alloc(play->state.gfxCtx, 0x1000);
+ u8* shadowTexture = GRAPH_ALLOC(play->state.gfxCtx, 0x1000);
osSyncPrintf("SDA DRAW \n");
@@ -351,7 +351,7 @@ void func_80AF9C70(u8* shadowTexture, Player* player, PlayState* play) {
20.0f;
Matrix_Translate(tempx, 0.0f, tempz, MTXMODE_APPLY);
Matrix_Scale(((BREG(56) - 250) / 1000.0f) + 0.6f, 1.0f, ((BREG(59) - 250) / 1000.0f) + 0.6f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_sda.c", 860),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_sda.c", 860),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_80AFA3D8);
gDPLoadTextureBlock(POLY_XLU_DISP++, shadowTexture, G_IM_FMT_I, G_IM_SIZ_8b, 0x40, 0x40, 0,
@@ -360,7 +360,7 @@ void func_80AF9C70(u8* shadowTexture, Player* player, PlayState* play) {
for (phi_s1 = 0; phi_s1 < KREG(78); phi_s1++) {
Matrix_Scale((KREG(79) / 100.0f) + 1.0f, 1.0f, (KREG(79) / 100.0f) + 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_sda.c", 877),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_sda.c", 877),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_80AFA3F8);
}
diff --git a/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c b/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c
index 95b3526aea..406f96ce97 100644
--- a/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c
+++ b/src/overlays/actors/ovl_En_Shopnuts/z_en_shopnuts.c
@@ -250,7 +250,7 @@ void EnShopnuts_SpawnSalesman(EnShopnuts* this, PlayState* play) {
void EnShopnuts_ColliderCheck(EnShopnuts* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
EnShopnuts_SetupSpawnSalesman(this);
} else if (play->actorCtx.unk_02 != 0) {
EnShopnuts_SetupSpawnSalesman(this);
@@ -322,7 +322,7 @@ void EnShopnuts_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
}
Matrix_Scale(x, y, z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_shopnuts.c", 714),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_shopnuts.c", 714),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBusinessScrubNoseDL);
diff --git a/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c b/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c
index b63ae605f2..79a4ba9d9f 100644
--- a/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c
+++ b/src/overlays/actors/ovl_En_Siofuki/z_en_siofuki.c
@@ -285,7 +285,7 @@ void EnSiofuki_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Translate(0.0f, this->unk_170, 0.0f, MTXMODE_APPLY);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_siofuki.c", 662),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_siofuki.c", 662),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
x = gameplayFrames * 15;
y = gameplayFrames * -15;
diff --git a/src/overlays/actors/ovl_En_Skb/z_en_skb.c b/src/overlays/actors/ovl_En_Skb/z_en_skb.c
index d7a3ab86d5..3fd564e7ab 100644
--- a/src/overlays/actors/ovl_En_Skb/z_en_skb.c
+++ b/src/overlays/actors/ovl_En_Skb/z_en_skb.c
@@ -459,7 +459,7 @@ void EnSkb_CheckDamage(EnSkb* this, PlayState* play) {
this->collider.base.acFlags &= ~AC_HIT;
if (this->actor.colChkInfo.damageEffect != 6) {
this->lastDamageEffect = this->actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->actor, &this->collider.elements[1].info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elements[1].base, true);
this->setColliderAT = false;
if (this->actor.colChkInfo.damageEffect == 1) {
if (this->actionState != SKB_BEHAVIOR_STUNNED) {
diff --git a/src/overlays/actors/ovl_En_Skj/z_en_skj.c b/src/overlays/actors/ovl_En_Skj/z_en_skj.c
index 8fec8ef808..24a6f12a62 100644
--- a/src/overlays/actors/ovl_En_Skj/z_en_skj.c
+++ b/src/overlays/actors/ovl_En_Skj/z_en_skj.c
@@ -282,7 +282,7 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(targetArrowOffset, 30, ICHAIN_STOP),
};
-static s32 D_80B01EA0; // gets set if ACTOR_FLAG_8 is set
+static s32 D_80B01EA0; // gets set if ACTOR_FLAG_TALK is set
void EnSkj_ChangeAnim(EnSkj* this, u8 index) {
f32 endFrame = Animation_GetLastFrame(sAnimationInfo[index].animation);
@@ -581,9 +581,9 @@ s32 EnSkj_CollisionCheck(EnSkj* this, PlayState* play) {
this->collider.base.acFlags &= ~AC_HIT;
switch (this->actor.colChkInfo.damageEffect) {
case 0xF:
- effectPos.x = this->collider.info.bumper.hitPos.x;
- effectPos.y = this->collider.info.bumper.hitPos.y;
- effectPos.z = this->collider.info.bumper.hitPos.z;
+ effectPos.x = this->collider.elem.bumper.hitPos.x;
+ effectPos.y = this->collider.elem.bumper.hitPos.y;
+ effectPos.z = this->collider.elem.bumper.hitPos.z;
EnSkj_SpawnBlood(play, &effectPos);
EffectSsHitMark_SpawnFixedScale(play, 1, &effectPos);
@@ -629,7 +629,6 @@ s32 func_80AFEDF8(EnSkj* this, PlayState* play) {
s16 yawDiff;
if (this->actor.xzDistToPlayer < this->unk_2EC) {
- this = this;
if (func_8002DDE4(play) != 0) {
return 1;
}
@@ -928,7 +927,7 @@ void EnSkj_WaitInRange(EnSkj* this, PlayState* play) {
player->stateFlags2 |= PLAYER_STATE2_23;
if (GET_ITEMGETINF(ITEMGETINF_16)) {
if (GET_ITEMGETINF(ITEMGETINF_39)) {
- this->textId = Text_GetFaceReaction(play, 0x15);
+ this->textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_SKULL_KID);
if (this->textId == 0) {
this->textId = 0x1020;
}
@@ -937,9 +936,9 @@ void EnSkj_WaitInRange(EnSkj* this, PlayState* play) {
} else if (Player_GetMask(play) == PLAYER_MASK_SKULL) {
this->textId = 0x101B;
} else {
- this->textId = Text_GetFaceReaction(play, 0x15);
+ this->textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_SKULL_KID);
}
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
}
}
}
@@ -958,7 +957,7 @@ void EnSkj_WaitForSong(EnSkj* this, PlayState* play) {
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
Message_CloseTextbox(play);
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
EnSkj_SetupWrongSong(this);
} else {
if ((play->msgCtx.msgMode == MSGMODE_OCARINA_CORRECT_PLAYBACK) && (this->unk_2D6 == 0)) {
@@ -979,7 +978,7 @@ void EnSkj_WaitForSong(EnSkj* this, PlayState* play) {
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
Sfx_PlaySfxCentered(NA_SE_SY_CORRECT_CHIME);
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
this->textId = 0x10BB;
EnSkj_SetupAfterSong(this);
} else {
@@ -996,13 +995,13 @@ void EnSkj_WaitForSong(EnSkj* this, PlayState* play) {
if (GET_ITEMGETINF(ITEMGETINF_16)) {
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
this->textId = 0x10BD;
EnSkj_SetupAfterSong(this);
} else {
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
EnSkj_SetupWrongSong(this);
}
}
@@ -1020,7 +1019,7 @@ void EnSkj_AfterSong(EnSkj* this, PlayState* play) {
if (D_80B01EA0 != 0) {
EnSkj_SetupTalk(this);
} else {
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
}
}
@@ -1188,7 +1187,7 @@ void EnSkj_WrongSong(EnSkj* this, PlayState* play) {
if (D_80B01EA0 != 0) {
EnSkj_SetupWaitForTextClear(this);
} else {
- func_8002F2CC(&this->actor, play, EnSkj_GetItemXzRange(this));
+ Actor_OfferTalk(&this->actor, play, EnSkj_GetItemXzRange(this));
}
}
@@ -1287,7 +1286,7 @@ void EnSkj_Update(Actor* thisx, PlayState* play) {
s32 pad;
EnSkj* this = (EnSkj*)thisx;
- D_80B01EA0 = Actor_ProcessTalkRequest(&this->actor, play);
+ D_80B01EA0 = Actor_TalkOfferAccepted(&this->actor, play);
this->timer++;
@@ -1344,7 +1343,7 @@ void EnSkj_Update(Actor* thisx, PlayState* play) {
void EnSkj_SariasSongShortStumpUpdate(Actor* thisx, PlayState* play) {
EnSkj* this = (EnSkj*)thisx;
- D_80B01EA0 = Actor_ProcessTalkRequest(&this->actor, play);
+ D_80B01EA0 = Actor_TalkOfferAccepted(&this->actor, play);
if (BREG(0) != 0) {
DebugDisplay_AddObject(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
@@ -1419,7 +1418,7 @@ void EnSkj_WaitForPlayback(EnSkj* this, PlayState* play) {
Message_CloseTextbox(play);
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, 26.0f);
+ Actor_OfferTalk(&this->actor, play, 26.0f);
this->textId = 0x102D;
this->actionFunc = EnSkj_FailedMiniGame;
} else if (play->msgCtx.ocarinaMode == OCARINA_MODE_0F) { // completed the game
@@ -1427,7 +1426,7 @@ void EnSkj_WaitForPlayback(EnSkj* this, PlayState* play) {
Message_CloseTextbox(play);
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, 26.0f);
+ Actor_OfferTalk(&this->actor, play, 26.0f);
this->textId = 0x10BF;
this->actionFunc = EnSkj_WonOcarinaMiniGame;
} else { // playing the game
@@ -1461,7 +1460,7 @@ void EnSkj_WaitForPlayback(EnSkj* this, PlayState* play) {
Message_CloseTextbox(play);
play->msgCtx.ocarinaMode = OCARINA_MODE_04;
player->unk_6A8 = &this->actor;
- func_8002F2CC(&this->actor, play, 26.0f);
+ Actor_OfferTalk(&this->actor, play, 26.0f);
this->textId = 0x102D;
this->actionFunc = EnSkj_FailedMiniGame;
}
@@ -1487,7 +1486,7 @@ void EnSkj_FailedMiniGame(EnSkj* this, PlayState* play) {
if (D_80B01EA0) {
this->actionFunc = EnSkj_WaitForNextRound;
} else {
- func_8002F2CC(&this->actor, play, 26.0f);
+ Actor_OfferTalk(&this->actor, play, 26.0f);
}
}
@@ -1523,7 +1522,7 @@ void EnSkj_WonOcarinaMiniGame(EnSkj* this, PlayState* play) {
if (D_80B01EA0) {
this->actionFunc = EnSkj_WaitToGiveReward;
} else {
- func_8002F2CC(&this->actor, play, 26.0f);
+ Actor_OfferTalk(&this->actor, play, 26.0f);
}
}
@@ -1581,7 +1580,7 @@ void EnSkj_CleanupOcarinaGame(EnSkj* this, PlayState* play) {
void EnSkj_OcarinaMinigameShortStumpUpdate(Actor* thisx, PlayState* play) {
EnSkj* this = (EnSkj*)thisx;
- D_80B01EA0 = Actor_ProcessTalkRequest(&this->actor, play);
+ D_80B01EA0 = Actor_TalkOfferAccepted(&this->actor, play);
this->timer++;
this->actor.focus.pos.x = 1230.0f;
@@ -1611,7 +1610,7 @@ void EnSkj_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Matrix_Push();
Matrix_RotateZYX(-0x4000, 0, 0, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_skj.c", 2430),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_skj.c", 2430),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidSkullMaskDL);
Matrix_Pop();
@@ -1625,7 +1624,7 @@ Gfx* EnSkj_TranslucentDL(GraphicsContext* gfxCtx, u32 alpha) {
Gfx* dListHead;
//! @bug This only allocates space for 1 command but uses 3
- dList = dListHead = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ dList = dListHead = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gDPSetRenderMode(dListHead++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_SURF2);
gDPSetEnvColor(dListHead++, 0, 0, 0, alpha);
gSPEndDisplayList(dListHead++);
@@ -1638,7 +1637,7 @@ Gfx* EnSkj_OpaqueDL(GraphicsContext* gfxCtx, u32 alpha) {
Gfx* dListHead;
//! @bug This only allocates space for 1 command but uses 2
- dList = dListHead = Graph_Alloc(gfxCtx, sizeof(Gfx));
+ dList = dListHead = GRAPH_ALLOC(gfxCtx, sizeof(Gfx));
gDPSetEnvColor(dListHead++, 0, 0, 0, alpha);
gSPEndDisplayList(dListHead++);
diff --git a/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c b/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c
index cb73dacc07..36521ba7e8 100644
--- a/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c
+++ b/src/overlays/actors/ovl_En_Skjneedle/z_en_skjneedle.c
@@ -104,7 +104,7 @@ void EnSkjneedle_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_skj_needle.c", 200);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_skj_needle.c", 205),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_skj_needle.c", 205),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidNeedleDL);
diff --git a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c
index 1231c0046b..61fbe3fe85 100644
--- a/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c
+++ b/src/overlays/actors/ovl_En_Ssh/z_en_ssh.c
@@ -200,15 +200,15 @@ void EnSsh_InitColliders(EnSsh* this, PlayState* play) {
Collider_SetCylinder(play, &this->colCylinder[i], &this->actor, cylinders[i]);
}
- this->colCylinder[0].info.bumper.dmgFlags =
+ this->colCylinder[0].elem.bumper.dmgFlags =
DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT;
- this->colCylinder[1].info.bumper.dmgFlags =
+ this->colCylinder[1].elem.bumper.dmgFlags =
DMG_DEFAULT & ~(DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT) &
~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE);
this->colCylinder[2].base.colType = COLTYPE_METAL;
- this->colCylinder[2].info.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
- this->colCylinder[2].info.elemType = ELEMTYPE_UNK2;
- this->colCylinder[2].info.bumper.dmgFlags =
+ this->colCylinder[2].elem.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
+ this->colCylinder[2].elem.elemType = ELEMTYPE_UNK2;
+ this->colCylinder[2].elem.bumper.dmgFlags =
DMG_DEFAULT & ~(DMG_ARROW | DMG_MAGIC_FIRE | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_EXPLOSIVE | DMG_DEKU_NUT);
CollisionCheck_SetInfo2(&this->actor.colChkInfo, DamageTable_Get(2), &sColChkInfoInit);
@@ -434,17 +434,17 @@ void EnSsh_Sway(EnSsh* this) {
}
void EnSsh_CheckBodyStickHit(EnSsh* this, PlayState* play) {
- ColliderInfo* info = &this->colCylinder[0].info;
+ ColliderElement* elem = &this->colCylinder[0].elem;
Player* player = GET_PLAYER(play);
if (player->unk_860 != 0) {
- info->bumper.dmgFlags |= DMG_DEKU_STICK;
- this->colCylinder[1].info.bumper.dmgFlags &= ~DMG_DEKU_STICK;
- this->colCylinder[2].info.bumper.dmgFlags &= ~DMG_DEKU_STICK;
+ elem->bumper.dmgFlags |= DMG_DEKU_STICK;
+ this->colCylinder[1].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
+ this->colCylinder[2].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
} else {
- info->bumper.dmgFlags &= ~DMG_DEKU_STICK;
- this->colCylinder[1].info.bumper.dmgFlags |= DMG_DEKU_STICK;
- this->colCylinder[2].info.bumper.dmgFlags |= DMG_DEKU_STICK;
+ elem->bumper.dmgFlags &= ~DMG_DEKU_STICK;
+ this->colCylinder[1].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
+ this->colCylinder[2].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
}
}
@@ -666,7 +666,7 @@ void EnSsh_Talk(EnSsh* this, PlayState* play) {
void EnSsh_Idle(EnSsh* this, PlayState* play) {
if (1) {}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnSsh_Talk;
if (this->actor.params == ENSSH_FATHER) {
SET_EVENTCHKINF(EVENTCHKINF_96);
@@ -694,7 +694,7 @@ void EnSsh_Idle(EnSsh* this, PlayState* play) {
}
EnSsh_Bob(this, play);
if ((this->unkTimer == 0) && (this->animTimer == 0)) {
- this->actor.textId = Text_GetFaceReaction(play, 0xD);
+ this->actor.textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_CURSED_SKULLTULA_MAN);
if (this->actor.textId == 0) {
if (this->actor.params == ENSSH_FATHER) {
if (gSaveContext.save.info.inventory.gsTokens >= 50) {
@@ -716,7 +716,7 @@ void EnSsh_Idle(EnSsh* this, PlayState* play) {
this->actor.textId = 0x22;
}
}
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
}
diff --git a/src/overlays/actors/ovl_En_St/z_en_st.c b/src/overlays/actors/ovl_En_St/z_en_st.c
index bd4e74486e..a65aca9455 100644
--- a/src/overlays/actors/ovl_En_St/z_en_st.c
+++ b/src/overlays/actors/ovl_En_St/z_en_st.c
@@ -285,16 +285,16 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) {
Collider_SetCylinder(play, &this->colCylinder[i], &this->actor, cylinders[i]);
}
- this->colCylinder[0].info.bumper.dmgFlags =
+ this->colCylinder[0].elem.bumper.dmgFlags =
DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT;
- this->colCylinder[1].info.bumper.dmgFlags =
+ this->colCylinder[1].elem.bumper.dmgFlags =
DMG_DEFAULT &
~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT) &
~(DMG_MAGIC_LIGHT | DMG_MAGIC_ICE);
this->colCylinder[2].base.colType = COLTYPE_METAL;
- this->colCylinder[2].info.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
- this->colCylinder[2].info.elemType = ELEMTYPE_UNK2;
- this->colCylinder[2].info.bumper.dmgFlags =
+ this->colCylinder[2].elem.bumperFlags = BUMP_ON | BUMP_HOOKABLE | BUMP_NO_AT_INFO;
+ this->colCylinder[2].elem.elemType = ELEMTYPE_UNK2;
+ this->colCylinder[2].elem.bumper.dmgFlags =
DMG_DEFAULT &
~(DMG_MAGIC_FIRE | DMG_ARROW | DMG_HOOKSHOT | DMG_HAMMER_SWING | DMG_BOOMERANG | DMG_EXPLOSIVE | DMG_DEKU_NUT);
@@ -305,17 +305,17 @@ void EnSt_InitColliders(EnSt* this, PlayState* play) {
}
void EnSt_CheckBodyStickHit(EnSt* this, PlayState* play) {
- ColliderInfo* body = &this->colCylinder[0].info;
+ ColliderElement* bodyElem = &this->colCylinder[0].elem;
Player* player = GET_PLAYER(play);
if (player->unk_860 != 0) {
- body->bumper.dmgFlags |= DMG_DEKU_STICK;
- this->colCylinder[1].info.bumper.dmgFlags &= ~DMG_DEKU_STICK;
- this->colCylinder[2].info.bumper.dmgFlags &= ~DMG_DEKU_STICK;
+ bodyElem->bumper.dmgFlags |= DMG_DEKU_STICK;
+ this->colCylinder[1].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
+ this->colCylinder[2].elem.bumper.dmgFlags &= ~DMG_DEKU_STICK;
} else {
- body->bumper.dmgFlags &= ~DMG_DEKU_STICK;
- this->colCylinder[1].info.bumper.dmgFlags |= DMG_DEKU_STICK;
- this->colCylinder[2].info.bumper.dmgFlags |= DMG_DEKU_STICK;
+ bodyElem->bumper.dmgFlags &= ~DMG_DEKU_STICK;
+ this->colCylinder[1].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
+ this->colCylinder[2].elem.bumper.dmgFlags |= DMG_DEKU_STICK;
}
}
@@ -431,14 +431,14 @@ s32 EnSt_CheckHitBackside(EnSt* this, PlayState* play) {
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
- flags |= cyl->info.acHitInfo->toucher.dmgFlags;
+ flags |= cyl->elem.acHitElem->toucher.dmgFlags;
}
cyl = &this->colCylinder[1];
if (cyl->base.acFlags & AC_HIT) {
cyl->base.acFlags &= ~AC_HIT;
hit = true;
- flags |= cyl->info.acHitInfo->toucher.dmgFlags;
+ flags |= cyl->elem.acHitElem->toucher.dmgFlags;
}
if (!hit) {
diff --git a/src/overlays/actors/ovl_En_Sth/z_en_sth.c b/src/overlays/actors/ovl_En_Sth/z_en_sth.c
index 6ed6c57a6f..e2b13abf16 100644
--- a/src/overlays/actors/ovl_En_Sth/z_en_sth.c
+++ b/src/overlays/actors/ovl_En_Sth/z_en_sth.c
@@ -221,12 +221,12 @@ void EnSth_RewardObtainedTalk(EnSth* this, PlayState* play) {
}
void EnSth_ParentRewardObtainedWait(EnSth* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
} else {
this->actor.textId = 0x23;
if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
EnSth_LookAtPlayer(this, play);
@@ -274,7 +274,7 @@ void EnSth_RewardUnobtainedTalk(EnSth* this, PlayState* play) {
}
void EnSth_RewardUnobtainedWait(EnSth* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardUnobtainedTalk);
} else {
if (this->actor.params == 0) {
@@ -283,14 +283,14 @@ void EnSth_RewardUnobtainedWait(EnSth* this, PlayState* play) {
this->actor.textId = 0x21;
}
if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
EnSth_LookAtPlayer(this, play);
}
void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
} else {
if (gSaveContext.save.info.inventory.gsTokens < 50) {
@@ -299,7 +299,7 @@ void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play) {
this->actor.textId = 0x1F;
}
if (this->actor.xzDistToPlayer < 100.0f) {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
EnSth_LookAtPlayer(this, play);
@@ -376,7 +376,7 @@ void EnSth_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Gfx* EnSth_AllocColorDList(GraphicsContext* play, u8 envR, u8 envG, u8 envB, u8 envA) {
Gfx* dList;
- dList = Graph_Alloc(play, 2 * sizeof(Gfx));
+ dList = GRAPH_ALLOC(play, 2 * sizeof(Gfx));
gDPSetEnvColor(dList, envR, envG, envB, envA);
gSPEndDisplayList(dList + 1);
diff --git a/src/overlays/actors/ovl_En_Stream/z_en_stream.c b/src/overlays/actors/ovl_En_Stream/z_en_stream.c
index 04168ba74c..cc6cf457d5 100644
--- a/src/overlays/actors/ovl_En_Stream/z_en_stream.c
+++ b/src/overlays/actors/ovl_En_Stream/z_en_stream.c
@@ -133,7 +133,7 @@ void EnStream_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_stream.c", 295);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_stream.c", 299),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_stream.c", 299),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
multipliedFrames = frames * 20;
gSPSegment(POLY_XLU_DISP++, 0x08,
diff --git a/src/overlays/actors/ovl_En_Sw/z_en_sw.c b/src/overlays/actors/ovl_En_Sw/z_en_sw.c
index ffe7e1fc1e..240beec6c4 100644
--- a/src/overlays/actors/ovl_En_Sw/z_en_sw.c
+++ b/src/overlays/actors/ovl_En_Sw/z_en_sw.c
@@ -90,9 +90,9 @@ s32 func_80B0BE20(EnSw* this, CollisionPoly* poly) {
if (temp_f0 < 0.001f) {
return 0;
}
- this->unk_37C.x = this->unk_37C.x * (1.0f / temp_f0);
- this->unk_37C.y = this->unk_37C.y * (1.0f / temp_f0);
- this->unk_37C.z = this->unk_37C.z * (1.0f / temp_f0);
+ this->unk_37C.x *= 1.0f / temp_f0;
+ this->unk_37C.y *= 1.0f / temp_f0;
+ this->unk_37C.z *= 1.0f / temp_f0;
this->unk_364 = polyNormal;
this->unk_3D8.xx = this->unk_370.x;
this->unk_3D8.yx = this->unk_370.y;
@@ -283,7 +283,7 @@ void EnSw_Init(Actor* thisx, PlayState* play) {
this->actor.scale.x = 0.0f;
FALLTHROUGH;
case 1:
- this->collider.elements[0].info.toucher.damage *= 2;
+ this->collider.elements[0].base.toucher.damage *= 2;
this->actor.naviEnemyId = NAVI_ENEMY_GOLD_SKULLTULA;
this->actor.colChkInfo.health *= 2;
this->actor.flags &= ~ACTOR_FLAG_0;
@@ -538,15 +538,15 @@ void func_80B0D590(EnSw* this, PlayState* play) {
if (((this->actor.params & 0xE000) >> 0xD) == 2) {
if (this->actor.scale.x < 0.0139999995f) {
- this->collider.elements[0].info.toucherFlags = TOUCH_NONE;
- this->collider.elements[0].info.bumperFlags = BUMP_NONE;
- this->collider.elements[0].info.ocElemFlags = OCELEM_NONE;
+ this->collider.elements[0].base.toucherFlags = TOUCH_NONE;
+ this->collider.elements[0].base.bumperFlags = BUMP_NONE;
+ this->collider.elements[0].base.ocElemFlags = OCELEM_NONE;
}
if (this->actor.scale.x >= 0.0139999995f) {
- this->collider.elements[0].info.toucherFlags = TOUCH_ON;
- this->collider.elements[0].info.bumperFlags = BUMP_ON;
- this->collider.elements[0].info.ocElemFlags = OCELEM_ON;
+ this->collider.elements[0].base.toucherFlags = TOUCH_ON;
+ this->collider.elements[0].base.bumperFlags = BUMP_ON;
+ this->collider.elements[0].base.ocElemFlags = OCELEM_ON;
}
Math_ApproachF(&this->actor.scale.x, !IS_DAY ? 0.02f : 0.0f, 0.2f, 0.01f);
diff --git a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
index a25e375455..3f267dcf8e 100644
--- a/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
+++ b/src/overlays/actors/ovl_En_Syateki_Man/z_en_syateki_man.c
@@ -192,10 +192,10 @@ void EnSyatekiMan_SetupIdle(EnSyatekiMan* this, PlayState* play) {
void EnSyatekiMan_Idle(EnSyatekiMan* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnSyatekiMan_Talk;
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
diff --git a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c
index 02062bf237..4b6fc0151d 100644
--- a/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c
+++ b/src/overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.c
@@ -780,7 +780,7 @@ void EnSyatekiNiw_DrawEffects(EnSyatekiNiw* this, PlayState* play) {
Matrix_RotateZ(effect->rot, MTXMODE_APPLY);
Matrix_Translate(0.0f, -1000.0f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_syateki_niw.c", 1251),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_syateki_niw.c", 1251),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gCuccoEffectFeatherModelDL);
}
diff --git a/src/overlays/actors/ovl_En_Ta/z_en_ta.c b/src/overlays/actors/ovl_En_Ta/z_en_ta.c
index ca31e8bf0d..1468ffc362 100644
--- a/src/overlays/actors/ovl_En_Ta/z_en_ta.c
+++ b/src/overlays/actors/ovl_En_Ta/z_en_ta.c
@@ -21,8 +21,6 @@
#define TALON_STATE_FLAG_RAISING_HANDS (1 << 8)
#define TALON_STATE_FLAG_RESTORE_BGM_ON_DESTROY (1 << 9)
-#define TALON_FACE_REACTION_SET 24
-
typedef enum {
/* 0 */ TALON_EYE_INDEX_OPEN,
/* 1 */ TALON_EYE_INDEX_HALF,
@@ -97,7 +95,7 @@ void EnTa_SetupAction(EnTa* this, EnTaActionFunc actionFunc, EnTaAnimFunc animFu
}
void EnTa_SetTextForTalkInLonLonHouse(EnTa* this, PlayState* play) {
- u16 faceReaction = Text_GetFaceReaction(play, TALON_FACE_REACTION_SET);
+ u16 maskReactionTextId = MaskReaction_GetTextId(play, MASK_REACTION_SET_TALON);
// Check if cucco game was just finished
if (GET_EVENTINF(EVENTINF_CUCCO_GAME_FINISHED)) {
@@ -115,7 +113,7 @@ void EnTa_SetTextForTalkInLonLonHouse(EnTa* this, PlayState* play) {
this->actor.textId = 0x2085;
}
CLEAR_EVENTINF(EVENTINF_CUCCO_GAME_WON);
- } else if (faceReaction == 0) {
+ } else if (maskReactionTextId == 0) {
if (GET_INFTABLE(INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE)) {
if (GET_ITEMGETINF(ITEMGETINF_TALON_BOTTLE)) {
// Play cucco game or buy milk
@@ -129,7 +127,7 @@ void EnTa_SetTextForTalkInLonLonHouse(EnTa* this, PlayState* play) {
this->actor.textId = 0x207E;
}
} else {
- this->actor.textId = faceReaction;
+ this->actor.textId = maskReactionTextId;
}
}
@@ -287,7 +285,7 @@ void EnTa_Destroy(Actor* thisx, PlayState* play) {
}
s32 EnTa_RequestTalk(EnTa* this, PlayState* play, u16 textId) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
return true;
}
@@ -296,7 +294,7 @@ s32 EnTa_RequestTalk(EnTa* this, PlayState* play, u16 textId) {
if ((ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) &&
(this->actor.xzDistToPlayer < 100.0f)) {
this->stateFlags |= TALON_STATE_FLAG_TRACKING_PLAYER;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
return false;
}
@@ -369,7 +367,7 @@ void EnTa_SleepTalkInCastle(EnTa* this, PlayState* play) {
void EnTa_IdleAsleepInCastle(EnTa* this, PlayState* play) {
Player* player = GET_PLAYER(play);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
s32 exchangeItemId = func_8002F368(play);
switch (exchangeItemId) {
@@ -388,23 +386,23 @@ void EnTa_IdleAsleepInCastle(EnTa* this, PlayState* play) {
}
} else {
this->actor.textId = 0x702A;
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_CHICKEN);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_CHICKEN);
}
}
void EnTa_IdleAsleepInLonLonHouse(EnTa* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
EnTa_SetupAction(this, EnTa_SleepTalkInLonLonHouse, EnTa_AnimSleeping);
}
this->actor.textId = 0x204B;
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
void EnTa_IdleAsleepInKakariko(EnTa* this, PlayState* play) {
Player* player = GET_PLAYER(play);
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
s32 exchangeItemId = func_8002F368(play);
switch (exchangeItemId) {
@@ -423,7 +421,7 @@ void EnTa_IdleAsleepInKakariko(EnTa* this, PlayState* play) {
}
} else {
this->actor.textId = 0x5015;
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_POCKET_CUCCO);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_POCKET_CUCCO);
}
}
@@ -667,12 +665,12 @@ void EnTa_TalkFoundSuperCucco(EnTa* this, PlayState* play) {
}
void EnTa_IdleFoundSuperCucco(EnTa* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->actionFunc = EnTa_TalkFoundSuperCucco;
// Unset auto-talking
this->actor.flags &= ~ACTOR_FLAG_16;
} else {
- func_8002F2CC(&this->actor, play, 1000.0f);
+ Actor_OfferTalk(&this->actor, play, 1000.0f);
}
this->stateFlags |= TALON_STATE_FLAG_TRACKING_PLAYER;
}
@@ -787,7 +785,7 @@ void EnTa_RunCuccoGame(EnTa* this, PlayState* play) {
// Automatically talk to player
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2CC(&this->actor, play, 1000.0f);
+ Actor_OfferTalk(&this->actor, play, 1000.0f);
return;
}
} else {
@@ -1086,14 +1084,14 @@ void EnTa_TalkAfterCuccoGameWon(EnTa* this, PlayState* play) {
}
void EnTa_IdleSittingInLonLonHouse(EnTa* this, PlayState* play) {
- u16 faceReaction = Text_GetFaceReaction(play, TALON_FACE_REACTION_SET);
+ u16 maskReactionTextId = MaskReaction_GetTextId(play, MASK_REACTION_SET_TALON);
EnTa_SetTextForTalkInLonLonHouse(this, play);
if (EnTa_RequestTalk(this, play, this->actor.textId)) {
Actor_PlaySfx(&this->actor, NA_SE_VO_TA_SURPRISE);
- if (faceReaction != 0) {
+ if (maskReactionTextId != 0) {
EnTa_SetupActionWithWakeUpAnimation(this, EnTa_TalkGeneralInLonLonHouse);
} else {
SET_INFTABLE(INFTABLE_TALKED_TO_TALON_IN_RANCH_HOUSE);
@@ -1118,7 +1116,7 @@ void EnTa_IdleSittingInLonLonHouse(EnTa* this, PlayState* play) {
}
void EnTa_IdleAfterCuccoGameFinished(EnTa* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
switch (this->actor.textId) {
case 0x2085: // Retry?
