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
+19 -19
View File
@@ -67,7 +67,7 @@ static void unpause_streams(bool require_prelaunch_hidden) {
} // namespace
#endif
s16 dDemo_c::m_branchId = -1;
DUSK_GAME_DATA s16 dDemo_c::m_branchId = -1;
namespace {
class jstudio_tAdaptor_message : public JStudio::TAdaptor_message {
@@ -232,41 +232,41 @@ f32 dDemo_actor_c::getPrm_Morf() {
}
}
dDemo_system_c* dDemo_c::m_system;
DUSK_GAME_DATA dDemo_system_c* dDemo_c::m_system;
JStudio::TControl* dDemo_c::m_control;
DUSK_GAME_DATA JStudio::TControl* dDemo_c::m_control;
JStudio_JStage::TCreateObject* dDemo_c::m_stage;
DUSK_GAME_DATA JStudio_JStage::TCreateObject* dDemo_c::m_stage;
JStudio_JAudio2::TCreateObject* dDemo_c::m_audio;
DUSK_GAME_DATA JStudio_JAudio2::TCreateObject* dDemo_c::m_audio;
dDemo_particle_c* dDemo_c::m_particle;
DUSK_GAME_DATA dDemo_particle_c* dDemo_c::m_particle;
JStudio::TCreateObject* dDemo_c::m_message;
DUSK_GAME_DATA JStudio::TCreateObject* dDemo_c::m_message;
JStudio::TFactory* dDemo_c::m_factory;
DUSK_GAME_DATA JStudio::TFactory* dDemo_c::m_factory;
jmessage_tControl* dDemo_c::m_mesgControl;
DUSK_GAME_DATA jmessage_tControl* dDemo_c::m_mesgControl;
dDemo_object_c* dDemo_c::m_object;
DUSK_GAME_DATA dDemo_object_c* dDemo_c::m_object;
const u8* dDemo_c::m_data;
DUSK_GAME_DATA const u8* dDemo_c::m_data;
int dDemo_c::m_frame;
DUSK_GAME_DATA int dDemo_c::m_frame;
cXyz* dDemo_c::m_translation;
DUSK_GAME_DATA cXyz* dDemo_c::m_translation;
f32 dDemo_c::m_rotationY;
DUSK_GAME_DATA f32 dDemo_c::m_rotationY;
u32 dDemo_c::m_frameNoMsg;
DUSK_GAME_DATA u32 dDemo_c::m_frameNoMsg;
s32 dDemo_c::m_mode;
DUSK_GAME_DATA s32 dDemo_c::m_mode;
u32 dDemo_c::m_status;
DUSK_GAME_DATA u32 dDemo_c::m_status;
u16 dDemo_c::m_branchType;
DUSK_GAME_DATA u16 dDemo_c::m_branchType;
const u8* dDemo_c::m_branchData;
DUSK_GAME_DATA const u8* dDemo_c::m_branchData;
#if DEBUG
u16 dDemo_c::m_branchNum = 0;