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>
This commit is contained in:
louist103
2024-01-14 10:34:50 -05:00
committed by GitHub
parent 5607eec18b
commit a5400fbde5
55 changed files with 3310 additions and 1636 deletions
+1
View File
@@ -16,6 +16,7 @@
#include "slowly.h"
#include "stack.h"
#include "stackcheck.h"
#include "prevent_bss_reordering.h"
/**
* Assigns the "save" values in PreRender
+8 -8
View File
@@ -8,7 +8,7 @@
#include "z64shrink_window.h"
#include "libc/string.h"
ActorCutscene sGlobalCutsceneList[] = {
CutsceneEntry sGlobalCutsceneList[] = {
// CS_ID_GLOBAL_78
{ -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,
255 },
@@ -57,7 +57,7 @@ CutsceneManager sCutsceneMgr = {
CS_ID_NONE, 0, CS_ID_NONE, SUB_CAM_ID_DONE, NULL, CS_START_0, NULL, CAM_ID_MAIN, false,
};
ActorCutscene* sSceneCutsceneList;
CutsceneEntry* sSceneCutsceneList;
s16 sSceneCutsceneCount;
u8 sWaitingCutsceneList[16];
static s32 sBssPad;
@@ -110,7 +110,7 @@ s16 CutsceneManager_SetHudVisibility(s16 csHudVisibility) {
return hudVisibility;
}
ActorCutscene* CutsceneManager_GetCutsceneEntryImpl(s16 csId) {
CutsceneEntry* CutsceneManager_GetCutsceneEntryImpl(s16 csId) {
if (csId < CS_ID_GLOBAL_78) {
return &sSceneCutsceneList[csId];
} else {
@@ -119,7 +119,7 @@ ActorCutscene* CutsceneManager_GetCutsceneEntryImpl(s16 csId) {
}
}
void CutsceneManager_Init(PlayState* play, ActorCutscene* cutsceneList, s16 numEntries) {
void CutsceneManager_Init(PlayState* play, CutsceneEntry* cutsceneList, s16 numEntries) {
s32 i;
sSceneCutsceneList = cutsceneList;
@@ -204,7 +204,7 @@ s16 CutsceneManager_MarkNextCutscenes(void) {
#define CUR_CAM sCutsceneMgr.play->cameraPtrs[sCutsceneMgr.subCamId]
void CutsceneManager_End(void) {
ActorCutscene* csEntry;
CutsceneEntry* csEntry;
s16 oldCamId;
s16 oldStateFlags;
@@ -375,7 +375,7 @@ s16 CutsceneManager_StartWithPlayerCsAndSetFlag(s16 csId, Actor* actor) {
}
s16 CutsceneManager_Start(s16 csId, Actor* actor) {
ActorCutscene* csEntry;
CutsceneEntry* csEntry;
Camera* subCam;
Camera* retCam;
s32 csType = 0;
@@ -444,7 +444,7 @@ s16 CutsceneManager_Start(s16 csId, Actor* actor) {
}
s16 CutsceneManager_Stop(s16 csId) {
ActorCutscene* csEntry;
CutsceneEntry* csEntry;
if (csId <= CS_ID_NONE) {
return csId;
@@ -472,7 +472,7 @@ s16 CutsceneManager_GetCurrentCsId(void) {
return sCutsceneMgr.csId;
}
ActorCutscene* CutsceneManager_GetCutsceneEntry(s16 csId) {
CutsceneEntry* CutsceneManager_GetCutsceneEntry(s16 csId) {
return CutsceneManager_GetCutsceneEntryImpl(csId);
}
+2 -2
View File
@@ -2040,7 +2040,7 @@ s16 sPlayerCsIdToCsCamId[] = {
/**
* Extract the common cutscene ids used by Player from the scene and set the cutscene ids in this->playerCsIds.
* If a playerCsId is not present in the scene, then that particular id is set to CS_ID_NONE.
* Otherwise, if there is an ActorCutscene where csCamId matches the appropriate element of sPlayerCsIdToCsCamId,
* Otherwise, if there is an CutsceneEntry where csCamId matches the appropriate element of sPlayerCsIdToCsCamId,
* set the corresponding playerActorCsId (and possibly change its priority for the zeroth one).
*/
void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId) {
@@ -2050,7 +2050,7 @@ void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId) {
s16* csCamId = sPlayerCsIdToCsCamId;
for (i = 0; i < ARRAY_COUNT(this->playerCsIds); i++, curPlayerCsId++, csCamId++) {
ActorCutscene* csEntry;
CutsceneEntry* csEntry;
s32 curCsId;
*curPlayerCsId = CS_ID_NONE;