mirror of
https://github.com/zeldaret/mm.git
synced 2026-08-04 09:08:34 -04:00
More General Cleanup (#1658)
* gDs2nEyeTexAnim * sEnMm2EmptyDL * object_um_Matanimheader_007D10 * object_mnk_Matanimheader_019A20 * gTurtleEmpty2TexAnim * object_iknv_obj_Matanimheader_0113E0 * object_botihasira_Matanimheader_001A48 * gTwinmoldEmptyTexAnim * gBeaverYoungerBrotherEmptyTexAnim * gNwcEyeTexAnim * gTwinmoldEmptyTex1Anim gTwinmoldEmpty2TexAnim * gGyorgEmpty1TexAnim gGyorgEmpty2TexAnim * gBurlyGuyEmpty1TexAnim gBurlyGuyEmpty2TexAnim * gKotakeEyeTexAnim * gDmZl4EmptyTexAnim * object_cs_Matanimheader_00F6D4 * gAnju1UnusedTexAnim * Empty blobs * EnKusa_IsUnderwater * IsUnderwater functions * s on static variable names in col check * scene_texture_01_Tex_002D40 * object_ds2_Tex_0030D8 object_ds2_Tex_0034D8 object_ds2_Tex_0038D8 * object_gk * undefined_syms * object_fall2_Matanimheader_005CF0 * gTwinmoldEmpty1TexAnim typo
This commit is contained in:
@@ -68,7 +68,7 @@ TriNorm D_801EF638;
|
||||
*/
|
||||
f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo,
|
||||
u32* effect) {
|
||||
static f32 damageMultipliers[] = {
|
||||
static f32 sDamageMultipliers[] = {
|
||||
0.0f, 1.0f, 2.0f, 0.5f, 0.25f, 3.0f, 4.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,
|
||||
};
|
||||
u32 dmgFlags;
|
||||
@@ -88,7 +88,7 @@ f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo
|
||||
dmgFlags >>= 1;
|
||||
}
|
||||
|
||||
damage *= damageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
|
||||
damage *= sDamageMultipliers[ac->actor->colChkInfo.damageTable->attack[i] & 0xF];
|
||||
*effect = (ac->actor->colChkInfo.damageTable->attack[i] >> 4) & 0xF;
|
||||
}
|
||||
return damage;
|
||||
@@ -116,11 +116,11 @@ s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider
|
||||
}
|
||||
|
||||
s32 Collider_InitBase(struct PlayState* play, Collider* collider) {
|
||||
static Collider defaultCollider = {
|
||||
static Collider sDefaultCollider = {
|
||||
NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
|
||||
};
|
||||
|
||||
*collider = defaultCollider;
|
||||
*collider = sDefaultCollider;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -183,9 +183,9 @@ void Collider_ResetOCBase(struct PlayState* play, Collider* collider) {
|
||||
}
|
||||
|
||||
s32 Collider_InitTouch(struct PlayState* play, ColliderTouch* touch) {
|
||||
static ColliderTouch defaultColliderTouch = { 0x00000000, 0, 0 };
|
||||
static ColliderTouch sDefaultColliderTouch = { 0x00000000, 0, 0 };
|
||||
|
||||
*touch = defaultColliderTouch;
|
||||
*touch = sDefaultColliderTouch;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -204,9 +204,9 @@ void Collider_ResetATInfoUnk(struct PlayState* play, ColliderInfo* info) {
|
||||
}
|
||||
|
||||
s32 Collider_InitBump(struct PlayState* play, ColliderBump* bump) {
|
||||
static ColliderBump defaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
|
||||
static ColliderBump sDefaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
|
||||
|
||||
*bump = defaultColliderBump;
|
||||
*bump = sDefaultColliderBump;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -222,7 +222,7 @@ s32 Collider_SetBump(struct PlayState* play, ColliderBump* bump, ColliderBumpIni
|
||||
}
|
||||
|
||||
s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info) {