this->actionFunc = EnTa_WaitForPlayCuccoGameResponse;
@@ -1135,7 +1133,7 @@ void EnTa_IdleAfterCuccoGameFinished(EnTa* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_16;
} else {
this->actor.flags |= ACTOR_FLAG_16;
- func_8002F2CC(&this->actor, play, 1000.0f);
+ Actor_OfferTalk(&this->actor, play, 1000.0f);
}
this->stateFlags |= TALON_STATE_FLAG_TRACKING_PLAYER;
}
diff --git a/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c b/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c
index 83a0adf535..5831adc961 100644
--- a/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c
+++ b/src/overlays/actors/ovl_En_Takara_Man/z_en_takara_man.c
@@ -86,7 +86,7 @@ void func_80B1778C(EnTakaraMan* this, PlayState* play) {
s16 yawDiff;
SkelAnime_Update(&this->skelAnime);
- if (Actor_ProcessTalkRequest(&this->actor, play) && this->dialogState != TEXT_STATE_DONE) {
+ if (Actor_TalkOfferAccepted(&this->actor, play) && this->dialogState != TEXT_STATE_DONE) {
if (!this->unk_214) {
this->actionFunc = func_80B17934;
} else {
@@ -120,7 +120,7 @@ void func_80B1778C(EnTakaraMan* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_0;
this->unk_218 = 1;
}
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Tana/z_en_tana.c b/src/overlays/actors/ovl_En_Tana/z_en_tana.c
index 6c7d2dc747..29a0637152 100644
--- a/src/overlays/actors/ovl_En_Tana/z_en_tana.c
+++ b/src/overlays/actors/ovl_En_Tana/z_en_tana.c
@@ -77,7 +77,7 @@ void EnTana_DrawWoodenShelves(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_tana.c", 148);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_tana.c", 152),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_tana.c", 152),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sShelfDLists[thisx->params]);
@@ -91,7 +91,7 @@ void EnTana_DrawStoneShelves(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sStoneTextures[thisx->params]));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_tana.c", 169),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_tana.c", 169),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, sShelfDLists[thisx->params]);
diff --git a/src/overlays/actors/ovl_En_Test/z_en_test.c b/src/overlays/actors/ovl_En_Test/z_en_test.c
index 63a0351e32..40f36cc669 100644
--- a/src/overlays/actors/ovl_En_Test/z_en_test.c
+++ b/src/overlays/actors/ovl_En_Test/z_en_test.c
@@ -898,7 +898,7 @@ void EnTest_SetupSlashDown(EnTest* this) {
this->unk_7C8 = 0x10;
this->actor.speed = 0.0f;
EnTest_SetupAction(this, EnTest_SlashDown);
- this->swordCollider.info.toucher.damage = 16;
+ this->swordCollider.elem.toucher.damage = 16;
if (this->unk_7DE != 0) {
this->unk_7DE = 3;
@@ -995,7 +995,7 @@ void EnTest_SetupSlashUp(EnTest* this) {
Animation_PlayOnce(&this->skelAnime, &gStalfosUpSlashAnim);
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
this->unk_7C8 = 0x11;
- this->swordCollider.info.toucher.damage = 16;
+ this->swordCollider.elem.toucher.damage = 16;
this->actor.speed = 0.0f;
EnTest_SetupAction(this, EnTest_SlashUp);
@@ -1084,7 +1084,7 @@ void EnTest_SetupJumpslash(EnTest* this) {
this->actor.world.rot.y = this->actor.shape.rot.y;
this->swordCollider.base.atFlags &= ~AT_BOUNCED;
EnTest_SetupAction(this, EnTest_Jumpslash);
- this->swordCollider.info.toucher.damage = 32;
+ this->swordCollider.elem.toucher.damage = 32;
if (this->unk_7DE != 0) {
this->unk_7DE = 3;
@@ -1670,7 +1670,7 @@ void EnTest_UpdateDamage(EnTest* this, PlayState* play) {
}
this->unk_7DC = player->unk_845;
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
- Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, false);
+ Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false);
Audio_StopSfxByPosAndId(&this->actor.projectedPos, NA_SE_EN_STAL_WARAU);
if ((this->actor.colChkInfo.damageEffect == STALFOS_DMGEFF_STUN) ||
diff --git a/src/overlays/actors/ovl_En_Tg/z_en_tg.c b/src/overlays/actors/ovl_En_Tg/z_en_tg.c
index af02dda0f9..4e00d3bc33 100644
--- a/src/overlays/actors/ovl_En_Tg/z_en_tg.c
+++ b/src/overlays/actors/ovl_En_Tg/z_en_tg.c
@@ -52,13 +52,11 @@ ActorInit En_Tg_InitVars = {
u16 EnTg_GetTextId(PlayState* play, Actor* thisx) {
EnTg* this = (EnTg*)thisx;
- u16 faceReaction;
+ u16 maskReactionTextId = MaskReaction_GetTextId(play, MASK_REACTION_SET_DANCING_COUPLE);
u32 textId;
- // If the player is wearing a mask, return a special reaction text
- faceReaction = Text_GetFaceReaction(play, 0x24);
- if (faceReaction != 0) {
- return faceReaction;
+ if (maskReactionTextId != 0) {
+ return maskReactionTextId;
}
if (play->sceneId == SCENE_KAKARIKO_VILLAGE) {
if (this->nextDialogue % 2 != 0) {
@@ -169,7 +167,7 @@ void EnTg_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
}
Gfx* EnTg_SetColor(GraphicsContext* gfxCtx, u8 r, u8 g, u8 b, u8 a) {
- Gfx* displayList = Graph_Alloc(gfxCtx, 2 * sizeof(Gfx));
+ Gfx* displayList = GRAPH_ALLOC(gfxCtx, 2 * sizeof(Gfx));
gDPSetEnvColor(displayList, r, g, b, a);
gSPEndDisplayList(displayList + 1);
diff --git a/src/overlays/actors/ovl_En_Tite/z_en_tite.c b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
index d1aeb1e721..03277a73d7 100644
--- a/src/overlays/actors/ovl_En_Tite/z_en_tite.c
+++ b/src/overlays/actors/ovl_En_Tite/z_en_tite.c
@@ -355,7 +355,7 @@ void EnTite_Attack(EnTite* this, PlayState* play) {
}
break;
case TEKTITE_MID_LUNGE:
- // Generate sparkles at feet upon landing, set jumping animation and hurtbox and check if hit player
+ // Generate sparkles at feet upon landing, set jumping animation and attack collider and check if hit player
if (this->actor.velocity.y >= 5.0f) {
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
func_800355B8(play, &this->frontLeftFootPos);
@@ -852,7 +852,7 @@ void EnTite_CheckDamage(Actor* thisx, PlayState* play) {
this->collider.base.acFlags &= ~AC_HIT;
if (thisx->colChkInfo.damageEffect != 0xE) { // Immune to fire magic
this->damageEffect = thisx->colChkInfo.damageEffect;
- Actor_SetDropFlag(thisx, &this->collider.elements[0].info, false);
+ Actor_SetDropFlag(thisx, &this->collider.elements[0].base, false);
// Stun if Tektite hit by nut, boomerang, hookshot, ice arrow or ice magic
if ((thisx->colChkInfo.damageEffect == 1) || (thisx->colChkInfo.damageEffect == 0xF)) {
if (this->action != TEKTITE_STUNNED) {
diff --git a/src/overlays/actors/ovl_En_Tk/z_en_tk.c b/src/overlays/actors/ovl_En_Tk/z_en_tk.c
index d54dfc000c..d0e331f7c0 100644
--- a/src/overlays/actors/ovl_En_Tk/z_en_tk.c
+++ b/src/overlays/actors/ovl_En_Tk/z_en_tk.c
@@ -112,7 +112,7 @@ void EnTkEff_Draw(EnTk* this, PlayState* play) {
Matrix_Translate(eff->pos.x, eff->pos.y, eff->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(eff->size, eff->size, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_tk_eff.c", 140),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_tk_eff.c", 140),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
imageIdx = eff->timeLeft * ((f32)ARRAY_COUNT(dustTextures) / eff->timeTotal);
@@ -330,11 +330,10 @@ s32 EnTk_Orient(EnTk* this, PlayState* play) {
}
u16 EnTk_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction;
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_DAMPE);
- faceReaction = Text_GetFaceReaction(play, 14);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
if (GET_INFTABLE(INFTABLE_D9)) {
@@ -537,7 +536,7 @@ void EnTk_Rest(EnTk* this, PlayState* play) {
this->actionCountdown = 0;
Npc_UpdateTalking(play, &this->actor, &this->interactInfo.talkState, this->collider.dim.radius + 30.0f,
EnTk_GetTextId, EnTk_UpdateTalkState);
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
v1 = this->actor.shape.rot.y;
v1 -= this->h_21E;
v1 = this->actor.yawTowardsPlayer - v1;
diff --git a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c
index 60c6aa8208..24eef2901e 100644
--- a/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c
+++ b/src/overlays/actors/ovl_En_Torch2/z_en_torch2.c
@@ -97,15 +97,15 @@ void EnTorch2_Init(Actor* thisx, PlayState* play2) {
sInput.cur.stick_x = sInput.cur.stick_y = 0;
this->currentShield = PLAYER_SHIELD_HYLIAN;
this->heldItemAction = this->heldItemId = PLAYER_IA_SWORD_MASTER;
- Player_SetModelGroup(this, PLAYER_MODELGROUP_SWORD);
+ Player_SetModelGroup(this, PLAYER_MODELGROUP_SWORD_AND_SHIELD);
play->playerInit(this, play, &gDarkLinkSkel);
this->actor.naviEnemyId = NAVI_ENEMY_DARK_LINK;
this->cylinder.base.acFlags = AC_ON | AC_TYPE_PLAYER;
this->meleeWeaponQuads[0].base.atFlags = this->meleeWeaponQuads[1].base.atFlags = AT_ON | AT_TYPE_ENEMY;
this->meleeWeaponQuads[0].base.acFlags = this->meleeWeaponQuads[1].base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
this->meleeWeaponQuads[0].base.colType = this->meleeWeaponQuads[1].base.colType = COLTYPE_METAL;
- this->meleeWeaponQuads[0].info.toucher.damage = this->meleeWeaponQuads[1].info.toucher.damage = 8;
- this->meleeWeaponQuads[0].info.bumperFlags = this->meleeWeaponQuads[1].info.bumperFlags = BUMP_ON;
+ this->meleeWeaponQuads[0].elem.toucher.damage = this->meleeWeaponQuads[1].elem.toucher.damage = 8;
+ this->meleeWeaponQuads[0].elem.bumperFlags = this->meleeWeaponQuads[1].elem.bumperFlags = BUMP_ON;
this->shieldQuad.base.atFlags = AT_ON | AT_TYPE_ENEMY;
this->shieldQuad.base.acFlags = AC_ON | AC_HARD | AC_TYPE_PLAYER;
this->actor.colChkInfo.damageTable = &sDamageTable;
@@ -599,7 +599,7 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
this->unk_8A8 = 6.0f;
this->unk_8A4 = 8.0f;
this->unk_8A2 = this->actor.yawTowardsPlayer + 0x8000;
- Actor_SetDropFlag(&this->actor, &this->cylinder.info, true);
+ Actor_SetDropFlag(&this->actor, &this->cylinder.elem, true);
this->stateFlags3 &= ~PLAYER_STATE3_2;
this->stateFlags3 |= PLAYER_STATE3_0;
sActionState = ENTORCH2_DAMAGE;
@@ -698,10 +698,10 @@ void EnTorch2_Update(Actor* thisx, PlayState* play2) {
}
if (this->invincibilityTimer != 0) {
this->cylinder.base.colType = COLTYPE_NONE;
- this->cylinder.info.elemType = ELEMTYPE_UNK5;
+ this->cylinder.elem.elemType = ELEMTYPE_UNK5;
} else {
this->cylinder.base.colType = COLTYPE_HIT5;
- this->cylinder.info.elemType = ELEMTYPE_UNK1;
+ this->cylinder.elem.elemType = ELEMTYPE_UNK1;
}
/*
* Handles the jump movement onto Link's sword. Dark Link doesn't move during the
diff --git a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c
index 81bd31a68f..4d57b44c5d 100644
--- a/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c
+++ b/src/overlays/actors/ovl_En_Toryo/z_en_toryo.c
@@ -253,7 +253,7 @@ u32 EnToryo_ReactToExchangeItem(EnToryo* this, PlayState* play) {
}
s32 EnToryo_GetTextId(EnToryo* this, PlayState* play) {
- s32 textId = Text_GetFaceReaction(play, 0);
+ s32 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_CARPENTER_BOSS);
s32 ret = textId;
if (textId == 0) {
@@ -287,7 +287,7 @@ void EnToryo_HandleTalking(EnToryo* this, PlayState* play) {
s16 posY;
if (this->messageState == 3) {
- Actor_ProcessTalkRequest(&this->actor, play);
+ Actor_TalkOfferAccepted(&this->actor, play);
Message_ContinueTextbox(play, this->actor.textId);
this->messageState = 1;
}
@@ -317,7 +317,7 @@ void EnToryo_HandleTalking(EnToryo* this, PlayState* play) {
}
if (this->messageState == 0) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->exchangeItemId = func_8002F368(play);
if (this->exchangeItemId != EXCH_ITEM_NONE) {
player->actor.textId = EnToryo_ReactToExchangeItem(this, play);
@@ -330,7 +330,7 @@ void EnToryo_HandleTalking(EnToryo* this, PlayState* play) {
Actor_GetScreenPos(play, &this->actor, &posX, &posY);
if ((posX >= 0) && (posX <= SCREEN_WIDTH) && (posY >= 0) && (posY <= SCREEN_HEIGHT)) {
this->actor.textId = EnToryo_GetTextId(this, play);
- func_8002F298(&this->actor, play, 100.0f, EXCH_ITEM_POACHERS_SAW);
+ Actor_OfferTalkExchangeEquiCylinder(&this->actor, play, 100.0f, EXCH_ITEM_POACHERS_SAW);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Tp/z_en_tp.c b/src/overlays/actors/ovl_En_Tp/z_en_tp.c
index bc8da3fe90..218f5615f7 100644
--- a/src/overlays/actors/ovl_En_Tp/z_en_tp.c
+++ b/src/overlays/actors/ovl_En_Tp/z_en_tp.c
@@ -744,7 +744,7 @@ void EnTp_Draw(Actor* thisx, PlayState* play) {
if ((thisx->params <= TAILPASARAN_HEAD) || (thisx->params == TAILPASARAN_HEAD_DYING)) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_tp.c", 1459),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_tp.c", 1459),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gTailpasaranHeadDL);
@@ -761,7 +761,7 @@ void EnTp_Draw(Actor* thisx, PlayState* play) {
gDPPipeSync(POLY_XLU_DISP++);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gTailpasaranTailSegmentTex));
gDPPipeSync(POLY_XLU_DISP++);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_tp.c", 1480),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_tp.c", 1480),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gTailpasaranTailSegmentDL);
}
diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
index 17613e13bb..2af941834e 100644
--- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c
+++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c
@@ -258,7 +258,7 @@ void EnVali_SetupStunned(EnVali* this) {
this->timer = 80;
this->actor.velocity.y = 0.0f;
Actor_SetColorFilter(&this->actor, COLORFILTER_COLORFLAG_BLUE, 255, COLORFILTER_BUFFLAG_XLU, 80);
- this->bodyCollider.info.bumper.effect = 0;
+ this->bodyCollider.elem.bumper.effect = 0;
Actor_PlaySfx(&this->actor, NA_SE_EN_GOMA_JR_FREEZE);
this->actor.velocity.y = 1.0f;
this->actionFunc = EnVali_Stunned;
@@ -448,7 +448,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) {
}
if (this->timer == 0) {
- this->bodyCollider.info.bumper.effect = 1; // Shock?
+ this->bodyCollider.elem.bumper.effect = 1; // Shock?
EnVali_SetupFloatIdle(this);
}
}
@@ -496,7 +496,7 @@ void EnVali_ReturnToLurk(EnVali* this, PlayState* play) {
void EnVali_UpdateDamage(EnVali* this, PlayState* play) {
if (this->bodyCollider.base.acFlags & AC_HIT) {
this->bodyCollider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, true);
if ((this->actor.colChkInfo.damageEffect != BARI_DMGEFF_NONE) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
@@ -729,7 +729,7 @@ void EnVali_DrawBody(EnVali* this, PlayState* play) {
EnVali_PulseInsides(this, curFrame, &scale);
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vali.c", 1436),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vali.c", 1436),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBariInnerHoodDL);
@@ -739,19 +739,19 @@ void EnVali_DrawBody(EnVali* this, PlayState* play) {
cos = Math_CosS(this->actor.shape.rot.y);
sin = Math_SinS(this->actor.shape.rot.y);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vali.c", 1446),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vali.c", 1446),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBariNucleusDL);
Matrix_Translate((506.0f * cos) + (372.0f * sin), 1114.0f, (372.0f * cos) - (506.0f * sin), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vali.c", 1455),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vali.c", 1455),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBariNucleusDL);
Matrix_Translate((-964.0f * cos) - (804.0f * sin), -108.0f, (-804.0f * cos) + (964.0f * sin), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vali.c", 1463),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vali.c", 1463),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBariNucleusDL);
@@ -762,7 +762,7 @@ void EnVali_DrawBody(EnVali* this, PlayState* play) {
EnVali_PulseOutside(this, curFrame, &scale);
Matrix_Scale(scale.x, scale.y, scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vali.c", 1471),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vali.c", 1471),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gBariOuterHoodDL);
diff --git a/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c b/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c
index db804b06d5..ce7803bc4f 100644
--- a/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c
+++ b/src/overlays/actors/ovl_En_Vb_Ball/z_en_vb_ball.c
@@ -303,7 +303,7 @@ void EnVbBall_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_vb_ball.c", 604);
if (1) {} // needed for match
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vb_ball.c", 607),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vb_ball.c", 607),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params >= 200) {
@@ -315,7 +315,7 @@ void EnVbBall_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 0, 0, 0, (s8)this->shadowOpacity);
Matrix_Translate(this->actor.world.pos.x, 100.0f, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(this->shadowSize, 1.0f, this->shadowSize, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vb_ball.c", 626),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vb_ball.c", 626),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gCircleShadowDL));
}
diff --git a/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c b/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c
index 509fa38d8c..1c459b1e53 100644
--- a/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c
+++ b/src/overlays/actors/ovl_En_Viewer/z_en_viewer.c
@@ -513,7 +513,7 @@ void EnViewer_Ganondorf9PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList
if (limbIndex == GANONDORF_LIMB_JEWEL) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1365);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_viewer.c", 1370),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_viewer.c", 1370),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gGanondorfEyesDL));
CLOSE_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1372);
@@ -859,7 +859,7 @@ void EnViewer_DrawFireEffects(EnViewer* this2, PlayState* play) {
(10 * i - 20 * play->state.frames) % 512, 32, 128));
gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 255, 255, 170, 255);
gDPSetEnvColor(POLY_XLU_DISP++, 255, 50, 00, 255);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_viewer.c", 2027),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_viewer.c", 2027),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPMatrix(POLY_XLU_DISP++, &D_01000000, G_MTX_NOPUSH | G_MTX_MUL | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
diff --git a/src/overlays/actors/ovl_En_Vm/z_en_vm.c b/src/overlays/actors/ovl_En_Vm/z_en_vm.c
index a6b667cfd8..71f63bed12 100644
--- a/src/overlays/actors/ovl_En_Vm/z_en_vm.c
+++ b/src/overlays/actors/ovl_En_Vm/z_en_vm.c
@@ -531,7 +531,7 @@ void EnVm_Draw(Actor* thisx, PlayState* play2) {
if (this->unk_260 >= 3) {
Matrix_Translate(this->beamPos3.x, this->beamPos3.y + 10.0f, this->beamPos3.z, MTXMODE_NEW);
Matrix_Scale(0.8f, 0.8f, 0.8f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vm.c", 1033),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vm.c", 1033),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 168);
Gfx_SetupDL_60NoCDXlu(play->state.gfxCtx);
@@ -539,7 +539,7 @@ void EnVm_Draw(Actor* thisx, PlayState* play2) {
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80B2EB88[play->gameplayFrames % 8]));
gSPDisplayList(POLY_XLU_DISP++, gEffEnemyDeathFlameDL);
Matrix_RotateY(32767.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vm.c", 1044),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vm.c", 1044),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80B2EB88[(play->gameplayFrames + 4) % 8]));
gSPDisplayList(POLY_XLU_DISP++, gEffEnemyDeathFlameDL);
@@ -548,7 +548,7 @@ void EnVm_Draw(Actor* thisx, PlayState* play2) {
Matrix_Translate(this->beamPos1.x, this->beamPos1.y, this->beamPos1.z, MTXMODE_NEW);
Matrix_RotateZYX(this->beamRot.x, this->beamRot.y, this->beamRot.z, MTXMODE_APPLY);
Matrix_Scale(this->beamScale.x * 0.1f, this->beamScale.x * 0.1f, this->beamScale.z * 0.0015f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_vm.c", 1063),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_vm.c", 1063),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gBeamosLaserDL);
diff --git a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
index d0dd7ee76e..11e0c9b11a 100644
--- a/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
+++ b/src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.c
@@ -125,7 +125,7 @@ void EnWallmas_Init(Actor* thisx, PlayState* play) {
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);
CollisionCheck_SetInfo(&thisx->colChkInfo, &sDamageTable, &sColChkInfoInit);
this->switchFlag = (u8)(thisx->params >> 0x8);
- thisx->params = thisx->params & 0xFF;
+ thisx->params &= 0xFF;
if (thisx->params == WMT_FLAG) {
if (Flags_GetSwitch(play, this->switchFlag) != 0) {
@@ -219,7 +219,7 @@ void EnWallmas_SetupReturnToCeiling(EnWallmas* this) {
void EnWallmas_SetupTakeDamage(EnWallmas* this) {
Animation_MorphToPlayOnce(&this->skelAnime, &gWallmasterDamageAnim, -3.0f);
- if (this->collider.info.acHitInfo->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
+ if (this->collider.elem.acHitElem->toucher.dmgFlags & (DMG_ARROW | DMG_SLINGSHOT)) {
this->actor.world.rot.y = this->collider.base.ac->world.rot.y;
} else {
this->actor.world.rot.y = Actor_WorldYawTowardActor(&this->actor, this->collider.base.ac) + 0x8000;
@@ -365,7 +365,7 @@ void EnWallmas_ReturnToCeiling(EnWallmas* this, PlayState* play) {
SkelAnime_Update(&this->skelAnime);
if (this->skelAnime.curFrame > 20.0f) {
this->timer += 9;
- this->actor.world.pos.y = this->actor.world.pos.y + 30.0f;
+ this->actor.world.pos.y += 30.0f;
}
if (Animation_OnFrame(&this->skelAnime, 20.0f) != 0) {
@@ -437,9 +437,9 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) {
player->actor.world.pos.z = this->actor.world.pos.z;
if (this->timer < 0) {
- this->actor.world.pos.y = this->actor.world.pos.y + 2.0f;
+ this->actor.world.pos.y += 2.0f;
} else {
- this->actor.world.pos.y = this->actor.world.pos.y + 10.0f;
+ this->actor.world.pos.y += 10.0f;
}
if (!LINK_IS_ADULT) {
@@ -461,7 +461,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, PlayState* play) {
Actor_PlaySfx(&this->actor, NA_SE_EN_FALL_UP);
}
- this->timer = this->timer + 2;
+ this->timer += 2;
} else {
Math_StepToF(&this->actor.world.pos.y, player->actor.world.pos.y + (!LINK_IS_ADULT ? 30.0f : 50.0f), 5.0f);
}
@@ -507,7 +507,7 @@ void EnWallmas_Stun(EnWallmas* this, PlayState* play) {
void EnWallmas_ColUpdate(EnWallmas* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (Actor_ApplyDamage(&this->actor) == 0) {
Enemy_StartFinishingBlow(play, &this->actor);
@@ -606,7 +606,7 @@ void EnWallmas_DrawXlu(EnWallmas* this, PlayState* play) {
}
Matrix_Scale(xzScale, 1.0f, xzScale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_wallmas.c", 1421), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_wallmas.c", 1421), G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gCircleShadowDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_en_wallmas.c", 1426);
@@ -635,7 +635,7 @@ void EnWallMas_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s*
Matrix_RotateZ(DEG_TO_RAD(15), MTXMODE_APPLY);
Matrix_Scale(2.0f, 2.0f, 2.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_wallmas.c", 1489), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_wallmas.c", 1489), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gWallmasterFingerDL);
Matrix_Pop();
diff --git a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
index 759bf7ca02..d5e321ff50 100644
--- a/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
+++ b/src/overlays/actors/ovl_En_Weiyer/z_en_weiyer.c
@@ -561,7 +561,7 @@ void func_80B3349C(EnWeiyer* this, PlayState* play) {
void func_80B3368C(EnWeiyer* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- Actor_SetDropFlag(&this->actor, &this->collider.info, true);
+ Actor_SetDropFlag(&this->actor, &this->collider.elem, true);
if ((this->actor.colChkInfo.damageEffect != 0) || (this->actor.colChkInfo.damage != 0)) {
if (this->actor.colChkInfo.damageEffect == 1) {
diff --git a/src/overlays/actors/ovl_En_Wf/z_en_wf.c b/src/overlays/actors/ovl_En_Wf/z_en_wf.c
index a07cf7aa3c..7fca408f7f 100644
--- a/src/overlays/actors/ovl_En_Wf/z_en_wf.c
+++ b/src/overlays/actors/ovl_En_Wf/z_en_wf.c
@@ -241,7 +241,7 @@ void EnWf_Init(Actor* thisx, PlayState* play) {
SkelAnime_InitFlex(play, &this->skelAnime, &gWolfosWhiteSkel, &gWolfosWaitingAnim, this->jointTable,
this->morphTable, WOLFOS_LIMB_MAX);
Actor_SetScale(thisx, 0.01f);
- this->colliderSpheres.elements[0].info.toucher.damage = this->colliderSpheres.elements[1].info.toucher.damage =
+ this->colliderSpheres.elements[0].base.toucher.damage = this->colliderSpheres.elements[1].base.toucher.damage =
8;
thisx->naviEnemyId = NAVI_ENEMY_WHITE_WOLFOS;
}
@@ -1266,7 +1266,7 @@ void EnWf_UpdateDamage(EnWf* this, PlayState* play) {
if (this->actor.colChkInfo.damageEffect != ENWF_DMGEFF_ICE_MAGIC) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->actor, &this->colliderCylinderBody.info, true);
+ Actor_SetDropFlag(&this->actor, &this->colliderCylinderBody.elem, true);
this->slashStatus = 0;
if ((this->actor.colChkInfo.damageEffect == ENWF_DMGEFF_STUN) ||
diff --git a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c
index e60e3f40ac..f475b77e92 100644
--- a/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c
+++ b/src/overlays/actors/ovl_En_Wonder_Item/z_en_wonder_item.c
@@ -159,7 +159,7 @@ void EnWonderItem_Init(Actor* thisx, PlayState* play) {
colTypeIndex = this->actor.world.rot.z & 0xFF;
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
- this->collider.info.bumper.dmgFlags = damageFlags[colTypeIndex];
+ this->collider.elem.bumper.dmgFlags = damageFlags[colTypeIndex];
this->collider.dim.radius = 20;
this->collider.dim.height = 30;
this->updateFunc = EnWonderItem_InteractSwitch;
@@ -188,7 +188,7 @@ void EnWonderItem_Init(Actor* thisx, PlayState* play) {
case WONDERITEM_BOMB_SOLDIER:
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
- this->collider.info.bumper.dmgFlags = DMG_SLINGSHOT;
+ this->collider.elem.bumper.dmgFlags = DMG_SLINGSHOT;
this->unkPos = this->actor.world.pos;
this->collider.dim.radius = 35;
this->collider.dim.height = 75;
diff --git a/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c b/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c
index 0106ad1913..1256a781ce 100644
--- a/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c
+++ b/src/overlays/actors/ovl_En_Wonder_Talk/z_en_wonder_talk.c
@@ -138,7 +138,7 @@ void func_80B3943C(EnWonderTalk* this, PlayState* play) {
return;
}
if (this->switchFlag < 0 || !Flags_GetSwitch(play, this->switchFlag)) {
- if ((Actor_ProcessTalkRequest(&this->actor, play))) {
+ if ((Actor_TalkOfferAccepted(&this->actor, play))) {
if (this->unk_156 != TEXT_STATE_DONE) {
this->actionFunc = func_80B395F0;
} else {
@@ -166,7 +166,7 @@ void func_80B3943C(EnWonderTalk* this, PlayState* play) {
osSyncPrintf("\n\n");
}
this->unk_15A = 0;
- func_8002F2CC(&this->actor, play, this->unk_15C);
+ Actor_OfferTalk(&this->actor, play, this->unk_15C);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c b/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c
index 1675cc6308..a831460a80 100644
--- a/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c
+++ b/src/overlays/actors/ovl_En_Wonder_Talk2/z_en_wonder_talk2.c
@@ -117,7 +117,7 @@ void func_80B3A15C(EnWonderTalk2* this, PlayState* play) {
this->actor.flags &= ~ACTOR_FLAG_0;
this->unk_15A = true;
}
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
if ((this->switchFlag >= 0) && (this->talkMode != 2)) {
Flags_SetSwitch(play, this->switchFlag);
// "I saved it! All of it!"
@@ -161,7 +161,7 @@ void func_80B3A15C(EnWonderTalk2* this, PlayState* play) {
}
this->unk_158 = 0;
- func_8002F1C4(&this->actor, play, this->triggerRange + 50.0f, 100.0f, EXCH_ITEM_NONE);
+ Actor_OfferTalkExchange(&this->actor, play, this->triggerRange + 50.0f, 100.0f, EXCH_ITEM_NONE);
}
}
}
diff --git a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
index 601837f9a2..6b6267848d 100644
--- a/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
+++ b/src/overlays/actors/ovl_En_Wood02/z_en_wood02.c
@@ -449,12 +449,12 @@ void EnWood02_Draw(Actor* thisx, PlayState* play) {
} else if (D_80B3BF70[this->drawType & 0xF] != NULL) {
Gfx_DrawDListOpa(play, D_80B3BF54[this->drawType & 0xF]);
gDPSetEnvColor(POLY_XLU_DISP++, red, green, blue, 0);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_wood02.c", 808),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_wood02.c", 808),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_80B3BF70[this->drawType & 0xF]);
} else {
Gfx_SetupDL_25Xlu(gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_en_wood02.c", 814),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_en_wood02.c", 814),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_80B3BF54[this->drawType & 0xF]);
}
diff --git a/src/overlays/actors/ovl_En_Xc/z_en_xc.c b/src/overlays/actors/ovl_En_Xc/z_en_xc.c
index 6ed5c8c43e..16529db093 100644
--- a/src/overlays/actors/ovl_En_Xc/z_en_xc.c
+++ b/src/overlays/actors/ovl_En_Xc/z_en_xc.c
@@ -1718,7 +1718,7 @@ void EnXc_DrawTriforce(Actor* thisx, PlayState* play) {
OPEN_DISPS(gfxCtx, "../z_en_oA2_inMetamol.c", 565);
if (this->unk_2BC != 0) {
- Mtx* mtx = Graph_Alloc(gfxCtx, sizeof(Mtx));
+ Mtx* mtx = GRAPH_ALLOC(gfxCtx, sizeof(Mtx));
s32* primColor = this->triforcePrimColor;
s32* envColor = this->triforceEnvColor;
f32* scale = this->triforceScale;
@@ -1727,7 +1727,7 @@ void EnXc_DrawTriforce(Actor* thisx, PlayState* play) {
Matrix_Translate(kREG(16) + 100.0f, kREG(17) + 4460.0f, kREG(18) + 1190.0f, MTXMODE_APPLY);
Matrix_RotateZYX(kREG(22), kREG(23), this->triforceAngle, MTXMODE_APPLY);
Matrix_Scale(scale[0], scale[1], scale[2], MTXMODE_APPLY);
- Matrix_ToMtx(mtx, "../z_en_oA2_inMetamol.c", 602);
+ MATRIX_TO_MTX(mtx, "../z_en_oA2_inMetamol.c", 602);
Matrix_Pop();
Gfx_SetupDL_25Xlu(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, 255, 255, primColor[2], primColor[3]);
@@ -2170,7 +2170,7 @@ void EnXc_InitTempleOfTime(EnXc* this, PlayState* play) {
}
void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = SHEIK_ACTION_IN_DIALOGUE;
} else {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
@@ -2179,7 +2179,7 @@ void EnXc_SetupDialogueAction(EnXc* this, PlayState* play) {
} else {
this->actor.textId = 0x700F;
}
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
diff --git a/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c b/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c
index e70587fd10..741f7d59b8 100644
--- a/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c
+++ b/src/overlays/actors/ovl_En_Yabusame_Mark/z_en_yabusame_mark.c
@@ -128,9 +128,9 @@ void func_80B42F74(EnYabusameMark* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- arrowHitPos.x = this->collider.info.bumper.hitPos.x;
- arrowHitPos.y = this->collider.info.bumper.hitPos.y;
- arrowHitPos.z = this->collider.info.bumper.hitPos.z;
+ arrowHitPos.x = this->collider.elem.bumper.hitPos.x;
+ arrowHitPos.y = this->collider.elem.bumper.hitPos.y;
+ arrowHitPos.z = this->collider.elem.bumper.hitPos.z;
effectVelocity.y = 15.0f;
diff --git a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c
index 5c44e34738..e6d39e6a57 100644
--- a/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c
+++ b/src/overlays/actors/ovl_En_Yukabyun/z_en_yukabyun.c
@@ -150,7 +150,7 @@ void EnYukabyun_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80B43F64[this->unk_152]));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_yukabyun.c", 373),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_yukabyun.c", 373),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFloorTileEnemyDL);
diff --git a/src/overlays/actors/ovl_En_Zf/z_en_zf.c b/src/overlays/actors/ovl_En_Zf/z_en_zf.c
index 1f8fb35b73..9d1c93926f 100644
--- a/src/overlays/actors/ovl_En_Zf/z_en_zf.c
+++ b/src/overlays/actors/ovl_En_Zf/z_en_zf.c
@@ -2000,7 +2000,7 @@ void EnZf_UpdateDamage(EnZf* this, PlayState* play) {
(D_80B4A1B4 != this->actor.params)) &&
(this->actor.colChkInfo.damageEffect != ENZF_DMGEFF_IMMUNE)) {
this->damageEffect = this->actor.colChkInfo.damageEffect;
- Actor_SetDropFlag(&this->actor, &this->bodyCollider.info, false);
+ Actor_SetDropFlag(&this->actor, &this->bodyCollider.elem, false);
if ((this->actor.colChkInfo.damageEffect == ENZF_DMGEFF_STUN) ||
(this->actor.colChkInfo.damageEffect == ENZF_DMGEFF_ICE)) {
diff --git a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
index fdf0e48495..8815b37ba3 100644
--- a/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
+++ b/src/overlays/actors/ovl_En_Zl1/z_en_zl1.c
@@ -146,10 +146,10 @@ void func_80B4AF18(EnZl1* this, PlayState* play) {
if (Actor_TextboxIsClosing(&this->actor, play)) {
this->unk_1E6 = 0;
}
- } else if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ } else if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->unk_1E6 = 1;
} else if (this->actor.world.pos.y <= player->actor.world.pos.y) {
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
Collider_UpdateCylinder(&this->actor, &this->collider);
@@ -166,7 +166,7 @@ void func_80B4B010(EnZl1* this, PlayState* play) {
Vec3f playerPos = { -398.0f, 84.0f, 0.0f };
s16 rotDiff;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
Animation_Change(&this->skelAnime, &gChildZelda1Anim_10B38, 1.0f, 0.0f,
Animation_GetLastFrame(&gChildZelda1Anim_10B38), ANIMMODE_ONCE_INTERP, -10.0f);
this->subCamId = Play_CreateSubCamera(play);
@@ -191,7 +191,7 @@ void func_80B4B010(EnZl1* this, PlayState* play) {
if (1) {} // necessary to match
rotDiff = ABS(this->actor.yawTowardsPlayer - this->actor.shape.rot.y);
if ((rotDiff < 0x238E) && !(player->actor.world.pos.y < this->actor.world.pos.y)) {
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
}
@@ -556,10 +556,10 @@ void func_80B4BF2C(EnZl1* this, PlayState* play) {
if (player->actor.world.pos.y < this->actor.world.pos.y) {
break;
} else {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->unk_1E2++;
} else {
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
break;
@@ -572,7 +572,7 @@ void func_80B4BF2C(EnZl1* this, PlayState* play) {
if (Actor_TextboxIsClosing(&this->actor, play)) {
Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_7);
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_ALL);
- this->actor.flags &= ~ACTOR_FLAG_8;
+ this->actor.flags &= ~ACTOR_FLAG_TALK;
this->unk_1E2 = 4;
}
break;
diff --git a/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c b/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c
index e15af0f64b..ac4102120e 100644
--- a/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c
+++ b/src/overlays/actors/ovl_En_Zl2/z_en_zl2.c
@@ -443,7 +443,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
s16* unk_1DC = this->unk_1DC;
if (limbIndex == 14) {
- sp74 = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 7);
+ sp74 = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
gSPSegment((*gfx)++, 0x0C, sp74);
Matrix_Push();
@@ -460,7 +460,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[0] + kREG(31), unk_1DC[1] + kREG(32), unk_1DC[2] + kREG(33), MTXMODE_APPLY);
Matrix_Translate(-188.0f, -184.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[0], "../z_en_zl2.c", 1056);
+ MATRIX_TO_MTX(&sp74[0], "../z_en_zl2.c", 1056);
Matrix_Get(&sp34);
Matrix_MtxFToYXZRotS(&sp34, &sp2C, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -469,7 +469,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[3] + kREG(34), unk_1DC[4] + kREG(35), unk_1DC[5] + kREG(36), MTXMODE_APPLY);
Matrix_Translate(-410.0f, -184.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[1], "../z_en_zl2.c", 1100);
+ MATRIX_TO_MTX(&sp74[1], "../z_en_zl2.c", 1100);
Matrix_Get(&sp34);
Matrix_MtxFToYXZRotS(&sp34, &sp2C, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -478,7 +478,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[6] + kREG(37), unk_1DC[7] + kREG(38), unk_1DC[8] + kREG(39), MTXMODE_APPLY);
Matrix_Translate(-1019.0f, -26.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[2], "../z_en_zl2.c", 1120);
+ MATRIX_TO_MTX(&sp74[2], "../z_en_zl2.c", 1120);
Matrix_Pop();
Matrix_Push();
Matrix_Translate(467.0f, 265.0f, 389.0f, MTXMODE_APPLY);
@@ -491,7 +491,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[9] + kREG(40), unk_1DC[10] + kREG(41), unk_1DC[11] + kREG(42), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, -3.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[3], "../z_en_zl2.c", 1145);
+ MATRIX_TO_MTX(&sp74[3], "../z_en_zl2.c", 1145);
Matrix_Get(&sp34);
Matrix_MtxFToYXZRotS(&sp34, &sp2C, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -501,7 +501,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[12] + kREG(43), unk_1DC[13] + kREG(44), unk_1DC[14] + kREG(45), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, 84.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[4], "../z_en_zl2.c", 1164);
+ MATRIX_TO_MTX(&sp74[4], "../z_en_zl2.c", 1164);
Matrix_Pop();
Matrix_Push();
Matrix_Translate(467.0f, 265.0f, -389.0f, MTXMODE_APPLY);
@@ -514,7 +514,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[15] + kREG(46), unk_1DC[16] + kREG(47), unk_1DC[17] + kREG(48), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, 3.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[5], "../z_en_zl2.c", 1189);
