mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-07-30 15:43:19 -04:00
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.
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@@ -12,7 +12,7 @@ extern int mDoGph_AfterOfDraw();
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extern int mDoGph_Painter();
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extern int mDoGph_Create();
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cAPI_Interface g_cAPI_Interface = {
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DUSK_GAME_DATA cAPI_Interface g_cAPI_Interface = {
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(cAPIGph_Mthd)mDoGph_Create,
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(cAPIGph_Mthd)mDoGph_BeforeOfDraw,
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(cAPIGph_Mthd)mDoGph_AfterOfDraw,
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@@ -7,11 +7,11 @@
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extern f32 cM_atan2f(f32, f32);
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const cSAngle cSAngle::_0(static_cast<s16>(0));
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const cSAngle cSAngle::_1(static_cast<s16>(0xb6));
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const cSAngle cSAngle::_90(static_cast<s16>(0x4000));
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const cSAngle cSAngle::_180(static_cast<s16>(-0x8000));
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const cSAngle cSAngle::_270(static_cast<s16>(-0x4000));
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DUSK_GAME_DATA const cSAngle cSAngle::_0(static_cast<s16>(0));
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DUSK_GAME_DATA const cSAngle cSAngle::_1(static_cast<s16>(0xb6));
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DUSK_GAME_DATA const cSAngle cSAngle::_90(static_cast<s16>(0x4000));
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DUSK_GAME_DATA const cSAngle cSAngle::_180(static_cast<s16>(-0x8000));
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DUSK_GAME_DATA const cSAngle cSAngle::_270(static_cast<s16>(-0x4000));
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#ifdef __MWERKS__
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cSAngle::cSAngle(const cSAngle& angle) {
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@@ -10,7 +10,7 @@
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#define CHECK_FLOAT_RANGE(line, x) JUT_ASSERT(line, -1.0e32f < x && x < 1.0e32f);
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cXyz cCcD_ShapeAttr::m_virtual_center = cXyz::Zero;
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DUSK_GAME_DATA cXyz cCcD_ShapeAttr::m_virtual_center = cXyz::Zero;
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void cCcD_DivideInfo::Set(u32 xDivInfo, u32 yDivInfo, u32 zDivInfo) {
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mXDivInfo = xDivInfo;
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@@ -5,7 +5,7 @@
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#include "SSystem/SComponent/c_counter.h"
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counter_class g_Counter;
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DUSK_GAME_DATA counter_class g_Counter;
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void cCt_Counter(int resetCounter1) {
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if (resetCounter1 == 1) {
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@@ -496,7 +496,7 @@ s32 cLib_distanceAngleS(s16 x, s16 y) {
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static Mtx mtx[10];
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Mtx* calc_mtx = mtx;
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DUSK_GAME_DATA Mtx* calc_mtx = mtx;
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/**
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* Initializes calc_mtx to mtx stack
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@@ -17,7 +17,7 @@
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#define FLT_EPSILON std::numeric_limits<float>::epsilon()
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#endif
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const f32 G_CM3D_F_ABS_MIN = 32 * FLT_EPSILON;
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DUSK_GAME_DATA const f32 G_CM3D_F_ABS_MIN = 32 * FLT_EPSILON;
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void cM3d_InDivPos1(const Vec* pVecA, const Vec* pVecB, f32 pF, Vec* pOut) {
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Vec tmp;
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@@ -6,7 +6,7 @@
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#include "SSystem/SComponent/c_malloc.h"
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#include "JSystem/JKernel/JKRHeap.h"
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JKRHeap* cMl::Heap;
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DUSK_GAME_DATA JKRHeap* cMl::Heap;
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void cMl::init(JKRHeap* heap) {
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Heap = heap;
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@@ -5,7 +5,7 @@
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#include "SSystem/SComponent/c_sxyz.h"
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const csXyz csXyz::Zero = csXyz(0, 0, 0);
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DUSK_GAME_DATA const csXyz csXyz::Zero = csXyz(0, 0, 0);
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csXyz::csXyz(s16 x, s16 y, s16 z) {
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this->x = x;
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@@ -137,11 +137,11 @@ s16 cXyz::atan2sY_XZ() const {
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return cM_atan2s(-this->y, absXZ());
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}
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const cXyz cXyz::Zero(0, 0, 0);
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const cXyz cXyz::BaseX(1, 0, 0);
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const cXyz cXyz::BaseY(0, 1, 0);
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const cXyz cXyz::BaseZ(0, 0, 1);
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const cXyz cXyz::BaseXY(1, 1, 0);
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const cXyz cXyz::BaseXZ(1, 0, 1);
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const cXyz cXyz::BaseYZ(0, 1, 1);
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const cXyz cXyz::BaseXYZ(1, 1, 1);
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DUSK_GAME_DATA const cXyz cXyz::Zero(0, 0, 0);
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DUSK_GAME_DATA const cXyz cXyz::BaseX(1, 0, 0);
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DUSK_GAME_DATA const cXyz cXyz::BaseY(0, 1, 0);
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DUSK_GAME_DATA const cXyz cXyz::BaseZ(0, 0, 1);
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DUSK_GAME_DATA const cXyz cXyz::BaseXY(1, 1, 0);
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DUSK_GAME_DATA const cXyz cXyz::BaseXZ(1, 0, 1);
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DUSK_GAME_DATA const cXyz cXyz::BaseYZ(0, 1, 1);
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DUSK_GAME_DATA const cXyz cXyz::BaseXYZ(1, 1, 1);
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