mirror of
https://github.com/zeldaret/mm.git
synced 2026-06-04 10:48:25 -04:00
Fix all warnings raised by IDO (#152)
* Fix all warnings raised by IDO, ignore trailing commas * Set -woff=624,...; keep const in printf functions * Remove redefined macros in irqmgr.c * Remove DECR macro & reformat * Address PR comments from AngheloAlf
This commit is contained in:
@@ -8,7 +8,7 @@ u32 gViConfigFeatures = 0x42;
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f32 gViConfigXScale = 1.0f;
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f32 gViConfigYScale = 1.0f;
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void Idle_ClearMemory(const void* begin, const void* end) {
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void Idle_ClearMemory(void* begin, void* end) {
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if (begin < end) {
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bzero(begin, (s32)(int)end - (int)begin);
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}
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@@ -1,11 +1,6 @@
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#include <ultra64.h>
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#include <global.h>
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// TODO move out
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#define OS_CLOCK_RATE 62500000LL
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#define OS_CPU_COUNTER (OS_CLOCK_RATE * 3 / 4)
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#define OS_USEC_TO_CYCLES(n) (((u64)(n) * (OS_CPU_COUNTER / 15625LL)) / (1000000LL / 15625LL))
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vs32 gIrqMgrResetStatus = 0;
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volatile OSTime sIrqMgrResetTime = 0;
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volatile OSTime sIrqMgrRetraceTime = 0;
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@@ -883,7 +883,7 @@ void Fault_HangupFaultClient(const char* arg0, char* arg1) {
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void Fault_AddHungupAndCrashImpl(const char* arg0, char* arg1) {
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FaultClient client;
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char padd[4];
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Fault_AddClient(&client, (fault_client_func)Fault_HangupFaultClient, arg0, arg1);
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Fault_AddClient(&client, (fault_client_func)Fault_HangupFaultClient, (void*)arg0, arg1);
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*(u32*)0x11111111 = 0; // trigger an exception
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}
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@@ -140,7 +140,7 @@ void FaultDrawer_FillScreen() {
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#pragma GLOBAL_ASM("./asm/non_matchings/boot/fault_drawer/FaultDrawer_FormatStringFunc.asm")
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void FaultDrawer_VPrintf(char* str, char* args) { // va_list
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void FaultDrawer_VPrintf(const char* str, char* args) { // va_list
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_Printf((printf_func)FaultDrawer_FormatStringFunc, sFaultDrawContext, str, args);
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}
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+4
-8
@@ -1,10 +1,6 @@
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#include <ultra64.h>
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#include <global.h>
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// From OOT
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#define ABS(x) ((x) < 0 ? -(x) : (x))
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#define DECR(x) ((x) == 0 ? 0 : ((x) -= 1))
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void Actor_PrintLists(ActorContext* actorCtx) {
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ActorListEntry* actorList = &actorCtx->actorList[0];
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Actor* actor;
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@@ -526,7 +522,7 @@ s32 Actor_IsActorFacedByActor(Actor* actor, Actor* other, s16 tolerance) {
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angle = Actor_YawBetweenActors(actor, other) + 0x8000;
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dist = angle - other->shape.rot.y;
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if (ABS(dist) < tolerance) {
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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}
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return 0;
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@@ -536,7 +532,7 @@ s32 Actor_IsActorFacingLink(Actor* actor, s16 angle) {
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s16 dist;
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dist = actor->yawTowardsPlayer - actor->shape.rot.y;
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if (ABS(dist) < angle) {
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if (ABS_ALT(dist) < angle) {
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return 1;
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}
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return 0;
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@@ -546,7 +542,7 @@ s32 Actor_IsActorFacingActor(Actor* actor, Actor* other, s16 tolerance) {
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s16 dist;
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dist = Actor_YawBetweenActors(actor, other) - actor->shape.rot.y;
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if (ABS(dist) < tolerance) {
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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}
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return 0;