+ MATRIX_TO_MTX(&sp74[5], "../z_en_zl2.c", 1189);
Matrix_Get(&sp34);
Matrix_MtxFToYXZRotS(&sp34, &sp2C, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -524,7 +524,7 @@ s32 func_80B4F45C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_1DC[18] + kREG(49), unk_1DC[19] + kREG(50), unk_1DC[20] + kREG(51), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, -84.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp74[6], "../z_en_zl2.c", 1208);
+ MATRIX_TO_MTX(&sp74[6], "../z_en_zl2.c", 1208);
Matrix_Pop();
Matrix_Pop();
this->unk_24C = 1;
@@ -549,7 +549,7 @@ void EnZl2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot,
Matrix_Translate(180.0f, 979.0f, -375.0f, MTXMODE_APPLY);
Matrix_RotateZYX(-0x5DE7, -0x53E9, 0x3333, MTXMODE_APPLY);
Matrix_Scale(1.2f, 1.2f, 1.2f, MTXMODE_APPLY);
- gSPMatrix((*gfx)++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_zl2.c", 1253),
+ gSPMatrix((*gfx)++, MATRIX_NEW(play->state.gfxCtx, "../z_en_zl2.c", 1253),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList((*gfx)++, gZelda2OcarinaDL);
}
diff --git a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c
index 74c5aaced5..86867bfb8d 100644
--- a/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c
+++ b/src/overlays/actors/ovl_En_Zl3/z_en_zl3.c
@@ -592,7 +592,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
Vec3s* torsoRot = &this->interactInfo.torsoRot;
if (limbIndex == 14) {
- sp78 = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 7);
+ sp78 = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
rot->x += headRot->y;
rot->z += headRot->x;
gSPSegment((*gfx)++, 0x0C, sp78);
@@ -611,7 +611,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[0] + kREG(31), unk_28C[1] + kREG(32), unk_28C[2] + kREG(33), MTXMODE_APPLY);
Matrix_Translate(-188.0f, -184.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[0], "../z_en_zl3.c", 1490);
+ MATRIX_TO_MTX(&sp78[0], "../z_en_zl3.c", 1490);
Matrix_Get(&sp38);
Matrix_MtxFToYXZRotS(&sp38, &sp30, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -619,7 +619,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[3] + kREG(34), unk_28C[4] + kREG(35), unk_28C[5] + kREG(36), MTXMODE_APPLY);
Matrix_Translate(-410.0f, -184.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[1], "../z_en_zl3.c", 1534);
+ MATRIX_TO_MTX(&sp78[1], "../z_en_zl3.c", 1534);
Matrix_Get(&sp38);
Matrix_MtxFToYXZRotS(&sp38, &sp30, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -627,7 +627,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[6] + kREG(37), unk_28C[7] + kREG(38), unk_28C[8] + kREG(39), MTXMODE_APPLY);
Matrix_Translate(-1019.0f, -26.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[2], "../z_en_zl3.c", 1554);
+ MATRIX_TO_MTX(&sp78[2], "../z_en_zl3.c", 1554);
Matrix_Pop();
Matrix_Push();
Matrix_Translate(467.0f, 265.0f, 389.0f, MTXMODE_APPLY);
@@ -640,7 +640,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[9] + kREG(40), unk_28C[10] + kREG(41), unk_28C[11] + kREG(42), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, -3.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[3], "../z_en_zl3.c", 1579);
+ MATRIX_TO_MTX(&sp78[3], "../z_en_zl3.c", 1579);
Matrix_Get(&sp38);
Matrix_MtxFToYXZRotS(&sp38, &sp30, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -650,7 +650,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[12] + kREG(43), unk_28C[13] + kREG(44), unk_28C[14] + kREG(45), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, 84.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[4], "../z_en_zl3.c", 1598);
+ MATRIX_TO_MTX(&sp78[4], "../z_en_zl3.c", 1598);
Matrix_Pop();
Matrix_Push();
Matrix_Translate(467.0f, 265.0f, -389.0f, MTXMODE_APPLY);
@@ -663,7 +663,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[15] + kREG(46), unk_28C[16] + kREG(47), unk_28C[17] + kREG(48), MTXMODE_APPLY);
Matrix_Translate(-427.0f, -1.0f, 3.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[5], "../z_en_zl3.c", 1623);
+ MATRIX_TO_MTX(&sp78[5], "../z_en_zl3.c", 1623);
Matrix_Get(&sp38);
Matrix_MtxFToYXZRotS(&sp38, &sp30, 0);
if (!FrameAdvance_IsEnabled(play)) {
@@ -673,7 +673,7 @@ s32 func_80B5458C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
}
Matrix_RotateZYX(unk_28C[18] + kREG(49), unk_28C[19] + kREG(50), unk_28C[20] + kREG(51), MTXMODE_APPLY);
Matrix_Translate(-446.0f, -52.0f, -84.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&sp78[6], "../z_en_zl3.c", 1642);
+ MATRIX_TO_MTX(&sp78[6], "../z_en_zl3.c", 1642);
Matrix_Pop();
Matrix_Pop();
this->unk_2FC = 1;
@@ -1103,13 +1103,13 @@ void func_80B55CCC(EnZl3* this, s32 arg1) {
}
void func_80B55D00(EnZl3* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = 13;
} else if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_0;
this->actor.textId = 0x70D5;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
} else {
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
this->actor.flags &= ~ACTOR_FLAG_0;
@@ -1159,7 +1159,7 @@ void func_80B55F38(EnZl3* this, s32 arg1) {
}
void func_80B55F6C(EnZl3* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = 0x12;
} else if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) {
BossGanon2* bossGanon2 = func_80B53488(this, play);
@@ -1168,7 +1168,7 @@ void func_80B55F6C(EnZl3* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_0;
this->actor.textId = 0x7059;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
} else {
this->actor.flags &= ~(ACTOR_FLAG_0 | ACTOR_FLAG_3);
@@ -1220,7 +1220,7 @@ void func_80B561E0(EnZl3* this, s32 arg1) {
}
void func_80B56214(EnZl3* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
this->action = 21;
} else if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) <= 0x4300) {
BossGanon2* bossGanon2 = func_80B53488(this, play);
@@ -1230,7 +1230,7 @@ void func_80B56214(EnZl3* this, PlayState* play) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.flags |= ACTOR_FLAG_0;
this->actor.textId = 0x7059;
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
} else {
@@ -1671,7 +1671,7 @@ u16 func_80B572F0(PlayState* play) {
}
s32 func_80B57324(EnZl3* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
return 1;
}
return 0;
@@ -1683,7 +1683,7 @@ void func_80B57350(EnZl3* this, PlayState* play) {
if (ABS(temp_v0) <= 0x4300) {
this->actor.flags |= ACTOR_FLAG_0 | ACTOR_FLAG_3;
this->actor.textId = func_80B572F0(play);
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
}
@@ -2088,7 +2088,7 @@ void func_80B582C8(EnZl3* this, PlayState* play) {
*unk_3CC += 1.0f;
func_80B57858(play);
} else if (*unk_3CC == kREG(17) + 40.0f) {
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
*unk_3CC += 1.0f;
} else if (*unk_3CC >= ((kREG(17) + 40.0f) + 1.0f)) {
this->action = 32;
@@ -2153,7 +2153,7 @@ void func_80B58624(EnZl3* this, PlayState* play) {
} else {
if (*unk_3CC >= kREG(20) + 30.0f) {
this->action = 28;
- func_8005B1A4(GET_ACTIVE_CAM(play));
+ Camera_SetFinishedFlag(GET_ACTIVE_CAM(play));
func_80B54E14(this, &gZelda2Anime2Anim_009FBC, 0, -12.0f, 0);
*unk_3CC = 0.0f;
} else {
@@ -2438,7 +2438,7 @@ void func_80B593D0(EnZl3* this, PlayState* play) {
s32 func_80B5944C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx, Gfx** gfx) {
if (limbIndex == 14) {
- Mtx* mtx = Graph_Alloc(play->state.gfxCtx, sizeof(Mtx) * 7);
+ Mtx* mtx = GRAPH_ALLOC(play->state.gfxCtx, sizeof(Mtx) * 7);
EnZl3* this = (EnZl3*)thisx;
Vec3s* headRot = &this->interactInfo.headRot;
@@ -2451,23 +2451,23 @@ s32 func_80B5944C(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s
Matrix_RotateZYX(rot->x, rot->y, rot->z, MTXMODE_APPLY);
Matrix_Push();
Matrix_Translate(174.0f, -317.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[0], "../z_en_zl3_inEscape.c", 2471);
+ MATRIX_TO_MTX(&mtx[0], "../z_en_zl3_inEscape.c", 2471);
Matrix_Translate(-410.0f, -184.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[1], "../z_en_zl3_inEscape.c", 2474);
+ MATRIX_TO_MTX(&mtx[1], "../z_en_zl3_inEscape.c", 2474);
Matrix_Translate(-1019.0f, -26.0f, 0.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[2], "../z_en_zl3_inEscape.c", 2477);
+ MATRIX_TO_MTX(&mtx[2], "../z_en_zl3_inEscape.c", 2477);
Matrix_Pop();
Matrix_Push();
Matrix_Translate(40.0f, 264.0f, 386.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[3], "../z_en_zl3_inEscape.c", 2483);
+ MATRIX_TO_MTX(&mtx[3], "../z_en_zl3_inEscape.c", 2483);
Matrix_Translate(-446.0f, -52.0f, 84.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[4], "../z_en_zl3_inEscape.c", 2486);
+ MATRIX_TO_MTX(&mtx[4], "../z_en_zl3_inEscape.c", 2486);
Matrix_Pop();
Matrix_Push();
Matrix_Translate(40.0f, 264.0f, -386.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[5], "../z_en_zl3_inEscape.c", 2492);
+ MATRIX_TO_MTX(&mtx[5], "../z_en_zl3_inEscape.c", 2492);
Matrix_Translate(-446.0f, -52.0f, -84.0f, MTXMODE_APPLY);
- Matrix_ToMtx(&mtx[6], "../z_en_zl3_inEscape.c", 2495);
+ MATRIX_TO_MTX(&mtx[6], "../z_en_zl3_inEscape.c", 2495);
Matrix_Pop();
Matrix_Pop();
}
diff --git a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
index d68c4f89cc..95ba59deb7 100644
--- a/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
+++ b/src/overlays/actors/ovl_En_Zl4/z_en_zl4.c
@@ -181,7 +181,7 @@ static AnimationInfo sAnimationInfo[] = {
void EnZl4_SetActiveCamDir(PlayState* play, s16 index) {
Camera* activeCam = GET_ACTIVE_CAM(play);
- Camera_ChangeSetting(activeCam, CAM_SET_FREE0);
+ Camera_RequestSetting(activeCam, CAM_SET_FREE0);
activeCam->at = sCamDirections[index].at;
activeCam->eye = activeCam->eyeNext = sCamDirections[index].eye;
activeCam->roll = sCamDirections[index].roll;
@@ -192,19 +192,19 @@ void EnZl4_SetActiveCamMove(PlayState* play, s16 index) {
Camera* activeCam = GET_ACTIVE_CAM(play);
Player* player = GET_PLAYER(play);
- Camera_ChangeSetting(activeCam, CAM_SET_CS_0);
+ Camera_RequestSetting(activeCam, CAM_SET_CS_0);
Camera_ResetAnim(activeCam);
Camera_SetCSParams(activeCam, sCamMove[index].atPoints, sCamMove[index].eyePoints, player,
sCamMove[index].relativeToPlayer);
}
u16 EnZl4_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction = Text_GetFaceReaction(play, 22);
+ u16 maskReactionTextId = MaskReaction_GetTextId(play, MASK_REACTION_SET_ZELDA);
u16 stoneCount;
s16 textId;
- if (faceReaction != 0) {
- return faceReaction;
+ if (maskReactionTextId != 0) {
+ return maskReactionTextId;
}
stoneCount = 0;
@@ -423,13 +423,13 @@ s32 EnZl4_CsWaitForPlayer(EnZl4* this, PlayState* play) {
s16 yawDiff;
s16 absYawDiff;
- if (!Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (!Actor_TalkOfferAccepted(&this->actor, play)) {
yawDiff = (f32)this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
absYawDiff = ABS(yawDiff);
if ((playerx->world.pos.y != this->actor.world.pos.y) || (absYawDiff >= 0x3FFC)) {
return false;
} else {
- func_8002F2CC(&this->actor, play, this->collider.dim.radius + 60.0f);
+ Actor_OfferTalk(&this->actor, play, this->collider.dim.radius + 60.0f);
return false;
}
}
@@ -1111,7 +1111,7 @@ s32 EnZl4_CsMakePlan(EnZl4* this, PlayState* play) {
if (!((Message_GetState(&play->msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(play))) {
break;
} else {
- Camera_ChangeSetting(GET_ACTIVE_CAM(play), CAM_SET_NORMAL0);
+ Camera_RequestSetting(GET_ACTIVE_CAM(play), CAM_SET_NORMAL0);
this->talkState = 7;
play->talkWithPlayer(play, &this->actor);
Actor_OfferGetItem(&this->actor, play, GI_ZELDAS_LETTER, fabsf(this->actor.xzDistToPlayer) + 1.0f,
diff --git a/src/overlays/actors/ovl_En_Zo/z_en_zo.c b/src/overlays/actors/ovl_En_Zo/z_en_zo.c
index e88310d9de..b80f97ad09 100644
--- a/src/overlays/actors/ovl_En_Zo/z_en_zo.c
+++ b/src/overlays/actors/ovl_En_Zo/z_en_zo.c
@@ -194,7 +194,7 @@ void EnZo_DrawEffectsRipples(EnZo* this, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, effect->color.a);
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_zo_eff.c", 242),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_zo_eff.c", 242),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gZoraRipplesModelDL);
}
@@ -229,7 +229,7 @@ void EnZo_DrawEffectsBubbles(EnZo* this, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_zo_eff.c", 281),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_zo_eff.c", 281),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gZoraBubblesModelDL);
}
@@ -260,7 +260,7 @@ void EnZo_DrawEffectsSplashes(EnZo* this, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_zo_eff.c", 325),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_en_zo_eff.c", 325),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gZoraSplashesModelDL);
@@ -357,11 +357,10 @@ void EnZo_SpawnSplashes(EnZo* this) {
}
u16 EnZo_GetTextId(PlayState* play, Actor* thisx) {
- u16 faceReaction;
+ u16 textId = MaskReaction_GetTextId(play, MASK_REACTION_SET_ZORA);
- faceReaction = Text_GetFaceReaction(play, 29);
- if (faceReaction != 0) {
- return faceReaction;
+ if (textId != 0) {
+ return textId;
}
switch (thisx->params & 0x3F) {
diff --git a/src/overlays/actors/ovl_End_Title/z_end_title.c b/src/overlays/actors/ovl_End_Title/z_end_title.c
index ea5fa45a6e..f3c2d3a945 100644
--- a/src/overlays/actors/ovl_End_Title/z_end_title.c
+++ b/src/overlays/actors/ovl_End_Title/z_end_title.c
@@ -64,7 +64,7 @@ void EndTitle_DrawFull(Actor* thisx, PlayState* play) {
Matrix_RotateX(BINANG_TO_RAD(0xBB8), MTXMODE_APPLY);
Matrix_RotateY(0.0f, MTXMODE_APPLY);
Matrix_RotateZ(0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_end_title.c", 412), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_end_title.c", 412), G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, sTriforceDL);
CLOSE_DISPS(play->state.gfxCtx, "../z_end_title.c", 417);
diff --git a/src/overlays/actors/ovl_Fishing/z_fishing.c b/src/overlays/actors/ovl_Fishing/z_fishing.c
index d603282a36..c80c7e32f5 100644
--- a/src/overlays/actors/ovl_Fishing/z_fishing.c
+++ b/src/overlays/actors/ovl_Fishing/z_fishing.c
@@ -1204,7 +1204,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2305),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2305),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingRippleModelDL);
@@ -1228,7 +1228,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2346),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2346),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingDustSplashModelDL);
@@ -1256,7 +1256,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2394),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2394),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingWaterDustModelDL);
@@ -1279,7 +1279,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2423),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2423),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingBubbleModelDL);
@@ -1304,7 +1304,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_RotateZ(effect->rot.z, MTXMODE_APPLY);
Matrix_Scale(0.002f, 1.0f, 0.1f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2467),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2467),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingRainDropModelDL);
@@ -1328,7 +1328,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_Translate(effect->pos.x, effect->pos.y, effect->pos.z, MTXMODE_NEW);
Matrix_Scale(effect->scale, 1.0f, effect->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2504),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2504),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingRippleModelDL);
@@ -1357,7 +1357,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_RotateY(rotY, MTXMODE_APPLY);
Matrix_Scale(effect->scale, effect->scale, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2541),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2541),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingRainSplashModelDL);
@@ -1374,7 +1374,7 @@ void Fishing_DrawEffects(FishingEffect* effect, PlayState* play) {
Matrix_Scale(effect->scale, effect->scale, effect->scale, MTXMODE_APPLY);
Matrix_Translate(-1250.0f, 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2560),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2560),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingOwnerHatDL);
@@ -1399,7 +1399,7 @@ void Fishing_DrawStreamSplash(PlayState* play) {
Matrix_Translate(670.0f, -24.0f, -600.0f, MTXMODE_NEW);
Matrix_Scale(0.02f, 1.0f, 0.02f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 2598),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 2598),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(gFishingStreamSplashDL));
@@ -1628,13 +1628,13 @@ void Fishing_DrawLureHook(PlayState* play, Vec3f* pos, Vec3f* refPos, u8 hookInd
Matrix_Scale(0.0039999997f, 0.0039999997f, 0.005f, MTXMODE_APPLY);
Matrix_RotateY(M_PI, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3029),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3029),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingLureHookDL);
Matrix_RotateZ(M_PI / 2, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3034),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3034),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingLureHookDL);
@@ -1664,7 +1664,7 @@ void Fishing_DrawLureHook(PlayState* play, Vec3f* pos, Vec3f* refPos, u8 hookInd
Matrix_Translate(-1250.0f, 0.0f, 0.0f, MTXMODE_APPLY);
Matrix_RotateX(M_PI / 2, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3085),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3085),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingOwnerHatDL);
}
@@ -1764,7 +1764,7 @@ void Fishing_DrawSinkingLure(PlayState* play) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3239),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3239),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingSinkingLureSegmentModelDL);
}
@@ -1781,7 +1781,7 @@ void Fishing_DrawSinkingLure(PlayState* play) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3265),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3265),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingSinkingLureSegmentModelDL);
}
@@ -1846,7 +1846,7 @@ void Fishing_DrawLureAndLine(PlayState* play, Vec3f* linePos, Vec3f* lineRot) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3369),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3369),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingLureFloatDL);
@@ -1894,7 +1894,7 @@ void Fishing_DrawLureAndLine(PlayState* play, Vec3f* linePos, Vec3f* lineRot) {
Matrix_RotateX(rx, MTXMODE_APPLY);
Matrix_Scale(sFishingLineScale, 1.0f, dist, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3444),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3444),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingLineModelDL);
} else {
@@ -1922,7 +1922,7 @@ void Fishing_DrawLureAndLine(PlayState* play, Vec3f* linePos, Vec3f* lineRot) {
Matrix_RotateX(rx, MTXMODE_APPLY);
Matrix_Scale(sFishingLineScale, 1.0f, dist, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3475),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3475),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingLineModelDL);
break;
@@ -1933,7 +1933,7 @@ void Fishing_DrawLureAndLine(PlayState* play, Vec3f* linePos, Vec3f* lineRot) {
Matrix_RotateX((lineRot + i)->x, MTXMODE_APPLY);
Matrix_Scale(sFishingLineScale, 1.0f, 0.005f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3492),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3492),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingLineModelDL);
}
@@ -2071,7 +2071,7 @@ void Fishing_DrawRod(PlayState* play) {
Matrix_Push();
Matrix_Scale(sRodScales[i], sRodScales[i], 0.52f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 3809),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 3809),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (i < 5) {
@@ -2866,11 +2866,11 @@ void Fishing_HandleAquariumDialog(Fishing* this, PlayState* play) {
if (this->aquariumWaitTimer == 0) {
this->actor.flags |= ACTOR_FLAG_0;
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
sFishLengthToWeigh = sFishingRecordLength;
this->isAquariumMessage = true;
} else {
- func_8002F2F4(&this->actor, play);
+ Actor_OfferTalkNearColChkInfoCylinder(&this->actor, play);
}
} else {
this->aquariumWaitTimer--;
@@ -4426,7 +4426,7 @@ void Fishing_DrawPondProps(PlayState* play) {
Matrix_RotateX(prop->rotX, MTXMODE_APPLY);
Matrix_RotateY(prop->reedAngle, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 7726),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 7726),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingReedModelDL);
}
@@ -4448,7 +4448,7 @@ void Fishing_DrawPondProps(PlayState* play) {
Matrix_Translate(prop->pos.x, prop->pos.y, prop->pos.z, MTXMODE_NEW);
Matrix_Scale(prop->scale, prop->scale, prop->scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 7748),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 7748),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingWoodPostModelDL);
}
@@ -4473,7 +4473,7 @@ void Fishing_DrawPondProps(PlayState* play) {
Matrix_Translate(0.0f, 0.0f, 20.0f, MTXMODE_APPLY);
Matrix_RotateY(prop->rotY, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 7774),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 7774),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gFishingLilyPadModelDL);
}
@@ -4496,7 +4496,7 @@ void Fishing_DrawPondProps(PlayState* play) {
Matrix_Scale(prop->scale, prop->scale, prop->scale, MTXMODE_APPLY);
Matrix_RotateY(prop->rotY, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 7798),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 7798),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingRockModelDL);
}
@@ -4728,7 +4728,7 @@ void Fishing_DrawGroupFishes(PlayState* play) {
Matrix_RotateX(BINANG_TO_RAD_ALT2(-(f32)fish->unk_3C), MTXMODE_APPLY);
Matrix_Scale(fish->scaleX * scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 8093),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 8093),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingGroupFishModelDL);
}
@@ -4759,7 +4759,7 @@ void Fishing_HandleOwnerDialog(Fishing* this, PlayState* play) {
this->actor.textId = 0x4097;
}
- if (Actor_ProcessTalkRequest(&this->actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->actor, play)) {
if (sFishingPlayingState == 0) {
this->stateAndTimer = 1;
if (sLinkAge != LINK_AGE_CHILD) {
@@ -4771,7 +4771,7 @@ void Fishing_HandleOwnerDialog(Fishing* this, PlayState* play) {
this->stateAndTimer = 10;
}
} else {
- func_8002F2CC(&this->actor, play, 100.0f);
+ Actor_OfferTalk(&this->actor, play, 100.0f);
}
break;
@@ -5801,9 +5801,9 @@ void Fishing_DrawOwner(Actor* thisx, PlayState* play) {
Matrix_Translate(130.0f, 40.0f, 1300.0f, MTXMODE_NEW);
Matrix_Scale(0.08f, 0.12f, 0.14f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 9297),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 9297),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_fishing.c", 9298),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_fishing.c", 9298),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFishingAquariumBottomDL);
diff --git a/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.c b/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.c
index e1627b772b..f6d21ef419 100644
--- a/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.c
+++ b/src/overlays/actors/ovl_Item_B_Heart/z_item_b_heart.c
@@ -94,13 +94,13 @@ void ItemBHeart_Draw(Actor* thisx, PlayState* play) {
if (flag) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_item_b_heart.c", 551),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_item_b_heart.c", 551),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gGiHeartBorderDL);
gSPDisplayList(POLY_XLU_DISP++, gGiHeartContainerDL);
} else {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_item_b_heart.c", 557),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_item_b_heart.c", 557),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gGiHeartBorderDL);
gSPDisplayList(POLY_OPA_DISP++, gGiHeartContainerDL);
diff --git a/src/overlays/actors/ovl_Item_Shield/z_item_shield.c b/src/overlays/actors/ovl_Item_Shield/z_item_shield.c
index 1957e674c6..2763add1e2 100644
--- a/src/overlays/actors/ovl_Item_Shield/z_item_shield.c
+++ b/src/overlays/actors/ovl_Item_Shield/z_item_shield.c
@@ -220,7 +220,7 @@ void ItemShield_Draw(Actor* thisx, PlayState* play) {
if (!(this->unk_19C & 2)) {
OPEN_DISPS(play->state.gfxCtx, "../z_item_shield.c", 457);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_item_shield.c", 460),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_item_shield.c", 460),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, SEGMENTED_TO_VIRTUAL(gLinkChildDekuShieldDL));
CLOSE_DISPS(play->state.gfxCtx, "../z_item_shield.c", 465);
diff --git a/src/overlays/actors/ovl_Magic_Dark/z_magic_dark.c b/src/overlays/actors/ovl_Magic_Dark/z_magic_dark.c
index bac5bb9738..170e0bafce 100644
--- a/src/overlays/actors/ovl_Magic_Dark/z_magic_dark.c
+++ b/src/overlays/actors/ovl_Magic_Dark/z_magic_dark.c
@@ -225,7 +225,7 @@ void MagicDark_DiamondDraw(Actor* thisx, PlayState* play) {
Matrix_Translate(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z, MTXMODE_NEW);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->actor.shape.rot.y), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_magic_dark.c", 553),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_magic_dark.c", 553),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 170, 255, 255, (s32)(this->primAlpha * 0.6f) & 0xFF);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 100, 255, 128);
@@ -278,13 +278,13 @@ void MagicDark_OrbDraw(Actor* thisx, PlayState* play) {
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_Push();
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_magic_dark.c", 632),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_magic_dark.c", 632),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Matrix_RotateZ(sp6C * (M_PI / 32), MTXMODE_APPLY);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
Matrix_Pop();
Matrix_RotateZ(-sp6C * (M_PI / 32), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_magic_dark.c", 639),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_magic_dark.c", 639),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFlash1DL);
diff --git a/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.c b/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.c
index 3f04bfc6a7..0e32deee95 100644
--- a/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.c
+++ b/src/overlays/actors/ovl_Magic_Fire/z_magic_fire.c
@@ -133,9 +133,9 @@ void MagicFire_Update(Actor* thisx, PlayState* play) {
}
if (this->action == DF_ACTION_EXPAND_SLOWLY) {
- this->collider.info.toucher.damage = this->actionTimer + 25;
+ this->collider.elem.toucher.damage = this->actionTimer + 25;
} else if (this->action == DF_ACTION_STOP_EXPANDING) {
- this->collider.info.toucher.damage = this->actionTimer;
+ this->collider.elem.toucher.damage = this->actionTimer;
}
Collider_UpdateCylinder(&this->actor, &this->collider);
this->collider.dim.radius = (this->actor.scale.x * 325.0f);
@@ -237,7 +237,7 @@ void MagicFire_Draw(Actor* thisx, PlayState* play) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, 255, 200, 0, (u8)(this->alphaMultiplier * 255));
gDPSetEnvColor(POLY_XLU_DISP++, 255, 0, 0, (u8)(this->alphaMultiplier * 255));
Matrix_Scale(0.15f, 0.15f, 0.15f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_magic_fire.c", 715),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_magic_fire.c", 715),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPPipeSync(POLY_XLU_DISP++);
gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
diff --git a/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.c b/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.c
index 74bae5ccb2..5d4c824c6f 100644
--- a/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.c
+++ b/src/overlays/actors/ovl_Mir_Ray/z_mir_ray.c
@@ -480,7 +480,7 @@ void MirRay_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_Scale(1.0f, 1.0f, this->reflectIntensity * 5.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_mir_ray.c", 972),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_mir_ray.c", 972),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 150, (s16)(temp = this->reflectIntensity * 100.0f));
gSPDisplayList(POLY_XLU_DISP++, gShieldBeamGlowDL);
@@ -503,7 +503,7 @@ void MirRay_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(reflection[i].pos.x, reflection[i].pos.y, reflection[i].pos.z, MTXMODE_NEW);
Matrix_Scale(0.01f, 0.01f, 0.01f, MTXMODE_APPLY);
Matrix_Mult(&reflection[i].mtx, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_mir_ray.c", 1006),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_mir_ray.c", 1006),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_FOG_SHADE_A, G_RM_AA_ZB_XLU_DECAL2);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 150, reflection[0].opacity);
diff --git a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c
index 2c60dcb95e..7299654c9d 100644
--- a/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c
+++ b/src/overlays/actors/ovl_Obj_Bean/z_obj_bean.c
@@ -537,13 +537,13 @@ void ObjBean_SetupWaitForBean(ObjBean* this) {
}
void ObjBean_WaitForBean(ObjBean* this, PlayState* play) {
- if (Actor_ProcessTalkRequest(&this->dyna.actor, play)) {
+ if (Actor_TalkOfferAccepted(&this->dyna.actor, play)) {
if (func_8002F368(play) == EXCH_ITEM_MAGIC_BEAN) {
func_80B8FE00(this);
Flags_SetSwitch(play, this->dyna.actor.params & 0x3F);
}
} else {
- func_8002F298(&this->dyna.actor, play, 40.0f, EXCH_ITEM_MAGIC_BEAN);
+ Actor_OfferTalkExchangeEquiCylinder(&this->dyna.actor, play, 40.0f, EXCH_ITEM_MAGIC_BEAN);
}
}
@@ -753,9 +753,9 @@ void ObjBean_WaitForPlayer(ObjBean* this, PlayState* play) {
if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
ObjBean_SetupFly(this);
if (play->sceneId == SCENE_LOST_WOODS) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
} else {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_GENERIC);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_GENERIC);
}
}
ObjBean_UpdatePosition(this);
@@ -781,7 +781,7 @@ void ObjBean_Fly(ObjBean* this, PlayState* play) {
mainCam = play->cameraPtrs[CAM_ID_MAIN];
if ((mainCam->setting == CAM_SET_BEAN_LOST_WOODS) || (mainCam->setting == CAM_SET_BEAN_GENERIC)) {
- Camera_ChangeSetting(mainCam, CAM_SET_NORMAL0);
+ Camera_RequestSetting(mainCam, CAM_SET_NORMAL0);
}
} else if (DynaPolyActor_IsPlayerOnTop(&this->dyna)) {
@@ -789,15 +789,15 @@ void ObjBean_Fly(ObjBean* this, PlayState* play) {
func_8002F974(&this->dyna.actor, NA_SE_PL_PLANT_MOVE - SFX_FLAG);
if (play->sceneId == SCENE_LOST_WOODS) {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_LOST_WOODS);
} else {
- Camera_ChangeSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_GENERIC);
+ Camera_RequestSetting(play->cameraPtrs[CAM_ID_MAIN], CAM_SET_BEAN_GENERIC);
}
} else if (this->stateFlags & BEAN_STATE_PLAYER_ON_TOP) {
mainCam = play->cameraPtrs[CAM_ID_MAIN];
if ((mainCam->setting == CAM_SET_BEAN_LOST_WOODS) || (mainCam->setting == CAM_SET_BEAN_GENERIC)) {
- Camera_ChangeSetting(mainCam, CAM_SET_NORMAL0);
+ Camera_RequestSetting(mainCam, CAM_SET_NORMAL0);
}
}
diff --git a/src/overlays/actors/ovl_Obj_Bombiwa/z_obj_bombiwa.c b/src/overlays/actors/ovl_Obj_Bombiwa/z_obj_bombiwa.c
index c5456421d4..8428f34675 100644
--- a/src/overlays/actors/ovl_Obj_Bombiwa/z_obj_bombiwa.c
+++ b/src/overlays/actors/ovl_Obj_Bombiwa/z_obj_bombiwa.c
@@ -125,7 +125,7 @@ void ObjBombiwa_Update(Actor* thisx, PlayState* play) {
s32 pad;
if ((func_80033684(play, &this->actor) != NULL) ||
- ((this->collider.base.acFlags & AC_HIT) && (this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HAMMER))) {
+ ((this->collider.base.acFlags & AC_HIT) && (this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HAMMER))) {
ObjBombiwa_Break(this, play);
Flags_SetSwitch(play, this->actor.params & 0x3F);
SfxSource_PlaySfxAtFixedWorldPos(play, &this->actor.world.pos, 80, NA_SE_EV_WALL_BROKEN);
diff --git a/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.c b/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.c
index abfed7a704..69b311e486 100644
--- a/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.c
+++ b/src/overlays/actors/ovl_Obj_Comb/z_obj_comb.c
@@ -176,7 +176,7 @@ void ObjComb_Wait(ObjComb* this, PlayState* play) {
if (this->collider.base.acFlags & AC_HIT) {
this->collider.base.acFlags &= ~AC_HIT;
- dmgFlags = this->collider.elements[0].info.acHitInfo->toucher.dmgFlags;
+ dmgFlags = this->collider.elements[0].base.acHitElem->toucher.dmgFlags;
if (dmgFlags & (DMG_HAMMER | DMG_ARROW | DMG_SLINGSHOT | DMG_DEKU_STICK)) {
this->unk_1B0 = 1500;
} else {
@@ -216,7 +216,7 @@ void ObjComb_Draw(Actor* thisx, PlayState* play) {
Matrix_Translate(0, -(this->actor.scale.y * 118.0f), 0, MTXMODE_APPLY);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_comb.c", 394),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_comb.c", 394),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gFieldBeehiveDL);
diff --git a/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c b/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c
index e9c2a74805..3d24be0958 100644
--- a/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c
+++ b/src/overlays/actors/ovl_Obj_Dekujr/z_obj_dekujr.c
@@ -163,7 +163,7 @@ void ObjDekujr_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_dekujr.c", 379),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_dekujr.c", 379),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_dekujr_DL_0030D0);
@@ -171,7 +171,7 @@ void ObjDekujr_Draw(Actor* thisx, PlayState* play) {
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, frameCount % 128, 0, 32, 32, 1, frameCount % 128,
0, 32, 32));
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_dekujr.c", 399),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_dekujr.c", 399),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_dekujr_DL_0032D8);
diff --git a/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.c b/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.c
index 0c368c209f..cae5d27338 100644
--- a/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.c
+++ b/src/overlays/actors/ovl_Obj_Hamishi/z_obj_hamishi.c
@@ -170,7 +170,7 @@ void ObjHamishi_Update(Actor* thisx, PlayState* play) {
ObjHamishi_Shake(this);
- if ((this->collider.base.acFlags & AC_HIT) && (this->collider.info.acHitInfo->toucher.dmgFlags & DMG_HAMMER)) {
+ if ((this->collider.base.acFlags & AC_HIT) && (this->collider.elem.acHitElem->toucher.dmgFlags & DMG_HAMMER)) {
this->collider.base.acFlags &= ~AC_HIT;
this->hitCount++;
if (this->hitCount < 2) {
@@ -198,7 +198,7 @@ void ObjHamishi_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_hamishi.c", 404),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_hamishi.c", 404),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 170, 130, 255);
gSPDisplayList(POLY_OPA_DISP++, gSilverRockDL);
diff --git a/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c b/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c
index d54770111a..18c2f7bd6f 100644
--- a/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c
+++ b/src/overlays/actors/ovl_Obj_Hsblock/z_obj_hsblock.c
@@ -152,7 +152,7 @@ void ObjHsblock_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_hsblock.c", 369),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_hsblock.c", 369),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (play->sceneId == SCENE_FIRE_TEMPLE) {
diff --git a/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c b/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c
index 06805581e4..04a3096d5c 100644
--- a/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c
+++ b/src/overlays/actors/ovl_Obj_Ice_Poly/z_obj_ice_poly.c
@@ -117,7 +117,7 @@ void ObjIcePoly_Idle(ObjIcePoly* this, PlayState* play) {
Vec3f pos;
if (this->colliderIce.base.acFlags & AC_HIT) {
- this->meltTimer = -this->colliderIce.info.acHitInfo->toucher.damage;
+ this->meltTimer = -this->colliderIce.elem.acHitElem->toucher.damage;
this->actor.focus.rot.y = this->actor.yawTowardsPlayer;
OnePointCutscene_Init(play, 5120, 40, &this->actor, CAM_ID_MAIN);
this->actionFunc = ObjIcePoly_Melt;
@@ -197,7 +197,7 @@ void ObjIcePoly_Draw(Actor* thisx, PlayState* play) {
func_8002ED80(&this->actor, play, 0);
Matrix_RotateZYX(0x500, 0, -0x500, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_ice_poly.c", 428),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_ice_poly.c", 428),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, play->gameplayFrames % 0x100, 0x20, 0x10, 1, 0,
diff --git a/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c b/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c
index 1942786558..21f5f4c228 100644
--- a/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c
+++ b/src/overlays/actors/ovl_Obj_Lightswitch/z_obj_lightswitch.c
@@ -419,7 +419,7 @@ void ObjLightswitch_DrawOpa(ObjLightswitch* this, PlayState* play) {
