mirror of
https://github.com/n64decomp/mk64
synced 2026-08-15 20:39:56 -04:00
update clang and add action (#664)
* update clang and add action * try clang on course folder only * forget two file * Update course_displaylists.inc.c * forget few other file * Update course_vertices.inc.c * format all code while get it match * second pass * format other dir * disable clang format on bad ido code * fix some tabulation * revert format on tool dir * Update clang-format.yml * ignore gbi.h * add some read me instruction * fix error * format and fixing error * Update README.md --------- Co-authored-by: MegaMech <MegaMech@users.noreply.github.com>
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@@ -32,7 +32,7 @@ void func_80281C40(void) {
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s32 i;
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for (i = 0; i < D_802874FC; i++) {
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func_800579F8(D_80287560[i].unk0, D_80287560[i].unk2, (char *) D_80287560[i].unk8, D_80287560[i].unk4);
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func_800579F8(D_80287560[i].unk0, D_80287560[i].unk2, (char*) D_80287560[i].unk8, D_80287560[i].unk4);
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}
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}
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@@ -50,7 +50,7 @@ extern Gfx D_80284F70[];
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extern Gfx D_80284EE0[];
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void func_80281D00(void) {
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Camera *camera = &cameras[0];
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Camera* camera = &cameras[0];
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UNUSED s32 pad[3];
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u16 perspNorm;
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Mat4 matrix;
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@@ -69,18 +69,22 @@ void func_80281D00(void) {
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}
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func_8028150C();
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gSPSetGeometryMode(gDisplayListHead++, G_ZBUFFER | G_SHADE | G_CULL_BACK | G_SHADING_SMOOTH);
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guPerspective((Mtx*) &gGfxPool->mtxPersp[0], &perspNorm, gCameraZoom[0], gScreenAspect, D_80150150, D_8015014C, 1.0f);
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guPerspective((Mtx*) &gGfxPool->mtxPersp[0], &perspNorm, gCameraZoom[0], gScreenAspect, D_80150150, D_8015014C,
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1.0f);
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gSPPerspNormalize(gDisplayListHead++, perspNorm);
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gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxPersp[0]), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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guLookAt((Mtx*) &gGfxPool->mtxLookAt[0], camera->pos[0], camera->pos[1], camera->pos[2], camera->lookAt[0], camera->lookAt[1], camera->lookAt[2], camera->up[0], camera->up[1], camera->up[2]);
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gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxLookAt[0]), G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
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gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxPersp[0]),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION);
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guLookAt((Mtx*) &gGfxPool->mtxLookAt[0], camera->pos[0], camera->pos[1], camera->pos[2], camera->lookAt[0],
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camera->lookAt[1], camera->lookAt[2], camera->up[0], camera->up[1], camera->up[2]);
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gSPMatrix(gDisplayListHead++, VIRTUAL_TO_PHYSICAL(&gGfxPool->mtxLookAt[0]),
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G_MTX_NOPUSH | G_MTX_MUL | G_MTX_PROJECTION);
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mtxf_identity(matrix);
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render_set_position(matrix, 0);
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gSPDisplayList(gDisplayListHead++, VIRTUAL_TO_PHYSICAL2(&D_80284F70));
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render_players_on_screen_one();
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gSPDisplayList(gDisplayListHead++, VIRTUAL_TO_PHYSICAL2(&D_80284EE0));
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update_actors_loop();
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render_object(PLAYER_ONE+SCREEN_MODE_1P);
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render_object(PLAYER_ONE + SCREEN_MODE_1P);
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func_80021B0C();
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gSPDisplayList(gDisplayListHead++, VIRTUAL_TO_PHYSICAL2(&D_80284EE0));
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func_80093F10();
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