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
+18 -18
View File
@@ -35,7 +35,7 @@
#endif
extern "C" {
extern dPa_particleTracePcallBack_c JPTracePCB4;
DUSK_GAME_EXTERN dPa_particleTracePcallBack_c JPTracePCB4;
}
void dPa_cleanupGX() {
@@ -125,11 +125,11 @@ u32 dummy(JPABaseEmitter* i_emitter) {
return i_emitter->getAge();
}
dPa_modelEcallBack dPa_modelEcallBack::mEcallback;
DUSK_GAME_DATA dPa_modelEcallBack dPa_modelEcallBack::mEcallback;
dPa_modelPcallBack dPa_modelEcallBack::mPcallback;
DUSK_GAME_DATA dPa_modelPcallBack dPa_modelEcallBack::mPcallback;
dPa_modelEcallBack::model_c* dPa_modelEcallBack::mModel;
DUSK_GAME_DATA dPa_modelEcallBack::model_c* dPa_modelEcallBack::mModel;
#if DEBUG
u8 dPa_modelEcallBack::mNum;
@@ -1120,7 +1120,7 @@ void dPa_control_c::level_c::cutTable(dPa_control_c::level_c::emitter_c* i_emitt
i_emitter->cleanup();
}
dPa_selectTexEcallBack dPa_control_c::mTsubo[] = {
DUSK_GAME_DATA dPa_selectTexEcallBack dPa_control_c::mTsubo[] = {
dPa_selectTexEcallBack(0),
dPa_selectTexEcallBack(1),
dPa_selectTexEcallBack(2),
@@ -1137,35 +1137,35 @@ static GXColor l_lifeBallColor[3] = {
{0xEB, 0xD7, 0x2F, 0xFF},
};
dPa_setColorEcallBack dPa_control_c::mLifeBall[3] = {
DUSK_GAME_DATA dPa_setColorEcallBack dPa_control_c::mLifeBall[3] = {
dPa_setColorEcallBack(l_lifeBallColor[0]),
dPa_setColorEcallBack(l_lifeBallColor[1]),
dPa_setColorEcallBack(l_lifeBallColor[2]),
};
JPAEmitterManager* dPa_control_c::mEmitterMng;
DUSK_GAME_DATA JPAEmitterManager* dPa_control_c::mEmitterMng;
dPa_wbPcallBack_c dPa_control_c::mWaterBubblePcallBack;
DUSK_GAME_DATA dPa_wbPcallBack_c dPa_control_c::mWaterBubblePcallBack;
dPa_fsenthPcallBack dPa_control_c::mFsenthPcallBack;
DUSK_GAME_DATA dPa_fsenthPcallBack dPa_control_c::mFsenthPcallBack;
dPa_light8EcallBack dPa_control_c::mLight8EcallBack;
DUSK_GAME_DATA dPa_light8EcallBack dPa_control_c::mLight8EcallBack;
dPa_light8PcallBack dPa_control_c::mLight8PcallBack;
DUSK_GAME_DATA dPa_light8PcallBack dPa_control_c::mLight8PcallBack;
dPa_gen_b_light8EcallBack dPa_control_c::m_b_Light8EcallBack;
DUSK_GAME_DATA dPa_gen_b_light8EcallBack dPa_control_c::m_b_Light8EcallBack;
dPa_gen_b_light8PcallBack dPa_control_c::m_b_Light8PcallBack;
DUSK_GAME_DATA dPa_gen_b_light8PcallBack dPa_control_c::m_b_Light8PcallBack;
dPa_gen_d_light8EcallBack dPa_control_c::m_d_Light8EcallBack;
DUSK_GAME_DATA dPa_gen_d_light8EcallBack dPa_control_c::m_d_Light8EcallBack;
dPa_gen_d_light8PcallBack dPa_control_c::m_d_Light8PcallBack;
DUSK_GAME_DATA dPa_gen_d_light8PcallBack dPa_control_c::m_d_Light8PcallBack;
u8 dPa_control_c::mStatus;
DUSK_GAME_DATA u8 dPa_control_c::mStatus;
Mtx dPa_control_c::mWindViewMatrix;
DUSK_GAME_DATA Mtx dPa_control_c::mWindViewMatrix;
dPa_particleTracePcallBack_c dPa_control_c::mParticleTracePCB;
DUSK_GAME_DATA dPa_particleTracePcallBack_c dPa_control_c::mParticleTracePCB;
dPa_control_c::dPa_control_c() {
#if DEBUG