pos.z = this->actor.world.pos.z;
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 841),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 841),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFaceTextures[this->faceTextureIndex]));
gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000260);
@@ -429,14 +429,14 @@ void ObjLightswitch_DrawOpa(ObjLightswitch* this, PlayState* play) {
rot.z = this->actor.shape.rot.z + this->flameRingRot;
Matrix_SetTranslateRotateYXZ(pos.x, pos.y, pos.z, &rot);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 859),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 859),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000398);
rot.z = this->actor.shape.rot.z - this->flameRingRot;
Matrix_SetTranslateRotateYXZ(pos.x, pos.y, pos.z, &rot);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 873),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 873),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, object_lightswitch_DL_000408);
@@ -459,7 +459,7 @@ void ObjLightswitch_DrawXlu(ObjLightswitch* this, PlayState* play) {
sp68.y = this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y);
sp68.z = this->actor.world.pos.z;
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 912),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 912),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sFaceTextures[this->faceTextureIndex]));
gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000260);
@@ -470,14 +470,14 @@ void ObjLightswitch_DrawXlu(ObjLightswitch* this, PlayState* play) {
Matrix_SetTranslateRotateYXZ(sp68.x, sp68.y, sp68.z, &sp60);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 930),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 930),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000398);
sp60.z = this->actor.shape.rot.z - this->flameRingRot;
Matrix_SetTranslateRotateYXZ(sp68.x, sp68.y, sp68.z, &sp60);
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_lightswitch.c", 944),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_lightswitch.c", 944),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, object_lightswitch_DL_000408);
diff --git a/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c b/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c
index bd6b323fc2..960ff58659 100644
--- a/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c
+++ b/src/overlays/actors/ovl_Obj_Oshihiki/z_obj_oshihiki.c
@@ -646,7 +646,7 @@ void ObjOshihiki_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(this->texture));
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_oshihiki.c", 1308),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_oshihiki.c", 1308),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
switch (play->sceneId) {
diff --git a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c
index 7e74c2cfac..c8203ac698 100644
--- a/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c
+++ b/src/overlays/actors/ovl_Obj_Switch/z_obj_switch.c
@@ -677,7 +677,6 @@ void ObjSwitch_CrystalOn(ObjSwitch* this, PlayState* play) {
if ((this->jntSph.col.base.acFlags & AC_HIT) && !(this->prevColFlags & AC_HIT) &&
this->disableAcTimer <= 0) {
this->disableAcTimer = 10;
- play = play;
ObjSwitch_CrystalTurnOffInit(this);
ObjSwitch_SetOff(this, play);
}
@@ -771,7 +770,7 @@ void ObjSwitch_DrawEye(ObjSwitch* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1459);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_switch.c", 1462),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_switch.c", 1462),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(eyeTextures[subType][this->eyeTexIndex]));
gSPDisplayList(POLY_OPA_DISP++, eyeSwitchDLs[subType]);
@@ -806,7 +805,7 @@ void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1494);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_switch.c", 1497),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_switch.c", 1497),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, xluDLists[subType]);
@@ -815,7 +814,7 @@ void ObjSwitch_DrawCrystal(ObjSwitch* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_switch.c", 1507);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_switch.c", 1511),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_switch.c", 1511),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (subType == OBJSWITCH_SUBTYPE_TOGGLE) {
diff --git a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c
index 9f3e430240..9e1c15429a 100644
--- a/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c
+++ b/src/overlays/actors/ovl_Obj_Syokudai/z_obj_syokudai.c
@@ -171,7 +171,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
}
}
if (this->colliderFlame.base.acFlags & AC_HIT) {
- dmgFlags = this->colliderFlame.info.acHitInfo->toucher.dmgFlags;
+ dmgFlags = this->colliderFlame.elem.acHitElem->toucher.dmgFlags;
if (dmgFlags & (DMG_FIRE | DMG_ARROW_NORMAL)) {
interactionType = 1;
}
@@ -197,7 +197,7 @@ void ObjSyokudai_Update(Actor* thisx, PlayState* play2) {
arrow = (EnArrow*)this->colliderFlame.base.ac;
if ((arrow->actor.update != NULL) && (arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
- arrow->collider.info.toucher.dmgFlags = DMG_ARROW_FIRE;
+ arrow->collider.elem.toucher.dmgFlags = DMG_ARROW_FIRE;
}
}
if ((0 <= this->litTimer) && (this->litTimer < (50 * litTimeScale + 100)) && (torchType != 0)) {
@@ -268,7 +268,7 @@ void ObjSyokudai_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_syokudai.c", 707);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_syokudai.c", 714),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_syokudai.c", 714),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, displayLists[(u16)this->actor.params >> 0xC]);
@@ -299,7 +299,7 @@ void ObjSyokudai_Draw(Actor* thisx, PlayState* play) {
MTXMODE_APPLY);
Matrix_Scale(flameScale, flameScale, flameScale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_syokudai.c", 745),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_syokudai.c", 745),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
diff --git a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c
index 2f8787654d..f5b41cc439 100644
--- a/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c
+++ b/src/overlays/actors/ovl_Obj_Timeblock/z_obj_timeblock.c
@@ -337,7 +337,7 @@ void ObjTimeblock_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_timeblock.c", 762);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_timeblock.c", 766),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_timeblock.c", 766),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, primColor->r, primColor->g, primColor->b, 255);
gSPDisplayList(POLY_OPA_DISP++, gSongOfTimeBlockDL);
diff --git a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
index 1152e98b93..e99e3a673d 100644
--- a/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
+++ b/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
@@ -246,7 +246,7 @@ void ObjTsubo_Idle(ObjTsubo* this, PlayState* play) {
ObjTsubo_SpawnCollectible(this, play);
Actor_Kill(&this->actor);
} else if ((this->collider.base.acFlags & AC_HIT) &&
- (this->collider.info.acHitInfo->toucher.dmgFlags &
+ (this->collider.elem.acHitElem->toucher.dmgFlags &
(DMG_SWORD | DMG_RANGED | DMG_HAMMER | DMG_BOOMERANG | DMG_EXPLOSIVE))) {
ObjTsubo_AirBreak(this, play);
ObjTsubo_SpawnCollectible(this, play);
diff --git a/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c b/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c
index 569ac00882..df2a727f7d 100644
--- a/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c
+++ b/src/overlays/actors/ovl_Obj_Warp2block/z_obj_warp2block.c
@@ -309,7 +309,7 @@ void ObjWarp2block_Draw(Actor* thisx, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_obj_warp2block.c", 584);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_obj_warp2block.c", 588),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_obj_warp2block.c", 588),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, sp44->r, sp44->g, sp44->b, 255);
gSPDisplayList(POLY_OPA_DISP++, gSongOfTimeBlockDL);
diff --git a/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.c b/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.c
index 24cf975e70..64ee2c89d7 100644
--- a/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.c
+++ b/src/overlays/actors/ovl_Object_Kankyo/z_object_kankyo.c
@@ -501,7 +501,7 @@ void ObjectKankyo_DrawFairies(Actor* thisx, PlayState* play2) {
Vec3f vec2 = { 0.0f, 0.0f, 0.0f };
s16 i;
- if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_8)) {
+ if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_CAMERA_IN_WATER)) {
OPEN_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 807);
POLY_XLU_DISP = Gfx_SetupDL(POLY_XLU_DISP, SETUPDL_20);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gSun1Tex));
@@ -571,7 +571,7 @@ void ObjectKankyo_DrawFairies(Actor* thisx, PlayState* play2) {
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
Matrix_RotateZ(DEG_TO_RAD(play->state.frames * 20.0f), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 913), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_object_kankyo.c", 913), G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, gKokiriDustMoteModelDL);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 922);
@@ -596,7 +596,7 @@ void ObjectKankyo_DrawSnow(Actor* thisx, PlayState* play2) {
s32 pad;
s32 pad2;
- if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_8)) {
+ if (!(play->cameraPtrs[CAM_ID_MAIN]->stateFlags & CAM_STATE_CAMERA_IN_WATER)) {
OPEN_DISPS(play->state.gfxCtx, "../z_object_kankyo.c", 958);
if (play->envCtx.precipitation[PRECIP_SNOW_CUR] < play->envCtx.precipitation[PRECIP_SNOW_MAX]) {
if (play->state.frames % 16 == 0) {
@@ -703,7 +703,7 @@ void ObjectKankyo_DrawSnow(Actor* thisx, PlayState* play2) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 200, 200, 200, 180);
gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 200, 180);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 1107), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_object_kankyo.c", 1107), G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gDust5Tex));
@@ -763,7 +763,7 @@ void ObjectKankyo_DrawLightning(Actor* thisx, PlayState* play) {
Matrix_Scale(2.0f, 5.0f, 2.0f, MTXMODE_APPLY);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, 128);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 255, 128);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 1213), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_object_kankyo.c", 1213), G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sEffLightningTextures[this->effects[0].timer]));
Gfx_SetupDL_61Xlu(play->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, &D_01000000, G_MTX_MODELVIEW | G_MTX_NOPUSH | G_MTX_MUL);
@@ -861,7 +861,7 @@ void ObjectKankyo_DrawSunGraveSpark(Actor* thisx, PlayState* play2) {
this->effects[0].alpha);
Matrix_Mult(&play->billboardMtxF, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 1416), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_object_kankyo.c", 1416), G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_80BA5900[this->effects[0].timer]));
gDPPipeSync(POLY_XLU_DISP++);
@@ -939,7 +939,7 @@ void ObjectKankyo_DrawBeams(Actor* thisx, PlayState* play2) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, sBeamPrimColors[i].r, sBeamPrimColors[i].g,
sBeamPrimColors[i].b, 128);
gDPSetEnvColor(POLY_XLU_DISP++, sBeamEnvColors[i].r, sBeamEnvColors[i].g, sBeamEnvColors[i].b, 128);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_object_kankyo.c", 1586), G_MTX_LOAD);
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_object_kankyo.c", 1586), G_MTX_LOAD);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, play->state.frames * 5,
play->state.frames * 10, 32, 64, 1, play->state.frames * 5,
diff --git a/src/overlays/actors/ovl_Oceff_Spot/z_oceff_spot.c b/src/overlays/actors/ovl_Oceff_Spot/z_oceff_spot.c
index d169859ef4..59a43a19d5 100644
--- a/src/overlays/actors/ovl_Oceff_Spot/z_oceff_spot.c
+++ b/src/overlays/actors/ovl_Oceff_Spot/z_oceff_spot.c
@@ -154,7 +154,7 @@ void OceffSpot_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_spot.c", 469),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_oceff_spot.c", 469),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sCylinderMaterialDL);
gSPDisplayList(POLY_XLU_DISP++, Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, scroll * 2, scroll * (-2), 32,
diff --git a/src/overlays/actors/ovl_Oceff_Storm/z_oceff_storm.c b/src/overlays/actors/ovl_Oceff_Storm/z_oceff_storm.c
index 68c948ff57..0df7ced428 100644
--- a/src/overlays/actors/ovl_Oceff_Storm/z_oceff_storm.c
+++ b/src/overlays/actors/ovl_Oceff_Storm/z_oceff_storm.c
@@ -162,7 +162,7 @@ void OceffStorm_Draw(Actor* thisx, PlayState* play) {
vtxPtr[0].v.cn[3] = vtxPtr[6].v.cn[3] = vtxPtr[16].v.cn[3] = vtxPtr[25].v.cn[3] = this->vtxAlpha >> 1;
vtxPtr[10].v.cn[3] = vtxPtr[22].v.cn[3] = this->vtxAlpha;
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_storm.c", 498),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_oceff_storm.c", 498),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, sCylinderMaterialDL);
diff --git a/src/overlays/actors/ovl_Oceff_Wipe/z_oceff_wipe.c b/src/overlays/actors/ovl_Oceff_Wipe/z_oceff_wipe.c
index ca3b77352d..1d3dd164fa 100644
--- a/src/overlays/actors/ovl_Oceff_Wipe/z_oceff_wipe.c
+++ b/src/overlays/actors/ovl_Oceff_Wipe/z_oceff_wipe.c
@@ -75,7 +75,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
Vec3f quakeOffset;
eye = GET_ACTIVE_CAM(play)->eye;
- Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
+ quakeOffset = Camera_GetQuakeOffset(GET_ACTIVE_CAM(play));
OPEN_DISPS(play->state.gfxCtx, "../z_oceff_wipe.c", 346);
@@ -108,7 +108,7 @@ void OceffWipe_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_wipe.c", 375),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_oceff_wipe.c", 375),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params != OCEFF_WIPE_ZL) {
diff --git a/src/overlays/actors/ovl_Oceff_Wipe2/z_oceff_wipe2.c b/src/overlays/actors/ovl_Oceff_Wipe2/z_oceff_wipe2.c
index a575a6676b..23b54709a2 100644
--- a/src/overlays/actors/ovl_Oceff_Wipe2/z_oceff_wipe2.c
+++ b/src/overlays/actors/ovl_Oceff_Wipe2/z_oceff_wipe2.c
@@ -69,7 +69,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
Vec3f quakeOffset;
eye = GET_ACTIVE_CAM(play)->eye;
- Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
+ quakeOffset = Camera_GetQuakeOffset(GET_ACTIVE_CAM(play));
if (this->timer < 32) {
z = Math_SinS(this->timer << 9) * 1330;
} else {
@@ -96,7 +96,7 @@ void OceffWipe2_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_wipe2.c", 400),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_oceff_wipe2.c", 400),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
diff --git a/src/overlays/actors/ovl_Oceff_Wipe3/z_oceff_wipe3.c b/src/overlays/actors/ovl_Oceff_Wipe3/z_oceff_wipe3.c
index 77c9e1d335..07f8e37855 100644
--- a/src/overlays/actors/ovl_Oceff_Wipe3/z_oceff_wipe3.c
+++ b/src/overlays/actors/ovl_Oceff_Wipe3/z_oceff_wipe3.c
@@ -70,7 +70,7 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
Vec3f quakeOffset;
eye = GET_ACTIVE_CAM(play)->eye;
- Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
+ quakeOffset = Camera_GetQuakeOffset(GET_ACTIVE_CAM(play));
if (this->counter < 32) {
z = Math_SinS(this->counter << 9) * 1330;
} else {
@@ -97,7 +97,7 @@ void OceffWipe3_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_wipe3.c", 353),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_oceff_wipe3.c", 353),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 170, 255);
diff --git a/src/overlays/actors/ovl_Oceff_Wipe4/z_oceff_wipe4.c b/src/overlays/actors/ovl_Oceff_Wipe4/z_oceff_wipe4.c
index 19574b6149..0e40c6181a 100644
--- a/src/overlays/actors/ovl_Oceff_Wipe4/z_oceff_wipe4.c
+++ b/src/overlays/actors/ovl_Oceff_Wipe4/z_oceff_wipe4.c
@@ -68,7 +68,7 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
Vec3f quakeOffset;
eye = GET_ACTIVE_CAM(play)->eye;
- Camera_GetQuakeOffset(&quakeOffset, GET_ACTIVE_CAM(play));
+ quakeOffset = Camera_GetQuakeOffset(GET_ACTIVE_CAM(play));
if (this->timer < 16) {
z = Math_SinS(this->timer * 1024) * 1330.0f;
} else {
@@ -95,7 +95,7 @@ void OceffWipe4_Draw(Actor* thisx, PlayState* play) {
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Translate(0.0f, 0.0f, -z, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_oceff_wipe4.c", 324),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_oceff_wipe4.c", 324),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->actor.params == OCEFF_WIPE4_UNUSED) {
diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c
index 08e8d82c0f..b9fce8f4e9 100644
--- a/src/overlays/actors/ovl_player_actor/z_player.c
+++ b/src/overlays/actors/ovl_player_actor/z_player.c
@@ -137,30 +137,33 @@ typedef struct {
};
} struct_80854B18; // size = 0x08
-void func_80833770(PlayState* play, Player* this);
-void func_80833790(PlayState* play, Player* this);
-void func_8083379C(PlayState* play, Player* this);
-void func_8083377C(PlayState* play, Player* this);
-void func_808337D4(PlayState* play, Player* this);
-void func_80833910(PlayState* play, Player* this);
-void func_80833984(PlayState* play, Player* this);
void Player_InitItemAction(PlayState* play, Player* this, s8 itemAction);
-s32 func_8083485C(Player* this, PlayState* play);
-s32 func_808349DC(Player* this, PlayState* play);
+
+void Player_InitDefaultIA(PlayState* play, Player* this);
+void Player_InitHammerIA(PlayState* play, Player* this);
+void Player_InitBowOrSlingshotIA(PlayState* play, Player* this);
+void Player_InitDekuStickIA(PlayState* play, Player* this);
+void Player_InitExplosiveIA(PlayState* play, Player* this);
+void Player_InitHookshotIA(PlayState* play, Player* this);
+void Player_InitBoomerangIA(PlayState* play, Player* this);
+
s32 Player_UpperAction_ChangeHeldItem(Player* this, PlayState* play);
+s32 func_8083485C(Player* this, PlayState* play);
+s32 Player_UpperAction_Sword(Player* this, PlayState* play);
s32 func_80834B5C(Player* this, PlayState* play);
s32 func_80834C74(Player* this, PlayState* play);
s32 func_8083501C(Player* this, PlayState* play);
s32 func_808351D4(Player* this, PlayState* play);
s32 func_808353D8(Player* this, PlayState* play);
s32 func_80835588(Player* this, PlayState* play);
-s32 func_808356E8(Player* this, PlayState* play);
+s32 Player_UpperAction_CarryActor(Player* this, PlayState* play);
s32 func_80835800(Player* this, PlayState* play);
s32 func_80835884(Player* this, PlayState* play);
s32 func_808358F0(Player* this, PlayState* play);
s32 func_808359FC(Player* this, PlayState* play);
s32 func_80835B60(Player* this, PlayState* play);
s32 func_80835C08(Player* this, PlayState* play);
+
void Player_UseItem(PlayState* play, Player* this, s32 item);
void func_80839F90(Player* this, PlayState* play);
s32 func_8083C61C(PlayState* play, Player* this);
@@ -1244,143 +1247,143 @@ static s8 sItemActions[] = {
};
static s32 (*sItemActionUpdateFuncs[])(Player* this, PlayState* play) = {
- func_8083485C, // PLAYER_IA_NONE
- func_8083485C, // PLAYER_IA_LAST_USED
- func_8083485C, // PLAYER_IA_FISHING_POLE
- func_808349DC, // PLAYER_IA_SWORD_MASTER
- func_808349DC, // PLAYER_IA_SWORD_KOKIRI
- func_808349DC, // PLAYER_IA_SWORD_BIGGORON
- func_8083485C, // PLAYER_IA_DEKU_STICK
- func_8083485C, // PLAYER_IA_HAMMER
- func_8083501C, // PLAYER_IA_BOW
- func_8083501C, // PLAYER_IA_BOW_FIRE
- func_8083501C, // PLAYER_IA_BOW_ICE
- func_8083501C, // PLAYER_IA_BOW_LIGHT
- func_8083501C, // PLAYER_IA_BOW_0C
- func_8083501C, // PLAYER_IA_BOW_0D
- func_8083501C, // PLAYER_IA_BOW_0E
- func_8083501C, // PLAYER_IA_SLINGSHOT
- func_8083501C, // PLAYER_IA_HOOKSHOT
- func_8083501C, // PLAYER_IA_LONGSHOT
- func_808356E8, // PLAYER_IA_BOMB
- func_808356E8, // PLAYER_IA_BOMBCHU
- func_80835800, // PLAYER_IA_BOOMERANG
- func_8083485C, // PLAYER_IA_MAGIC_SPELL_15
- func_8083485C, // PLAYER_IA_MAGIC_SPELL_16
- func_8083485C, // PLAYER_IA_MAGIC_SPELL_17
- func_8083485C, // PLAYER_IA_FARORES_WIND
- func_8083485C, // PLAYER_IA_NAYRUS_LOVE
- func_8083485C, // PLAYER_IA_DINS_FIRE
- func_8083485C, // PLAYER_IA_DEKU_NUT
- func_8083485C, // PLAYER_IA_OCARINA_FAIRY
- func_8083485C, // PLAYER_IA_OCARINA_OF_TIME
- func_8083485C, // PLAYER_IA_BOTTLE
- func_8083485C, // PLAYER_IA_BOTTLE_FISH
- func_8083485C, // PLAYER_IA_BOTTLE_FIRE
- func_8083485C, // PLAYER_IA_BOTTLE_BUG
- func_8083485C, // PLAYER_IA_BOTTLE_POE
- func_8083485C, // PLAYER_IA_BOTTLE_BIG_POE
- func_8083485C, // PLAYER_IA_BOTTLE_RUTOS_LETTER
- func_8083485C, // PLAYER_IA_BOTTLE_POTION_RED
- func_8083485C, // PLAYER_IA_BOTTLE_POTION_BLUE
- func_8083485C, // PLAYER_IA_BOTTLE_POTION_GREEN
- func_8083485C, // PLAYER_IA_BOTTLE_MILK_FULL
- func_8083485C, // PLAYER_IA_BOTTLE_MILK_HALF
- func_8083485C, // PLAYER_IA_BOTTLE_FAIRY
- func_8083485C, // PLAYER_IA_ZELDAS_LETTER
- func_8083485C, // PLAYER_IA_WEIRD_EGG
- func_8083485C, // PLAYER_IA_CHICKEN
- func_8083485C, // PLAYER_IA_MAGIC_BEAN
- func_8083485C, // PLAYER_IA_POCKET_EGG
- func_8083485C, // PLAYER_IA_POCKET_CUCCO
- func_8083485C, // PLAYER_IA_COJIRO
- func_8083485C, // PLAYER_IA_ODD_MUSHROOM
- func_8083485C, // PLAYER_IA_ODD_POTION
- func_8083485C, // PLAYER_IA_POACHERS_SAW
- func_8083485C, // PLAYER_IA_BROKEN_GORONS_SWORD
- func_8083485C, // PLAYER_IA_PRESCRIPTION
- func_8083485C, // PLAYER_IA_FROG
- func_8083485C, // PLAYER_IA_EYEDROPS
- func_8083485C, // PLAYER_IA_CLAIM_CHECK
- func_8083485C, // PLAYER_IA_MASK_KEATON
- func_8083485C, // PLAYER_IA_MASK_SKULL
- func_8083485C, // PLAYER_IA_MASK_SPOOKY
- func_8083485C, // PLAYER_IA_MASK_BUNNY_HOOD
- func_8083485C, // PLAYER_IA_MASK_GORON
- func_8083485C, // PLAYER_IA_MASK_ZORA
- func_8083485C, // PLAYER_IA_MASK_GERUDO
- func_8083485C, // PLAYER_IA_MASK_TRUTH
- func_8083485C, // PLAYER_IA_LENS_OF_TRUTH
+ func_8083485C, // PLAYER_IA_NONE
+ func_8083485C, // PLAYER_IA_SWORD_CS
+ func_8083485C, // PLAYER_IA_FISHING_POLE
+ Player_UpperAction_Sword, // PLAYER_IA_SWORD_MASTER
+ Player_UpperAction_Sword, // PLAYER_IA_SWORD_KOKIRI
+ Player_UpperAction_Sword, // PLAYER_IA_SWORD_BIGGORON
+ func_8083485C, // PLAYER_IA_DEKU_STICK
+ func_8083485C, // PLAYER_IA_HAMMER
+ func_8083501C, // PLAYER_IA_BOW
+ func_8083501C, // PLAYER_IA_BOW_FIRE
+ func_8083501C, // PLAYER_IA_BOW_ICE
+ func_8083501C, // PLAYER_IA_BOW_LIGHT
+ func_8083501C, // PLAYER_IA_BOW_0C
+ func_8083501C, // PLAYER_IA_BOW_0D
+ func_8083501C, // PLAYER_IA_BOW_0E
+ func_8083501C, // PLAYER_IA_SLINGSHOT
+ func_8083501C, // PLAYER_IA_HOOKSHOT
+ func_8083501C, // PLAYER_IA_LONGSHOT
+ Player_UpperAction_CarryActor, // PLAYER_IA_BOMB
+ Player_UpperAction_CarryActor, // PLAYER_IA_BOMBCHU
+ func_80835800, // PLAYER_IA_BOOMERANG
+ func_8083485C, // PLAYER_IA_MAGIC_SPELL_15
+ func_8083485C, // PLAYER_IA_MAGIC_SPELL_16
+ func_8083485C, // PLAYER_IA_MAGIC_SPELL_17
+ func_8083485C, // PLAYER_IA_FARORES_WIND
+ func_8083485C, // PLAYER_IA_NAYRUS_LOVE
+ func_8083485C, // PLAYER_IA_DINS_FIRE
+ func_8083485C, // PLAYER_IA_DEKU_NUT
+ func_8083485C, // PLAYER_IA_OCARINA_FAIRY
+ func_8083485C, // PLAYER_IA_OCARINA_OF_TIME
+ func_8083485C, // PLAYER_IA_BOTTLE
+ func_8083485C, // PLAYER_IA_BOTTLE_FISH
+ func_8083485C, // PLAYER_IA_BOTTLE_FIRE
+ func_8083485C, // PLAYER_IA_BOTTLE_BUG
+ func_8083485C, // PLAYER_IA_BOTTLE_POE
+ func_8083485C, // PLAYER_IA_BOTTLE_BIG_POE
+ func_8083485C, // PLAYER_IA_BOTTLE_RUTOS_LETTER
+ func_8083485C, // PLAYER_IA_BOTTLE_POTION_RED
+ func_8083485C, // PLAYER_IA_BOTTLE_POTION_BLUE
+ func_8083485C, // PLAYER_IA_BOTTLE_POTION_GREEN
+ func_8083485C, // PLAYER_IA_BOTTLE_MILK_FULL
+ func_8083485C, // PLAYER_IA_BOTTLE_MILK_HALF
+ func_8083485C, // PLAYER_IA_BOTTLE_FAIRY
+ func_8083485C, // PLAYER_IA_ZELDAS_LETTER
+ func_8083485C, // PLAYER_IA_WEIRD_EGG
+ func_8083485C, // PLAYER_IA_CHICKEN
+ func_8083485C, // PLAYER_IA_MAGIC_BEAN
+ func_8083485C, // PLAYER_IA_POCKET_EGG
+ func_8083485C, // PLAYER_IA_POCKET_CUCCO
+ func_8083485C, // PLAYER_IA_COJIRO
+ func_8083485C, // PLAYER_IA_ODD_MUSHROOM
+ func_8083485C, // PLAYER_IA_ODD_POTION
+ func_8083485C, // PLAYER_IA_POACHERS_SAW
+ func_8083485C, // PLAYER_IA_BROKEN_GORONS_SWORD
+ func_8083485C, // PLAYER_IA_PRESCRIPTION
+ func_8083485C, // PLAYER_IA_FROG
+ func_8083485C, // PLAYER_IA_EYEDROPS
+ func_8083485C, // PLAYER_IA_CLAIM_CHECK
+ func_8083485C, // PLAYER_IA_MASK_KEATON
+ func_8083485C, // PLAYER_IA_MASK_SKULL
+ func_8083485C, // PLAYER_IA_MASK_SPOOKY
+ func_8083485C, // PLAYER_IA_MASK_BUNNY_HOOD
+ func_8083485C, // PLAYER_IA_MASK_GORON
+ func_8083485C, // PLAYER_IA_MASK_ZORA
+ func_8083485C, // PLAYER_IA_MASK_GERUDO
+ func_8083485C, // PLAYER_IA_MASK_TRUTH
+ func_8083485C, // PLAYER_IA_LENS_OF_TRUTH
};
static void (*sItemActionInitFuncs[])(PlayState* play, Player* this) = {
- func_80833770, // PLAYER_IA_NONE
- func_80833770, // PLAYER_IA_LAST_USED
- func_80833770, // PLAYER_IA_FISHING_POLE
- func_80833770, // PLAYER_IA_SWORD_MASTER
- func_80833770, // PLAYER_IA_SWORD_KOKIRI
- func_80833770, // PLAYER_IA_SWORD_BIGGORON
- func_8083377C, // PLAYER_IA_DEKU_STICK
- func_80833790, // PLAYER_IA_HAMMER
- func_8083379C, // PLAYER_IA_BOW
- func_8083379C, // PLAYER_IA_BOW_FIRE
- func_8083379C, // PLAYER_IA_BOW_ICE
- func_8083379C, // PLAYER_IA_BOW_LIGHT
- func_8083379C, // PLAYER_IA_BOW_0C
- func_8083379C, // PLAYER_IA_BOW_0D
- func_8083379C, // PLAYER_IA_BOW_0E
- func_8083379C, // PLAYER_IA_SLINGSHOT
- func_80833910, // PLAYER_IA_HOOKSHOT
- func_80833910, // PLAYER_IA_LONGSHOT
- func_808337D4, // PLAYER_IA_BOMB
- func_808337D4, // PLAYER_IA_BOMBCHU
- func_80833984, // PLAYER_IA_BOOMERANG
- func_80833770, // PLAYER_IA_MAGIC_SPELL_15
- func_80833770, // PLAYER_IA_MAGIC_SPELL_16
- func_80833770, // PLAYER_IA_MAGIC_SPELL_17
- func_80833770, // PLAYER_IA_FARORES_WIND
- func_80833770, // PLAYER_IA_NAYRUS_LOVE
- func_80833770, // PLAYER_IA_DINS_FIRE
- func_80833770, // PLAYER_IA_DEKU_NUT
- func_80833770, // PLAYER_IA_OCARINA_FAIRY
- func_80833770, // PLAYER_IA_OCARINA_OF_TIME
- func_80833770, // PLAYER_IA_BOTTLE
- func_80833770, // PLAYER_IA_BOTTLE_FISH
- func_80833770, // PLAYER_IA_BOTTLE_FIRE
- func_80833770, // PLAYER_IA_BOTTLE_BUG
- func_80833770, // PLAYER_IA_BOTTLE_POE
- func_80833770, // PLAYER_IA_BOTTLE_BIG_POE
- func_80833770, // PLAYER_IA_BOTTLE_RUTOS_LETTER
- func_80833770, // PLAYER_IA_BOTTLE_POTION_RED
- func_80833770, // PLAYER_IA_BOTTLE_POTION_BLUE
- func_80833770, // PLAYER_IA_BOTTLE_POTION_GREEN
- func_80833770, // PLAYER_IA_BOTTLE_MILK_FULL
- func_80833770, // PLAYER_IA_BOTTLE_MILK_HALF
- func_80833770, // PLAYER_IA_BOTTLE_FAIRY
- func_80833770, // PLAYER_IA_ZELDAS_LETTER
- func_80833770, // PLAYER_IA_WEIRD_EGG
- func_80833770, // PLAYER_IA_CHICKEN
- func_80833770, // PLAYER_IA_MAGIC_BEAN
- func_80833770, // PLAYER_IA_POCKET_EGG
- func_80833770, // PLAYER_IA_POCKET_CUCCO
- func_80833770, // PLAYER_IA_COJIRO
- func_80833770, // PLAYER_IA_ODD_MUSHROOM
- func_80833770, // PLAYER_IA_ODD_POTION
- func_80833770, // PLAYER_IA_POACHERS_SAW
- func_80833770, // PLAYER_IA_BROKEN_GORONS_SWORD
- func_80833770, // PLAYER_IA_PRESCRIPTION
- func_80833770, // PLAYER_IA_FROG
- func_80833770, // PLAYER_IA_EYEDROPS
- func_80833770, // PLAYER_IA_CLAIM_CHECK
- func_80833770, // PLAYER_IA_MASK_KEATON
- func_80833770, // PLAYER_IA_MASK_SKULL
- func_80833770, // PLAYER_IA_MASK_SPOOKY
- func_80833770, // PLAYER_IA_MASK_BUNNY_HOOD
- func_80833770, // PLAYER_IA_MASK_GORON
- func_80833770, // PLAYER_IA_MASK_ZORA
- func_80833770, // PLAYER_IA_MASK_GERUDO
- func_80833770, // PLAYER_IA_MASK_TRUTH
- func_80833770, // PLAYER_IA_LENS_OF_TRUTH
+ Player_InitDefaultIA, // PLAYER_IA_NONE
+ Player_InitDefaultIA, // PLAYER_IA_SWORD_CS
+ Player_InitDefaultIA, // PLAYER_IA_FISHING_POLE
+ Player_InitDefaultIA, // PLAYER_IA_SWORD_MASTER
+ Player_InitDefaultIA, // PLAYER_IA_SWORD_KOKIRI
+ Player_InitDefaultIA, // PLAYER_IA_SWORD_BIGGORON
+ Player_InitDekuStickIA, // PLAYER_IA_DEKU_STICK
+ Player_InitHammerIA, // PLAYER_IA_HAMMER
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW_FIRE
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW_ICE
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW_LIGHT
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW_0C
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW_0D
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_BOW_0E
+ Player_InitBowOrSlingshotIA, // PLAYER_IA_SLINGSHOT
+ Player_InitHookshotIA, // PLAYER_IA_HOOKSHOT
+ Player_InitHookshotIA, // PLAYER_IA_LONGSHOT
+ Player_InitExplosiveIA, // PLAYER_IA_BOMB
+ Player_InitExplosiveIA, // PLAYER_IA_BOMBCHU
+ Player_InitBoomerangIA, // PLAYER_IA_BOOMERANG
+ Player_InitDefaultIA, // PLAYER_IA_MAGIC_SPELL_15
+ Player_InitDefaultIA, // PLAYER_IA_MAGIC_SPELL_16
+ Player_InitDefaultIA, // PLAYER_IA_MAGIC_SPELL_17
+ Player_InitDefaultIA, // PLAYER_IA_FARORES_WIND
+ Player_InitDefaultIA, // PLAYER_IA_NAYRUS_LOVE
+ Player_InitDefaultIA, // PLAYER_IA_DINS_FIRE
+ Player_InitDefaultIA, // PLAYER_IA_DEKU_NUT
+ Player_InitDefaultIA, // PLAYER_IA_OCARINA_FAIRY
+ Player_InitDefaultIA, // PLAYER_IA_OCARINA_OF_TIME
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_FISH
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_FIRE
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_BUG
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_POE
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_BIG_POE
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_RUTOS_LETTER
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_POTION_RED
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_POTION_BLUE
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_POTION_GREEN
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_MILK_FULL
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_MILK_HALF
+ Player_InitDefaultIA, // PLAYER_IA_BOTTLE_FAIRY
+ Player_InitDefaultIA, // PLAYER_IA_ZELDAS_LETTER
+ Player_InitDefaultIA, // PLAYER_IA_WEIRD_EGG
+ Player_InitDefaultIA, // PLAYER_IA_CHICKEN
+ Player_InitDefaultIA, // PLAYER_IA_MAGIC_BEAN
+ Player_InitDefaultIA, // PLAYER_IA_POCKET_EGG
+ Player_InitDefaultIA, // PLAYER_IA_POCKET_CUCCO
+ Player_InitDefaultIA, // PLAYER_IA_COJIRO
+ Player_InitDefaultIA, // PLAYER_IA_ODD_MUSHROOM
+ Player_InitDefaultIA, // PLAYER_IA_ODD_POTION
+ Player_InitDefaultIA, // PLAYER_IA_POACHERS_SAW
+ Player_InitDefaultIA, // PLAYER_IA_BROKEN_GORONS_SWORD
+ Player_InitDefaultIA, // PLAYER_IA_PRESCRIPTION
+ Player_InitDefaultIA, // PLAYER_IA_FROG
+ Player_InitDefaultIA, // PLAYER_IA_EYEDROPS
+ Player_InitDefaultIA, // PLAYER_IA_CLAIM_CHECK
+ Player_InitDefaultIA, // PLAYER_IA_MASK_KEATON
+ Player_InitDefaultIA, // PLAYER_IA_MASK_SKULL
+ Player_InitDefaultIA, // PLAYER_IA_MASK_SPOOKY
+ Player_InitDefaultIA, // PLAYER_IA_MASK_BUNNY_HOOD
+ Player_InitDefaultIA, // PLAYER_IA_MASK_GORON
+ Player_InitDefaultIA, // PLAYER_IA_MASK_ZORA
+ Player_InitDefaultIA, // PLAYER_IA_MASK_GERUDO
+ Player_InitDefaultIA, // PLAYER_IA_MASK_TRUTH
+ Player_InitDefaultIA, // PLAYER_IA_LENS_OF_TRUTH
};
typedef enum {
@@ -1617,7 +1620,7 @@ BAD_RETURN(s32) func_80832224(Player* this) {
s32 func_8083224C(PlayState* play) {
Player* this = GET_PLAYER(play);
- return CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_8);
+ return CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK);
}
void Player_AnimPlayOnce(PlayState* play, Player* this, LinkAnimationHeader* anim) {
@@ -1694,7 +1697,7 @@ void func_80832440(PlayState* play, Player* this) {
this->unk_6AD = 0;
func_80832340(play, this);
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
this->stateFlags1 &= ~(PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_20 | PLAYER_STATE1_21);
this->stateFlags2 &= ~(PLAYER_STATE2_4 | PLAYER_STATE2_7 | PLAYER_STATE2_CRAWLING);
@@ -2167,8 +2170,8 @@ void Player_InitItemActionWithAnim(PlayState* play, Player* this, s8 itemAction)
s8 Player_ItemToItemAction(s32 item) {
if (item >= ITEM_NONE_FE) {
return PLAYER_IA_NONE;
- } else if (item == ITEM_LAST_USED) {
- return PLAYER_IA_LAST_USED;
+ } else if (item == ITEM_SWORD_CS) {
+ return PLAYER_IA_SWORD_CS;
} else if (item == ITEM_FISHING_POLE) {
return PLAYER_IA_FISHING_POLE;
} else {
@@ -2176,17 +2179,17 @@ s8 Player_ItemToItemAction(s32 item) {
}
}
-void func_80833770(PlayState* play, Player* this) {
+void Player_InitDefaultIA(PlayState* play, Player* this) {
}
-void func_8083377C(PlayState* play, Player* this) {
+void Player_InitDekuStickIA(PlayState* play, Player* this) {
this->unk_85C = 1.0f;
}
-void func_80833790(PlayState* play, Player* this) {
+void Player_InitHammerIA(PlayState* play, Player* this) {
}
-void func_8083379C(PlayState* play, Player* this) {
+void Player_InitBowOrSlingshotIA(PlayState* play, Player* this) {
this->stateFlags1 |= PLAYER_STATE1_3;
if (this->heldItemAction != PLAYER_IA_SLINGSHOT) {
@@ -2196,7 +2199,7 @@ void func_8083379C(PlayState* play, Player* this) {
}
}
-void func_808337D4(PlayState* play, Player* this) {
+void Player_InitExplosiveIA(PlayState* play, Player* this) {
s32 explosiveType;
ExplosiveInfo* explosiveInfo;
Actor* spawnedActor;
@@ -2230,7 +2233,7 @@ void func_808337D4(PlayState* play, Player* this) {
}
}
-void func_80833910(PlayState* play, Player* this) {
+void Player_InitHookshotIA(PlayState* play, Player* this) {
this->stateFlags1 |= PLAYER_STATE1_3;
this->unk_860 = -3;
@@ -2239,7 +2242,7 @@ void func_80833910(PlayState* play, Player* this) {
this->actor.world.pos.y, this->actor.world.pos.z, 0, this->actor.shape.rot.y, 0, 0);
}
-void func_80833984(PlayState* play, Player* this) {
+void Player_InitBoomerangIA(PlayState* play, Player* this) {
this->stateFlags1 |= PLAYER_STATE1_24;
}
@@ -2653,7 +2656,11 @@ s32 func_8083499C(Player* this, PlayState* play) {
return 1;
}
-s32 func_808349DC(Player* this, PlayState* play) {
+/**
+ * The actual sword weapon is not handled here. See `Player_ActionChange_7` for melee weapon usage.
+ * This upper body action allows for shielding or changing held items while a sword is in hand.
+ */
+s32 Player_UpperAction_Sword(Player* this, PlayState* play) {
if (func_80834758(play, this) || func_8083499C(this, play)) {
return 1;
} else {
@@ -2979,12 +2986,12 @@ s32 func_80835644(PlayState* play, Player* this, Actor* arg2) {
void func_80835688(Player* this, PlayState* play) {
if (!func_80835644(play, this, this->heldActor)) {
- Player_SetUpperActionFunc(this, func_808356E8);
+ Player_SetUpperActionFunc(this, Player_UpperAction_CarryActor);
LinkAnimation_PlayLoop(play, &this->upperSkelAnime, &gPlayerAnim_link_normal_carryB_wait);
}
}
-s32 func_808356E8(Player* this, PlayState* play) {
+s32 Player_UpperAction_CarryActor(Player* this, PlayState* play) {
Actor* heldActor = this->heldActor;
if (heldActor == NULL) {
@@ -3184,7 +3191,7 @@ void func_80835E44(PlayState* play, s16 camSetting) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING_ALT);
}
} else {
- Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), camSetting);
+ Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), camSetting);
}
}
@@ -3344,7 +3351,7 @@ void func_80836448(PlayState* play, Player* this, LinkAnimationHeader* anim) {
int Player_CanUpdateItems(Player* this) {
return (!(Player_Action_808458D0 == this->actionFunc) ||
((this->stateFlags1 & PLAYER_STATE1_START_CHANGING_HELD_ITEM) &&
- ((this->heldItemId == ITEM_LAST_USED) || (this->heldItemId == ITEM_NONE)))) &&
+ ((this->heldItemId == ITEM_SWORD_CS) || (this->heldItemId == ITEM_NONE)))) &&
(!(Player_UpperAction_ChangeHeldItem == this->upperActionFunc) ||
(Player_ItemToItemAction(this->heldItemId) == this->heldItemAction));
}
@@ -4000,12 +4007,12 @@ s32 func_80837818(Player* this) {
}
void func_80837918(Player* this, s32 quadIndex, u32 dmgFlags) {
- this->meleeWeaponQuads[quadIndex].info.toucher.dmgFlags = dmgFlags;
+ this->meleeWeaponQuads[quadIndex].elem.toucher.dmgFlags = dmgFlags;
if (dmgFlags == DMG_DEKU_STICK) {
- this->meleeWeaponQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_WOOD;
+ this->meleeWeaponQuads[quadIndex].elem.toucherFlags = TOUCH_ON | TOUCH_NEAREST | TOUCH_SFX_WOOD;
} else {
- this->meleeWeaponQuads[quadIndex].info.toucherFlags = TOUCH_ON | TOUCH_NEAREST;
+ this->meleeWeaponQuads[quadIndex].elem.toucherFlags = TOUCH_ON | TOUCH_NEAREST;
}
}
@@ -4270,10 +4277,10 @@ void func_8083821C(Player* this) {
s32 i;
// clang-format off
- for (i = 0; i < PLAYER_BODYPART_MAX; i++) { this->flameTimers[i] = Rand_S16Offset(0, 200); }
+ for (i = 0; i < PLAYER_BODYPART_MAX; i++) { this->bodyFlameTimers[i] = Rand_S16Offset(0, 200); }
// clang-format on
- this->isBurning = true;
+ this->bodyIsBurning = true;
}
void func_80838280(Player* this) {
@@ -4341,7 +4348,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
func_80838280(this);
if (this->unk_8A1 == 3) {
- this->shockTimer = 40;
+ this->bodyShockTimer = 40;
}
this->actor.colChkInfo.damage += this->unk_8A0;
@@ -4354,7 +4361,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
// Additionally, `Collider.atHit` can never be set while already colliding as AC, so it's also bugged.
