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
+5 -5
View File
@@ -11,6 +11,7 @@
#include "d/actor/d_a_player.h"
#include "d/d_cc_d.h"
#include "d/d_com_inf_game.h"
#include <cstring>
static s32 l_bmdData[4] = { 8, 0, 9, 0 };
@@ -284,9 +285,9 @@ int daObj_KBacket_c::Execute() {
if (field_0x9f4 == 0 && mObjAcch.ChkWallHit() != 0) {
if (getWallAngle(current.angle.y, &wallAngle) != 0) {
current.angle.y = wallAngle;
current.angle.y += (s16)cM_rndFX(2000.0f);
ANGLE_ADD(current.angle.y, cM_rndFX(2000.0f));
} else {
current.angle.y += (s16)cM_rndFX(2000.0f);
ANGLE_ADD(current.angle.y, cM_rndFX(2000.0f));
current.angle.y += -0x8000;
}
@@ -340,8 +341,7 @@ int daObj_KBacket_c::Execute() {
wallAngleDiff = current.angle.y;
}
current.angle.y += (s16)((s16)cM_rndFX(1000.0f) + (0x8000 - wallAngleDiff * 2));
ANGLE_ADD(current.angle.y, (s16)cM_rndFX(1000.0f) + (0x8000 - wallAngleDiff * 2));
speedF *= 0.5f;
field_0xa47 = 0;
@@ -417,7 +417,7 @@ int daObj_KBacket_c::Execute() {
}
shape_angle.x = field_0xa10 * cM_ssin(field_0xa14 * 1000);
shape_angle.z += (s16)(field_0xa10 * cM_scos(field_0xa14 * 1000));
ANGLE_ADD(shape_angle.z, field_0xa10 * cM_scos(field_0xa14 * 1000));
cLib_chaseAngleS(&field_0x9ec.y, 0, 10);
shape_angle.y += field_0x9ec.y;