ShieldD: Clean up a bunch of 99% matching TUs (#3113)

* d_a_npc_ks debug code 100%

* d_a_npc_rafrel debug code 100%

* d_a_npc_inko minor improvements

* d_a_npc_gro debug code 100%

* d_a_npc_pachi_taro debug code 100%

* d_a_npc_passer debug code 100%

* d_a_npc_pachi_maro debug code 100%

* d_a_npc_post debug code 100%

* d_a_obj_bemos debug improvements

* d_a_obj_scannon_ten debug code 100%

* d_a_b_mgn debug code 100%

* d_a_e_fb debug code 100%

* d_a_e_gb debug code 100%

* d_a_e_hz debug code 100%

* d_a_e_cr_egg debug code 100%

* d_a_e_md debug code 100%

* d_a_e_wb debug code 100%

* d_a_obj_mirror_6pole debug code 100%

* d_a_obj_spinLift debug data fixes

* d_a_obj_pdwall debug data fixes

* d_a_obj_ss_drink debug code almost matching

* d_a_obj_poFire debug code 100%

* d_a_obj_picture debug code 100%

* d_a_obj_dust debug code 100%

* d_a_obj_fallobj debug code 100%

* d_a_obj_itamato debug code almost matching

* d_a_obj_syRock debug code 100%

* d_a_obj_katatsumuri debug code 100%

* d_a_obj_wood_statue debug code 100%

* d_a_obj_lv6egate debug code 100%

* d_a_tag_qs minor debug symbol fixes

* d_a_obj_twGate debug code 100%

* d_a_obj_lv6SwGate debug code 100%

* d_a_obj_lv6swturn debug code 100%

* d_a_obj_lv6Tenbin debug code 100%

* d_a_obj_kwheel01 debug code 100%

* Fix RTTI order regression (cM3dGCyl vs cBgS_*)
This commit is contained in:
Max Roncace
2026-02-28 15:13:57 -05:00
committed by GitHub
parent 29c96f5c65
commit a290c2d52c
92 changed files with 1767 additions and 1295 deletions
+21 -28
View File
@@ -125,7 +125,7 @@ int daObjFallObj_c::create1st() {
if (phase == cPhs_ERROR_e) {
return phase;
}
#if DEBUG
// Falling obj
l_HIO.entryHIO("落下OBJ");
@@ -134,7 +134,6 @@ int daObjFallObj_c::create1st() {
return phase;
}
// TODO: Debug Nonmatching / Fakematch (bVar1)
int daObjFallObj_c::Execute(Mtx** i_mtx) {
cXyz cStack_d8(0.0f, 150.0f, 160.0f + KREG_F(0));
@@ -147,38 +146,32 @@ int daObjFallObj_c::Execute(Mtx** i_mtx) {
daPy_py_c* player = daPy_getPlayerActorClass();
f32 dVar12 = std::fabs(player->current.pos.y - cStack_d8.y);
f32 dVar13 = cStack_d8.absXZ(player->current.pos);
f32 dVar14 = player->current.pos.abs(cStack_d8);
f32 var_f31 = std::fabs(player->current.pos.y - cStack_d8.y);
f32 var_f30 = cStack_d8.absXZ(player->current.pos);
f32 var_f29 = player->current.pos.abs(cStack_d8);
dBgS_LinChk linChk;
linChk.Set(&player->eyePos, &attention_info.position, this);
bool bVar1 = false;
//TODO: fakematch
#if DEBUG
int check3 = 0;
int check2 = 0;
int check1 = 0;
if (!dComIfG_Bgsp().LineCross(&linChk) && !checkHang2()) {
check1 = 1;
}
if (check1 && dVar12 - KREG_F(4) < dVar13) {
check2 = 1;
}
if (check2 && dVar14 < 2150.0f - KREG_F(5)) {
check3 = 1;
}
if (check3 && mAction == ACTION_WAIT) {
bVar1 = true;
}
bool temp = !dComIfG_Bgsp().LineCross(&linChk) &&
!checkHang2() &&
var_f31 - KREG_F(4) < var_f30 &&
var_f29 < 2150.0f - KREG_F(5) &&
mAction == ACTION_WAIT;
#else
if (!dComIfG_Bgsp().LineCross(&linChk) && !checkHang2() && dVar12 - KREG_F(4) < dVar13 && dVar14 < 2150.0f - KREG_F(5) && mAction == ACTION_WAIT) {
bVar1 = true;
bool temp = false;
if (!dComIfG_Bgsp().LineCross(&linChk) &&
!checkHang2() &&
var_f31 - KREG_F(4) < var_f30 &&
var_f29 < 2150.0f - KREG_F(5) &&
mAction == ACTION_WAIT) {
temp = true;
}
#endif
if (((bool) bVar1) != 0) {
if (temp) {
attention_info.distances[fopAc_attn_BATTLE_e] = 0x22;
attention_info.flags |= fopAc_AttnFlag_BATTLE_e;
} else {
@@ -217,7 +210,7 @@ void daObjFallObj_c::action() {
action_follow_fall();
break;
}
if (mVibrationOn && !field_0x5e4) {
dComIfGp_getVibration().StopQuake(0x1f);
mVibrationOn = false;
@@ -344,7 +337,7 @@ void daObjFallObj_c::action_follow_fall() {
bool daObjFallObj_c::checkHang() {
bool rv = false;
daPy_py_c* player = daPy_getPlayerActorClass();
u32 status = dComIfGp_checkPlayerStatus1(0, 0x2000000);
if (status && fopAcM_searchPlayerDistanceXZ(this) < 250.0f &&
player->current.pos.y > current.pos.y - 100.0f &&
@@ -395,7 +388,7 @@ bool daObjFallObj_c::checkHang2() {
return false;
}
}
return false;
}