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oot/assets/xml
Dragorn421 76cffddf29
Cleanup pass on in-actor effects systems (#1167)
* Name in-actor effect functions / improve naming consistency

"particle" -> "effect"

Fixup: consistent effect functions names, missed a bunch

* Use `materialFlag` as int for the "is material already set" "boolean"

Fixup `materialFlag` (actually a boolean one), and `objectFlag`

More actually boolean `materialFlag`s

* Consistently use `_EFFECTS_COUNT` defines (except partial buffer usage, for now)

`BOSSFD_EFFECT_COUNT` -> `BOSSFD_EFFECTS_COUNT`

`EFFECT_COUNT` -> `FISHING_EFFECTS_COUNT`

Place `_EFFECTS_COUNT` defines before effect struct definition

* Name `countLimit` the "max new effect index" argument

* Rename all effect buffers to `effects`/`sEffects`

* Fixup some array/pointer usage

* `EnNiw` also has this pseudo-effects system

* `EnSyatekiNiw` also has this pseudo-effects system

* `EnFz` also has this pseudo-effects system

* `_EFFECTS_COUNT` -> `_EFFECT_COUNT`

* `effects` -> `effect` where used as iterator (hopefully covers everything)

* Run formatter
2022-04-08 20:29:26 -04:00
..
code z_message_PAL, message_data_static and surrounding doc (#996) 2021-11-22 20:20:30 -05:00
misc Extract z_select_static (#1074) 2022-01-17 18:42:33 -05:00
objects Cleanup pass on in-actor effects systems (#1167) 2022-04-08 20:29:26 -04:00
overlays Fix misc 6 (#1148) 2022-02-20 14:22:29 +01:00
scenes Document more PathwayLists for scenes (#1181) 2022-03-19 20:56:05 -04:00
textures Misc Cleanup 2 (#1007) 2021-11-30 18:40:42 -05:00