// This behavior was later fixed in MM, most likely by removing both the `atHit` and `atFlags` checks.
if (sp64 || ((this->invincibilityTimer < 0) && (this->cylinder.base.acFlags & AC_HIT) &&
- (this->cylinder.info.atHit != NULL) && (this->cylinder.info.atHit->atFlags & 0x20000000))) {
+ (this->cylinder.elem.atHit != NULL) && (this->cylinder.elem.atHit->atFlags & 0x20000000))) {
Player_RequestRumble(this, 180, 20, 100, 0);
@@ -4387,7 +4394,7 @@ s32 func_808382DC(Player* this, PlayState* play) {
}
}
- if (sp64 && (this->shieldQuad.info.acHitInfo->toucher.effect == 1)) {
+ if (sp64 && (this->shieldQuad.elem.acHitElem->toucher.effect == 1)) {
func_8083819C(this, play);
}
@@ -4588,7 +4595,7 @@ void func_80838F5C(PlayState* play, Player* this) {
this->stateFlags1 |= PLAYER_STATE1_29 | PLAYER_STATE1_31;
- Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_FREE0);
+ Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_FREE0);
}
s32 func_80838FB8(PlayState* play, Player* this) {
@@ -5368,23 +5375,23 @@ void func_8083AA10(Player* this, PlayState* play) {
}
s32 func_8083AD4C(PlayState* play, Player* this) {
- s32 cameraMode;
+ s32 camMode;
if (this->unk_6AD == 2) {
if (func_8002DD6C(this)) {
if (LINK_IS_ADULT) {
- cameraMode = CAM_MODE_AIM_ADULT;
+ camMode = CAM_MODE_AIM_ADULT;
} else {
- cameraMode = CAM_MODE_AIM_CHILD;
+ camMode = CAM_MODE_AIM_CHILD;
}
} else {
- cameraMode = CAM_MODE_AIM_BOOMERANG;
+ camMode = CAM_MODE_AIM_BOOMERANG;
}
} else {
- cameraMode = CAM_MODE_FIRST_PERSON;
+ camMode = CAM_MODE_FIRST_PERSON;
}
- return Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), cameraMode);
+ return Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), camMode);
}
/**
@@ -5422,8 +5429,8 @@ void func_8083AE40(Player* this, s16 objectId) {
LOG_HEX("size", size, "../z_player.c", 9090);
ASSERT(size <= 1024 * 8, "size <= 1024 * 8", "../z_player.c", 9091);
- DmaMgr_RequestAsync(&this->giObjectDmaRequest, this->giObjectSegment, gObjectTable[objectId].vromStart, size, 0,
- &this->giObjectLoadQueue, NULL, "../z_player.c", 9099);
+ DMA_REQUEST_ASYNC(&this->giObjectDmaRequest, this->giObjectSegment, gObjectTable[objectId].vromStart, size, 0,
+ &this->giObjectLoadQueue, NULL, "../z_player.c", 9099);
}
}
@@ -5563,7 +5570,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
this->av2.actionVar2 = 0x50;
this->av1.actionVar1 = -1;
}
- targetActor->flags |= ACTOR_FLAG_8;
+ targetActor->flags |= ACTOR_FLAG_TALK;
this->unk_664 = this->targetActor;
} else if (sp2C == EXCH_ITEM_BOTTLE_RUTOS_LETTER) {
this->av1.actionVar1 = 1;
@@ -5575,7 +5582,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
func_80835EA4(play, 4);
}
- this->actor.flags |= ACTOR_FLAG_8;
+ this->actor.flags |= ACTOR_FLAG_TALK;
this->exchangeItemId = sp2C;
if (this->av1.actionVar1 < 0) {
@@ -5615,7 +5622,7 @@ s32 Player_ActionChange_13(Player* this, PlayState* play) {
Camera_SetViewParam(Play_GetCamera(play, CAM_ID_MAIN), CAM_VIEW_TARGET, this->unk_6A8);
}
}
- } else if (func_8083AD4C(play, this)) {
+ } else if (func_8083AD4C(play, this) != CAM_MODE_NORMAL) {
if (!(this->stateFlags1 & PLAYER_STATE1_23)) {
Player_SetupAction(play, this, Player_Action_8084B1D8, 1);
this->av2.actionVar2 = 13;
@@ -6770,7 +6777,7 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
ANIM_FLAG_PLAYER_2 | ANIM_FLAG_PLAYER_SETMOVE |
ANIM_FLAG_PLAYER_7);
chest->unk_1F4 = 1;
- Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_SLOW_CHEST_CS);
+ Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_SLOW_CHEST_CS);
} else {
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_normal_box_kick);
chest->unk_1F4 = -1;
@@ -6789,10 +6796,10 @@ s32 Player_ActionChange_2(Player* this, PlayState* play) {
func_80836898(play, this, func_8083A0F4);
if (sp24 == PLAYER_IA_SWORD_MASTER) {
- this->nextModelGroup = Player_ActionToModelGroup(this, PLAYER_IA_LAST_USED);
- Player_InitItemAction(play, this, PLAYER_IA_LAST_USED);
+ this->nextModelGroup = Player_ActionToModelGroup(this, PLAYER_IA_SWORD_CS);
+ Player_InitItemAction(play, this, PLAYER_IA_SWORD_CS);
} else {
- Player_UseItem(play, this, ITEM_LAST_USED);
+ Player_UseItem(play, this, ITEM_SWORD_CS);
}
} else {
s32 strength = Player_GetStrength();
@@ -8255,8 +8262,8 @@ void Player_Action_8084279C(Player* this, PlayState* play) {
func_8083A098(this, GET_PLAYER_ANIM(PLAYER_ANIMGROUP_check_end, this->modelAnimType), play);
}
- this->actor.flags &= ~ACTOR_FLAG_8;
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ this->actor.flags &= ~ACTOR_FLAG_TALK;
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
}
@@ -9515,10 +9522,11 @@ void Player_Action_80845CA4(Player* this, PlayState* play) {
temp = func_80845BA0(play, this, &sp34, sp30);
- if ((this->av2.actionVar2 == 0) || ((temp == 0) && (this->speedXZ == 0.0f) &&
- (Play_GetCamera(play, CAM_ID_MAIN)->stateFlags & CAM_STATE_4))) {
+ if ((this->av2.actionVar2 == 0) ||
+ ((temp == 0) && (this->speedXZ == 0.0f) &&
+ (Play_GetCamera(play, CAM_ID_MAIN)->stateFlags & CAM_STATE_CAM_FUNC_FINISH))) {
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
func_80845C68(play, gSaveContext.respawn[RESPAWN_MODE_DOWN].data);
if (!Player_ActionChange_4(this, play)) {
@@ -9552,7 +9560,7 @@ void Player_Action_80845EF8(Player* this, PlayState* play) {
if (play->roomCtx.prevRoom.num >= 0) {
func_80097534(play, &play->roomCtx);
}
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
Play_SetupRespawnPoint(play, RESPAWN_MODE_DOWN, 0xDFF);
}
return;
@@ -9977,7 +9985,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
Player_SetEquipmentData(play, this);
this->prevBoots = this->currentBoots;
Player_InitCommon(this, play, gPlayerSkelHeaders[((void)0, gSaveContext.save.linkAge)]);
- this->giObjectSegment = (void*)(((uintptr_t)ZeldaArena_MallocDebug(0x3008, "../z_player.c", 17175) + 8) & ~0xF);
+ this->giObjectSegment = (void*)(((uintptr_t)ZELDA_ARENA_MALLOC(0x3008, "../z_player.c", 17175) + 8) & ~0xF);
respawnFlag = gSaveContext.respawnFlag;
@@ -10592,7 +10600,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
seqMode = SEQ_MODE_DEFAULT;
if (this->csAction != PLAYER_CSACTION_NONE) {
- Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_NORMAL);
+ Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_NORMAL);
} else if (!(this->stateFlags1 & PLAYER_STATE1_20)) {
if ((this->actor.parent != NULL) && (this->stateFlags3 & PLAYER_STATE3_7)) {
camMode = CAM_MODE_HOOKSHOT_FLY;
@@ -10602,7 +10610,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
} else if (this->stateFlags2 & PLAYER_STATE2_8) {
camMode = CAM_MODE_PUSH_PULL;
} else if ((unk_664 = this->unk_664) != NULL) {
- if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_8)) {
+ if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK)) {
camMode = CAM_MODE_TALK;
} else if (this->stateFlags1 & PLAYER_STATE1_16) {
if (this->stateFlags1 & PLAYER_STATE1_25) {
@@ -10653,7 +10661,7 @@ void Player_UpdateCamAndSeqModes(PlayState* play, Player* this) {
}
}
- Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), camMode);
+ Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), camMode);
} else {
// First person mode
seqMode = SEQ_MODE_STILL;
@@ -10701,16 +10709,16 @@ void func_80848A04(PlayState* play, Player* this) {
temp * 200.0f, 0, 8);
}
-void func_80848B44(PlayState* play, Player* this) {
+void Player_UpdateBodyShock(PlayState* play, Player* this) {
Vec3f shockPos;
Vec3f* randBodyPart;
s32 shockScale;
- this->shockTimer--;
- this->unk_892 += this->shockTimer;
+ this->bodyShockTimer--;
+ this->unk_892 += this->bodyShockTimer;
if (this->unk_892 > 20) {
- shockScale = this->shockTimer * 2;
+ shockScale = this->bodyShockTimer * 2;
this->unk_892 -= 20;
if (shockScale > 40) {
@@ -10727,7 +10735,7 @@ void func_80848B44(PlayState* play, Player* this) {
}
}
-void func_80848C74(PlayState* play, Player* this) {
+void Player_UpdateBodyBurn(PlayState* play, Player* this) {
s32 spawnedFlame;
u8* timerPtr;
s32 timerStep;
@@ -10745,7 +10753,7 @@ void func_80848C74(PlayState* play, Player* this) {
}
spawnedFlame = false;
- timerPtr = this->flameTimers;
+ timerPtr = this->bodyFlameTimers;
if (this->stateFlags2 & PLAYER_STATE2_3) {
sp58 = 100;
@@ -10790,7 +10798,7 @@ void func_80848C74(PlayState* play, Player* this) {
Player_InflictDamage(play, -1);
}
} else {
- this->isBurning = false;
+ this->bodyIsBurning = false;
}
}
@@ -10950,12 +10958,12 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
this->unk_860++;
}
- if (this->shockTimer != 0) {
- func_80848B44(play, this);
+ if (this->bodyShockTimer != 0) {
+ Player_UpdateBodyShock(play, this);
}
- if (this->isBurning) {
- func_80848C74(play, this);
+ if (this->bodyIsBurning) {
+ Player_UpdateBodyBurn(play, this);
}
if ((this->stateFlags3 & PLAYER_STATE3_RESTORE_NAYRUS_LOVE) && (gSaveContext.nayrusLoveTimer != 0) &&
@@ -11139,9 +11147,9 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
func_80837B9C(this, play);
} else if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) || (this->stateFlags1 & PLAYER_STATE1_27)) {
func_80836448(play, this,
- func_808332B8(this) ? &gPlayerAnim_link_swimer_swim_down
- : (this->shockTimer != 0) ? &gPlayerAnim_link_normal_electric_shock_end
- : &gPlayerAnim_link_derth_rebirth);
+ func_808332B8(this) ? &gPlayerAnim_link_swimer_swim_down
+ : (this->bodyShockTimer != 0) ? &gPlayerAnim_link_normal_electric_shock_end
+ : &gPlayerAnim_link_derth_rebirth);
}
} else {
if ((this->actor.parent == NULL) && ((play->transitionTrigger == TRANS_TRIGGER_START) ||
@@ -11219,7 +11227,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
func_808368EC(this, play);
- if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_8)) {
+ if (CHECK_FLAG_ALL(this->actor.flags, ACTOR_FLAG_TALK)) {
this->targetActorDistance = 0.0f;
} else {
this->targetActor = NULL;
@@ -11266,7 +11274,7 @@ void Player_UpdateCommon(Player* this, PlayState* play, Input* input) {
this->cylinder.dim.yShift = phi_f12 - this->actor.world.pos.y;
if (this->stateFlags1 & PLAYER_STATE1_22) {
- this->cylinder.dim.height = this->cylinder.dim.height * 0.8f;
+ this->cylinder.dim.height *= 0.8f;
}
Collider_UpdateCylinder(&this->actor, &this->cylinder);
@@ -11391,7 +11399,7 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
Player_PostLimbDrawGameplay, this);
if ((overrideLimbDraw == Player_OverrideLimbDrawGameplayDefault) && (this->currentMask != PLAYER_MASK_NONE)) {
- Mtx* bunnyEarMtx = Graph_Alloc(play->state.gfxCtx, 2 * sizeof(Mtx));
+ Mtx* bunnyEarMtx = GRAPH_ALLOC(play->state.gfxCtx, 2 * sizeof(Mtx));
if (this->currentMask == PLAYER_MASK_BUNNY) {
Vec3s earRot;
@@ -11403,14 +11411,14 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
earRot.y = sBunnyEarKinematics.rot.z + 0xDBE;
earRot.z = sBunnyEarKinematics.rot.x - 0x348A;
Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, -240.0f, &earRot);
- Matrix_ToMtx(bunnyEarMtx++, "../z_player.c", 19273);
+ MATRIX_TO_MTX(bunnyEarMtx++, "../z_player.c", 19273);
// Left ear
earRot.x = sBunnyEarKinematics.rot.y - 0x3E2;
earRot.y = -sBunnyEarKinematics.rot.z - 0xDBE;
earRot.z = sBunnyEarKinematics.rot.x - 0x348A;
Matrix_SetTranslateRotateYXZ(97.0f, -1203.0f, 240.0f, &earRot);
- Matrix_ToMtx(bunnyEarMtx, "../z_player.c", 19279);
+ MATRIX_TO_MTX(bunnyEarMtx, "../z_player.c", 19279);
}
gSPDisplayList(POLY_OPA_DISP++, sMaskDlists[this->currentMask - 1]);
@@ -11432,16 +11440,16 @@ void Player_DrawGameplay(PlayState* play, Player* this, s32 lod, Gfx* cullDList,
}
D_8085486C = (-sp5C * 4) + 36;
- D_8085486C = D_8085486C * D_8085486C;
+ D_8085486C = SQ(D_8085486C);
D_8085486C = (s32)((Math_CosS(D_8085486C) * 100.0f) + 100.0f) + 55.0f;
- D_8085486C = D_8085486C * (sp5C * (1.0f / 9.0f));
+ D_8085486C *= sp5C * (1.0f / 9.0f);
}
Matrix_SetTranslateRotateYXZ(this->actor.world.pos.x, this->actor.world.pos.y + 2.0f,
this->actor.world.pos.z, &D_80854864);
Matrix_Scale(4.0f, 4.0f, 4.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player.c", 19317),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_player.c", 19317),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08,
Gfx_TwoTexScroll(play->state.gfxCtx, G_TX_RENDERTILE, 0, 0, 16, 32, 1, 0,
@@ -11538,7 +11546,7 @@ void Player_Draw(Actor* thisx, PlayState* play2) {
32, 1, 0, (play->gameplayFrames * -2) % 128, 32, 32));
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_player.c", 19459),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_player.c", 19459),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, 255);
gSPDisplayList(POLY_XLU_DISP++, gEffIceFragment3DL);
@@ -11701,7 +11709,7 @@ void Player_Action_8084B1D8(Player* this, PlayState* play) {
}
if ((this->csAction != PLAYER_CSACTION_NONE) || (this->unk_6AD == 0) || (this->unk_6AD >= 4) ||
- func_80833B54(this) || (this->unk_664 != NULL) || !func_8083AD4C(play, this) ||
+ func_80833B54(this) || (this->unk_664 != NULL) || (func_8083AD4C(play, this) == CAM_MODE_NORMAL) ||
(((this->unk_6AD == 2) && (CHECK_BTN_ANY(sControlInput->press.button, BTN_A | BTN_B | BTN_R) ||
func_80833B2C(this) || (!func_8002DD78(this) && !func_808334B4(this)))) ||
((this->unk_6AD == 1) &&
@@ -11761,13 +11769,13 @@ void Player_Action_8084B530(Player* this, PlayState* play) {
Player_UpdateUpperBody(this, play);
if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
- this->actor.flags &= ~ACTOR_FLAG_8;
+ this->actor.flags &= ~ACTOR_FLAG_TALK;
if (!CHECK_FLAG_ALL(this->targetActor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_2)) {
this->stateFlags2 &= ~PLAYER_STATE2_13;
}
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
if (!func_8084B4D4(play, this) && !func_8084B3CC(play, this) && !Player_StartCsAction(play, this)) {
if ((this->targetActor != this->interactRangeActor) || !Player_ActionChange_2(this, play)) {
@@ -12553,7 +12561,7 @@ void Player_Action_8084CC98(Player* this, PlayState* play) {
}
if (this->stateFlags1 & PLAYER_STATE1_20) {
- if (!func_8083AD4C(play, this) || CHECK_BTN_ANY(sControlInput->press.button, BTN_A) ||
+ if ((func_8083AD4C(play, this) == CAM_MODE_NORMAL) || CHECK_BTN_ANY(sControlInput->press.button, BTN_A) ||
func_80833BCC(this)) {
this->unk_6AD = 0;
this->stateFlags1 &= ~PLAYER_STATE1_20;
@@ -12613,7 +12621,7 @@ void Player_Action_8084D3E4(Player* this, PlayState* play) {
gSaveContext.save.info.horseData.angle = rideActor->actor.shape.rot.y;
}
} else {
- Camera_ChangeSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_NORMAL0);
+ Camera_RequestSetting(Play_GetCamera(play, CAM_ID_MAIN), CAM_SET_NORMAL0);
if (this->mountSide < 0) {
D_808549C4[0].data = ANIMSFX_DATA(ANIMSFX_TYPE_5, 40);
@@ -12864,7 +12872,7 @@ void func_8084DF6C(PlayState* play, Player* this) {
this->unk_862 = 0;
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
this->getItemId = GI_NONE;
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
void func_8084DFAC(PlayState* play, Player* this) {
@@ -12992,7 +13000,7 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
}
if (play->msgCtx.ocarinaMode == OCARINA_MODE_04) {
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
if ((this->targetActor != NULL) && (this->targetActor == this->unk_6A8)) {
func_80853148(play, this->targetActor);
@@ -13015,7 +13023,7 @@ void Player_Action_8084E3C4(Player* this, PlayState* play) {
this->stateFlags1 &= ~PLAYER_STATE1_29;
Player_TryCsAction(play, NULL, PLAYER_CSACTION_8);
- play->mainCamera.stateFlags &= ~CAM_STATE_3;
+ play->mainCamera.stateFlags &= ~CAM_STATE_EXTERNAL_FINISHED;
this->stateFlags1 |= PLAYER_STATE1_28 | PLAYER_STATE1_29;
this->stateFlags2 |= PLAYER_STATE2_27;
@@ -13203,7 +13211,7 @@ void Player_Action_8084EAC0(Player* this, PlayState* play) {
}
func_8083C0E8(this, play);
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
} else if (this->av2.actionVar2 == 1) {
if ((gSaveContext.healthAccumulator == 0) && (gSaveContext.magicState != MAGIC_STATE_FILL)) {
Player_AnimChangeOnceMorphAdjusted(play, this, &gPlayerAnim_link_bottle_drink_demo_end);
@@ -13240,7 +13248,7 @@ void Player_Action_8084ECA4(Player* this, PlayState* play) {
this->av2.actionVar2 = 1;
} else if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
this->av1.actionVar1 = 0;
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
} else {
func_8083C0E8(this, play);
@@ -13293,7 +13301,7 @@ static Vec3f D_80854A1C = { 0.0f, 0.0f, 5.0f };
void Player_Action_8084EED8(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
func_8083C0E8(this, play);
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
return;
}
@@ -13323,7 +13331,7 @@ void Player_Action_8084EFC0(Player* this, PlayState* play) {
if (LinkAnimation_Update(play, &this->skelAnime)) {
func_8083C0E8(this, play);
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
return;
}
@@ -13357,7 +13365,7 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
this->unk_862 = 0;
if (targetActor->textId != 0xFFFF) {
- this->actor.flags |= ACTOR_FLAG_8;
+ this->actor.flags |= ACTOR_FLAG_TALK;
}
func_80853148(play, targetActor);
@@ -13377,7 +13385,7 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
this->av2.actionVar2 = 1;
} else if (Message_GetState(&play->msgCtx) == TEXT_STATE_CLOSING) {
- this->actor.flags &= ~ACTOR_FLAG_8;
+ this->actor.flags &= ~ACTOR_FLAG_TALK;
this->unk_862 = 0;
if (this->av1.actionVar1 == 1) {
@@ -13387,7 +13395,7 @@ void Player_Action_8084F104(Player* this, PlayState* play) {
func_8083C0E8(this, play);
}
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
}
} else if (this->av2.actionVar2 >= 0) {
@@ -13621,7 +13629,7 @@ void Player_Action_8084FBF4(Player* this, PlayState* play) {
}
}
- this->shockTimer = 40;
+ this->bodyShockTimer = 40;
func_8002F8F0(&this->actor, NA_SE_VO_LI_TAKEN_AWAY - SFX_FLAG + this->ageProperties->unk_92);
}
@@ -13635,7 +13643,7 @@ s32 func_8084FCAC(Player* this, PlayState* play) {
D_808535D0 ^= 1;
if (D_808535D0) {
- Camera_ChangeMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_AIM);
+ Camera_RequestMode(Play_GetCamera(play, CAM_ID_MAIN), CAM_MODE_Z_AIM);
}
}
@@ -13888,7 +13896,7 @@ void Player_Action_8085063C(Player* this, PlayState* play) {
}
func_80853080(this, play);
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
}
@@ -13954,7 +13962,7 @@ void Player_Action_808507F4(Player* this, PlayState* play) {
if (this->av1.actionVar1 < 0) {
if ((this->itemAction == PLAYER_IA_NAYRUS_LOVE) || (gSaveContext.magicState == MAGIC_STATE_IDLE)) {
func_80839FFC(this, play);
- func_8005B1A4(Play_GetCamera(play, CAM_ID_MAIN));
+ Camera_SetFinishedFlag(Play_GetCamera(play, CAM_ID_MAIN));
}
} else {
if (this->av2.actionVar2 == 0) {
@@ -15244,7 +15252,7 @@ void func_80853148(PlayState* play, Actor* actor) {
if ((this->targetActor != NULL) || (actor == this->naviActor) ||
CHECK_FLAG_ALL(actor->flags, ACTOR_FLAG_0 | ACTOR_FLAG_18)) {
- actor->flags |= ACTOR_FLAG_8;
+ actor->flags |= ACTOR_FLAG_TALK;
}
this->targetActor = actor;
@@ -15252,13 +15260,13 @@ void func_80853148(PlayState* play, Actor* actor) {
if (actor->textId == 0xFFFF) {
Player_SetCsActionWithHaltedActors(play, actor, PLAYER_CSACTION_1);
- actor->flags |= ACTOR_FLAG_8;
+ actor->flags |= ACTOR_FLAG_TALK;
func_80832528(play, this);
} else {
- if (this->actor.flags & ACTOR_FLAG_8) {
+ if (this->actor.flags & ACTOR_FLAG_TALK) {
this->actor.textId = 0;
} else {
- this->actor.flags |= ACTOR_FLAG_8;
+ this->actor.flags |= ACTOR_FLAG_TALK;
this->actor.textId = actor->textId;
}
@@ -15301,7 +15309,7 @@ void func_80853148(PlayState* play, Actor* actor) {
}
if ((this->naviActor == this->targetActor) && ((this->targetActor->textId & 0xFF00) != 0x200)) {
- this->naviActor->flags |= ACTOR_FLAG_8;
+ this->naviActor->flags |= ACTOR_FLAG_TALK;
func_80835EA4(play, 0xB);
}
}
diff --git a/src/overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.c b/src/overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.c
index 22b97ce748..dc5eae3c5d 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Blast/z_eff_ss_blast.c
@@ -72,7 +72,7 @@ void EffectSsBlast_Draw(PlayState* play, u32 index, EffectSs* this) {
this->rInnerColorA);
Matrix_Put(&mf);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_blast.c", 199),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_blast.c", 199),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c b/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c
index bff52614a6..401328c4f0 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Bomb2/z_eff_ss_bomb2.c
@@ -150,7 +150,7 @@ void EffectSsBomb2_DrawLayered(PlayState* play, u32 index, EffectSs* this) {
Matrix_Translate(0.0f, 0.0f, depth, MTXMODE_APPLY);
Matrix_RotateZ((this->life * 0.02f) + 180.0f, MTXMODE_APPLY);
Matrix_Scale(layer2Scale, layer2Scale, layer2Scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_eff_ss_bomb2.c", 448),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_eff_ss_bomb2.c", 448),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffBombExplosion3DL);
layer2Scale -= 0.15f;
diff --git a/src/overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.c b/src/overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.c
index b0ba7b668c..4387b92846 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Bubble/z_eff_ss_bubble.c
@@ -45,7 +45,7 @@ void EffectSsBubble_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_bubble.c", 167),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_bubble.c", 167),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c b/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c
index dabe791b77..002cda2539 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Dead_Ds/z_eff_ss_dead_ds.c
@@ -99,7 +99,7 @@ void EffectSsDeadDs_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_RotateZYX(this->rRoll, this->rPitch, this->rYaw, MTXMODE_APPLY);
Matrix_RotateX(1.57f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_eff_ss_dead_ds.c", 246),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_eff_ss_dead_ds.c", 246),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetCombineLERP(POLY_XLU_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0,
PRIMITIVE, 0);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.c b/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.c
index cb9a4dd983..80a3d559a3 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Dt_Bubble/z_eff_ss_dt_bubble.c
@@ -81,7 +81,7 @@ void EffectSsDtBubble_Draw(PlayState* play, u32 index, EffectSs* this) {
scale = this->rScale * 0.004f;
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_dt_bubble.c", 213),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_dt_bubble.c", 213),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu2(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB,
diff --git a/src/overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.c b/src/overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.c
index c1ff85de48..302941ca49 100644
--- a/src/overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.c
+++ b/src/overlays/effects/ovl_Effect_Ss_En_Fire/z_eff_ss_en_fire.c
@@ -78,7 +78,7 @@ void EffectSsEnFire_Draw(PlayState* play, u32 index, EffectSs* this) {
scale = Math_SinS(this->life * 0x333) * (this->rScale * 0.00005f);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_eff_en_fire.c", 180),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_eff_en_fire.c", 180),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
redGreen = this->life - 5;
diff --git a/src/overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.c b/src/overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.c
index 91d056a820..931a41602d 100644
--- a/src/overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.c
+++ b/src/overlays/effects/ovl_Effect_Ss_En_Ice/z_eff_ss_en_ice.c
@@ -113,7 +113,7 @@ void EffectSsEnIce_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->rYaw), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(this->rPitch), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_en_ice.c", 261),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_en_ice.c", 261),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
hiliteLightDir.x = 89.8f;
diff --git a/src/overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.c b/src/overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.c
index b1e14efdec..618759146e 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Extra/z_eff_ss_extra.c
@@ -71,7 +71,7 @@ void EffectSsExtra_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
Matrix_ReplaceRotation(&play->billboardMtxF);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_eff_ss_extra.c", 186),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_eff_ss_extra.c", 186),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(sTextures[this->rScoreIdx]));
gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(object_yabusame_point_DL_000DC0));
diff --git a/src/overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.c b/src/overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.c
index e407d44b4b..c3e7088f1b 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Fcircle/z_eff_ss_fcircle.c
@@ -58,7 +58,7 @@ void EffectSsFcircle_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(xzScale, yScale, xzScale, MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->rYaw), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_fcircle.c", 163),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_fcircle.c", 163),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08,
diff --git a/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.c b/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.c
index 96e789c794..403438a231 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Fhg_Flash/z_eff_ss_fhg_flash.c
@@ -107,7 +107,7 @@ void EffectSsFhgFlash_DrawLightBall(PlayState* play, u32 index, EffectSs* this)
gDPPipeSync(POLY_XLU_DISP++);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_RotateZ((this->rXZRot / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_fhg_flash.c", 326),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_fhg_flash.c", 326),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
@@ -140,7 +140,7 @@ void EffectSsFhgFlash_DrawShock(PlayState* play, u32 index, EffectSs* this) {
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, 255, 255, 255, this->rAlpha);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 255, 155, 0);
Matrix_RotateZ((this->rXZRot / (f32)0x8000) * 3.1416f, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_fhg_flash.c", 395),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_fhg_flash.c", 395),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.c b/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.c
index 03fd761ec3..a08d8af131 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Fire_Tail/z_eff_ss_fire_tail.c
@@ -119,7 +119,7 @@ void EffectSsFireTail_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Scale(1.0f, temp1, 1.0f / temp1, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_eff_fire_tail.c", 238),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_eff_fire_tail.c", 238),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0x80, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, 255);
diff --git a/src/overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.c b/src/overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.c
index 244e9791bd..e3eaaa136a 100644
--- a/src/overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.c
+++ b/src/overlays/effects/ovl_Effect_Ss_G_Magma2/z_eff_ss_g_magma2.c
@@ -86,7 +86,7 @@ void EffectSsGMagma2_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
gSegments[6] = VIRTUAL_TO_PHYSICAL(objectPtr);
gSPSegment(POLY_XLU_DISP++, 0x06, objectPtr);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_g_magma2.c", 282),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_g_magma2.c", 282),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (this->rDrawMode == 0) {
diff --git a/src/overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.c b/src/overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.c
index 4e7cf3138b..c629cecbad 100644
--- a/src/overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.c
+++ b/src/overlays/effects/ovl_Effect_Ss_G_Ripple/z_eff_ss_g_ripple.c
@@ -59,10 +59,10 @@ u32 EffectSsGRipple_Init(PlayState* play, u32 index, EffectSs* this, void* initP
return 1;
}
-void EffectSsGRipple_DrawRipple(PlayState* play, EffectSs* this, void* segment) {
- GraphicsContext* gfxCtx = play->state.gfxCtx;
+void EffectSsGRipple_DrawRipple(PlayState* play2, EffectSs* this, void* segment) {
+ PlayState* play = play2;
f32 radius;
- s32 pad;
+ GraphicsContext* gfxCtx = play->state.gfxCtx;
MtxF mfTrans;
MtxF mfScale;
MtxF mfResult;
@@ -71,8 +71,6 @@ void EffectSsGRipple_DrawRipple(PlayState* play, EffectSs* this, void* segment)
OPEN_DISPS(gfxCtx, "../z_eff_ss_g_ripple.c", 199);
- if (play) {}
-
radius = this->rRadius * 0.0025f;
if ((this->rWaterBoxNum != -1) && (this->rWaterBoxNum < play->colCtx.colHeader->numWaterBoxes)) {
diff --git a/src/overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.c b/src/overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.c
index 951ab24065..2085eff571 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.c
@@ -81,7 +81,7 @@ void EffectSsHahen_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_RotateY(this->rYaw * 0.01f, MTXMODE_APPLY);
Matrix_RotateX(this->rPitch * 0.01f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_hahen.c", 228),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_hahen.c", 228),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gSPDisplayList(POLY_OPA_DISP++, this->gfx);
@@ -105,7 +105,7 @@ void EffectSsHahen_DrawGray(PlayState* play, u32 index, EffectSs* this) {
Matrix_RotateY(this->rYaw * 0.01f, MTXMODE_APPLY);
Matrix_RotateX(this->rPitch * 0.01f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_hahen.c", 271),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_hahen.c", 271),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetCombineLERP(POLY_OPA_DISP++, SHADE, 0, PRIMITIVE, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0, PRIMITIVE, 0, SHADE, 0,
diff --git a/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.c b/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.c
index 92c3cc1793..3a1387276b 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Ice_Piece/z_eff_ss_ice_piece.c
@@ -65,7 +65,7 @@ void EffectSsIcePiece_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
Matrix_RotateY(BINANG_TO_RAD(this->rYaw), MTXMODE_APPLY);
Matrix_RotateX(BINANG_TO_RAD(this->rPitch), MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ice_piece.c", 185),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ice_piece.c", 185),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
gDPSetEnvColor(POLY_XLU_DISP++, 0, 50, 100, (s32)alpha & 0xFF);
@@ -80,7 +80,7 @@ void EffectSsIcePiece_Draw(PlayState* play, u32 index, EffectSs* this) {
void EffectSsIcePiece_Update(PlayState* play, u32 index, EffectSs* this) {
this->rPitch += this->rRotSpeed;
- this->velocity.x = this->velocity.x * 0.85f;
- this->velocity.y = this->velocity.y * 0.85f;
- this->velocity.z = this->velocity.z * 0.85f;
+ this->velocity.x *= 0.85f;
+ this->velocity.y *= 0.85f;
+ this->velocity.z *= 0.85f;
}
diff --git a/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.c b/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.c
index 8301fee44d..982ece70df 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Ice_Smoke/z_eff_ss_ice_smoke.c
@@ -79,7 +79,7 @@ void EffectSsIceSmoke_Draw(PlayState* play, u32 index, EffectSs* this) {
scale = this->rScale * 0.0001f;
Matrix_Scale(scale, scale, 1.0f, MTXMODE_APPLY);
- mtx = Matrix_NewMtx(play->state.gfxCtx, "../z_eff_ss_ice_smoke.c", 196);
+ mtx = MATRIX_NEW(play->state.gfxCtx, "../z_eff_ss_ice_smoke.c", 196);
if (mtx != NULL) {
gSPMatrix(POLY_XLU_DISP++, mtx, G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
diff --git a/src/overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.c b/src/overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.c
index bcc7e86d63..5a613a2f84 100644
--- a/src/overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.c
+++ b/src/overlays/effects/ovl_Effect_Ss_K_Fire/z_eff_ss_k_fire.c
@@ -75,7 +75,7 @@ void EffectSsKFire_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_RotateY(M_PI, MTXMODE_APPLY);
}
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_eff_k_fire.c", 215),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_eff_k_fire.c", 215),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, gEffFire1DL);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.c b/src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.c
index ed7d96a724..c8acb10b6e 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.c
@@ -112,7 +112,7 @@ void EffectSsKakera_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
if ((((this->rReg4 >> 7) & 1) << 7) == 0x80) {
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_kakera.c", 268),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_kakera.c", 268),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
@@ -122,7 +122,7 @@ void EffectSsKakera_Draw(PlayState* play, u32 index, EffectSs* this) {
gSPDisplayList(POLY_XLU_DISP++, this->gfx);
} else {
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_kakera.c", 286),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_kakera.c", 286),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.c b/src/overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.c
index 9fdba62b39..7aaa867f84 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Sibuki/z_eff_ss_sibuki.c
@@ -67,7 +67,7 @@ void EffectSsSibuki_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_sibuki.c", 176),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_sibuki.c", 176),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, this->rPrimColorA);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.c b/src/overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.c
index 4225af82c0..ae32c1befc 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Sibuki2/z_eff_ss_sibuki2.c
@@ -63,7 +63,7 @@ void EffectSsSibuki2_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_sibuki2.c", 171),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_sibuki2.c", 171),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(gfxCtx);
gDPSetPrimColor(POLY_XLU_DISP++, 0, 0, this->rPrimColorR, this->rPrimColorG, this->rPrimColorB, this->rPrimColorA);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.c b/src/overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.c
index 0c9f8b379f..5a5362bb45 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Stick/z_eff_ss_stick.c
@@ -64,7 +64,7 @@ void EffectSsStick_Draw(PlayState* play, u32 index, EffectSs* this) {
Matrix_RotateZYX(0, this->rYaw, play->state.frames * 10000, MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_stick.c", 176),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_stick.c", 176),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_25Opa(gfxCtx);
gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[this->rObjectSlot].segment);
diff --git a/src/overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.c b/src/overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.c
index b6223aab2a..af8e8e9a17 100644
--- a/src/overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.c
+++ b/src/overlays/effects/ovl_Effect_Ss_Stone1/z_eff_ss_stone1.c
@@ -62,7 +62,7 @@ void EffectSsStone1_Draw(PlayState* play, u32 index, EffectSs* this) {
scale = (mfW < 1500.0f) ? 3.0f : (mfW / 1500.0f) * 3.0f;
Matrix_Translate(this->pos.x, this->pos.y, this->pos.z, MTXMODE_NEW);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(gfxCtx, "../z_eff_ss_stone1.c", 168),
+ gSPMatrix(POLY_XLU_DISP++, MATRIX_NEW(gfxCtx, "../z_eff_ss_stone1.c", 168),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Gfx_SetupDL_61Xlu(gfxCtx);
gSPSegment(POLY_XLU_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(drawParams->texture));
diff --git a/src/overlays/gamestates/ovl_file_choose/z_file_choose.c b/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
index 236d1e42da..30f5b76de4 100644
--- a/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
+++ b/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
@@ -454,7 +454,7 @@ void FileSelect_SetWindowVtx(GameState* thisx) {
s16 tmp2;
s16 tmp3;
- this->windowVtx = Graph_Alloc(this->state.gfxCtx, sizeof(Vtx) * 80);
+ this->windowVtx = GRAPH_ALLOC(this->state.gfxCtx, sizeof(Vtx) * 80);
tmp = this->windowPosX - 90;
for (x = 0, i = 0; i < 4; i++) {
@@ -512,7 +512,7 @@ void FileSelect_SetWindowContentVtx(GameState* thisx) {
s16 temp_t1;
SramContext* sramCtx = &this->sramCtx;
- this->windowContentVtx = Graph_Alloc(this->state.gfxCtx, 0x288 * sizeof(Vtx));
+ this->windowContentVtx = GRAPH_ALLOC(this->state.gfxCtx, 0x288 * sizeof(Vtx));
for (phi_t2 = 0; phi_t2 < 0x288; phi_t2 += 4) {
this->windowContentVtx[phi_t2].v.ob[0] = this->windowContentVtx[phi_t2 + 2].v.ob[0] = 0x12C;
@@ -1153,7 +1153,7 @@ void FileSelect_ConfigModeDraw(GameState* thisx) {
Matrix_RotateX(this->windowRot / 100.0f, MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_choose.c", 2282),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_choose.c", 2282),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
@@ -1181,7 +1181,7 @@ void FileSelect_ConfigModeDraw(GameState* thisx) {
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX((this->windowRot - 314.0f) / 100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_choose.c", 2316),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_choose.c", 2316),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
@@ -1210,7 +1210,7 @@ void FileSelect_ConfigModeDraw(GameState* thisx) {
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX((this->windowRot - 314.0f) / 100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_choose.c", 2337),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_choose.c", 2337),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
@@ -1562,7 +1562,7 @@ void FileSelect_SelectModeDraw(GameState* thisx) {
Matrix_Translate(0.0f, 0.0f, -93.6f, MTXMODE_NEW);
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(this->windowRot / 100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_choose.c", 2810),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_choose.c", 2810),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, &this->windowVtx[0], 32, 0);
@@ -1882,16 +1882,15 @@ void FileSelect_Init(GameState* thisx) {
SREG(30) = 1;
osSyncPrintf("SIZE=%x\n", size);
- this->staticSegment = GameState_Alloc(&this->state, size, "../z_file_choose.c", 3392);
+ this->staticSegment = GAME_STATE_ALLOC(&this->state, size, "../z_file_choose.c", 3392);
ASSERT(this->staticSegment != NULL, "this->staticSegment != NULL", "../z_file_choose.c", 3393);
- DmaMgr_RequestSyncDebug(this->staticSegment, (uintptr_t)_title_staticSegmentRomStart, size, "../z_file_choose.c",
- 3394);
+ DMA_REQUEST_SYNC(this->staticSegment, (uintptr_t)_title_staticSegmentRomStart, size, "../z_file_choose.c", 3394);
size = (uintptr_t)_parameter_staticSegmentRomEnd - (uintptr_t)_parameter_staticSegmentRomStart;
- this->parameterSegment = GameState_Alloc(&this->state, size, "../z_file_choose.c", 3398);
+ this->parameterSegment = GAME_STATE_ALLOC(&this->state, size, "../z_file_choose.c", 3398);
ASSERT(this->parameterSegment != NULL, "this->parameterSegment != NULL", "../z_file_choose.c", 3399);
- DmaMgr_RequestSyncDebug(this->parameterSegment, (uintptr_t)_parameter_staticSegmentRomStart, size,
- "../z_file_choose.c", 3400);
+ DMA_REQUEST_SYNC(this->parameterSegment, (uintptr_t)_parameter_staticSegmentRomStart, size, "../z_file_choose.c",
+ 3400);
Matrix_Init(&this->state);
View_Init(&this->view, this->state.gfxCtx);
diff --git a/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c b/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c
index 67cc0a0748..07c0900bbd 100644
--- a/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c
+++ b/src/overlays/gamestates/ovl_file_choose/z_file_nameset_PAL.c
@@ -39,7 +39,7 @@ void FileSelect_SetKeyboardVtx(GameState* thisx) {
s16 phi_t1;
s16 phi_s2;
- this->keyboardVtx = Graph_Alloc(this->state.gfxCtx, sizeof(Vtx) * 4 * 5 * 13);
+ this->keyboardVtx = GRAPH_ALLOC(this->state.gfxCtx, sizeof(Vtx) * 4 * 5 * 13);
phi_s1 = 0x26;
@@ -141,7 +141,7 @@ void FileSelect_SetNameEntryVtx(GameState* thisx) {
gSP1Quadrangle(POLY_OPA_DISP++, phi_s0, phi_s0 + 2, phi_s0 + 3, phi_s0 + 1, 0);
}
- this->nameEntryVtx = Graph_Alloc(this->state.gfxCtx, 44 * sizeof(Vtx));
+ this->nameEntryVtx = GRAPH_ALLOC(this->state.gfxCtx, 44 * sizeof(Vtx));
for (phi_s0 = 0, phi_t1 = 0; phi_t1 < 44; phi_t1 += 4, phi_s0++) {
if ((phi_s0 > 0) && (phi_s0 < 9)) {
@@ -917,6 +917,8 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
}
+ //! @bug Mistakenly using sOptionsMenuHeaders instead of sOptionsMenuSettings for the height.
+ //! This works out anyway because all heights are 16.
gDPLoadTextureBlock(POLY_OPA_DISP++, sOptionsMenuSettings[i].texture[gSaveContext.language], G_IM_FMT_IA,
G_IM_SIZ_8b, sOptionsMenuSettings[i].width[gSaveContext.language],
sOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
@@ -941,6 +943,9 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
gDPSetEnvColor(POLY_OPA_DISP++, 0, 0, 0, 255);
}
+ //! @bug Mistakenly using sOptionsMenuHeaders instead of sOptionsMenuSettings for the height.
