Merge decomp/main into dusk

Merges 44 upstream commits from zeldaret/tp decomp/main.

Conflict resolutions:
- .github/workflows/build.yml: keep deleted (not needed for PC port)
- README.md: keep PC port README
- J3DAnimation.h: keep OFFSET_PTR macro + add upstream forward decl
- J3DModelLoader.h: keep BE(u32) mBlockNum + add field_0x1c
- d_com_inf_game.h: keep PC port inlines + add upstream declarations
- global.h: keep MULTI_CHAR macro + add FABSF macro
- JUTConsole.cpp: keep uintptr_t cast for 64-bit
- JUTDbPrint.cpp: keep PC enter_() helper + add cstring include
- JUTResFont.cpp: take upstream loop/struct improvements with BE types
- JUTCacheFont.cpp: take upstream decomp fix
- float.h: use upstream !PLATFORM_GCN guard
- d_a_npc_bouS/theB.cpp: keep MULTI_CHAR() for PC portability
- d_a_npc_henna.cpp: keep uintptr_t + use upstream var name
- d_demo.cpp: keep near_/far_ field renames for PC
- d_resorce.cpp: keep uintptr_t + fix var name to res
- d_s_room.cpp, m_Do_graphic.cpp: keep dusk includes + add cstring
- m_Do_main.cpp: keep JHIComPortManager + use JAS_GLOBAL_INSTANCE_INIT
- angle_utils.h: remove redundant types.h include
This commit is contained in:
Luke Street
2026-02-28 13:28:42 -07:00
3803 changed files with 240344 additions and 16831 deletions
+3 -2
View File
@@ -22,6 +22,7 @@
#include "d/d_s_play.h"
#include "d/d_vibration.h"
#include "f_op/f_op_kankyo_mng.h"
#include <cstring>
#define ANM_MG_FISH_MOUTH_CLOSE 4
#define ANM_MG_FISH_MOUTH_OPEN 5
@@ -2308,7 +2309,7 @@ static void mf_esa_search(mg_fish_class* i_this) {
i_this->field_0x5ec > 10000.0f) {
i_this->mActionPhase = 3;
i_this->mMovementPitch = i_this->mMovementPitch + 0x2000;
i_this->mMovementYaw += (s16)cM_rndFX(32768.0f);
ANGLE_ADD(i_this->mMovementYaw, cM_rndFX(32768.0f));
rod->field_0x10a5 = fVar10 * (cM_rndF(20.0f) + 15.0f);
i_this->field_0x659 = rod->field_0x10a5;
} else {
@@ -3007,7 +3008,7 @@ static void action(mg_fish_class* i_this) {
}
} else {
f32 unkFloat0 = -1000.0f * i_this->field_0x5d4 * i_this->field_0x660;
i_this->jointYaws2[1] += (s16)(i_this->field_0x5d4 * 2500.0f / i_this->mJointScale);
ANGLE_ADD(i_this->jointYaws2[1], i_this->field_0x5d4 * 2500.0f / i_this->mJointScale);
if (i_this->mGedouKind >= GEDOU_KIND_BG) {
i_this->jointYaws2[1] += 2000;
}