|
||||
static ColliderInfo defaultColliderInfo = {
|
||||
static ColliderInfo sDefaultColliderInfo = {
|
||||
{ 0, 0, 0 }, { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } },
|
||||
ELEMTYPE_UNK0, TOUCH_NONE,
|
||||
BUMP_NONE, OCELEM_NONE,
|
||||
@@ -230,7 +230,7 @@ s32 Collider_InitInfo(struct PlayState* play, ColliderInfo* info) {
|
||||
NULL, NULL,
|
||||
};
|
||||
|
||||
*info = defaultColliderInfo;
|
||||
*info = sDefaultColliderInfo;
|
||||
Collider_InitTouch(play, &info->toucher);
|
||||
Collider_InitBump(play, &info->bumper);
|
||||
return 1;
|
||||
@@ -273,14 +273,14 @@ void Collider_ResetOCInfo(struct PlayState* play, ColliderInfo* info) {
|
||||
}
|
||||
|
||||
s32 Collider_InitJntSphElementDim(struct PlayState* play, ColliderJntSphElementDim* dim) {
|
||||
static ColliderJntSphElementDim defaultColliderJntSphElementDim = {
|
||||
static ColliderJntSphElementDim sDefaultColliderJntSphElementDim = {
|
||||
{ { 0, 0, 0 }, 0 },
|
||||
{ { 0, 0, 0 }, 0 },
|
||||
0.0f,
|
||||
0,
|
||||
};
|
||||
|
||||
*dim = defaultColliderJntSphElementDim;
|
||||
*dim = sDefaultColliderJntSphElementDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -502,9 +502,9 @@ s32 Collider_ResetJntSphOC(struct PlayState* play, Collider* collider) {
|
||||
}
|
||||
|
||||
s32 Collider_InitCylinderDim(struct PlayState* play, Cylinder16* dim) {
|
||||
static Cylinder16 defaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
|
||||
static Cylinder16 sDefaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
|
||||
|
||||
*dim = defaultColliderCylinderDim;
|
||||
*dim = sDefaultColliderCylinderDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -613,12 +613,12 @@ s32 Collider_ResetCylinderOC(struct PlayState* play, Collider* collider) {
|
||||
}
|
||||
|
||||
s32 Collider_InitTrisElementDim(struct PlayState* play, TriNorm* dim) {
|
||||
static TriNorm defaultColliderTrisElementDim = {
|
||||
static TriNorm sDefaultColliderTrisElementDim = {
|
||||
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
|
||||
{ { 0.0f, 0.0f, 0.0f }, 0.0f },
|
||||
};
|
||||
|
||||
*dim = defaultColliderTrisElementDim;
|
||||
*dim = sDefaultColliderTrisElementDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -830,14 +830,14 @@ s32 Collider_ResetTrisOC(struct PlayState* play, Collider* collider) {
|
||||
}
|
||||
|
||||
s32 Collider_InitQuadDim(struct PlayState* play, ColliderQuadDim* dim) {
|
||||
static ColliderQuadDim defaultColliderQuadDim = {
|
||||
static ColliderQuadDim sDefaultColliderQuadDim = {
|
||||
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
|
||||
{ 0, 0, 0 },
|
||||
{ 0, 0, 0 },
|
||||
1.0E38f,
|
||||
};
|
||||
|
||||
*dim = defaultColliderQuadDim;
|
||||
*dim = sDefaultColliderQuadDim;
|
||||
return 1;
|
||||
}
|
||||
|
||||
@@ -3313,11 +3313,11 @@ void CollisionCheck_OC(struct PlayState* play, CollisionCheckContext* colCtxt) {
|
||||
* Initializes CollisionCheckInfo to default values
|
||||
*/
|
||||
void CollisionCheck_InitInfo(CollisionCheckInfo* info) {
|
||||
static CollisionCheckInfo defaultColChkInfo = {
|
||||
static CollisionCheckInfo sDefaultColChkInfo = {
|
||||
NULL, { 0.0f, 0.0f, 0.0f }, 10, 10, 0, MASS_IMMOVABLE, 8, 0, 0, 0, 0,
|
||||
};
|
||||
|
||||
*info = defaultColChkInfo;
|
||||