+ //! This is also an OOB read that happens to access the height of the first two elements in
+ //! sOptionsMenuSettings, and since all heights are 16, it works out anyway.
gDPLoadTextureBlock(POLY_OPA_DISP++, sOptionsMenuSettings[i].texture[gSaveContext.language], G_IM_FMT_IA,
G_IM_SIZ_8b, sOptionsMenuSettings[i].width[gSaveContext.language],
sOptionsMenuHeaders[i].height, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP,
@@ -978,7 +983,7 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
Matrix_Push();
Matrix_Translate(0.0f, 0.1f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_nameset_PAL.c", 1009),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_nameset_PAL.c", 1009),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, gOptionsDividerTopVtx, 4, 0);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
@@ -986,7 +991,7 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
Matrix_Push();
Matrix_Translate(0.0f, 0.2f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_nameset_PAL.c", 1021),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_nameset_PAL.c", 1021),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, gOptionsDividerMiddleVtx, 4, 0);
@@ -995,7 +1000,7 @@ void FileSelect_DrawOptionsImpl(GameState* thisx) {
Matrix_Push();
Matrix_Translate(0.0f, 0.4f, 0.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_file_nameset_PAL.c", 1033),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_file_nameset_PAL.c", 1033),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPVertex(POLY_OPA_DISP++, gOptionsDividerBottomVtx, 4, 0);
gSP1Quadrangle(POLY_OPA_DISP++, 0, 2, 3, 1, 0);
diff --git a/src/overlays/gamestates/ovl_select/z_select.c b/src/overlays/gamestates/ovl_select/z_select.c
index 5ac03ab90d..7dcc4f0f23 100644
--- a/src/overlays/gamestates/ovl_select/z_select.c
+++ b/src/overlays/gamestates/ovl_select/z_select.c
@@ -748,9 +748,8 @@ void MapSelect_Init(GameState* thisx) {
}
R_UPDATE_RATE = 1;
- this->staticSegment = GameState_Alloc(&this->state, size, "../z_select.c", 1114);
- DmaMgr_RequestSyncDebug(this->staticSegment, (uintptr_t)_z_select_staticSegmentRomStart, size, "../z_select.c",
- 1115);
+ this->staticSegment = GAME_STATE_ALLOC(&this->state, size, "../z_select.c", 1114);
+ DMA_REQUEST_SYNC(this->staticSegment, (uintptr_t)_z_select_staticSegmentRomStart, size, "../z_select.c", 1115);
gSaveContext.save.cutsceneIndex = 0x8000;
gSaveContext.save.linkAge = LINK_AGE_CHILD;
}
diff --git a/src/overlays/gamestates/ovl_title/z_title.c b/src/overlays/gamestates/ovl_title/z_title.c
index 1849b253d6..c29750e1e9 100644
--- a/src/overlays/gamestates/ovl_title/z_title.c
+++ b/src/overlays/gamestates/ovl_title/z_title.c
@@ -86,7 +86,7 @@ void ConsoleLogo_Draw(ConsoleLogoState* this) {
Matrix_Scale(1.0, 1.0, 1.0, MTXMODE_APPLY);
Matrix_RotateZYX(0, sTitleRotY, 0, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(this->state.gfxCtx, "../z_title.c", 424), G_MTX_LOAD);
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(this->state.gfxCtx, "../z_title.c", 424), G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, gNintendo64LogoDL);
Gfx_SetupDL_39Opa(this->state.gfxCtx);
gDPPipeSync(POLY_OPA_DISP++);
@@ -157,11 +157,10 @@ void ConsoleLogo_Init(GameState* thisx) {
u32 size = (uintptr_t)_nintendo_rogo_staticSegmentRomEnd - (uintptr_t)_nintendo_rogo_staticSegmentRomStart;
ConsoleLogoState* this = (ConsoleLogoState*)thisx;
- this->staticSegment = GameState_Alloc(&this->state, size, "../z_title.c", 611);
+ this->staticSegment = GAME_STATE_ALLOC(&this->state, size, "../z_title.c", 611);
osSyncPrintf("z_title.c\n");
ASSERT(this->staticSegment != NULL, "this->staticSegment != NULL", "../z_title.c", 614);
- DmaMgr_RequestSyncDebug(this->staticSegment, (uintptr_t)_nintendo_rogo_staticSegmentRomStart, size, "../z_title.c",
- 615);
+ DMA_REQUEST_SYNC(this->staticSegment, (uintptr_t)_nintendo_rogo_staticSegmentRomStart, size, "../z_title.c", 615);
R_UPDATE_RATE = 1;
Matrix_Init(&this->state);
View_Init(&this->view, this->state.gfxCtx);
diff --git a/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.c b/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.c
index e4fcf1fd2b..d69c3f2a1a 100644
--- a/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.c
+++ b/src/overlays/misc/ovl_kaleido_scope/z_kaleido_scope_PAL.c
@@ -1145,7 +1145,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(-pauseCtx->itemPageRoll / 100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1173),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1173),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->itemPageVtx,
@@ -1164,7 +1164,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateZ(pauseCtx->equipPageRoll / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(1.57f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1196),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1196),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->equipPageVtx,
@@ -1184,7 +1184,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateX(pauseCtx->questPageRoll / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(3.14f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1220),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1220),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->questPageVtx,
@@ -1204,7 +1204,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateZ(-pauseCtx->mapPageRoll / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(-1.57f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1243),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1243),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->mapPageVtx,
@@ -1236,7 +1236,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_Scale(0.78f, 0.78f, 0.78f, MTXMODE_APPLY);
Matrix_RotateX(-pauseCtx->itemPageRoll / 100.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1281),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1281),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->itemPageVtx,
@@ -1252,7 +1252,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateZ(-pauseCtx->mapPageRoll / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(-1.57f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1303),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1303),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->mapPageVtx,
@@ -1285,7 +1285,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateX(pauseCtx->questPageRoll / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(3.14f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1343),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1343),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->questPageVtx,
@@ -1305,7 +1305,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateZ(pauseCtx->equipPageRoll / 100.0f, MTXMODE_APPLY);
Matrix_RotateY(1.57f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1367),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1367),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
POLY_OPA_DISP = KaleidoScope_DrawPageSections(POLY_OPA_DISP, pauseCtx->equipPageVtx,
@@ -1362,7 +1362,7 @@ void KaleidoScope_DrawPages(PlayState* play, GraphicsContext* gfxCtx) {
Matrix_RotateY(1.57f, MTXMODE_APPLY);
}
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(gfxCtx, "../z_kaleido_scope_PAL.c", 1424),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(gfxCtx, "../z_kaleido_scope_PAL.c", 1424),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (IS_PAUSE_STATE_GAMEOVER(pauseCtx)) {
@@ -1658,7 +1658,7 @@ void KaleidoScope_DrawInfoPanel(PlayState* play) {
Matrix_Translate(0.0f, 0.0f, -144.0f, MTXMODE_NEW);
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_kaleido_scope_PAL.c", 1755),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_kaleido_scope_PAL.c", 1755),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 90, 100, 130, 255);
@@ -1967,9 +1967,9 @@ void KaleidoScope_UpdateNamePanel(PlayState* play) {
texIndex += 12;
}
- DmaMgr_RequestSyncDebug(pauseCtx->nameSegment,
- (uintptr_t)_map_name_staticSegmentRomStart + (texIndex * MAP_NAME_TEX1_SIZE),
- MAP_NAME_TEX1_SIZE, "../z_kaleido_scope_PAL.c", 2093);
+ DMA_REQUEST_SYNC(pauseCtx->nameSegment,
+ (uintptr_t)_map_name_staticSegmentRomStart + (texIndex * MAP_NAME_TEX1_SIZE),
+ MAP_NAME_TEX1_SIZE, "../z_kaleido_scope_PAL.c", 2093);
} else {
osSyncPrintf("zoom_name=%d\n", pauseCtx->namedItem);
@@ -1982,9 +1982,9 @@ void KaleidoScope_UpdateNamePanel(PlayState* play) {
osSyncPrintf("J_N=%d point=%d\n", gSaveContext.language, texIndex);
- DmaMgr_RequestSyncDebug(pauseCtx->nameSegment,
- (uintptr_t)_item_name_staticSegmentRomStart + (texIndex * ITEM_NAME_TEX_SIZE),
- ITEM_NAME_TEX_SIZE, "../z_kaleido_scope_PAL.c", 2120);
+ DMA_REQUEST_SYNC(pauseCtx->nameSegment,
+ (uintptr_t)_item_name_staticSegmentRomStart + (texIndex * ITEM_NAME_TEX_SIZE),
+ ITEM_NAME_TEX_SIZE, "../z_kaleido_scope_PAL.c", 2120);
}
pauseCtx->nameDisplayTimer = 0;
@@ -2711,14 +2711,14 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
pauseCtx->offsetY = 80;
}
- pauseCtx->itemPageVtx = Graph_Alloc(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_ITEM_QUADS) * 4) * sizeof(Vtx));
+ pauseCtx->itemPageVtx = GRAPH_ALLOC(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_ITEM_QUADS) * 4) * sizeof(Vtx));
KaleidoScope_SetPageVertices(play, pauseCtx->itemPageVtx, VTX_PAGE_ITEM, VTX_PAGE_ITEM_QUADS);
- pauseCtx->equipPageVtx = Graph_Alloc(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_EQUIP_QUADS) * 4) * sizeof(Vtx));
+ pauseCtx->equipPageVtx = GRAPH_ALLOC(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_EQUIP_QUADS) * 4) * sizeof(Vtx));
KaleidoScope_SetPageVertices(play, pauseCtx->equipPageVtx, VTX_PAGE_EQUIP, VTX_PAGE_EQUIP_QUADS);
if (!sInDungeonScene) {
- pauseCtx->mapPageVtx = Graph_Alloc(
+ pauseCtx->mapPageVtx = GRAPH_ALLOC(
gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_MAP_WORLD_QUADS + WORLD_MAP_IMAGE_FRAG_NUM) * 4) * sizeof(Vtx));
j = KaleidoScope_SetPageVertices(play, pauseCtx->mapPageVtx, VTX_PAGE_MAP_WORLD, VTX_PAGE_MAP_WORLD_QUADS);
@@ -2765,14 +2765,14 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
pauseCtx->mapPageVtx[j - 2].v.tc[1] = pauseCtx->mapPageVtx[j - 1].v.tc[1] =
(WORLD_MAP_IMAGE_HEIGHT % WORLD_MAP_IMAGE_FRAG_HEIGHT) * (1 << 5);
} else {
- pauseCtx->mapPageVtx = Graph_Alloc(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_MAP_DUNGEON_QUADS) * 4) * sizeof(Vtx));
+ pauseCtx->mapPageVtx = GRAPH_ALLOC(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_MAP_DUNGEON_QUADS) * 4) * sizeof(Vtx));
KaleidoScope_SetPageVertices(play, pauseCtx->mapPageVtx, VTX_PAGE_MAP_DUNGEON, VTX_PAGE_MAP_DUNGEON_QUADS);
}
- pauseCtx->questPageVtx = Graph_Alloc(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_QUEST_QUADS) * 4) * sizeof(Vtx));
+ pauseCtx->questPageVtx = GRAPH_ALLOC(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_QUEST_QUADS) * 4) * sizeof(Vtx));
KaleidoScope_SetPageVertices(play, pauseCtx->questPageVtx, VTX_PAGE_QUEST, VTX_PAGE_QUEST_QUADS);
- pauseCtx->cursorVtx = Graph_Alloc(gfxCtx, (PAUSE_QUAD_CURSOR_MAX * 4) * sizeof(Vtx));
+ pauseCtx->cursorVtx = GRAPH_ALLOC(gfxCtx, (PAUSE_QUAD_CURSOR_MAX * 4) * sizeof(Vtx));
for (i = 0; i < (PAUSE_QUAD_CURSOR_MAX * 4); i++) {
pauseCtx->cursorVtx[i].v.ob[0] = pauseCtx->cursorVtx[i].v.ob[1] = pauseCtx->cursorVtx[i].v.ob[2] = 0;
@@ -2801,7 +2801,7 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
pauseCtx->cursorVtx[17].v.tc[0] = pauseCtx->cursorVtx[18].v.tc[1] = pauseCtx->cursorVtx[19].v.tc[0] =
pauseCtx->cursorVtx[19].v.tc[1] = 32 * (1 << 5);
- pauseCtx->itemVtx = Graph_Alloc(gfxCtx, (QUAD_ITEM_MAX * 4) * sizeof(Vtx));
+ pauseCtx->itemVtx = GRAPH_ALLOC(gfxCtx, (QUAD_ITEM_MAX * 4) * sizeof(Vtx));
// QUAD_ITEM_GRID_FIRST..QUAD_ITEM_GRID_LAST
@@ -2955,7 +2955,7 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
}
}
- pauseCtx->equipVtx = Graph_Alloc(gfxCtx, (QUAD_EQUIP_MAX * 4) * sizeof(Vtx));
+ pauseCtx->equipVtx = GRAPH_ALLOC(gfxCtx, (QUAD_EQUIP_MAX * 4) * sizeof(Vtx));
// QUAD_EQUIP_UPG_BULLETBAG_QUIVER, QUAD_EQUIP_SWORD_KOKIRI, QUAD_EQUIP_SWORD_MASTER, QUAD_EQUIP_SWORD_BIGGORON,
// QUAD_EQUIP_UPG_BOMB_BAG, QUAD_EQUIP_SHIELD_DEKU, QUAD_EQUIP_SHIELD_HYLIAN, QUAD_EQUIP_SHIELD_MIRROR,
@@ -3099,7 +3099,7 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
k += 4;
}
- pauseCtx->questVtx = Graph_Alloc(gfxCtx, QUAD_QUEST_MAX * 4 * sizeof(Vtx));
+ pauseCtx->questVtx = GRAPH_ALLOC(gfxCtx, QUAD_QUEST_MAX * 4 * sizeof(Vtx));
for (k = 0, j = 0; j < QUAD_QUEST_MAX; j++, k += 4) {
quadWidth = sQuestQuadsSize[j];
@@ -3166,9 +3166,9 @@ void KaleidoScope_SetVertices(PlayState* play, GraphicsContext* gfxCtx) {
pauseCtx->questVtx[k + 3].v.cn[3] = pauseCtx->alpha;
}
- pauseCtx->infoPanelVtx = Graph_Alloc(gfxCtx, 28 * sizeof(Vtx));
+ pauseCtx->infoPanelVtx = GRAPH_ALLOC(gfxCtx, 28 * sizeof(Vtx));
- pauseCtx->promptPageVtx = Graph_Alloc(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_PROMPT_QUADS) * 4) * sizeof(Vtx));
+ pauseCtx->promptPageVtx = GRAPH_ALLOC(gfxCtx, ((PAGE_BG_QUADS + VTX_PAGE_PROMPT_QUADS) * 4) * sizeof(Vtx));
KaleidoScope_SetPageVertices(play, pauseCtx->promptPageVtx, VTX_PAGE_PROMPT, VTX_PAGE_PROMPT_QUADS);
}
@@ -3419,13 +3419,13 @@ void KaleidoScope_LoadDungeonMap(PlayState* play) {
InterfaceContext* interfaceCtx = &play->interfaceCtx;
s32 pad;
- DmaMgr_RequestSyncDebug(interfaceCtx->mapSegment,
- (uintptr_t)_map_48x85_staticSegmentRomStart + ((R_MAP_TEX_INDEX + 0) * MAP_48x85_TEX_SIZE),
- MAP_48x85_TEX_SIZE, "../z_kaleido_scope_PAL.c", 3467);
+ DMA_REQUEST_SYNC(interfaceCtx->mapSegment,
+ (uintptr_t)_map_48x85_staticSegmentRomStart + ((R_MAP_TEX_INDEX + 0) * MAP_48x85_TEX_SIZE),
+ MAP_48x85_TEX_SIZE, "../z_kaleido_scope_PAL.c", 3467);
- DmaMgr_RequestSyncDebug(interfaceCtx->mapSegment + ALIGN16(MAP_48x85_TEX_SIZE),
- (uintptr_t)_map_48x85_staticSegmentRomStart + ((R_MAP_TEX_INDEX + 1) * MAP_48x85_TEX_SIZE),
- MAP_48x85_TEX_SIZE, "../z_kaleido_scope_PAL.c", 3471);
+ DMA_REQUEST_SYNC(interfaceCtx->mapSegment + ALIGN16(MAP_48x85_TEX_SIZE),
+ (uintptr_t)_map_48x85_staticSegmentRomStart + ((R_MAP_TEX_INDEX + 1) * MAP_48x85_TEX_SIZE),
+ MAP_48x85_TEX_SIZE, "../z_kaleido_scope_PAL.c", 3471);
}
void KaleidoScope_UpdateDungeonMap(PlayState* play) {
@@ -3533,8 +3533,8 @@ void KaleidoScope_Update(PlayState* play) {
iconItemStaticSize =
(uintptr_t)_icon_item_staticSegmentRomEnd - (uintptr_t)_icon_item_staticSegmentRomStart;
osSyncPrintf("icon_item size0=%x\n", iconItemStaticSize);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemSegment, (uintptr_t)_icon_item_staticSegmentRomStart,
- iconItemStaticSize, "../z_kaleido_scope_PAL.c", 3662);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemSegment, (uintptr_t)_icon_item_staticSegmentRomStart, iconItemStaticSize,
+ "../z_kaleido_scope_PAL.c", 3662);
gSegments[8] = VIRTUAL_TO_PHYSICAL(pauseCtx->iconItemSegment);
@@ -3549,8 +3549,8 @@ void KaleidoScope_Update(PlayState* play) {
size = (uintptr_t)_icon_item_24_staticSegmentRomEnd - (uintptr_t)_icon_item_24_staticSegmentRomStart;
osSyncPrintf("icon_item24 size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItem24Segment, (uintptr_t)_icon_item_24_staticSegmentRomStart, size,
- "../z_kaleido_scope_PAL.c", 3675);
+ DMA_REQUEST_SYNC(pauseCtx->iconItem24Segment, (uintptr_t)_icon_item_24_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 3675);
pauseCtx->iconItemAltSegment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItem24Segment + size);
@@ -3578,9 +3578,8 @@ void KaleidoScope_Update(PlayState* play) {
size2 = (uintptr_t)_icon_item_dungeon_staticSegmentRomEnd -
(uintptr_t)_icon_item_dungeon_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size2=%x\n", size2);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemAltSegment,
- (uintptr_t)_icon_item_dungeon_staticSegmentRomStart, size2,
- "../z_kaleido_scope_PAL.c", 3712);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_dungeon_staticSegmentRomStart,
+ size2, "../z_kaleido_scope_PAL.c", 3712);
interfaceCtx->mapPalette[28] = 6;
interfaceCtx->mapPalette[29] = 99;
@@ -3593,9 +3592,8 @@ void KaleidoScope_Update(PlayState* play) {
size2 = (uintptr_t)_icon_item_field_staticSegmentRomEnd -
(uintptr_t)_icon_item_field_staticSegmentRomStart;
osSyncPrintf("icon_item_field field-size2=%x\n", size2);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemAltSegment,
- (uintptr_t)_icon_item_field_staticSegmentRomStart, size2,
- "../z_kaleido_scope_PAL.c", 3726);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_field_staticSegmentRomStart,
+ size2, "../z_kaleido_scope_PAL.c", 3726);
break;
}
@@ -3604,18 +3602,18 @@ void KaleidoScope_Update(PlayState* play) {
if (gSaveContext.language == LANGUAGE_ENG) {
size = (uintptr_t)_icon_item_nes_staticSegmentRomEnd - (uintptr_t)_icon_item_nes_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_nes_staticSegmentRomStart,
- size, "../z_kaleido_scope_PAL.c", 3739);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_nes_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 3739);
} else if (gSaveContext.language == LANGUAGE_GER) {
size = (uintptr_t)_icon_item_ger_staticSegmentRomEnd - (uintptr_t)_icon_item_ger_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_ger_staticSegmentRomStart,
- size, "../z_kaleido_scope_PAL.c", 3746);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_ger_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 3746);
} else {
size = (uintptr_t)_icon_item_fra_staticSegmentRomEnd - (uintptr_t)_icon_item_fra_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_fra_staticSegmentRomStart,
- size, "../z_kaleido_scope_PAL.c", 3753);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_fra_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 3753);
}
pauseCtx->nameSegment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItemLangSegment + size);
@@ -3629,23 +3627,23 @@ void KaleidoScope_Update(PlayState* play) {
if (((void)0, gSaveContext.worldMapArea) < WORLD_MAP_AREA_MAX) {
if (gSaveContext.language == LANGUAGE_ENG) {
- DmaMgr_RequestSyncDebug(pauseCtx->nameSegment + MAX(MAP_NAME_TEX1_SIZE, ITEM_NAME_TEX_SIZE),
- (uintptr_t)_map_name_staticSegmentRomStart +
- (((void)0, gSaveContext.worldMapArea) * MAP_NAME_TEX2_SIZE) +
- 36 * MAP_NAME_TEX1_SIZE + 22 * LANGUAGE_ENG * MAP_NAME_TEX2_SIZE,
- MAP_NAME_TEX2_SIZE, "../z_kaleido_scope_PAL.c", 3776);
+ DMA_REQUEST_SYNC(pauseCtx->nameSegment + MAX(MAP_NAME_TEX1_SIZE, ITEM_NAME_TEX_SIZE),
+ (uintptr_t)_map_name_staticSegmentRomStart +
+ (((void)0, gSaveContext.worldMapArea) * MAP_NAME_TEX2_SIZE) +
+ 36 * MAP_NAME_TEX1_SIZE + 22 * LANGUAGE_ENG * MAP_NAME_TEX2_SIZE,
+ MAP_NAME_TEX2_SIZE, "../z_kaleido_scope_PAL.c", 3776);
} else if (gSaveContext.language == LANGUAGE_GER) {
- DmaMgr_RequestSyncDebug(pauseCtx->nameSegment + MAX(MAP_NAME_TEX1_SIZE, ITEM_NAME_TEX_SIZE),
- (uintptr_t)_map_name_staticSegmentRomStart +
- (((void)0, gSaveContext.worldMapArea) * MAP_NAME_TEX2_SIZE) +
- 36 * MAP_NAME_TEX1_SIZE + 22 * LANGUAGE_GER * MAP_NAME_TEX2_SIZE,
- MAP_NAME_TEX2_SIZE, "../z_kaleido_scope_PAL.c", 3780);
+ DMA_REQUEST_SYNC(pauseCtx->nameSegment + MAX(MAP_NAME_TEX1_SIZE, ITEM_NAME_TEX_SIZE),
+ (uintptr_t)_map_name_staticSegmentRomStart +
+ (((void)0, gSaveContext.worldMapArea) * MAP_NAME_TEX2_SIZE) +
+ 36 * MAP_NAME_TEX1_SIZE + 22 * LANGUAGE_GER * MAP_NAME_TEX2_SIZE,
+ MAP_NAME_TEX2_SIZE, "../z_kaleido_scope_PAL.c", 3780);
} else {
- DmaMgr_RequestSyncDebug(pauseCtx->nameSegment + MAX(MAP_NAME_TEX1_SIZE, ITEM_NAME_TEX_SIZE),
- (uintptr_t)_map_name_staticSegmentRomStart +
- (((void)0, gSaveContext.worldMapArea) * MAP_NAME_TEX2_SIZE) +
- 36 * MAP_NAME_TEX1_SIZE + 22 * LANGUAGE_FRA * MAP_NAME_TEX2_SIZE,
- MAP_NAME_TEX2_SIZE, "../z_kaleido_scope_PAL.c", 3784);
+ DMA_REQUEST_SYNC(pauseCtx->nameSegment + MAX(MAP_NAME_TEX1_SIZE, ITEM_NAME_TEX_SIZE),
+ (uintptr_t)_map_name_staticSegmentRomStart +
+ (((void)0, gSaveContext.worldMapArea) * MAP_NAME_TEX2_SIZE) +
+ 36 * MAP_NAME_TEX1_SIZE + 22 * LANGUAGE_FRA * MAP_NAME_TEX2_SIZE,
+ MAP_NAME_TEX2_SIZE, "../z_kaleido_scope_PAL.c", 3784);
}
}
@@ -4153,39 +4151,39 @@ void KaleidoScope_Update(PlayState* play) {
iconItemStaticSize =
(uintptr_t)_icon_item_staticSegmentRomEnd - (uintptr_t)_icon_item_staticSegmentRomStart;
osSyncPrintf("icon_item size0=%x\n", iconItemStaticSize);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemSegment, (uintptr_t)_icon_item_staticSegmentRomStart,
- iconItemStaticSize, "../z_kaleido_scope_PAL.c", 4356);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemSegment, (uintptr_t)_icon_item_staticSegmentRomStart, iconItemStaticSize,
+ "../z_kaleido_scope_PAL.c", 4356);
pauseCtx->iconItem24Segment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItemSegment + iconItemStaticSize);
size = (uintptr_t)_icon_item_24_staticSegmentRomEnd - (uintptr_t)_icon_item_24_staticSegmentRomStart;
osSyncPrintf("icon_item24 size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItem24Segment, (uintptr_t)_icon_item_24_staticSegmentRomStart, size,
- "../z_kaleido_scope_PAL.c", 4363);
+ DMA_REQUEST_SYNC(pauseCtx->iconItem24Segment, (uintptr_t)_icon_item_24_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 4363);
pauseCtx->iconItemAltSegment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItem24Segment + size);
size2 = (uintptr_t)_icon_item_gameover_staticSegmentRomEnd -
(uintptr_t)_icon_item_gameover_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon gameover-size2=%x\n", size2);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_gameover_staticSegmentRomStart,
- size2, "../z_kaleido_scope_PAL.c", 4370);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemAltSegment, (uintptr_t)_icon_item_gameover_staticSegmentRomStart, size2,
+ "../z_kaleido_scope_PAL.c", 4370);
pauseCtx->iconItemLangSegment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItemAltSegment + size2);
if (gSaveContext.language == LANGUAGE_ENG) {
size = (uintptr_t)_icon_item_nes_staticSegmentRomEnd - (uintptr_t)_icon_item_nes_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_nes_staticSegmentRomStart,
- size, "../z_kaleido_scope_PAL.c", 4379);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_nes_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 4379);
} else if (gSaveContext.language == LANGUAGE_GER) {
size = (uintptr_t)_icon_item_ger_staticSegmentRomEnd - (uintptr_t)_icon_item_ger_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_ger_staticSegmentRomStart,
- size, "../z_kaleido_scope_PAL.c", 4386);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_ger_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 4386);
} else {
size = (uintptr_t)_icon_item_fra_staticSegmentRomEnd - (uintptr_t)_icon_item_fra_staticSegmentRomStart;
osSyncPrintf("icon_item_dungeon dungeon-size=%x\n", size);
- DmaMgr_RequestSyncDebug(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_fra_staticSegmentRomStart,
- size, "../z_kaleido_scope_PAL.c", 4393);
+ DMA_REQUEST_SYNC(pauseCtx->iconItemLangSegment, (uintptr_t)_icon_item_fra_staticSegmentRomStart, size,
+ "../z_kaleido_scope_PAL.c", 4393);
}
sColor82ABRed_D_8082AB8C = 255;
diff --git a/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.c b/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.c
index c98d21762f..44b6dc11e0 100644
--- a/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.c
+++ b/src/overlays/misc/ovl_kaleido_scope/z_lmap_mark.c
@@ -131,7 +131,7 @@ void PauseMapMark_DrawForDungeon(PlayState* play) {
Matrix_Push();
Matrix_Translate(GREG(92) + markPoint->x, GREG(93) + markPoint->y, 0.0f, MTXMODE_APPLY);
Matrix_Scale(scale, scale, scale, MTXMODE_APPLY);
- gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_lmap_mark.c", 272),
+ gSPMatrix(POLY_OPA_DISP++, MATRIX_NEW(play->state.gfxCtx, "../z_lmap_mark.c", 272),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
Matrix_Pop();
diff --git a/sym_info.py b/sym_info.py
index 4fb7aa220d..9a279593db 100755
--- a/sym_info.py
+++ b/sym_info.py
@@ -17,7 +17,7 @@ def symInfoMain():
args = parser.parse_args()
- BUILTMAP = Path(f"build") / f"z64.map"
+ BUILTMAP = Path("build") / "gc-eu-mq-dbg" / "z64.map"
mapPath = BUILTMAP
if args.use_expected:
diff --git a/tools/ZAPD/.gitrepo b/tools/ZAPD/.gitrepo
index 7255f43aa9..9010e72f76 100644
--- a/tools/ZAPD/.gitrepo
+++ b/tools/ZAPD/.gitrepo
@@ -6,7 +6,7 @@
[subrepo]
remote = https://github.com/zeldaret/ZAPD.git
branch = master
- commit = 094e797349c86d0baef4a624962f4287aefdfef2
- parent = 503f6d86d5fca5bd234640ef9de597d413cb91f5
+ commit = 2b6f459b9523603168b6869cf03057a0d68d5f89
+ parent = 2ab90bc51788c6baac0a94c3acb256be5f39ca12
method = merge
cmdver = 0.4.6
diff --git a/tools/ZAPD/ZAPD/GameConfig.cpp b/tools/ZAPD/ZAPD/GameConfig.cpp
index a6e3bdba2f..7990a60863 100644
--- a/tools/ZAPD/ZAPD/GameConfig.cpp
+++ b/tools/ZAPD/ZAPD/GameConfig.cpp
@@ -214,6 +214,15 @@ void GameConfig::ConfigFunc_EnumData(const tinyxml2::XMLElement& element)
else if (enumKey == "naviQuestHintType")
enumData.naviQuestHintType[itemIndex] = itemID;
+ else if (enumKey == "ocarinaSongActionId")
+ enumData.ocarinaSongActionId[itemIndex] = itemID;
+
+ else if (enumKey == "seqId")
+ enumData.seqId[itemIndex] = itemID;
+
+ else if (enumKey == "playerCueId")
+ enumData.playerCueId[itemIndex] = itemID;
+
// MM
else if (enumKey == "modifySeqType")
enumData.modifySeqType[itemIndex] = itemID;
diff --git a/tools/ZAPD/ZAPD/GameConfig.h b/tools/ZAPD/ZAPD/GameConfig.h
index 0eb3f02029..838d2da6d0 100644
--- a/tools/ZAPD/ZAPD/GameConfig.h
+++ b/tools/ZAPD/ZAPD/GameConfig.h
@@ -31,10 +31,13 @@ public:
std::map fadeOutSeqPlayer;
std::map transitionType;
std::map naviQuestHintType;
+ std::map ocarinaSongActionId;
+ std::map seqId;
// OoT
std::map textType;
std::map destination;
+ std::map playerCueId;
// MM
std::map modifySeqType;
diff --git a/tools/ZAPD/ZAPD/OtherStructs/CutsceneMM_Commands.cpp b/tools/ZAPD/ZAPD/OtherStructs/CutsceneMM_Commands.cpp
index 85fce2215d..f18e313085 100644
--- a/tools/ZAPD/ZAPD/OtherStructs/CutsceneMM_Commands.cpp
+++ b/tools/ZAPD/ZAPD/OtherStructs/CutsceneMM_Commands.cpp
@@ -14,13 +14,13 @@ const std::unordered_map csComm
{CutsceneMM_CommandType::CS_CMD_TRANSITION, {"CS_TRANSITION", "(%s, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_MOTION_BLUR, {"CS_MOTION_BLUR", "(%s, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_GIVE_TATL, {"CS_GIVE_TATL", "(%s, %i, %i)"}},
- {CutsceneMM_CommandType::CS_CMD_START_SEQ, {"CS_START_SEQ", "(0x%04X, %i, %i)"}},
+ {CutsceneMM_CommandType::CS_CMD_START_SEQ, {"CS_START_SEQ", "(%s, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_SFX_REVERB_INDEX_2,
{"CS_SFX_REVERB_INDEX_2", "(0x%04X, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_SFX_REVERB_INDEX_1,
{"CS_SFX_REVERB_INDEX_1", "(0x%04X, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_MODIFY_SEQ, {"CS_MODIFY_SEQ", "(%s, %i, %i)"}},
- {CutsceneMM_CommandType::CS_CMD_STOP_SEQ, {"CS_STOP_SEQ", "(0x%04X, %i, %i, %i)"}},
+ {CutsceneMM_CommandType::CS_CMD_STOP_SEQ, {"CS_STOP_SEQ", "(%s, %i, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_START_AMBIENCE, {"CS_START_AMBIENCE", "(0x%04X, %i, %i)"}},
{CutsceneMM_CommandType::CS_CMD_FADE_OUT_AMBIENCE,
{"CS_FADE_OUT_AMBIENCE", "(0x%04X, %i, %i)"}},
@@ -41,6 +41,7 @@ std::string CutsceneMMSubCommandEntry_GenericCmd::GetBodySourceCode() const
const auto& element = csCommandsDescMM.find(commandId);
std::string entryFmt = "CS_UNK_DATA(0x%02X, %i, %i, %i)";
std::string type = "";
+ bool isIndexInSeqId = enumData->seqId.find(base - 1) != enumData->seqId.end();
if (element != csCommandsDescMM.end())
{
@@ -72,6 +73,11 @@ std::string CutsceneMMSubCommandEntry_GenericCmd::GetBodySourceCode() const
enumData->chooseCreditsSceneType.find(base) != enumData->chooseCreditsSceneType.end())
type = enumData->chooseCreditsSceneType[base];
+ else if ((commandId == CutsceneMM_CommandType::CS_CMD_START_SEQ ||
+ commandId == CutsceneMM_CommandType::CS_CMD_STOP_SEQ) &&
+ isIndexInSeqId)
+ type = enumData->seqId[base - 1];
+
else if (commandId == CutsceneMM_CommandType::CS_CMD_GIVE_TATL)
type = base ? "true" : "false";
@@ -339,16 +345,18 @@ CutsceneMMSubCommandEntry_Text::CutsceneMMSubCommandEntry_Text(const std::vector
std::string CutsceneMMSubCommandEntry_Text::GetBodySourceCode() const
{
+ EnumData* enumData = &Globals::Instance->cfg.enumData;
+
if (type == 0xFFFF)
{
return StringHelper::Sprintf("CS_TEXT_NONE(%i, %i)", startFrame, endFrame);
}
- if (type == 2)
+ if (type == 2 &&
+ enumData->ocarinaSongActionId.find(base) != enumData->ocarinaSongActionId.end())
{
- // TODO: set the enum name when it will be documented
- // (https://github.com/Decompollaborate/mm/blob/3e1c568c084671c17836ced904714ea49d989621/include/z64ocarina.h#L35-L118)
- return StringHelper::Sprintf("CS_TEXT_OCARINA_ACTION(%i, %i, %i, 0x%X)", base, startFrame,
+ return StringHelper::Sprintf("CS_TEXT_OCARINA_ACTION(%s, %i, %i, 0x%X)",
+ enumData->ocarinaSongActionId[base].c_str(), startFrame,
endFrame, textId1);
}
@@ -425,23 +433,24 @@ CutsceneMMSubCommandEntry_ActorCue::CutsceneMMSubCommandEntry_ActorCue(
std::string CutsceneMMSubCommandEntry_ActorCue::GetBodySourceCode() const
{
- std::string result;
+ EnumData* enumData = &Globals::Instance->cfg.enumData;
if (static_cast(commandID) == CutsceneMM_CommandType::CS_CMD_PLAYER_CUE)
{
- result = "CS_PLAYER_CUE";
+ return StringHelper::Sprintf("CS_PLAYER_CUE(%s, %i, %i, 0x%04X, 0x%04X, 0x%04X, %i, %i, "
+ "%i, %i, %i, %i, %.8ef, %.8ef, %.8ef)",
+ enumData->playerCueId[base].c_str(), startFrame, endFrame,
+ rotX, rotY, rotZ, startPosX, startPosY, startPosZ, endPosX,
+ endPosY, endPosZ, normalX, normalY, normalZ);
}
else
{
- result = "CS_ACTOR_CUE";
+ return StringHelper::Sprintf("CS_ACTOR_CUE(%i, %i, %i, 0x%04X, 0x%04X, 0x%04X, %i, %i, "
+ "%i, %i, %i, %i, %.8ef, %.8ef, %.8ef)",
+ base, startFrame, endFrame, rotX, rotY, rotZ, startPosX,
+ startPosY, startPosZ, endPosX, endPosY, endPosZ, normalX,
+ normalY, normalZ);
}
-
- result +=
- StringHelper::Sprintf("(%i, %i, %i, 0x%04X, 0x%04X, 0x%04X, %i, %i, "
- "%i, %i, %i, %i, %.8ef, %.8ef, %.8ef)",
- base, startFrame, endFrame, rotX, rotY, rotZ, startPosX, startPosY,
- startPosZ, endPosX, endPosY, endPosZ, normalX, normalY, normalZ);
- return result;
}
size_t CutsceneMMSubCommandEntry_ActorCue::GetRawSize() const
diff --git a/tools/ZAPD/ZAPD/OtherStructs/CutsceneOoT_Commands.cpp b/tools/ZAPD/ZAPD/OtherStructs/CutsceneOoT_Commands.cpp
index e38bfb6e5d..8c530f796e 100644
--- a/tools/ZAPD/ZAPD/OtherStructs/CutsceneOoT_Commands.cpp
+++ b/tools/ZAPD/ZAPD/OtherStructs/CutsceneOoT_Commands.cpp
@@ -15,9 +15,9 @@ const std::unordered_map csCom
{CutsceneOoT_CommandType::CS_CMD_LIGHT_SETTING,
{"CS_LIGHT_SETTING", "(0x%02X, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i)"}},
{CutsceneOoT_CommandType::CS_CMD_START_SEQ,
- {"CS_START_SEQ", "(%i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i)"}},
+ {"CS_START_SEQ", "(%s, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i)"}},
{CutsceneOoT_CommandType::CS_CMD_STOP_SEQ,
- {"CS_STOP_SEQ", "(%i, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i)"}},
+ {"CS_STOP_SEQ", "(%s, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i)"}},
{CutsceneOoT_CommandType::CS_CMD_FADE_OUT_SEQ,
{"CS_FADE_OUT_SEQ", "(%s, %i, %i, %i, %i, %i, %i, %i, %i, %i, %i)"}},
};
@@ -51,6 +51,7 @@ std::string CutsceneOoTSubCommandEntry_GenericCmd::GetBodySourceCode() const
bool isIndexInMisc = enumData->miscType.find(base) != enumData->miscType.end();
bool isIndexInFade =
enumData->fadeOutSeqPlayer.find(base) != enumData->fadeOutSeqPlayer.end();
+ bool isIndexInSeqId = enumData->seqId.find(base - 1) != enumData->seqId.end();
std::string entryFmt = element->second.cmdMacro;
std::string firstArg;
entryFmt += element->second.args;
@@ -59,14 +60,15 @@ std::string CutsceneOoTSubCommandEntry_GenericCmd::GetBodySourceCode() const
firstArg = enumData->miscType[base];
else if (commandId == CutsceneOoT_CommandType::CS_CMD_FADE_OUT_SEQ && isIndexInFade)
firstArg = enumData->fadeOutSeqPlayer[base];
+ else if (commandId == CutsceneOoT_CommandType::CS_CMD_START_SEQ && isIndexInSeqId)
+ firstArg = enumData->seqId[base - 1];
+ else if (commandId == CutsceneOoT_CommandType::CS_CMD_STOP_SEQ && isIndexInSeqId)
+ firstArg = enumData->seqId[base - 1];
else
{
- bool baseOne = (commandId == CutsceneOoT_CommandType::CS_CMD_LIGHT_SETTING ||
- commandId == CutsceneOoT_CommandType::CS_CMD_START_SEQ ||
- commandId == CutsceneOoT_CommandType::CS_CMD_STOP_SEQ);
- return StringHelper::Sprintf(entryFmt.c_str(), baseOne ? base - 1 : base, startFrame,
- endFrame, pad, unused1, unused2, unused3, unused4, unused5,
- unused6, unused7, unused8, unused9, unused10);
+ return StringHelper::Sprintf(entryFmt.c_str(), base - 1, startFrame, endFrame, pad,
+ unused1, unused2, unused3, unused4, unused5, unused6,
+ unused7, unused8, unused9, unused10);
}
return StringHelper::Sprintf(entryFmt.c_str(), firstArg.c_str(), startFrame, endFrame, pad,
unused1, unused2, unused3, unused4, unused5, unused6, unused7,
@@ -270,9 +272,11 @@ std::string CutsceneOoTSubCommandEntry_Text::GetBodySourceCode() const
{
return StringHelper::Sprintf("CS_TEXT_NONE(%i, %i)", startFrame, endFrame);
}
- if (type == 2)
+ if (type == 2 &&
+ enumData->ocarinaSongActionId.find(base) != enumData->ocarinaSongActionId.end())
{
- return StringHelper::Sprintf("CS_TEXT_OCARINA_ACTION(%i, %i, %i, 0x%X)", base, startFrame,
+ return StringHelper::Sprintf("CS_TEXT_OCARINA_ACTION(%s, %i, %i, 0x%X)",
+ enumData->ocarinaSongActionId[base].c_str(), startFrame,
endFrame, textId1);
}
@@ -333,24 +337,25 @@ CutsceneOoTSubCommandEntry_ActorCue::CutsceneOoTSubCommandEntry_ActorCue(
std::string CutsceneOoTSubCommandEntry_ActorCue::GetBodySourceCode() const
{
- std::string result;
+ EnumData* enumData = &Globals::Instance->cfg.enumData;
if (static_cast(commandID) ==
CutsceneOoT_CommandType::CS_CMD_PLAYER_CUE)
{
- result = "CS_PLAYER_CUE";
+ return StringHelper::Sprintf("CS_PLAYER_CUE(%s, %i, %i, 0x%04X, 0x%04X, 0x%04X, %i, %i, "
+ "%i, %i, %i, %i, %.8ef, %.8ef, %.8ef)",
+ enumData->playerCueId[base].c_str(), startFrame, endFrame,
+ rotX, rotY, rotZ, startPosX, startPosY, startPosZ, endPosX,
+ endPosY, endPosZ, normalX, normalY, normalZ);
}
else
{
- result = "CS_ACTOR_CUE";
+ return StringHelper::Sprintf("CS_ACTOR_CUE(%i, %i, %i, 0x%04X, 0x%04X, 0x%04X, %i, %i, "
+ "%i, %i, %i, %i, %.8ef, %.8ef, %.8ef)",
+ base, startFrame, endFrame, rotX, rotY, rotZ, startPosX,
+ startPosY, startPosZ, endPosX, endPosY, endPosZ, normalX,
+ normalY, normalZ);
}
-
- result +=
- StringHelper::Sprintf("(%i, %i, %i, 0x%04X, 0x%04X, 0x%04X, %i, %i, "
- "%i, %i, %i, %i, %.8ef, %.8ef, %.8ef)",
- base, startFrame, endFrame, rotX, rotY, rotZ, startPosX, startPosY,
- startPosZ, endPosX, endPosY, endPosZ, normalX, normalY, normalZ);
- return result;
}
size_t CutsceneOoTSubCommandEntry_ActorCue::GetRawSize() const
diff --git a/tools/ZAPD/ZAPD/OtherStructs/SkinLimbStructs.h b/tools/ZAPD/ZAPD/OtherStructs/SkinLimbStructs.h
index 5181bc5d85..f338ebeddc 100644
--- a/tools/ZAPD/ZAPD/OtherStructs/SkinLimbStructs.h
+++ b/tools/ZAPD/ZAPD/OtherStructs/SkinLimbStructs.h
@@ -8,9 +8,9 @@
enum class ZLimbSkinType
{
- SkinType_Null, // SkinLimb segment = NULL
- SkinType_Animated = 4, // SkinLimb segment = SkinAnimatedLimbData*
- SkinType_Normal = 11, // SkinLimb segment = Gfx*
+ SkinType_Null, // SkinLimb segment = NULL
+ SkinType_Animated = 4, // SkinLimb segment = SkinAnimatedLimbData*
+ SkinType_Normal = 11, // SkinLimb segment = Gfx*
};
class SkinVertex : public ZResource
@@ -75,11 +75,11 @@ public:
size_t GetRawDataSize() const override;
protected:
- uint16_t vtxCount; // Number of vertices in this modif entry
- uint16_t transformCount; // Length of limbTransformations
- uint16_t unk_4; // 0 or 1, used as an index for limbTransformations
- segptr_t skinVertices; // SkinVertex*
- segptr_t limbTransformations; // SkinTransformation*
+ uint16_t vtxCount; // Number of vertices in this modif entry
+ uint16_t transformCount; // Length of limbTransformations
+ uint16_t unk_4; // 0 or 1, used as an index for limbTransformations
+ segptr_t skinVertices; // SkinVertex*
+ segptr_t limbTransformations; // SkinTransformation*
std::vector skinVertices_arr;
std::vector limbTransformations_arr;
@@ -102,9 +102,9 @@ public:
protected:
uint16_t totalVtxCount;
- uint16_t limbModifCount; // Length of limbModifications
- segptr_t limbModifications; // SkinLimbModif*
- segptr_t dlist; // Gfx*
+ uint16_t limbModifCount; // Length of limbModifications
+ segptr_t limbModifications; // SkinLimbModif*
+ segptr_t dlist; // Gfx*
std::vector limbModifications_arr;
// ZDisplayList* unk_8_dlist = nullptr;
diff --git a/tools/ZAPDConfigs/MqDbg/EnumData.xml b/tools/ZAPDConfigs/MqDbg/EnumData.xml
index 53e5f9aeac..4b86308b63 100644
--- a/tools/ZAPDConfigs/MqDbg/EnumData.xml
+++ b/tools/ZAPDConfigs/MqDbg/EnumData.xml
@@ -1,5 +1,25 @@
+
+
@@ -131,6 +151,7 @@
+
@@ -169,6 +190,7 @@
+
@@ -176,10 +198,12 @@
+
+
@@ -195,6 +219,7 @@
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@@ -317,11 +342,13 @@
+
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@@ -401,16 +428,172 @@
+
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-
-
diff --git a/tools/asmsplitter/asmsplitter.py b/tools/asmsplitter/asmsplitter.py
deleted file mode 100644
index 39a88225f9..0000000000
--- a/tools/asmsplitter/asmsplitter.py
+++ /dev/null
@@ -1,69 +0,0 @@
-import os
-
-class FileEntry:
- def __init__(self, nFuncName):
- self.funcName = nFuncName
- self.lines = list()
-
-def ReadAllLines(filename):
- with open(filename) as f:
- lines = f.read().splitlines()
-
- return lines;
-
-def WriteAllLines(filename, lines):
- with open(filename, 'w') as f:
- for item in lines:
- f.write("%s\n" % item)
-
- return lines;
-
-if not os.path.exists("asm"):
- os.makedirs("asm")
-
-if not os.path.exists("c"):
- os.makedirs("c")
-
-dirs = os.listdir("asm")
-
-for directory in dirs:
- if (os.path.isdir("asm//" + directory)):
- continue
-
- print("Processing asm//" + directory)
-
- folderName = os.path.splitext(directory)[0]
- lines = ReadAllLines("asm//" + directory)
- functions = list()
- currentFunction = None
-
- for line in lines:
- if (line.startswith("glabel")):
- if (currentFunction != None):
- functions.insert(len(functions), currentFunction)
-
- currentFunction = FileEntry(line.split("glabel ")[1])
-
- if (currentFunction != None):
- currentFunction.lines.insert(len(currentFunction.lines), line)
-
- if (currentFunction != None):
- functions.insert(len(functions), currentFunction)
-
- if not os.path.exists("asm//" + folderName):
- os.makedirs("asm//" + folderName)
-
- for func in functions:
- WriteAllLines("asm//" + folderName + "//" + func.funcName + ".s", func.lines)
-
- cLines = list()
-
- cLines.insert(len(cLines), "#include ")
- cLines.insert(len(cLines), "#include \n")
-
- for func in functions:
- cLines.insert(len(cLines), "#pragma GLOBAL_ASM(\"asm/non_matchings/code/" + folderName + "/" + func.funcName + ".s\")\n")
-
- WriteAllLines("c//" + folderName + ".c", cLines)
-
-print("Done!")
