General Cleanup 4 (#871)

* PartTimerWorker -> PartTimer

* cleanup

* format

* objChan draw macro

* Fix macro

* Fix warning

* PR Review

* Missed 1 ull

* UINT16_MAX

* Remove todo from footmark

* Remove * from tex in AnimatedMat_DrawTexCycle
This commit is contained in:
Derek Hensley
2022-07-11 20:06:21 -07:00
committed by GitHub
parent 81ce7bebcc
commit 85b19de4ab
99 changed files with 447 additions and 438 deletions
+1 -1
View File
@@ -420,7 +420,7 @@ This leaves one piece of data unnamed, `D_80C106C8`. This is initially set to `0
What is this doing? We need to understand that to name this variable.
The N64's processors cannot use segmented addresses: they need actual RAM addresses. Therefore the segmented addresses have to be converted before being placed on a segment: this is what `Lib_SegmentedToVirtual` does. So (somewhat unusually) this loop is modifying the addresses in the actor's actual data in RAM. Having converted the addresses once, it wouldn't make any sense to convert them again, but `Init` would run every time an instantiation of the actor is created. Therefore `D_80C106C8` is present to ensure that the addresses only get converted once: it is really a boolean that indicates if the addresses have been converted. So let's call it `texturesDesegmented`, and replace its values by `true` and `false`.
The N64's processors cannot use segmented addresses: they need actual RAM addresses. Therefore the segmented addresses have to be converted before being placed on a segment: this is what `Lib_SegmentedToVirtual` does. So (somewhat unusually) this loop is modifying the addresses in the actor's actual data in RAM. Having converted the addresses once, it wouldn't make any sense to convert them again, but `Init` would run every time an instantiation of the actor is created. Therefore `D_80C106C8` is present to ensure that the addresses only get converted once: it is really a boolean that indicates if the addresses have been converted. So let's call it `sTexturesDesegmented`, and replace its values by `true` and `false`.
Finally, clearly `4` is linked to the data over which we're iterating: namely it's the size of the array. We have a macro for this, `ARRAY_COUNT(sEyeTextures)`.