Annotate all data with DUSK_GAME_DATA (#2214)

The hope of auto-importing data via lld MinGW
+ pseudo_reloc is now dead thanks to ARM64,
so I just wrote a script to go annotate every
exported data symbol in the game instead.
This commit is contained in:
Luke Street
2026-07-14 13:49:21 -06:00
committed by GitHub
parent f5d30a886d
commit eed14acdc6
843 changed files with 4817 additions and 4821 deletions
+1 -1
View File
@@ -12,7 +12,7 @@ extern int mDoGph_AfterOfDraw();
extern int mDoGph_Painter();
extern int mDoGph_Create();
cAPI_Interface g_cAPI_Interface = {
DUSK_GAME_DATA cAPI_Interface g_cAPI_Interface = {
(cAPIGph_Mthd)mDoGph_Create,
(cAPIGph_Mthd)mDoGph_BeforeOfDraw,
(cAPIGph_Mthd)mDoGph_AfterOfDraw,
+5 -5
View File
@@ -7,11 +7,11 @@
extern f32 cM_atan2f(f32, f32);
const cSAngle cSAngle::_0(static_cast<s16>(0));
const cSAngle cSAngle::_1(static_cast<s16>(0xb6));
const cSAngle cSAngle::_90(static_cast<s16>(0x4000));
const cSAngle cSAngle::_180(static_cast<s16>(-0x8000));
const cSAngle cSAngle::_270(static_cast<s16>(-0x4000));
DUSK_GAME_DATA const cSAngle cSAngle::_0(static_cast<s16>(0));
DUSK_GAME_DATA const cSAngle cSAngle::_1(static_cast<s16>(0xb6));
DUSK_GAME_DATA const cSAngle cSAngle::_90(static_cast<s16>(0x4000));
DUSK_GAME_DATA const cSAngle cSAngle::_180(static_cast<s16>(-0x8000));
DUSK_GAME_DATA const cSAngle cSAngle::_270(static_cast<s16>(-0x4000));
#ifdef __MWERKS__
cSAngle::cSAngle(const cSAngle& angle) {
+1 -1
View File
@@ -10,7 +10,7 @@
#define CHECK_FLOAT_RANGE(line, x) JUT_ASSERT(line, -1.0e32f < x && x < 1.0e32f);
cXyz cCcD_ShapeAttr::m_virtual_center = cXyz::Zero;
DUSK_GAME_DATA cXyz cCcD_ShapeAttr::m_virtual_center = cXyz::Zero;
void cCcD_DivideInfo::Set(u32 xDivInfo, u32 yDivInfo, u32 zDivInfo) {
mXDivInfo = xDivInfo;
+1 -1
View File
@@ -5,7 +5,7 @@
#include "SSystem/SComponent/c_counter.h"
counter_class g_Counter;
DUSK_GAME_DATA counter_class g_Counter;
void cCt_Counter(int resetCounter1) {
if (resetCounter1 == 1) {
+1 -1
View File
@@ -496,7 +496,7 @@ s32 cLib_distanceAngleS(s16 x, s16 y) {
static Mtx mtx[10];
Mtx* calc_mtx = mtx;
DUSK_GAME_DATA Mtx* calc_mtx = mtx;
/**
* Initializes calc_mtx to mtx stack
+1 -1
View File
@@ -17,7 +17,7 @@
#define FLT_EPSILON std::numeric_limits<float>::epsilon()
#endif
const f32 G_CM3D_F_ABS_MIN = 32 * FLT_EPSILON;
DUSK_GAME_DATA const f32 G_CM3D_F_ABS_MIN = 32 * FLT_EPSILON;
void cM3d_InDivPos1(const Vec* pVecA, const Vec* pVecB, f32 pF, Vec* pOut) {
Vec tmp;
+1 -1
View File
@@ -6,7 +6,7 @@
#include "SSystem/SComponent/c_malloc.h"
#include "JSystem/JKernel/JKRHeap.h"
JKRHeap* cMl::Heap;
DUSK_GAME_DATA JKRHeap* cMl::Heap;
void cMl::init(JKRHeap* heap) {
Heap = heap;
+1 -1
View File
@@ -5,7 +5,7 @@
#include "SSystem/SComponent/c_sxyz.h"
const csXyz csXyz::Zero = csXyz(0, 0, 0);
DUSK_GAME_DATA const csXyz csXyz::Zero = csXyz(0, 0, 0);
csXyz::csXyz(s16 x, s16 y, s16 z) {
this->x = x;
+8 -8
View File
@@ -137,11 +137,11 @@ s16 cXyz::atan2sY_XZ() const {
return cM_atan2s(-this->y, absXZ());
}
const cXyz cXyz::Zero(0, 0, 0);
const cXyz cXyz::BaseX(1, 0, 0);
const cXyz cXyz::BaseY(0, 1, 0);
const cXyz cXyz::BaseZ(0, 0, 1);
const cXyz cXyz::BaseXY(1, 1, 0);
const cXyz cXyz::BaseXZ(1, 0, 1);
const cXyz cXyz::BaseYZ(0, 1, 1);
const cXyz cXyz::BaseXYZ(1, 1, 1);
DUSK_GAME_DATA const cXyz cXyz::Zero(0, 0, 0);
DUSK_GAME_DATA const cXyz cXyz::BaseX(1, 0, 0);
DUSK_GAME_DATA const cXyz cXyz::BaseY(0, 1, 0);
DUSK_GAME_DATA const cXyz cXyz::BaseZ(0, 0, 1);
DUSK_GAME_DATA const cXyz cXyz::BaseXY(1, 1, 0);
DUSK_GAME_DATA const cXyz cXyz::BaseXZ(1, 0, 1);
DUSK_GAME_DATA const cXyz cXyz::BaseYZ(0, 1, 1);
DUSK_GAME_DATA const cXyz cXyz::BaseXYZ(1, 1, 1);