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@@ -559,7 +555,7 @@ s32 Actor_IsActorFacingActorAndWithinRange(Actor* actor, Actor* other, f32 range
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if (Actor_DistanceBetweenActors(actor, other) < range) {
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dist = Actor_YawBetweenActors(actor, other) - actor->shape.rot.y;
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if (ABS(dist) < tolerance) {
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if (ABS_ALT(dist) < tolerance) {
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return 1;
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}
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}
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@@ -162,7 +162,7 @@ void BgCheck_CreateVertexFromVec3f(Vec3s* vertex, Vec3f* vector) {
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#pragma GLOBAL_ASM("./asm/non_matchings/code/z_bgcheck/func_800C40B4.asm")
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f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly* arg1, s32* arg2, Actor* actor, Vec3f* pos) {
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f32 func_800C411C(CollisionContext* bgCtxt, CollisionPoly** arg1, s32* arg2, Actor* actor, Vec3f* pos) {
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return func_800C3D50(0, bgCtxt, 2, arg1, arg2, pos, actor, 28, 1.0f, 0);
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}
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@@ -225,7 +225,7 @@ void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index) {
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particle->pos.y += particle->velocity.y;
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particle->pos.z += particle->velocity.z;
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(*particle->update)(ctxt, index, particle);
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particle->update(ctxt, index, particle);
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}
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}
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@@ -250,7 +250,7 @@ void EffectSS_UpdateAllParticles(GlobalContext* ctxt) {
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void EffectSS_DrawParticle(GlobalContext* ctxt, s32 index) {
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EffectSs* entry = &EffectSS2Info.data_table[index];
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if (entry->draw != 0) {
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(*entry->draw)(ctxt, index, entry);
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entry->draw(ctxt, index, entry);
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}
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}
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+10
-3
@@ -187,9 +187,16 @@ void Lights_BindDirectional(Lights* lights, LightParams* params, void* unused) {
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* available in the Lights group. This is at most 7 slots for a new group, but could be less.
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*/
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void Lights_BindAll(Lights* lights, LightNode* listHead, Vec3f* refPos, GlobalContext* globalCtx) {
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static LightsPosBindFunc posBindFuncs[] = { Lights_BindPoint, Lights_BindDirectional, Lights_BindPoint };
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static LightsBindFunc dirBindFuncs[] = { Lights_BindPointWithReference, Lights_BindDirectional,
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Lights_BindPointWithReference };
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static LightsPosBindFunc posBindFuncs[] = {
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Lights_BindPoint,
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(LightsPosBindFunc)Lights_BindDirectional,
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Lights_BindPoint,
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};
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static LightsBindFunc dirBindFuncs[] = {
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Lights_BindPointWithReference,
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(LightsBindFunc)Lights_BindDirectional,
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Lights_BindPointWithReference,
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};
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if (listHead != NULL) {
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if ((refPos == NULL) && (lights->enablePosLights == 1)) {
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@@ -19,8 +19,9 @@ void SkelAnime_AnimationType4Loaded(GlobalContext* globalCtx, AnimationEntryType
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void SkelAnime_AnimationType5Loaded(GlobalContext* globalCtx, AnimationEntryType5* entry);
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static AnimationEntryCallback sAnimationLoadDone[] = {
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SkelAnime_LinkAnimetionLoaded, SkelAnime_AnimationType1Loaded, SkelAnime_AnimationType2Loaded,
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SkelAnime_AnimationType3Loaded, SkelAnime_AnimationType4Loaded, SkelAnime_AnimationType5Loaded,
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(AnimationEntryCallback)SkelAnime_LinkAnimetionLoaded, (AnimationEntryCallback)SkelAnime_AnimationType1Loaded,
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(AnimationEntryCallback)SkelAnime_AnimationType2Loaded, (AnimationEntryCallback)SkelAnime_AnimationType3Loaded,
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(AnimationEntryCallback)SkelAnime_AnimationType4Loaded, (AnimationEntryCallback)SkelAnime_AnimationType5Loaded,
