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https://github.com/TwilitRealm/dusklight
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Actor status consolidation & process profile definition editing (#3117)
* Consolidate fopAcM_STATUS into fopAc_Status_e * Add _e suffix to fopAcStts enums * Prepare for profile enumeration * Correct typo in scene_process_profile_definition * Manually handle g_profile_Obj_DamCps (inline preprocessing) * Correct g_profile_TAG_LV5SOUP procname to enum * Create d_priority.h * Update process profile definitions * Moved inline comments to the left * Add missing fopAcStts enums * Add d_priority.h include in f_pc_leaf.h * Manually update d_a_obj_damCps profile * Replace fopAcStts enums replacing and anticipatory profile size correction * Changed profile size from literal to sizeof() in anticipation of PR #3116 * Provided putative names to staff-related status enums * Replaced appropriate literals with fopAcStts enums * Fix borked merge * Rename item number enums and move to d_item_data.h * Rename process profile name & draw priority enums * Move process profile name & draw priority enums to appropriate files * Moved fpcNm_ enums from d/d_procname.h to f_pc/f_pc_name.h * Moved fpcDwPi_ enums from d/d_priority.h to f_pc/f_pc_draw_priority.h * ACTUALLY (whoops) stage merge * Correct item mistranslation Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com> --------- Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
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@@ -64,7 +64,7 @@ static void* s_b_sub(void* i_actor, void* i_data) {
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bomb->deleteBombAndEffect();
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}
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} else {
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if (fopAcM_GetName(i_actor) == PROC_Obj_Carry) {
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if (fopAcM_GetName(i_actor) == fpcNm_Obj_Carry_e) {
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daObjCarry_c* carry = (daObjCarry_c*)i_actor;
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if (carry != NULL && data != NULL &&
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carry->getType() == 2 && carry->current.pos.absXZ(data->current.pos) < 1000.0f)
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@@ -326,7 +326,7 @@ void daObjTobyHouse_c::demoProc() {
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static Vec l_shotSmokeOffset = {0.0f, 2500.0f, -600.0f};
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cXyz cStack_24;
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csXyz cStack_98;
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fopAcM_SearchByName(PROC_NPC_TOBY);
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fopAcM_SearchByName(fpcNm_NPC_TOBY_e);
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cXyz cStack_30(-600.0f, 70.0f, 380.0f);
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camera_process_class* camera = dComIfGp_getCamera(dComIfGp_getPlayerCameraID(0));
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cXyz* pCamEye = fopCamM_GetEye_p(camera);
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@@ -601,20 +601,20 @@ static actor_method_class daObjTobyHouse_METHODS = {
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};
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actor_process_profile_definition g_profile_Obj_TobyHouse = {
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fpcLy_CURRENT_e, // mLayerID
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3, // mListID
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fpcPi_CURRENT_e, // mListPrio
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PROC_Obj_TobyHouse, // mProcName
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&g_fpcLf_Method.base, // sub_method
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sizeof(daObjTobyHouse_c), // mSize
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0, // mSizeOther
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0, // mParameters
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&g_fopAc_Method.base, // sub_method
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546, // mPriority
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&daObjTobyHouse_METHODS, // sub_method
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0x00040100, // mStatus
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fopAc_ACTOR_e, // mActorType
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fopAc_CULLBOX_CUSTOM_e, // cullType
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/* Layer ID */ fpcLy_CURRENT_e,
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/* List ID */ 3,
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/* List Prio */ fpcPi_CURRENT_e,
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/* Proc Name */ fpcNm_Obj_TobyHouse_e,
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/* Proc SubMtd */ &g_fpcLf_Method.base,
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/* Size */ sizeof(daObjTobyHouse_c),
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/* Size Other */ 0,
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/* Parameters */ 0,
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/* Leaf SubMtd */ &g_fopAc_Method.base,
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/* Draw Prio */ fpcDwPi_Obj_TobyHouse_e,
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/* Actor SubMtd */ &daObjTobyHouse_METHODS,
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/* Status */ fopAcStts_UNK_0x40000_e | fopAcStts_CULL_e,
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/* Group */ fopAc_ACTOR_e,
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/* Cull Type */ fopAc_CULLBOX_CUSTOM_e,
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};
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AUDIO_INSTANCES;
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