diff --git a/tools/assist.py b/tools/assist.py
index 587cd5e1fc..8c8c877453 100755
--- a/tools/assist.py
+++ b/tools/assist.py
@@ -10,7 +10,7 @@ gAddressWidth = 18 # if your ld >= 2.40 change this to 10
script_dir = os.path.dirname(os.path.realpath(__file__))
root_dir = script_dir + "/../"
asm_dir = root_dir + "asm/non_matchings/overlays/actors"
-build_dir = root_dir + "build/"
+build_dir = root_dir + "build/gc-eu-mq-dbg/"
def read_rom():
with open("baserom.z64", "rb") as f:
diff --git a/tools/bootstrap_actors.py b/tools/bootstrap_actors.py
deleted file mode 100644
index 697d03efcd..0000000000
--- a/tools/bootstrap_actors.py
+++ /dev/null
@@ -1,218 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-from disassemble import get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-data_dir = root_dir + "data/overlays/actors"
-asm_dir = root_dir + "asm/non_matchings/overlays/actors"
-src_dir = root_dir + "src/overlays/actors"
-include_dir = root_dir + "include"
-indent = " "
-
-to_rename = []
-
-with open(os.path.join(include_dir, "z64actor.h")) as f:
- z64actor_text = f.read()
-
-with open(os.path.join(include_dir, "z64object.h")) as f:
- z64object_text = f.read()
-
-
-def get_actor_id_name(actor_id):
- matches = re.findall(actor_id + " .*\n", z64actor_text)
- if len(matches) == 0:
- return "0x" + actor_id
- match = matches[-1]
- match = match.replace(",", "").strip().split(" ")[-1]
- return match
-
-
-def get_actor_type_name(actor_type):
- matches = re.findall(actor_type + " .*\n", z64actor_text)
- for m in matches:
- if "ACTORCAT" in m:
- match = m.replace(",", "").strip().split(" ")[-1]
- return match
- return "0x" + actor_type
-
-
-def get_object_id_name(object_id):
- matches = re.findall(object_id + " .*\n", z64object_text)
- if len(matches) == 0:
- return "0x" + object_id
- match = matches[-1]
- match = match.replace(",", "").strip().split(" ")[-1]
- return match
-
-
-def create_struct(name, size):
- ret = "typedef struct\n{\n" + indent + "/* 0x0000 */ Actor actor;\n"
- leftover = int(size, 16) - int("0x14C", 16)
- if leftover > 0:
- ret += indent + "/* 0x014C */ char unk_14C[0x" + hex(leftover).upper()[2:] + "];\n"
- ret += "} " + name + "; // size = 0x" + size + "\n"
- return ret
-
-
-def rename():
- # Filenames first
- for root, dirs, files in os.walk(root_dir):
- for file in files:
- for elem in to_rename:
- if elem[0] in file:
- new_file = file.replace(elem[0], elem[1])
- file_path = os.path.join(root, file)
- new_file_path = os.path.join(root, new_file)
- os.rename(file_path, new_file_path)
-
- # File contents
- for root, dirs, files in os.walk(root_dir):
- for file in files:
- if file.endswith(".c") or file.endswith(".s"):
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
- new_file_text = file_text
- for elem in to_rename:
- # if "func_" in elem[0]:
- # new_file_text = new_file_text.replace("glabel " + elem[0], elem[1] + ":")
- new_file_text = new_file_text.replace(elem[0], elem[1])
- if new_file_text != file_text:
- with open(file_path, "w", newline="\n") as f:
- f.write(new_file_text)
-
-
-def bootstrap(ovl_path, ovl_text):
- path_split = ovl_path.split(os.path.sep)
- z_name = path_split[-1][:-2]
- ovl_name = path_split[-2]
- init_vars_name = ovl_name[4:] + "_InitVars"
-
- with open(os.path.join(data_dir, z_name + ".data.s")) as f:
- data_text = f.read()
-
- pattern = re.compile("glabel D_........\n .word 0x........, 0x........, 0x........, 0x........\n(\.word func_........\n|\.word 0x00000000\n|\.word Actor_Noop\n){4}")
- init_data = pattern.search(data_text)
- if init_data is None or len(init_data.regs) == 0:
- return ""
- init_data = data_text[init_data.regs[0][0]:init_data.regs[0][1]]
-
- lines = init_data.split("\n")
-
- init_var_label = lines[0][7:]
- init_func = lines[2][6:]
- destroy_func = lines[3][6:]
- update_func = lines[4][6:]
- draw_func = lines[5][6:]
-
- ovl_shortened = ovl_name.replace("ovl", "").replace("_", "")
- init_func_name = ovl_shortened + "_Init"
- destroy_func_name = ovl_shortened + "_Destroy"
- update_func_name = ovl_shortened + "_Update"
- draw_func_name = ovl_shortened + "_Draw"
-
- to_rename.append((init_var_label, init_vars_name))
- if init_func != "0x00000000" and init_func != "Actor_Noop":
- to_rename.append((init_func, init_func_name))
- if destroy_func != "0x00000000" and destroy_func != "Actor_Noop":
- to_rename.append((destroy_func, destroy_func_name))
- if update_func != "0x00000000" and update_func != "Actor_Noop":
- to_rename.append((update_func, update_func_name))
- if draw_func != "0x00000000" and draw_func != "Actor_Noop":
- to_rename.append((draw_func, draw_func_name))
-
- init_var_data = lines[1]
- init_data = init_var_data[7:53].replace("0x", "").split(", ")
- actor_id = init_data[0][0:4]
- actor_type = init_data[0][4:6]
- room = init_data[0][6:8]
- flags = init_data[1]
- object_id = init_data[2][0:4]
- struct_size = init_data[3][4:8]
-
- actor_id_name = get_actor_id_name(actor_id)
- actor_type_name = get_actor_type_name(actor_type)
- object_id_name = get_object_id_name(object_id)
-
- struct_name = ovl_shortened
-
- struct_text = create_struct(struct_name, struct_size)
-
- defines = "#define ROOM 0x" + room + "\n#define FLAGS 0x" + flags + "\n"
-
- decs = ""
- if init_func != "0x00000000" and init_func != "Actor_Noop":
- decs += "void " + init_func_name + "(" + struct_name + "* this, PlayState* play);\n"
- if destroy_func != "0x00000000" and destroy_func != "Actor_Noop":
- decs += "void " + destroy_func_name + "(" + struct_name + "* this, PlayState* play);\n"
- if update_func != "0x00000000" and update_func != "Actor_Noop":
- decs += "void " + update_func_name + "(" + struct_name + "* this, PlayState* play);\n"
- if draw_func != "0x00000000" and draw_func != "Actor_Noop":
- decs += "void " + draw_func_name + "(" + struct_name + "* this, PlayState* play);\n"
-
- init_vars = "ActorInit " + init_vars_name + " =\n{\n"
- init_vars += indent + actor_id_name + ",\n"
- init_vars += indent + actor_type_name + ",\n"
- init_vars += indent + "ROOM,\n" + indent + "FLAGS,\n"
- init_vars += indent + object_id_name + ",\n"
- init_vars += indent + "sizeof(" + struct_name + "),\n"
-
- if init_func == "0x00000000":
- init_vars += indent + "NULL,\n"
- elif init_func == "Actor_Noop":
- init_vars += indent + "(ActorFunc)Actor_Noop,\n"
- else:
- init_vars += indent + "(ActorFunc)" + init_func_name + ",\n"
-
- if destroy_func == "0x00000000":
- init_vars += indent + "NULL,\n"
- elif destroy_func == "Actor_Noop":
- init_vars += indent + "(ActorFunc)Actor_Noop,\n"
- else:
- init_vars += indent + "(ActorFunc)" + destroy_func_name + ",\n"
-
- if update_func == "0x00000000":
- init_vars += indent + "NULL,\n"
- elif update_func == "Actor_Noop":
- init_vars += indent + "(ActorFunc)Actor_Noop,\n"
- else:
- init_vars += indent + "(ActorFunc)" + update_func_name + ",\n"
-
- if draw_func == "0x00000000":
- init_vars += indent + "NULL,\n"
- elif draw_func == "Actor_Noop":
- init_vars += indent + "(ActorFunc)Actor_Noop,\n"
- else:
- init_vars += indent + "(ActorFunc)" + draw_func_name + ",\n"
-
- init_vars += "};\n"
-
- return struct_text + "\n" + defines + "\n" + decs + "\n/*\n" + init_vars + "*/"
-
-
-def main():
- for root, dirs, files in os.walk(src_dir):
- for file in files:
- if file.endswith(".c"):
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
- brace_count = file_text.count("{")
- if brace_count == 0:
- bootstrap_text = bootstrap(file_path, file_text)
- if bootstrap_text != "":
- newline_spot = file_text.find("\n\n") + 1
- newfile_text = file_text[:newline_spot] + "\n" + bootstrap_text + file_text[newline_spot:]
- newfile_text = newfile_text.replace("\n\n\n\n\n", "\n")
-
- with open(file_path, "w", newline="\n") as f:
- f.write(newfile_text)
- else:
- dog = 5
- rename()
-
-main()
diff --git a/tools/bootstrap_fx.py b/tools/bootstrap_fx.py
deleted file mode 100755
index 4f39262718..0000000000
--- a/tools/bootstrap_fx.py
+++ /dev/null
@@ -1,196 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-data_dir = root_dir + "data/overlays/effects"
-asm_dir = root_dir + "asm/non_matchings/overlays/effects"
-src_dir = root_dir + "src/overlays/effects"
-include_dir = root_dir + "include"
-indent = " "
-
-effect_enum = [
- "EFFECT_SS_DUST",
- "EFFECT_SS_KIRAKIRA",
- "EFFECT_SS_BOMB",
- "EFFECT_SS_BOMB2",
- "EFFECT_SS_BLAST",
- "EFFECT_SS_G_SPK",
- "EFFECT_SS_D_FIRE",
- "EFFECT_SS_BUBBLE",
- "EFFECT_SS_UNSET",
- "EFFECT_SS_G_RIPPLE",
- "EFFECT_SS_G_SPLASH",
- "EFFECT_SS_G_MAGMA",
- "EFFECT_SS_G_FIRE",
- "EFFECT_SS_LIGHTNING",
- "EFFECT_SS_DT_BUBBLE",
- "EFFECT_SS_HAHEN",
- "EFFECT_SS_STICK",
- "EFFECT_SS_SIBUKI",
- "EFFECT_SS_SIBUKI2",
- "EFFECT_SS_G_MAGMA2",
- "EFFECT_SS_STONE1",
- "EFFECT_SS_HITMARK",
- "EFFECT_SS_FHG_FLASH",
- "EFFECT_SS_K_FIRE",
- "EFFECT_SS_SOLDER_SRCH_BALL",
- "EFFECT_SS_KAKERA",
- "EFFECT_SS_ICE_PIECE",
- "EFFECT_SS_EN_ICE",
- "EFFECT_SS_FIRE_TAIL",
- "EFFECT_SS_EN_FIRE",
- "EFFECT_SS_EXTRA",
- "EFFECT_SS_FCIRCLE",
- "EFFECT_SS_DEAD_DB",
- "EFFECT_SS_DEAD_DD",
- "EFFECT_SS_DEAD_DS",
- "EFFECT_SS_DEAD_SOUND",
- "EFFECT_SS_ICE_SMOKE",
-]
-
-to_rename = []
-
-
-def get_regs_enum(short_name):
- upper_name = short_name.upper()
- return \
- "typedef enum {\n" + \
- indent + "/* 0x00 */ SS_" + upper_name + "_0,\n" + \
- indent + "/* 0x01 */ SS_" + upper_name + "_1,\n" + \
- indent + "/* 0x02 */ SS_" + upper_name + "_2,\n" + \
- indent + "/* 0x03 */ SS_" + upper_name + "_3,\n" + \
- indent + "/* 0x04 */ SS_" + upper_name + "_4,\n" + \
- indent + "/* 0x05 */ SS_" + upper_name + "_5,\n" + \
- indent + "/* 0x06 */ SS_" + upper_name + "_6,\n" + \
- indent + "/* 0x07 */ SS_" + upper_name + "_7,\n" + \
- indent + "/* 0x08 */ SS_" + upper_name + "_8,\n" + \
- indent + "/* 0x09 */ SS_" + upper_name + "_9,\n" + \
- indent + "/* 0x0A */ SS_" + upper_name + "_A,\n" + \
- indent + "/* 0x0B */ SS_" + upper_name + "_B,\n" + \
- indent + "/* 0x0C */ SS_" + upper_name + "_C,\n" + \
- "} " + "EffectSs" + short_name + "Regs;\n"
-
-def bootstrap(ovl_path, ovl_text):
- path_split = ovl_path.split(os.path.sep)
- z_name = path_split[-1][:-2]
- ovl_name = path_split[-2]
- short_name = ovl_name[14:]
- init_vars_name = ovl_name[4:] + "_InitVars"
-
- top_comment = "/*\n * File: " + z_name + ".c" \
- "\n * Overlay: " + ovl_name + "\n * Description:\n */\n"
- header_include = "#include \"" + z_name + ".h\"\n"
- regs_enum = get_regs_enum(short_name)
-
- with open(os.path.join(data_dir, z_name + ".data.s")) as f:
- data_text = f.read()
-
- pattern = re.compile("glabel " + init_vars_name +
- "\n.word 0x........\n\.word func_........\n")
- init_data = pattern.search(data_text)
- if init_data is None or len(init_data.regs) == 0:
- return ""
- init_data = data_text[init_data.regs[0][0]:init_data.regs[0][1]]
-
- lines = init_data.split("\n")
-
- effect_id = int(lines[1][6:], 16)
- init_func = lines[2][6:]
-
- ovl_shortened = ovl_name.replace("ovl", "").replace("_", "")
- init_func_name = ovl_shortened + "_Init"
-
- ovl_text = ovl_text.replace(init_func, init_func_name)
- to_rename.append((init_func, init_func_name))
-
- effect_id_name = effect_enum[effect_id]
-
- struct_text = "/*\nEffectSsInit " + init_vars_name + \
- " = {\n" + indent + effect_id_name + \
- ",\n" + indent + init_func_name + ",\n};\n*/"
-
- decs = "u32 " + init_func_name + \
- "(PlayState* play, u32 index, EffectSs* this, void* initParamsx);\n"
- decs += "void " + \
- init_func_name[:-4] + \
- "Draw(PlayState* play, u32 index, EffectSs* this);\n"
- decs += "void " + \
- init_func_name[:-4] + \
- "Update(PlayState* play, u32 index, EffectSs* this);\n"
-
- insert_pos = ovl_text.find("global.h>\n")
-
- return top_comment + "\n" + header_include + "\n" + regs_enum + "\n" + decs + "\n" + struct_text + "\n" + ovl_text[insert_pos + 10:]
-
-
-def get_header(header_path):
- path_split = header_path.split(os.path.sep)
- ovl_name = path_split[-2]
- short_name = ovl_name[14:]
- init_vars_name = "".join(ovl_name[4:].split("_")) + "InitParams"
-
- ifndef = "#ifndef _Z_EFF_SS_" + short_name.upper() + "_H_\n" + \
- "#define _Z_EFF_SS_" + short_name.upper() + "_H_\n\n"
-
- includes = "#include \n#include \n\n"
-
- struct = "typedef struct {\n" + \
- indent + "/* 0x00 */ Vec3f pos;\n" + \
- indent + "/* 0x0C */ Vec3f velocity;\n" + \
- indent + "/* 0x18 */ Vec3f accel;\n" + \
- "} " + init_vars_name + "; // size = 0x\n\n#endif\n"
-
- return ifndef + includes + struct
-
-def rename():
- # Filenames first
- for root, dirs, files in os.walk(root_dir):
- for file in files:
- for elem in to_rename:
- if elem[0] in file:
- new_file = file.replace(elem[0], elem[1])
- file_path = os.path.join(root, file)
- new_file_path = os.path.join(root, new_file)
- os.rename(file_path, new_file_path)
-
- # File contents
- for root, dirs, files in os.walk(root_dir):
- for file in files:
- if file.endswith(".c") or file.endswith(".s"):
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
- new_file_text = file_text
- for elem in to_rename:
- # if "func_" in elem[0]:
- # new_file_text = new_file_text.replace("glabel " + elem[0], elem[1] + ":")
- new_file_text = new_file_text.replace(elem[0], elem[1])
- if new_file_text != file_text:
- with open(file_path, "w", newline="\n") as f:
- f.write(new_file_text)
-
-def main():
- for root, dirs, files in os.walk(src_dir):
- for file in files:
- if file.endswith(".c"):
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
- brace_count = file_text.count("{")
- if brace_count == 0:
- if "dead" in file_path:
- dog = 5
- header_path = file_path[:-1] + "h"
- c_text = bootstrap(file_path, file_text)
- header_text = get_header(header_path)
- with open(file_path, "w", newline="\n") as f:
- f.write(c_text)
- with open(header_path, "w", newline="\n") as f:
- f.write(header_text)
- rename()
-
-main()
diff --git a/tools/bootstrap_overlay_decomp.py b/tools/bootstrap_overlay_decomp.py
deleted file mode 100644
index e903d5688d..0000000000
--- a/tools/bootstrap_overlay_decomp.py
+++ /dev/null
@@ -1,114 +0,0 @@
-#!/usr/bin/python3
-
-import re
-import os
-from disassemble import get_ovl_dir, get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-src_dir = root_dir + "src/overlays/"
-asm_dir = root_dir + "asm/non_matchings/overlays/"
-
-
-def get_overlays_to_bootstrap():
- non_decomped_ovls = []
-
- # traverse root directory, and list directories as dirs and files as files
- for root, dirs, files in os.walk(asm_dir):
- for ovl_name in dirs:
- if ovl_name.startswith("ovl_"):
- non_decomped_ovls.append(ovl_name)
-
- for root, dirs, files in os.walk(src_dir):
- for ovl_name in dirs:
- if ovl_name in non_decomped_ovls:
- non_decomped_ovls.remove(ovl_name)
-
- return non_decomped_ovls
-
-
-def create_source_dir(overlay):
- overlay_dir = get_ovl_dir(overlay)
- full_dir = src_dir + overlay_dir
- os.mkdir(full_dir)
- c_name = get_z_name(overlay) + ".c"
- s_name = get_z_name(overlay) + ".s"
-
- with open(full_dir + c_name, "w", newline="\n") as c_file:
- pragma_line = "#pragma GLOBAL_ASM(\"asm/non_matchings/overlays/" + get_ovl_dir(overlay) + s_name + "\")\n"
- c_file.write("#include \n#include \n\n")
- c_file.write(pragma_line)
-
- with open(full_dir + "overlay.cfg", "w", newline="\n") as cfg_file:
- cfg_file.write(overlay + "\n" + c_name)
-
-
-def strip_header_from_s(overlay):
- s_file_path = asm_dir + get_ovl_dir(overlay) + get_z_name(overlay) + ".s"
- beginning_line = -1
- with open(s_file_path, "r") as s_file:
- s_lines = s_file.readlines()
-
- for i in range(len(s_lines)):
- if s_lines[i].startswith("glabel") or s_lines[i].startswith("func_"):
- beginning_line = i
- break
-
- if beginning_line > -1:
- if beginning_line > 10:
- for i in range(0, beginning_line):
- if s_lines[i].startswith("/*"):
- func_name = s_lines[i].split(" ")[2]
- func_line = "glabel func_" + func_name + "\n"
- s_lines.insert(i, func_line)
- beginning_line = i
-
- for i in range(len(s_lines)):
- if s_lines[i].startswith("func"):
- s_lines[i] = "glabel " + s_lines[i]
- s_lines[i] = s_lines[i].replace(":", "")
-
- with open(s_file_path, "w", newline="\n") as s_file:
- s_file.writelines(s_lines[beginning_line:])
-
-
-def manage_overlays_mk(overlay):
- with open(root_dir + "overlays.mk", "a", newline="\n") as overlays_file:
- overlays_file.write(" src/overlays/" + get_ovl_dir(overlay) + " \\\n")
-
- with open(root_dir + "overlays_asm.mk", "r") as overlays_asm_file:
- lines = overlays_asm_file.readlines()
- to_remove = " asm/non_matchings/overlays/" + get_ovl_dir(overlay)[:-1] + " \\\n"
- lines.remove(to_remove)
-
- with open(root_dir + "overlays_asm.mk", "w", newline="\n") as overlays_asm_file:
- overlays_asm_file.writelines(lines)
-
-
-def manage_spec(overlay):
- with open(root_dir + "spec", "r") as spec_file:
- spec_text = spec_file.read()
- spec_text = spec_text.replace("asm/non_matchings/overlays/" + get_ovl_dir(overlay), "src/overlays/"
- + get_ovl_dir(overlay))
-
- with open(root_dir + "spec", "w", newline="\n") as spec_file:
- spec_file.write(spec_text)
-
-
-def main():
- num = 100
- i = 0
- overlays = get_overlays_to_bootstrap()
-
- for overlay in overlays:
- print("Setting up " + overlay)
- create_source_dir(overlay)
- strip_header_from_s(overlay)
- #manage_overlays_mk(overlay)
- #manage_spec(overlay)
- i += 1
- if i >= num:
- break
-
-
-main()
diff --git a/tools/convert_chars.py b/tools/convert_chars.py
index 3778165e50..261ed92399 100644
--- a/tools/convert_chars.py
+++ b/tools/convert_chars.py
@@ -2,7 +2,6 @@
import os
import re
-import sys
script_dir = os.path.dirname(os.path.realpath(__file__))
root_dir = script_dir + "/../"
diff --git a/tools/create_actor_headers.py b/tools/create_actor_headers.py
deleted file mode 100644
index 87a7347eb9..0000000000
--- a/tools/create_actor_headers.py
+++ /dev/null
@@ -1,71 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-from disassemble import get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-asm_dir = root_dir + "asm/non_matchings/overlays/actors"
-src_dir = root_dir + "src/overlays/actors"
-include_dir = root_dir + "include"
-indent = " "
-
-includes = "#include \n#include \n\n"
-
-
-def remove_struct(root, filename):
- with open(os.path.join(root, filename)) as f:
- c_text = f.read()
-
- struct_start = c_text.find("typedef")
- struct_end = c_text.find("#define")
-
- struct = c_text[struct_start:struct_end]
-
- newfile_text = "#include \"" + filename[:-2] + ".h\"" + "\n\n" + c_text[struct_end:]
- with open(os.path.join(root, filename), "w", newline="\n") as f:
- f.write(newfile_text)
- return struct
-
-
-def handle_file(root, filename):
- guard_name = "_" + filename[:-2].upper() + "_H_"
- top_guard = "#ifndef " + guard_name + "\n#define " + guard_name + "\n\n"
- header_text = top_guard
- header_text += includes
-
- struct = remove_struct(root, filename)
- header_text += struct
-
- u_split = filename[:-2].split("_")
- init_vars_name = ""
- for part in u_split[1:]:
- init_vars_name += part[0].upper()
- if len(part) > 1:
- init_vars_name += part[1:]
- init_vars_name += "_"
- init_vars_name += "InitVars"
-
- header_text += "extern ActorInit " + init_vars_name + ";\n\n"
-
- header_text += "#endif\n"
-
- with open(os.path.join(root, filename[:-2] + ".h"), "w", newline="\n") as f:
- f.write(header_text)
-
-
-def main():
- for root, dirs, files in os.walk(src_dir):
- for filename in files:
- if filename.endswith(".c"):
- file_path = os.path.join(root, filename)
- with open(file_path) as f:
- file_text = f.read()
- brace_count = file_text.count("{")
- if brace_count == 2:
- handle_file(root, filename)
- dog = 5
-
-main()
diff --git a/tools/decompile_data.py b/tools/decompile_data.py
index 01b2e05197..9805cb888a 100755
--- a/tools/decompile_data.py
+++ b/tools/decompile_data.py
@@ -2,7 +2,6 @@
import os
import re
-import sys
import struct
script_dir = os.path.dirname(os.path.realpath(__file__))
diff --git a/tools/disasm_elf_msg.py b/tools/disasm_elf_msg.py
index 9030cd2651..97297f7017 100644
--- a/tools/disasm_elf_msg.py
+++ b/tools/disasm_elf_msg.py
@@ -159,7 +159,7 @@ item_ids = {
0x99 : "ITEM_DEKU_STICK_UPGRADE_30",
0x9A : "ITEM_DEKU_NUT_UPGRADE_30",
0x9B : "ITEM_DEKU_NUT_UPGRADE_40",
- 0xFC : "ITEM_LAST_USED",
+ 0xFC : "ITEM_SWORD_CS",
0xFE : "ITEM_NONE_FE",
0xFF : "ITEM_NONE",
}
diff --git a/tools/disassemble.py b/tools/disassemble.py
deleted file mode 100644
index 1f544516c4..0000000000
--- a/tools/disassemble.py
+++ /dev/null
@@ -1,136 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import re
-import shutil
-import subprocess
-
-atom_path = "/mnt/c/Users/Ethan/Documents/GitHub/MasterOcarina/Atom/bin/Release/netcoreapp3.0"
-atom_cmd = "Atom df oot DBGMQ baserom.z64 --mips-to-c -f"
-script_dir = os.path.dirname(os.path.realpath(__file__))
-
-
-def load_symbols():
- ret = {}
- with open(script_dir + "/overlayhelpers/batchdisasm/symbols.txt") as f:
- symbol_text = f.readlines()
- for line in symbol_text:
- if len(line.strip()) > 0:
- line_split = line.split(" ")
- ret[line_split[0]] = line_split[1]
- return ret
-
-
-symbols = load_symbols()
-
-
-def get_overlays_to_disassemble():
- all_overlays = {}
-
- # traverse root directory, and list directories as dirs and files as files
- for root, dirs, files in os.walk("baserom"):
- for file in files:
- if file.startswith("ovl_"):
- all_overlays[file] = os.path.getsize(os.path.join(root, file))
-
- non_disassembled_ovls = all_overlays.copy()
-
- for root, dirs, files in os.walk("asm/overlays"):
- for ovl_name in dirs:
- if ovl_name in non_disassembled_ovls:
- non_disassembled_ovls.pop(ovl_name)
-
- for root, dirs, files in os.walk("src/overlays"):
- for ovl_name in dirs:
- if ovl_name in non_disassembled_ovls:
- non_disassembled_ovls.pop(ovl_name)
-
- print("Found " + str(len(non_disassembled_ovls)) + " non-disassembled overlays out of " + str(len(all_overlays))
- + " total")
-
- return {k: v for k, v in sorted(non_disassembled_ovls.items(), key=lambda item: item[1])}
-
-
-def disassemble(overlay):
- args = atom_cmd.split(" ")
- args.append(overlay)
- # subprocess.run(args, cwd=atom_path, shell=True)
-
- with open(atom_path + "/O/DBGMQ/" + overlay + ".txt") as f:
- return f.read()
-
-
-def fix_symbols(assembly):
- for symbol in symbols:
- assembly = assembly.replace(symbol, symbols[symbol])
- return assembly
-
-
-def get_ovl_dir(overlay):
- actors_overrides = ['ovl_player_actor']
-
- ovl_part = "/" + overlay + "/"
- category = "actors"
-
- if overlay.startswith("ovl_Effect"):
- category = "effects"
-
- if overlay[4:5].islower():
- category = "gamestates"
-
- if 'data' in overlay:
- category = "data"
-
- if overlay in actors_overrides:
- category = "actors"
-
- return category + ovl_part
-
-
-def create_asm_dir(overlay, assembly):
- asm_dir = "asm/non_matchings/overlays/" + get_ovl_dir(overlay)
- shutil.rmtree(asm_dir)
- os.mkdir(asm_dir)
- with open(asm_dir + get_z_name(overlay) + ".s", "w", newline="\n") as f:
- f.write(assembly)
-
-
-def get_z_name(overlay):
- # Annoying edge case
- if overlay == 'ovl_Effect_Ss_Solder_Srch_Ball':
- return 'z_eff_ss_solder_srch_ball'
- if overlay == "ovl_player_actor":
- return "z_player"
-
- ret = overlay.lower()
- ret = "z_" + ret[4:]
- return ret
-
-
-def patch_spec(overlay):
- with open("spec", "r+", newline="\n") as f:
- spec = f.read()
- spec = re.sub("build/baserom/" + overlay + ".o",
- "build/asm/overlays/" + get_ovl_dir(overlay) + get_z_name(overlay) + ".o",
- spec)
- f.seek(0)
- f.write(spec)
- f.truncate()
-
-
-def patch_overlays_asm_mk(overlay):
- with open("overlays_asm.mk", "a", newline="\n") as f:
- f.write(" asm/overlays/" + get_ovl_dir(overlay)[:-1] + " \\\n")
-
-
-def main():
- print("Beginning disassembly in the order of filesize, ascending")
- overlays = get_overlays_to_disassemble()
-
- for overlay in overlays:
- print("\t" + overlay)
- assembly = disassemble(overlay)
- assembly = fix_symbols(assembly)
- create_asm_dir(overlay, assembly)
- patch_spec(overlay)
- patch_overlays_asm_mk(overlay)
diff --git a/tools/find_unused_asm.sh b/tools/find_unused_asm.sh
deleted file mode 100755
index 9c483d0d04..0000000000
--- a/tools/find_unused_asm.sh
+++ /dev/null
@@ -1,40 +0,0 @@
-#!/bin/bash
-
-shopt -s globstar
-
-ls asm/non_matchings/**/*.s > old_list.txt
-grep GLOBAL_ASM -r src | cut -d '"' -f2 - > cur_list.txt
-
-grep -F "build/data" spec | cut -d '"' -f2 - > data_list.txt
-grep -F "build/asm" spec | grep -v -E 'overlays' | cut -d '"' -f2 - >> data_list.txt
-
-ls data/**/*.s > old_data_list.txt
-ls asm/*.s >> old_data_list.txt
-
-while read p; do
- tmp=${p%.o}.s
- echo ${tmp#build/} >> list.txt
-done < data_list.txt
-
-comm -3 <(sort old_list.txt) <(sort cur_list.txt) > diff.txt
-comm -3 <(sort old_data_list.txt) <(sort list.txt) >> diff.txt
-
-rm old_list.txt cur_list.txt old_data_list.txt data_list.txt list.txt
-
-if [ "$1" = "-d" ]
-then
- if [ -s diff.txt ]
- then
- rm $(cat diff.txt)
- fi
- rm diff.txt
-else
- if [ -s diff.txt ]
- then
- cat diff.txt
- rm diff.txt
- exit 55
- else
- rm diff.txt
- fi
-fi
diff --git a/tools/fix_data_stuff.py b/tools/fix_data_stuff.py
deleted file mode 100644
index 17565e7cd6..0000000000
--- a/tools/fix_data_stuff.py
+++ /dev/null
@@ -1,53 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-from disassemble import get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-src_dir = root_dir + "src/overlays/"
-asm_dir = root_dir + "asm/non_matchings/overlays/"
-
-
-def handle_actor_line(match):
- match = match.group()
- base_portion = match[23:-4]
- base_portion_split = base_portion.split("/")
- if len(base_portion_split) < 3:
- return match
-
- ret = match
- base_name = "build/data/overlays/" + base_portion_split[1] + "/" + base_portion_split[3]
- data_path = base_name + ".data.o"
- rodata_path = base_name + ".rodata.o"
- bss_path = base_name + ".bss.o"
- reloc_path = base_name + ".reloc.o"
-
- if os.path.exists(root_dir + data_path):
- ret += " include \"" + data_path + "\"\n"
-
- if os.path.exists(root_dir + rodata_path):
- ret += " include \"" + rodata_path + "\"\n"
-
- if os.path.exists(root_dir + bss_path):
- ret += " include \"" + bss_path + "\"\n"
-
- if os.path.exists(root_dir + reloc_path):
- ret += " include \"" + reloc_path + "\"\n"
-
- return ret
-
-
-def main():
- with open(root_dir + "spec") as spec_file:
- spec_text = spec_file.read()
-
- spec_text_replaced = re.sub(".*ovl_.*\.o.*\n", handle_actor_line, spec_text)
-
- with open(root_dir + "spec", "w", newline="\n") as spec_file:
- spec_file.write(spec_text_replaced)
-
-
-main()
diff --git a/tools/format_s_files.py b/tools/format_s_files.py
deleted file mode 100644
index a0b7b6bf3d..0000000000
--- a/tools/format_s_files.py
+++ /dev/null
@@ -1,86 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-from disassemble import get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-src_dir = root_dir + "src/overlays/"
-asm_dir = root_dir + "asm/non_matchings/overlays/"
-
-
-def remove_empty_lines_after_glabel(file_text):
- file_lines = file_text.splitlines()
- last_glabel = False
- to_remove = []
- for i, line in enumerate(file_lines):
- if "glabel" in line:
- last_glabel = True
- continue
- if last_glabel and not line.strip():
- to_remove.append(i)
- last_glabel = False
- if len(to_remove) > 0:
- for line_num in reversed(to_remove):
- del file_lines[line_num]
- file_text = "\n".join(file_lines)
- return file_text
-
-def remove_balign_after_float(file_text):
- file_lines = file_text.splitlines()
- last_float = False
- to_remove = []
- for i, line in enumerate(file_lines):
- if ".float" in line:
- last_float = True
- continue
- if last_float and line == " .balign 4":
- to_remove.append(i)
- last_float = False
- if len(to_remove) > 0:
- for line_num in reversed(to_remove):
- del file_lines[line_num]
- file_text = "\n".join(file_lines)
- return file_text
-
-
-def format_file(file_path):
- with open(file_path) as f:
- orig_file_text = f.read()
-
- file_text = orig_file_text
-
- # Condense 2+ empty lines to 1
- file_text = file_text.replace("\n\n\n+", "\n\n")
-
- # Remove empty lines after section declarations
- file_text = file_text.replace(".rdata\n\n", ".rdata\n")
- file_text = file_text.replace(".late_rodata\n\n", ".late_rodata\n")
- file_text = file_text.replace(".text\n\n", ".text\n")
-
- # Remove dumb empty lines after glabel
- file_text = remove_empty_lines_after_glabel(file_text)
-
- # Remove dumb balign 4 lines after float
- file_text = remove_balign_after_float(file_text)
-
- # Make sure there's only one empty line at the end
- file_text = file_text.rstrip("\n") + "\n"
-
- if file_text != orig_file_text:
- with open(file_path, "w", newline="\n") as f:
- f.write(file_text)
- return True
- return False
-
-
-def main():
- for root, dirs, files in os.walk(asm_dir):
- for f in files:
- if f.endswith(".s"):
- format_file(os.path.join(root, f))
-
-
-main()
diff --git a/tools/get_actor_sizes.py b/tools/get_actor_sizes.py
deleted file mode 100755
index 7d62387e10..0000000000
--- a/tools/get_actor_sizes.py
+++ /dev/null
@@ -1,203 +0,0 @@
-#!/usr/bin/python3
-
-import os
-#import pprint
-import re
-import argparse
-import math
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-asm_dir = root_dir + "asm/non_matchings/overlays/actors"
-build_dir = root_dir + "build/src/overlays/actors"
-
-
-def get_num_instructions(f_path):
- with open(f_path) as f:
- f_lines = f.readlines()
- sum = 0
- for line in f_lines:
- if line.startswith("/* "):
- sum += 1
- return sum
-
-
-def count_non_matching():
- overlays = {}
-
- for root, dirs, _ in os.walk(asm_dir):
- for actor_dir in dirs:
- total_size = 0
- max_size = -1
- ovl_path = os.path.join(root, actor_dir)
- num_files = 0
-
- actor_funcs = {}
-
- for f_name in os.listdir(ovl_path):
- file_path = os.path.join(ovl_path, f_name)
- file_size = get_num_instructions(file_path)
-
- num_files += 1
- total_size += file_size
- if file_size > max_size:
- max_size = file_size
- actor_funcs[f_name] = file_size
-
- overlays[actor_dir] = {
- "summary": (num_files, max_size, total_size,
- total_size / num_files),
- "funcs": actor_funcs
- }
-
- return overlays
-
-
-pattern_function = re.compile("^[0-9a-fA-F]+ <(.+)>:")
-pattern_switchcase = re.compile("L[0-9a-fA-F]{8}")
-
-def count_builded_funcs_and_instructions(f_path):
- f_lines = ""
- with open(f_path) as f:
- f_lines = f.readlines()
-
- current = ""
- funcs = {}
- for line in f_lines:
- if line.strip() == "":
- continue
- match_function = pattern_function.match(line)
- if match_function:
- func_name = match_function.group(1)
- if pattern_switchcase.match(func_name):
- # this is not a real function tag.