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};
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s32 D_801F5AB0;
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@@ -1240,7 +1241,7 @@ void SkelAnime_ChangeLinkAnim(GlobalContext* globalCtx, SkelAnime* skelAnime, Li
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skelAnime->initialFrame = frame;
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skelAnime->animCurrentFrame = frame;
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skelAnime->animFrameCount = frameCount;
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skelAnime->totalFrames = SkelAnime_GetTotalFrames(linkAnimetionEntrySeg);
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skelAnime->totalFrames = SkelAnime_GetTotalFrames(&linkAnimetionEntrySeg->genericHeader);
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skelAnime->animPlaybackSpeed = playbackSpeed;
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}
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+2
-2
@@ -113,11 +113,11 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
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s16 x;
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s16 y;
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f32 distance;
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UNK_TYPE unk1;
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CollisionPoly* unk1;
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Camera* camera;
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Actor* actors[2];
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s32 ret = 0;
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UNK_TYPE unk2;
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u32 unk2;
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camera = ACTIVE_CAM;
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@@ -62,5 +62,5 @@ void guLookAt(Mtx* m, f32 xEye, f32 yEye, f32 zEye, f32 xAt, f32 yAt, f32 zAt, f
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guLookAtF(mf, xEye, yEye, zEye, xAt, yAt, zAt, xUp, yUp, zUp);
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guMtxF2L((MtxF*)mf, m);
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guMtxF2L(mf, m);
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}
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@@ -154,5 +154,5 @@ void guLookAtHilite(Mtx* m, LookAt* l, Hilite* h, f32 xEye, f32 yEye, f32 zEye,
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guLookAtHiliteF(mf, l, h, xEye, yEye, zEye, xAt, yAt, zAt, xUp, yUp, zUp, xl1, yl1, zl1, xl2, yl2, zl2, hiliteWidth,
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hiliteHeight);
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guMtxF2L((MtxF*)mf, m);
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guMtxF2L(mf, m);
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}
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@@ -35,11 +35,11 @@
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char spaces[] = " ";
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char zeroes[] = "00000000000000000000000000000000";
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int _Printf(printf_func pfn, void* arg, char* fmt, va_list ap) {
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int _Printf(printf_func pfn, void* arg, const char* fmt, va_list ap) {
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_Pft x;
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x.nchar = 0;
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while (1) {
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unsigned char* s;
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const char* s;
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unsigned char c;
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unsigned char* t;
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@@ -52,11 +52,11 @@ int _Printf(printf_func pfn, void* arg, char* fmt, va_list ap) {
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while ((c = *s) != 0 && c != '%') {
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s++;
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}
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_PROUT(fmt, s - fmt);
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_PROUT((char*)fmt, s - fmt);
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if (c == 0) {
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return x.nchar;
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}
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fmt = (char*)++s;
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fmt = ++s;
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x.flags = 0;
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// TODO the cast isn't necessary because strchr should take it in as const, but it currently doesn't
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for (; (t = strchr((char*)fchar, *s)) != NULL; s++) {
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@@ -170,7 +170,7 @@ void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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this->grabbed = NULL;
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} else {
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if (this->actor.child != NULL) {
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f32 sp94 = Actor_DistanceBetweenActors(this, grabbed);
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f32 sp94 = Actor_DistanceBetweenActors(&this->actor, grabbed);
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f32 sp90 = sqrtf(SQ(this->unk1FC.x) + SQ(this->unk1FC.y) + SQ(this->unk1FC.z));
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Math_Vec3f_Diff(&grabbed->world.pos, &this->unk1FC, &this->actor.world.pos);
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if (50.0f < (sp94 - sp90)) {
