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Update ZAPD (#1533)
* git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "2b6f459b9" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "2b6f459b9" git-subrepo: version: "0.4.6" origin: "???" commit: "???" * Update ZAPD Co-authored-by: Yanis42 <35189056+Yanis42@users.noreply.github.com> * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "572b13236" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "572b13236" git-subrepo: version: "0.4.6" origin: "???" commit: "???" * git subrepo pull --force tools/ZAPD subrepo: subdir: "tools/ZAPD" merged: "9601f2699" upstream: origin: "https://github.com/zeldaret/ZAPD.git" branch: "master" commit: "9601f2699" git-subrepo: version: "0.4.6" origin: "???" commit: "???" * fixes for new ZAPD * readd typedefs * remov enums * Reading is hard --------- Co-authored-by: Yanis42 <35189056+Yanis42@users.noreply.github.com>
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@@ -16,6 +16,7 @@
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#include "slowly.h"
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#include "stack.h"
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#include "stackcheck.h"
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#include "prevent_bss_reordering.h"
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/**
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* Assigns the "save" values in PreRender
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@@ -8,7 +8,7 @@
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#include "z64shrink_window.h"
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#include "libc/string.h"
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ActorCutscene sGlobalCutsceneList[] = {
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CutsceneEntry sGlobalCutsceneList[] = {
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// CS_ID_GLOBAL_78
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{ -100, -1, CS_CAM_ID_NONE, CS_SCRIPT_ID_NONE, CS_ID_NONE, CS_END_SFX_NONE_ALT, 255, CS_HUD_VISIBILITY_ALL_ALT, 255,
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255 },
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@@ -57,7 +57,7 @@ CutsceneManager sCutsceneMgr = {
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CS_ID_NONE, 0, CS_ID_NONE, SUB_CAM_ID_DONE, NULL, CS_START_0, NULL, CAM_ID_MAIN, false,
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};
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ActorCutscene* sSceneCutsceneList;
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CutsceneEntry* sSceneCutsceneList;
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s16 sSceneCutsceneCount;
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u8 sWaitingCutsceneList[16];
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static s32 sBssPad;
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@@ -110,7 +110,7 @@ s16 CutsceneManager_SetHudVisibility(s16 csHudVisibility) {
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return hudVisibility;
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}
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ActorCutscene* CutsceneManager_GetCutsceneEntryImpl(s16 csId) {
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CutsceneEntry* CutsceneManager_GetCutsceneEntryImpl(s16 csId) {
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if (csId < CS_ID_GLOBAL_78) {
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return &sSceneCutsceneList[csId];
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} else {
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@@ -119,7 +119,7 @@ ActorCutscene* CutsceneManager_GetCutsceneEntryImpl(s16 csId) {
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}
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}
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void CutsceneManager_Init(PlayState* play, ActorCutscene* cutsceneList, s16 numEntries) {
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void CutsceneManager_Init(PlayState* play, CutsceneEntry* cutsceneList, s16 numEntries) {
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s32 i;
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sSceneCutsceneList = cutsceneList;
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@@ -204,7 +204,7 @@ s16 CutsceneManager_MarkNextCutscenes(void) {
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#define CUR_CAM sCutsceneMgr.play->cameraPtrs[sCutsceneMgr.subCamId]
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void CutsceneManager_End(void) {
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ActorCutscene* csEntry;
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CutsceneEntry* csEntry;
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s16 oldCamId;
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s16 oldStateFlags;
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@@ -375,7 +375,7 @@ s16 CutsceneManager_StartWithPlayerCsAndSetFlag(s16 csId, Actor* actor) {
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}
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s16 CutsceneManager_Start(s16 csId, Actor* actor) {
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ActorCutscene* csEntry;
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CutsceneEntry* csEntry;
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Camera* subCam;
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Camera* retCam;
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s32 csType = 0;
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@@ -444,7 +444,7 @@ s16 CutsceneManager_Start(s16 csId, Actor* actor) {
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}
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s16 CutsceneManager_Stop(s16 csId) {
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ActorCutscene* csEntry;
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CutsceneEntry* csEntry;
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if (csId <= CS_ID_NONE) {
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return csId;
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@@ -472,7 +472,7 @@ s16 CutsceneManager_GetCurrentCsId(void) {
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return sCutsceneMgr.csId;
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}
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ActorCutscene* CutsceneManager_GetCutsceneEntry(s16 csId) {
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CutsceneEntry* CutsceneManager_GetCutsceneEntry(s16 csId) {
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return CutsceneManager_GetCutsceneEntryImpl(csId);
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}
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+2
-2
@@ -2040,7 +2040,7 @@ s16 sPlayerCsIdToCsCamId[] = {
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/**
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* Extract the common cutscene ids used by Player from the scene and set the cutscene ids in this->playerCsIds.
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* If a playerCsId is not present in the scene, then that particular id is set to CS_ID_NONE.
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* Otherwise, if there is an ActorCutscene where csCamId matches the appropriate element of sPlayerCsIdToCsCamId,
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* Otherwise, if there is an CutsceneEntry where csCamId matches the appropriate element of sPlayerCsIdToCsCamId,
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* set the corresponding playerActorCsId (and possibly change its priority for the zeroth one).
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*/
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void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId) {
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@@ -2050,7 +2050,7 @@ void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId) {
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s16* csCamId = sPlayerCsIdToCsCamId;
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for (i = 0; i < ARRAY_COUNT(this->playerCsIds); i++, curPlayerCsId++, csCamId++) {
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ActorCutscene* csEntry;
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CutsceneEntry* csEntry;
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s32 curCsId;
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*curPlayerCsId = CS_ID_NONE;
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