- # probably a case from a switch
- # for example:
- continue
- current = func_name
- funcs[current] = 0
- elif current != "":
- funcs[current] += 1
- return funcs
-
-
-def count_build():
- overlays = {}
-
- for root, dirs, _ in os.walk(build_dir):
- for actor_dir in dirs:
- total_size = 0
- max_size = -1
- ovl_path = os.path.join(root, actor_dir)
- num_files = 0
-
- actor_funcs = {}
-
- for f_name in os.listdir(ovl_path):
- if not f_name.endswith(".s"):
- continue
- if f_name.endswith("_reloc.s"):
- continue
-
- file_path = os.path.join(ovl_path, f_name)
- funcs = count_builded_funcs_and_instructions(file_path)
-
- if len(funcs) > 0:
- num_files += len(funcs)
- # round up the file size to a multiple of four.
- total_size += math.ceil(sum(funcs.values())/4)*4
- max_size = max(max_size, max(funcs.values()))
- # merges both dictionaries
- actor_funcs = {**actor_funcs, **funcs}
-
- overlays[actor_dir] = {
- "summary": (num_files, max_size, total_size,
- total_size / num_files),
- "funcs": actor_funcs
- }
-
- return overlays
-
-
-def get_list_from_file(filename):
- actor_list = []
- if filename is not None:
- with open(filename) as f:
- actor_list = list(map(lambda x: x.strip().split(",")[0], f.readlines()))
- return actor_list
-
-
-def print_csv(overlays, ignored, include_only):
- sorted_actors = [(k, v["summary"]) for k, v in overlays.items()]
- sorted_actors.sort()
-
- row = "{},{},{},{},{}"
- print(row.format("Overlay", "Num files", "Max size", "Total size", "Average size"))
-
- for actor_data in sorted_actors:
- name = actor_data[0]
- other = actor_data[1]
- if name in ignored:
- continue
- if include_only and name not in include_only:
- continue
- print(row.format(name, *other))
-
-
-def print_function_lines(overlays, ignored, include_only):
- sorted_actors = []
- for k, v in overlays.items():
- func_data = []
- for func_name, lines in v["funcs"].items():
- func_data.append((func_name, lines))
- #func_data.sort(key=lambda x: x[1], reverse=True)
- sorted_actors.append((k, func_data))
- sorted_actors.sort()
-
- row = "{},{},{}"
- print(row.format("actor_name", "function_name", "lines"))
-
- for actor_data in sorted_actors:
- name = actor_data[0]
- func_data = actor_data[1]
- if name in ignored:
- continue
- if include_only and name not in include_only:
- continue
- for func_name, lines in func_data:
- print(row.format(name, func_name, lines))
-
-
-def main():
- description = "Collects actor's functions sizes, and print them in csv format."
-
- epilog = """\
-To make a .csv with the data, simply redirect the output. For example:
- ./tools/get_actor_sizes.py > results.csv
-
-Flags can be mixed to produce a customized result:
- ./tools/get_actor_sizes.py --function-lines --non-matching > status.csv
- ./tools/get_actor_sizes.py --non-matching --ignore pull_request.csv > non_matching.csv
- ./tools/get_actor_sizes.py --non-matching --function-lines --include-only my_reserved.csv > my_status.csv
- """
- parser = argparse.ArgumentParser(description=description, epilog=epilog, formatter_class=argparse.RawTextHelpFormatter)
- parser.add_argument("--non-matching", help="Collect data of the non-matching actors instead.", action="store_true")
- parser.add_argument("--function-lines", help="Prints the size of every function instead of a summary.", action="store_true")
- parser.add_argument("--ignore", help="Path to a file containing actor's names. The data of actors in this list will be ignored.")
- parser.add_argument("--include-only", help="Path to a file containing actor's names. Only data of actors in this list will be printed.")
- args = parser.parse_args()
-
- if args.non_matching:
- overlays = count_non_matching()
- else:
- overlays = count_build()
-
- ignored = get_list_from_file(args.ignore)
- include_only = get_list_from_file(args.include_only)
-
- if args.function_lines:
- print_function_lines(overlays, ignored, include_only)
- else:
- print_csv(overlays, ignored, include_only)
-
-main()
diff --git a/tools/ichaindis.py b/tools/ichaindis.py
index e20fd6e5af..f19a15ddf3 100755
--- a/tools/ichaindis.py
+++ b/tools/ichaindis.py
@@ -5,7 +5,7 @@ import sys
import struct
import argparse
import re
-from overlayhelpers.filemap import FileResult, GetFromVRam, GetFromRom
+from overlayhelpers.filemap import GetFromVRam
ICHAIN_MACROS = [
'ICHAIN_U8',
diff --git a/tools/migrate-rodata.py b/tools/migrate-rodata.py
deleted file mode 100644
index 0b5c9e2713..0000000000
--- a/tools/migrate-rodata.py
+++ /dev/null
@@ -1,296 +0,0 @@
-"""
-Given a code file name (excluding the file extension, e.g. z_view) this script
-will attempt to build rodata and late_rodata sections for all of its functions.
-
-Supports overlays and other files as long as the rodata file is formatted
-correctly(see files in code for examples of properly formatted rodata sections)
-
-This supports automatically commenting or deleting the rodata file from the
-spec and automatic deletion of the rodata file itself (only use if you are sure
-it will build afterwards)
-
-Has trouble with rodata that goes unused, and .incbin placement
-"""
-
-import re
-import os
-from os import system, listdir, remove, walk
-from os.path import exists, isdir, sep
-
-# FUNCTIONS -----------------------------------------------------------------
-
-"""
-Extracts rodata symbols from asm
-"""
-def asm_syms(asm):
- split = re.split("jtbl_|D_",asm)
- return [s.partition(")")[0] for s in split[1:len(split)]]
-
-"""
-Extracts rodata symbols from rodata
-"""
-def rodata_syms(rodata):
- split = re.split("glabel jtbl_|glabel D_",rodata)
- return [s.partition("\n")[0] for s in split[1:len(split)]]
-
-"""
-Extracts the symbol from a single rodata block
-"""
-def rodata_sym(rodata_block):
- return (re.split("glabel jtbl_|glabel D_",rodata_block)[1]).split("\n")[0]
-
-"""
-Splits rodata into blocks
-"""
-def rodata_blocks(rodata):
- split = rodata.split("glabel")
- return ["glabel" + b for b in split[1:len(split)]]
-
-"""
-Gets the block size
-"""
-def rodata_block_size(rodata):
- split = rodata.split(" .")
- elements = split[1:len(split)]
- size = 0
- for e in elements:
- element_type = e.split(" ")[0]
- if element_type == "double":
- size += 8
- if element_type == "float":
- size += 4
- if element_type == "word":
- size += 4
- if element_type == "incbin":
- size += int(e.rpartition(", ")[2].split("\n")[0],16)
- if element_type == "ascii":
- size += len(e.split("\"")[1].split("\"")[0])
- if element_type == "asciz":
- size += len(e.split("\"")[1].split("\"")[0])
- if element_type == "balign":
- size += size % int(e.split(" ")[1])
- return size
-
-"""
-Gets the text size
-"""
-def text_size(asm):
- instructions = [l for l in asm.split("\n") if l.startswith("/* ")]
- return 4*(len(instructions)-1)
-
-"""
-Gets the rodata-to-text ratio
-"""
-def late_rodata_ratio(asm,late_rodata_blocks):
- total_rodata_size = 0
- for b in late_rodata_blocks:
- total_rodata_size += rodata_block_size(b)
- return total_rodata_size/text_size(asm)
-
-"""
-Accepts a single block of rodata and extracts the type
-"""
-def rodata_type(rodata_block):
- first_split = re.split("\s+\.", rodata_block)
- return first_split[1].split(" ")[0]
-
-"""
-Checks if a block should go in .rdata or .late_rodata
-"""
-def is_rodata(r):
- return (rodata_type(r)=="asciz" or rodata_type=="ascii")
-
-"""
-For given asm and rodata files, build a rodata section for the asm file
-"""
-def build_rodata(asm, rodata):
- contained_syms = [s for s in asm_syms(asm) if s in rodata_syms(rodata)]
- contained_blocks = [b for b in rodata_blocks(rodata) if rodata_sym(b) in contained_syms]
- # TODO include arrays in rodata_list
- rodata_list = [r for r in contained_blocks if is_rodata(r)]
- return_str = ""
- if (len(rodata_list)!=0):
- return_str += ".rdata\n"
- for r in rodata_list:
- return_str += r
- late_rodata_list = [r for r in contained_blocks if r not in rodata_list]
- if (len(late_rodata_list)!=0):
- if late_rodata_ratio(asm,late_rodata_list) > (1/3):
- top_sym = rodata_sym(late_rodata_list[0])
- if top_sym.endswith("0") or top_sym.endswith("8"):
- return_str += ".late_rodata\n.late_rodata_alignment 8\n"
- elif top_sym.endswith("4") or top_sym.endswith("C"):
- return_str += ".late_rodata\n.late_rodata_alignment 4\n"
- else:
- return_str += ".late_rodata\n"
- for r in late_rodata_list:
- return_str += r
- return None if return_str=="" else return_str + ("" if return_str.endswith("\n\n") else "\n") + ".text\n"
-
-"""
-Gets all file paths contained in a given folder, does not enter subfolders
-"""
-def get_file_paths(folder_path):
- return next(walk(folder_path),(None,None,[]))[2]
-
-"""
-Given a path, reads the asm .s file into a single string
-"""
-def file_read(path):
- with open(path, 'r', encoding="utf-8") as infile:
- return infile.read()
-
-"""
-Writes the rodata section to the start of the file specified by path
-"""
-def rodata_write(path, section):
- with open(path, 'r+', encoding="utf-8", newline="\n") as outfile:
- original = outfile.read()
- outfile.seek(0,0)
- outfile.write(str(section) + original)
-
-"""
-Comments out the line in spec associated with the given filenames
-"""
-def modify_spec(filenames, identifier, delete):
- lines = ""
- with open("spec", 'r+', encoding="utf-8", newline="\n") as spec:
- lines = spec.read().split("\n")
- changed = False
- files = filenames.split(",")
- for filename in files:
- eff_filename = filename.lower().replace("effect_", "eff_")
- if identifier == "code" and " include \"build/data/" + filename + ".rodata.o\"" in lines:
- e = lines.index(" include \"build/data/" + filename + ".rodata.o\"")
- if delete:
- del lines[e]
- else:
- lines[e] = " //include \"build/data/" + filename + ".rodata.o\""
- changed = True
- elif " include \"build/data/overlays/" + identifier + "/z_" + eff_filename + ".rodata.o\"" in lines:
- e = lines.index(" include \"build/data/overlays/" + identifier + "/z_" + eff_filename + ".rodata.o\"")
- if delete:
- del lines[e]
- else:
- lines[e] = " //include \"build/data/overlays/" + identifier + "/z_" + eff_filename + ".rodata.o\""
- changed = True
- if changed:
- modified = "\n".join(lines)
- with open("spec", 'w', encoding="utf-8", newline="\n") as spec:
- #spec.seek(0,0)
- spec.write(modified)
-
-"""
-Processes each individual file
- asm\non_matchings\overlays\
- data\overlays\
- asm\non_matchings\code\
- data\code\
-"""
-def process_file(filename, identifier, delete_rodata):
- folder_path = "asm" + sep + "non_matchings" + sep + ("code" + sep if identifier=="code" else "overlays" + sep + identifier.lower() + sep + "ovl_") + filename + sep
- rodata_path = "data" + sep + (sep if identifier=="code" else "overlays" + sep + identifier.lower() + sep + "z_") + filename.lower() + ".rodata.s"
- if filename == "player":
- folder_path = "asm" + sep + "non_matchings" + sep + "overlays" + sep + "actors" + sep + "ovl_player_actor" + sep
- rodata_path = rodata_path.replace("effect_", "eff_")
- print("ASM at: " + folder_path)
- print("Data at: " + rodata_path)
- if not exists(folder_path):
- print("Aborting: ASM does not exist")
- return
- if not exists(rodata_path):
- print("Aborting: Data does not exist")
- return
- files = [folder_path + f for f in get_file_paths(folder_path)]
- for asm_file in files:
- asm = file_read(asm_file)
- print("Found asm file " + asm_file)
- if ".rdata" in asm:
- print("Skipping: it already has a rodata section")
- continue
- print("Processing asm file " + asm_file)
- section = build_rodata(asm, file_read(rodata_path))
- if section is not None:
- print("Writing asm file " + asm_file)
- rodata_write(asm_file, section)
- else: print("Skipping: no rodata to write")
- print("Built rodata sections for " + identifier + " file " + filename)
- if delete_rodata:
- remove(rodata_path)
- print("Deleted rodata at " + rodata_path)
-
-"""
-Allows files to be provided as comma-separated filenames for batch migration
-"""
-def process_files(filenames, identifier, spechandle, delete_rodata):
- if "," in filenames:
- files = filenames.split(",")
- for f in files:
- process_file(f, identifier, delete_rodata)
- else:
- process_file(filenames, identifier, delete_rodata)
- if spechandle.lower() == "delete":
- modify_spec(filenames, identifier, True)
- print("Deleted rodata for files in spec")
- elif spechandle.lower() == "comment":
- result = modify_spec(filenames, identifier, False)
- if result:
- print("Commented out rodata for files in spec")
-
-"""
-Asks what to do about spec and rodata, converts 'all' to comma-separated filenames
-"""
-def check_spec_rodata(filenames, identifier):
- spechandle = input("Delete, Comment or Leave spec? ")
- delete_rodata = input("Delete rodata file(s)? (Y/N) ")
- if filenames == "all" or "all|" in filenames:
- to_remove_list = []
- if "all|" in filenames:
- print("all| in filenames")
- to_remove_list = filenames.split("|")[1]
- basedir = "asm" + sep + "non_matchings" + sep + ("code" if identifier=="code" else "overlays" + sep + identifier.lower()) + sep
- folder_names = [name.replace("ovl_","") for name in listdir(basedir) if isdir(basedir + name) and name not in to_remove_list]
- filenames = ",".join(map(str, folder_names))
- print(filenames)
- process_files(filenames, identifier, spechandle, delete_rodata == "Y")
-
-"""
-Main execution
-"""
-def run(show_help):
- if(show_help):
- print("""Usage: Enter 'Code' or 'Overlay' and follow the instructions.
-Batch migrate files by entering comma-separated filenames instead of a single filename.
-Migrate all files by entering 'all' for filenames. Exclude files from all with all| followed by comma-separated filenames Use at your own risk.
-Enter 'q' to the code or overlay question to quit.""")
- code_or_overlay = input("Code or Overlay? ")
- if(code_or_overlay == "q"):
- return
- if(code_or_overlay == "Code"):
- filename = input("Enter the code file name(s) (excluding .c) or all: ")
- check_spec_rodata(filename, "code")
- elif(code_or_overlay == "Overlay"):
- overlay_type = input("Actor, Effect or Gamestate? ")
- if(overlay_type == "Actor"):
- filename = input("Enter the actor name(s) (excluding ovl_ or z_, ex. obj_bombiwa) or all: ")
- check_spec_rodata(filename, "actors")
- elif(overlay_type == "Effect"):
- filename = input("Enter the effect name(s) (excluding ovl_ or z_, ex. effect_ss_bomb) or all: ")
- check_spec_rodata(filename, "effects")
- elif(overlay_type == "Gamestate"):
- filename = input("Enter the gamestate name(s) (excluding ovl_ or z_, ex. kaleido_scope) or all: ")
- check_spec_rodata(filename, "gamestates")
- run(True)
-
-# PROGRAM -------------------------------------------------------------------
-
-run(False)
-#bigs = ["Boss_Ganon", "Boss_Ganondrof","En_Wf", "Door_Warp1",]
-#ovls = ["En_Elf"]
-#effects = [x[0] for x in os.walk("src/overlays/effects")][1:]
-
-#for i, ovl in enumerate(effects):
-# process_files(ovl.split("/")[-1][4:], "effects", "Delete", True)
- # command = "echo >> src/overlays/effects/ovl_" + effects[i] + "/z_" + effects[i].lower() + ".c"
- # os.system(command) # purpose of this is to "modify" each C file in order to prevent undefined symbol errors.
- # # the new line will be removed by format.sh
diff --git a/tools/overlayhelpers/colliderinit.py b/tools/overlayhelpers/colliderinit.py
index da99e4e986..61fb42e7cd 100755
--- a/tools/overlayhelpers/colliderinit.py
+++ b/tools/overlayhelpers/colliderinit.py
@@ -3,7 +3,7 @@
import os
import struct
import argparse
-from filemap import FileResult, GetFromVRam, GetFromRom
+from filemap import GetFromVRam, GetFromRom
T_DEFAULT = ''
TType1 = 'Type1'
@@ -244,7 +244,7 @@ def GetColliderStr(data, off, type):
else:
cBase[i] = '0x{0:02X}'.format(cBase[i])
- return cf[1].format(*cBase);
+ return cf[1].format(*cBase)
def GetItems(data, off, count, structf, fmt, size):
result = ''
diff --git a/tools/overlayhelpers/damage_table.py b/tools/overlayhelpers/damage_table.py
index 3dedb31545..47ee6d8fa6 100755
--- a/tools/overlayhelpers/damage_table.py
+++ b/tools/overlayhelpers/damage_table.py
@@ -2,7 +2,7 @@
import os
import argparse
-from filemap import FileResult, GetFromVRam, GetFromRom
+from filemap import GetFromVRam, GetFromRom
damage_types = [
'Deku nut',
diff --git a/tools/overlayhelpers/filemap.py b/tools/overlayhelpers/filemap.py
index 58dd7e0e40..3bf4eb9b96 100644
--- a/tools/overlayhelpers/filemap.py
+++ b/tools/overlayhelpers/filemap.py
@@ -1,7 +1,6 @@
#!/usr/bin/env python3
import os
-import struct
import json
table = None
@@ -82,9 +81,9 @@ def CreateTable():
json.dump(dict, table)
def AddressLookup(lookupTable, addr):
- start = 0;
- end = 0;
- key = None;
+ start = 0
+ end = 0
+ key = None
for k, v in lookupTable.items():
if addr >= k:
diff --git a/tools/overlayhelpers/lmapmark.py b/tools/overlayhelpers/lmapmark.py
index 5075bcae83..cd13ea98cc 100644
--- a/tools/overlayhelpers/lmapmark.py
+++ b/tools/overlayhelpers/lmapmark.py
@@ -1,7 +1,6 @@
#!/usr/bin/env python3
import os
import struct
-import sys
SIMPLIFY_OUTPUT = True
OVL_KALEIDO_SCOPE_RAM = 0x80813820
@@ -88,7 +87,7 @@ for name, numMaps in SCENES:
cstr = ""
-cstr += f"PauseMapMarksData gPauseMapMarkDataTable[] = {{\n"
+cstr += "PauseMapMarksData gPauseMapMarkDataTable[] = {\n"
for scenemap in scenemaps:
for mapId, map in enumerate(scenemap[1]):
cstr += IND(1) + f"// {scenemap[0]} map {mapId}\n"
diff --git a/tools/overlayhelpers/mapmark.py b/tools/overlayhelpers/mapmark.py
index 8f0186bf9f..44b2ec92a8 100644
--- a/tools/overlayhelpers/mapmark.py
+++ b/tools/overlayhelpers/mapmark.py
@@ -43,7 +43,7 @@ def GetMapsPerScene(ptrs):
def GetPoints(data, ptr, numPoints):
points = []
- off = RamToOff(ptr);
+ off = RamToOff(ptr)
for i in range(numPoints):
points.append(struct.unpack_from(">bBB", data[off:off+3]))
off = off + 3
diff --git a/tools/reformat_data_files.py b/tools/reformat_data_files.py
deleted file mode 100644
index 2220868d7d..0000000000
--- a/tools/reformat_data_files.py
+++ /dev/null
@@ -1,84 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-from disassemble import get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-data_dir = root_dir + "data/overlays"
-asm_dir = root_dir + "asm/non_matchings/overlays"
-
-
-def rename(old_name, new_name):
- for root, dirs, files in os.walk(asm_dir):
- for file in files:
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
- new_file_text = file_text.replace(old_name, new_name)
- if file_text != new_file_text:
- with open(file_path, "w", newline="\n") as f:
- f.write(new_file_text)
-
-
-def rename_l(old_name, new_name):
- for root, dirs, files in os.walk(asm_dir):
- for file in files:
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
- new_file_text = file_text.replace(old_name + ":", "glabel " + new_name)
- new_file_text = new_file_text.replace(old_name, new_name)
- if file_text != new_file_text:
- with open(file_path, "w", newline="\n") as f:
- f.write(new_file_text)
-
-
-def handle_jtbl(match):
- match = match.group()
- split = match.replace(":", "").split(" ")
- lbl_name = split[0]
- new_lbl_name = "jtbl_" + lbl_name[2:]
- rename(lbl_name, new_lbl_name)
- ret = "glabel " + new_lbl_name + "\n.word .L"
- return ret
-
-
-def handle_data_line(match):
- match = match.group()
- ret = "glabel " + match[:-1] + "\n"
- return ret
-
-
-def handle_word_l(match):
- match = match.group()
- split = match.split(" ")
- lbl_name = split[1]
- new_lbl_name = split[1][1:]
- rename_l(lbl_name, new_lbl_name)
- ret = ".word " + new_lbl_name
- return ret
-
-
-def main():
- preamble = ".include \"macro.inc\"\n\n # assembler directives\n .set noat # allow manual use of $at\n .set noreorder # don't insert nops after branches\n .set gp=64 # allow use of 64-bit general purpose registers\n\n"
-
- for root, dirs, files in os.walk(data_dir):
- for file in files:
- file_path = os.path.join(root, file)
- with open(file_path) as f:
- file_text = f.read()
-
- file_text = preamble + file_text
- file_text = re.sub("D_.*: .word .L", handle_jtbl, file_text)
- file_text = re.sub("D_.*:", handle_data_line, file_text)
- file_text = re.sub(".word .L........", handle_word_l, file_text)
- file_text = re.sub("\n\n ", "\n ", file_text)
-
- with open(file_path, "w", newline="\n") as f:
- f.write(file_text)
-
-
-main()
diff --git a/tools/sfxconvert.py b/tools/sfxconvert.py
index 22044dd594..a125467aef 100644
--- a/tools/sfxconvert.py
+++ b/tools/sfxconvert.py
@@ -37,7 +37,7 @@ def get_func_data(funcdata,i):
funcname = argdata[0].split(' ')[1]
for x in range(len(argdata)):
if(argdata[x].count('sfxId')):
- break;
+ break
if(x == len(argdata) - 1):
print('sfxId not found in ', funcname)
return None,-1
diff --git a/tools/specprocess.py b/tools/specprocess.py
deleted file mode 100644
index 082c21f24d..0000000000
--- a/tools/specprocess.py
+++ /dev/null
@@ -1,55 +0,0 @@
-import os
-import sys
-
-specFile = open("spec", "r");
-specText = specFile.read();
-specFile.close()
-specLines = specText.split("\n");
-
-# TODO: CLEAN THIS UP!
-for i in range(0, len(specLines)):
- line = specLines[i]
- if (line.startswith("INCLUDE_SEG_SCENE")):
- params = line.split("(")[1].split(")")[0].split(",")
- for j in range(0, len(params)):
- while (params[j].startswith(" ")):
- params[j] = params[j][1 : len(params[j])]
-
- line = "beginseg\r\n";
- line += "\tname " + params[0] + "\r\n";
- line += "\tromalign 0x1000\r\n";
- line += "\tinclude " + params[1] + "\r\n";
- line += "\taddress SEGMENT_SCENE\r\n";
- line += "endseg\r\n";
- elif (line.startswith("INCLUDE_SEG_ROOM")):
- params = line.split("(")[1].split(")")[0].split(",")
- for j in range(0, len(params)):
- while (params[j].startswith(" ")):
- params[j] = params[j][1 : len(params[j])]
-
- line = "beginseg\r\n";
- line += "\tname " + params[0] + "\r\n";
- line += "\tromalign 0x1000\r\n";
- line += "\tinclude " + params[1] + "\r\n";
- line += "\taddress SEGMENT_ROOM\r\n";
- line += "endseg\r\n";
- elif (line.startswith("INCLUDE_SEG_OBJECT")):
- params = line.split("(")[1].split(")")[0].split(",")
- for j in range(0, len(params)):
- while (params[j].startswith(" ")):
- params[j] = params[j][1 : len(params[j])]
-
- line = "beginseg\r\n";
- line += "\tname " + params[0] + "\r\n";
- line += "\tromalign 0x1000\r\n";
- line += "\tinclude " + params[1] + "\r\n";
- line += "\taddress SEGMENT_OBJECT\r\n";
- line += "endseg\r\n";
-
-
- line += "\r\n";
- specLines[i] = line;
-
-specOut = open("build/spec_preproc", "w");
-specOut.writelines(specLines);
-specOut.close();
diff --git a/tools/split_out_overlay_funcs.py b/tools/split_out_overlay_funcs.py
deleted file mode 100644
index c95457ac7a..0000000000
--- a/tools/split_out_overlay_funcs.py
+++ /dev/null
@@ -1,78 +0,0 @@
-#!/usr/bin/python3
-
-import os
-import sys
-import re
-from disassemble import get_z_name
-
-script_dir = os.path.dirname(os.path.realpath(__file__))
-root_dir = script_dir + "/../"
-src_dir = root_dir + "src/overlays/"
-asm_dir = root_dir + "asm/non_matchings/overlays/"
-
-
-def get_c_file_path(file):
- c_file = get_z_name(file) + ".c"
- for root, dirs, files in os.walk(src_dir):
- if c_file in files:
- return os.path.join(root, c_file)
- return None
-
-
-def handle_file(asm_root, asm_file, c_file_path):
- file_path = os.path.join(asm_root, asm_file)
- with open(file_path) as f:
- file_lines = f.readlines()
-
- new_files = []
- num_rodata = 0
- for i, line in enumerate(file_lines):
- asm_basename = asm_file.split(".")[0]
- if line.startswith("glabel func"):
- new_files.append((i, line.split(" ")[1].strip() + ".s", "func"))
- elif line.startswith(".section .data"):
- new_files.append((i, asm_basename + ".data.s", "data"))
- elif line.startswith(".section .rodata"):
- type = "rodata"
- ext = ".rodata.s"
- if num_rodata > 0:
- type = "reloc"
- ext = ".reloc.s"
- num_rodata += 1
-
- new_files.append((i, asm_basename + ext, type))
- elif line.startswith(".bss"):
- new_files.append((i, asm_basename + ".bss.s", "bss"))
-
- if len(new_files) == 1:
- return
-
- os.remove(file_path)
- for i, new_file in enumerate(new_files):
- if i < len(new_files) - 1:
- new_file_lines = file_lines[new_file[0]:new_files[i+1][0]]
- else:
- new_file_lines = file_lines[new_file[0]:]
-
- with open(os.path.join(asm_root, new_file[1]), mode="w", newline="\n") as out_file:
- out_file.writelines(new_file_lines)
-
- os.remove(c_file_path)
-
- pragma_begin = "#pragma GLOBAL_ASM(\"" + asm_root.split("../")[1] + "/"
- pragma_end = "\")"
- with open(c_file_path, mode="w", newline="\n") as c_file:
- for new_file in new_files:
- c_file.write(pragma_begin + new_file[1] + pragma_end + "\n\n")
-
-
-def main():
- for root, dirs, files in os.walk(asm_dir):
- for file in files:
- if file.startswith("z_"):
- c_file_path = get_c_file_path(root.split("/")[-1])
- if c_file_path is not None:
- handle_file(root, file, c_file_path)
-
-
-main()
diff --git a/tools/vt_fmt.py b/tools/vt_fmt.py
index e0929ff8be..139ddb7d7a 100755
--- a/tools/vt_fmt.py
+++ b/tools/vt_fmt.py
@@ -1,8 +1,5 @@
#!/usr/bin/python3
-import os
-import sys
-import struct
import argparse
import re
diff --git a/tools/xmlcreate.py b/tools/xmlcreate.py
deleted file mode 100755
index cb916cd200..0000000000
--- a/tools/xmlcreate.py
+++ /dev/null
@@ -1,213 +0,0 @@
-#!/usr/bin/python3
-import os
-import argparse
-
-offsets = set()
-replacements = {}
-global_name = ''
-
-name_fmt = 'g{0}{1}_{2}'
-spec_fmt = ' include "build/assets/objects/{0}/{0}.o"\n number 6\n'
-
-dlist_xml = ''
-collision_xml = ''
-animation_xml = ''
-skeleton_xml = ''
-unknown_xml = ''
-
-def set_globals(new_name):
- global offsets
- global global_name
- global replacements
-
- offsets = set()
- replacements = {}
- global_name = new_name
- return 0
-
-
-def dlist_to_xml(var_name,offset):
-
- return dlist_xml.format(var_name,offset.lstrip('0'))
-
-def collision_to_xml(var_name,offset):
-
- return collision_xml.format(var_name,offset.lstrip('0'))
-
-def animation_to_xml(var_name,offset):
-
- return animation_xml.format(var_name,offset.lstrip('0'))
-
-def skeleton_to_xml(var_name,offset, type):
- skel_type = "Flex" if "Flex" in type else "Normal"
- limb_type = "Standard"
-
- return skeleton_xml.format(var_name, offset.lstrip('0'), skel_type, limb_type)
-
-def unknown_to_xml(var_name,offset, type):
-
- return unknown_xml.format(var_name,offset.lstrip('0'),type)
-
-def make_xml_line(offset, type):
- if 'Gfx' in type:
- var_name = name_fmt.format(global_name,'DL',offset)
- xml_line = dlist_to_xml(var_name, offset)
- elif 'Col' in type:
- var_name = name_fmt.format(global_name,'Col',offset)
- xml_line = collision_to_xml(var_name, offset)
- elif 'Animation' in type:
- var_name = name_fmt.format(global_name,'Anim',offset)
- xml_line = animation_to_xml(var_name, offset)
- elif 'Skeleton' in type:
- var_name = name_fmt.format(global_name,'Skel',offset)
- xml_line = skeleton_to_xml(var_name, offset, type)
- else:
- var_name = name_fmt.format(global_name,'Unknown',offset)
- xml_line = unknown_to_xml(var_name, offset, type)
- print('Unknown type at offset', offset)
- replacements['06'+offset] = var_name
- return xml_line
-
-def extern_to_xml(line):
- global offsets
-
- type = line.split()[1]
- sym = line.split()[2]
- offset = sym[4:10]
- if(offset in offsets):
- return ''
- else:
- offsets.add(offset)
-
- xml_line = ' ' * 8
- xml_line += make_xml_line(offset, type)
- # make_replace(offset, type)
-
- return xml_line + '\n'
-
-def find_type(srcdata, i):
- j = i
- while(j >= 0 and ' = {' not in srcdata[j]):
- j -= 1
- if(j < 0):
- return 'UNKNOWN'
- else:
- return srcdata[j].split(' = {')[0].split()[-2]
-
-def other_to_xml(srcdata, i):
- xml_data = ''
- line = srcdata[i]
-
- index = line.find('0x060')
- while(index < len(line) and '0x060' in line[index:]):
- offset = line[index+4:index+10]
- type = find_type(srcdata, i)
- if(offset not in offsets):
- offsets.add(offset)
- xml_data += ' ' * 8 + make_xml_line(offset, type) + '\n'
- # make_replace(offset, type)
- index += line[index+10:].find('0x060') + 10
- return xml_data
-
-def find_object(src):
- with open(src,'r',encoding='utf-8') as srcfile:
- srcdata = srcfile.readlines()
- for i, line in enumerate(srcdata):
- if 'OBJECT_' in line and ' FLAGS,' in srcdata[i-1]:
- object = line.strip().strip(',')
- return object.lower()
-
- print('Object not found in', src)
- object = ''
- return object
-
-def create_xml(src, name):
- set_globals(name)
- with open(src,'r',encoding='utf-8') as srcfile:
- srcdata = srcfile.readlines()
- object = find_object(src)
- xml = '\n \n'
- symbols = {}
- for i, line in enumerate(srcdata):
- if '0x060' in line or 'D_060' in line:
- if 'extern' in line:
- xml += extern_to_xml(line)
- elif '0x060' in line:
- xml += other_to_xml(srcdata, i)
- xml += ' \n\n'
- return xml
-
-def add_header(src):
- object = find_object(src)
- if(object == ''):
- return 0
- with open(src,'r', encoding='utf-8') as srcfile:
- srcdata = srcfile.readlines()
- for i, line in enumerate(srcdata):
- if('#include' in line):
- break
- srcdata = srcdata[0:i+1] + ['#include "objects/' + object + '/' + object + '.h"\n'] + srcdata[i+1:]
- with open(src,'w',encoding='utf-8', newline = '\n') as outfile:
- outfile.writelines(srcdata)
- return 1
-
-def replace_src(src):
- global replacements
- global global_name
-
- add_header(src)
- with open(src,'r', encoding='utf-8') as srcfile:
- srcdata = srcfile.read()
- for key in list(replacements.keys()):
- srcdata = srcdata.replace(key, replacements.get(key))
- srcdata = srcdata.replace('D_g' + global_name, 'g' + global_name)
- if('Gfx' in replacements.get(key)):
- srcdata = srcdata.replace('0xg' + global_name, 'g' + global_name)
- else:
- srcdata = srcdata.replace('0xg' + global_name, '&g' + global_name)
- with open(src,'w',encoding='utf-8', newline = '\n') as outfile:
- outfile.write(srcdata)
- return 1
-
-def fix_spec(src, spec):
- object = find_object(src)
- fix = False
- old = False
- with open(spec, 'r') as specfile:
- specdata = specfile.readlines()
- for i, line in enumerate(specdata):
- if ('"' + object + '"') in line:
- if 'number' in specdata[i+3]:
- old = True
- else:
- specdata[i+2] = spec_fmt.format(object)
- fix = True
- break
- if old:
- print('Already fixed', object, 'in', spec)
- return 0
- if not fix:
- print('Could not find',object,'in', spec)
- return -1
- with open(spec, 'w', newline='\n') as outfile:
- outfile.writelines(specdata)
- return 1
-
-parser = argparse.ArgumentParser(description="Generate an xml object file from a source file")
-parser.add_argument('file', help="overlay file to generate xml from")
-parser.add_argument('name', help='name to use for xml variables')
-parser.add_argument('-r',action='store_true', help="replace variables in overlay with the new names")
-parser.add_argument('-s',metavar = 'spec', dest = 'spec', help="spec file to update", default=None)
-parser.add_argument('-o', metavar = 'outfile', dest = 'outfile', help = 'file to write xml to', default = None)
-
-if __name__ == "__main__":
- args = parser.parse_args()
- if args.outfile is None:
- print(create_xml(args.file, args.name))
- else:
- with open(args.outfile, 'w', encoding='utf-8',newline='\n') as outfile:
- outfile.write(create_xml(args.file, args.name))
- if(args.r):
- replace_src(args.file)
- if(args.spec is not None):
- fix_spec(args.file, args.spec)