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@@ -111,7 +111,7 @@ static InitChainEntry sInitChain[] = {
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};
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extern Gfx D_06000828[];
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extern CollisionHeader* D_06000908;
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extern CollisionHeader D_06000908;
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s32 BgKin2Fence_CheckHitMask(BgKin2Fence* this) {
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ColliderJntSphElement* elements = this->collider.elements;
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@@ -149,13 +149,13 @@ void BgKin2Fence_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgKin2Fence* this = THIS;
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s32 i = 0;
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Actor_ProcessInitChain(&this->dyna.actor, &sInitChain);
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Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
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BcCheck3_BgActorInit(&this->dyna, 0);
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BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000908);
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, &this->colliderElements);
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Collider_SetJntSph(globalCtx, &this->collider, &this->dyna.actor, &sJntSphInit, this->colliderElements);
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SysMatrix_SetStateRotationAndTranslation(this->dyna.actor.world.pos.x, this->dyna.actor.world.pos.y,
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this->dyna.actor.world.pos.z, &this->dyna.actor.shape);
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this->dyna.actor.world.pos.z, &this->dyna.actor.shape.rot);
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Matrix_Scale(this->dyna.actor.scale.x, this->dyna.actor.scale.y, this->dyna.actor.scale.z, 1);
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for (i = 0; i < 4; i++) {
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@@ -209,7 +209,7 @@ void BgKin2Fence_HandleMaskCode(BgKin2Fence* this, GlobalContext* globalCtx) {
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this->cooldownTimer -= 1;
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return;
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}
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CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
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}
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}
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@@ -33,7 +33,7 @@ void func_80A2E960(SkelAnime* arg0, ActorAnimationEntry* animations, u16 index)
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animations += index;
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if (animations->frameCount < 0.0f) {
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frameCount = SkelAnime_GetFrameCount(animations->animation);
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frameCount = SkelAnime_GetFrameCount(&animations->animation->genericHeader);
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} else {
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frameCount = animations->frameCount;
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}
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@@ -49,7 +49,7 @@ void DmSa_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.targetArrowOffset = 3000.0f;
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ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 24.0f);
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SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06013328, NULL, 0, 0, 0);
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func_80A2E960(&this->skelAnime, &D_80A2ED00, 0);
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func_80A2E960(&this->skelAnime, D_80A2ED00, 0);
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Actor_SetScale(&this->actor, 0.01f);
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this->actionFunc = DmSa_DoNothing;
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}
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@@ -68,14 +68,14 @@ void DmSa_Update(Actor* thisx, GlobalContext* globalCtx) {
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this->actionFunc(this, globalCtx);
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}
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s32 func_80A2EB10(s32 arg0, s32 arg1, s32 arg2, s32 arg3) {
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s32 func_80A2EB10(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
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return 0;
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}
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void func_80A2EB2C(s32 arg0, s32 arg1, s32 arg2, s32 arg3) {
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void func_80A2EB2C(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
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}
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void func_80A2EB44(s32 arg0, s32 arg1, s32 arg2) {
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void func_80A2EB44(GlobalContext* globalCtx, s32 limbIndex, Actor* actor) {
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}
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Gfx* func_80A2EB58(GraphicsContext* gfxCtx, u32 alpha) {
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@@ -115,7 +115,7 @@ void DmSa_Draw(Actor* thisx, GlobalContext* globalCtx) {
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}
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func_801343C0(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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func_80A2EB10, func_80A2EB2C, func_80A2EB44, this);