*info = sDefaultColChkInfo;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -3872,7 +3872,7 @@ void CollisionCheck_SpawnWaterDroplets(struct PlayState* play, Vec3f* v) {
|
||||
* Spawns streaks of light from hits against solid objects
|
||||
*/
|
||||
void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v) {
|
||||
static EffectShieldParticleInit shieldParticleInitMetal = {
|
||||
static EffectShieldParticleInit sShieldParticleInitMetal = {
|
||||
16,
|
||||
{ 0, 0, 0 },
|
||||
{ 0, 200, 255, 255 },
|
||||
@@ -3890,14 +3890,14 @@ void CollisionCheck_SpawnShieldParticles(struct PlayState* play, Vec3f* v) {
|
||||
};
|
||||
s32 effectIndex;
|
||||
|
||||
shieldParticleInitMetal.position.x = v->x;
|
||||
shieldParticleInitMetal.position.y = v->y;
|
||||
shieldParticleInitMetal.position.z = v->z;
|
||||
shieldParticleInitMetal.lightPoint.x = shieldParticleInitMetal.position.x;
|
||||
shieldParticleInitMetal.lightPoint.y = shieldParticleInitMetal.position.y;
|
||||
shieldParticleInitMetal.lightPoint.z = shieldParticleInitMetal.position.z;
|
||||
sShieldParticleInitMetal.position.x = v->x;
|
||||
sShieldParticleInitMetal.position.y = v->y;
|
||||
sShieldParticleInitMetal.position.z = v->z;
|
||||
sShieldParticleInitMetal.lightPoint.x = sShieldParticleInitMetal.position.x;
|
||||
sShieldParticleInitMetal.lightPoint.y = sShieldParticleInitMetal.position.y;
|
||||
sShieldParticleInitMetal.lightPoint.z = sShieldParticleInitMetal.position.z;
|
||||
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &shieldParticleInitMetal);
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &sShieldParticleInitMetal);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -3927,7 +3927,7 @@ void CollisionCheck_SpawnShieldParticlesMetal2(struct PlayState* play, Vec3f* v)
|
||||
* Spawns streaks of light and makes a wooden sound
|
||||
*/
|
||||
void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, Vec3f* pos) {
|
||||
static EffectShieldParticleInit shieldParticleInitWood = {
|
||||
static EffectShieldParticleInit sShieldParticleInitWood = {
|
||||
16,
|
||||
{ 0, 0, 0 },
|
||||
{ 0, 200, 255, 255 },
|
||||
@@ -3945,14 +3945,14 @@ void CollisionCheck_SpawnShieldParticlesWood(struct PlayState* play, Vec3f* v, V
|
||||
};
|
||||
s32 effectIndex;
|
||||
|
||||
shieldParticleInitWood.position.x = v->x;
|
||||
shieldParticleInitWood.position.y = v->y;
|
||||
shieldParticleInitWood.position.z = v->z;
|
||||
shieldParticleInitWood.lightPoint.x = shieldParticleInitWood.position.x;
|
||||
shieldParticleInitWood.lightPoint.y = shieldParticleInitWood.position.y;
|
||||
shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
|
||||
sShieldParticleInitWood.position.x = v->x;
|
||||
sShieldParticleInitWood.position.y = v->y;
|
||||
sShieldParticleInitWood.position.z = v->z;
|
||||
sShieldParticleInitWood.lightPoint.x = sShieldParticleInitWood.position.x;
|
||||
sShieldParticleInitWood.lightPoint.y = sShieldParticleInitWood.position.y;
|
||||
sShieldParticleInitWood.lightPoint.z = sShieldParticleInitWood.position.z;
|
||||
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &shieldParticleInitWood);
|
||||
Effect_Add(play, &effectIndex, EFFECT_SHIELD_PARTICLE, 0, 1, &sShieldParticleInitWood);
|
||||
Audio_PlaySfx_AtPos(pos, NA_SE_IT_REFLECTION_WOOD);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user