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:
Derek Hensley
2024-07-11 12:41:28 -07:00
committed by GitHub
parent 2f653a6037
commit 1a003f9460
35 changed files with 131 additions and 119 deletions
+36 -36
View File
@@ -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);
}