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func_80A2EB10, func_80A2EB2C, func_80A2EB44, &this->actor);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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@@ -124,7 +124,7 @@ void DoorAna_WaitOpen(DoorAna* this, GlobalContext* globalCtx) {
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s32 entranceIndex;
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f32 yDist;
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if (Math_StepToF(&this->actor.scale, 0.01f, 0.001f) != 0) {
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if (Math_StepToF(&this->actor.scale.x, 0.01f, 0.001f) != 0) {
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if ((this->actor.targetMode != 0) && (globalCtx->unk18875 == 0) && (globalCtx->unk18B4A == 0) &&
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(player->stateFlags1 & 0x80000000) && (player->unkAE7 == 0)) {
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@@ -175,7 +175,7 @@ void DoorAna_WaitOpen(DoorAna* this, GlobalContext* globalCtx) {
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}
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void DoorAna_GrabLink(DoorAna* this, GlobalContext* globalCtx) {
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Actor* player;
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ActorPlayer* player;
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s8 pad[2];
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if (ActorCutscene_GetCurrentIndex() != this->actor.cutscene) {
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@@ -188,8 +188,8 @@ void DoorAna_GrabLink(DoorAna* this, GlobalContext* globalCtx) {
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if ((this->actor.yDistToPlayer <= 0.0f) && (this->actor.xzDistToPlayer > 20.0f)) {
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player = PLAYER;
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player->world.pos.x = (Math_SinS(this->actor.yawTowardsPlayer) * 20.0f) + this->actor.world.pos.x;
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player->world.pos.z = (Math_CosS(this->actor.yawTowardsPlayer) * 20.0f) + this->actor.world.pos.z;
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player->base.world.pos.x = (Math_SinS(this->actor.yawTowardsPlayer) * 20.0f) + this->actor.world.pos.x;
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player->base.world.pos.z = (Math_CosS(this->actor.yawTowardsPlayer) * 20.0f) + this->actor.world.pos.z;
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}
|
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}
|
||||
|
||||
|
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@@ -234,7 +234,7 @@ f32 DoorSpiral_GetDistFromPlayer(GlobalContext* globalCtx, DoorSpiral* this, f32
|
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Actor_CalcOffsetOrientedToDrawRotation(&this->actor, &offset, &target);
|
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|
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if ((spiralWidth < fabsf(offset.x)) || (spiralHeight < fabsf(offset.y))) {
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return 3.4028235e38f; // TODO FLT_MAX
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return FLT_MAX;
|
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}
|
||||
|
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return offset.z;
|
||||
|
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@@ -71,7 +71,7 @@ void EnEncount2_Init(Actor* thisx, GlobalContext* globalCtx) {
|
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this->dynaActor.bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, &this->dynaActor, colHeader);
|
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ActorShape_Init(&this->dynaActor.actor.shape, 0.0f, func_800B3FC0, 25.0f);
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this->dynaActor.actor.colChkInfo.mass = 0xFF;
|
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Collider_InitAndSetJntSph(globalCtx, &this->collider, &this->dynaActor, &sJntSphInit, &this->colElement);
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Collider_InitAndSetJntSph(globalCtx, &this->collider, &this->dynaActor.actor, &sJntSphInit, &this->colElement);
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this->dynaActor.actor.targetMode = 6;
|
||||
this->dynaActor.actor.colChkInfo.health = 1;
|
||||
@@ -93,7 +93,7 @@ void EnEncount2_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
this->collider.elements->dim.modelSphere.center.y = -4;
|
||||
this->collider.elements->dim.modelSphere.center.z = 0;
|
||||
|
||||
this->dynaActor.actor.colChkInfo.damageTable = &damageTable;
|
||||
this->dynaActor.actor.colChkInfo.damageTable = damageTable;
|
||||
EnEncount2_SetIdle(this);
|
||||
}
|
||||
|
||||
@@ -105,7 +105,7 @@ void EnEncount2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
void EnEncount2_SetIdle(EnEncount2* this) {
|
||||
this->isPopped = 0;
|
||||
this->actionFunc = &EnEncount2_Idle;
|
||||
this->actionFunc = EnEncount2_Idle;
|
||||
}
|
||||
|
||||
void EnEncount2_Idle(EnEncount2* this, GlobalContext* globalCtx) {
|
||||
@@ -161,8 +161,8 @@ void EnEncount2_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
if (!this->isPopped) {
|
||||
Collider_UpdateSpheresElement(&this->collider, 0, &this->dynaActor.actor);
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -177,7 +177,7 @@ void EnEncount2_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
void EnEncount2_InitParticles(EnEncount2* this, Vec3f* vec, s16 fadeDelay) {
|
||||
s16 i;
|
||||
EnEncount2Particle* sPtr = &this->particles;
|
||||
EnEncount2Particle* sPtr = this->particles;
|
||||
|
||||
for (i = 0; i < 200; ++i) {
|
||||
if (!sPtr->enabled) {
|
||||
@@ -203,7 +203,7 @@ void EnEncount2_InitParticles(EnEncount2* this, Vec3f* vec, s16 fadeDelay) {
|
||||
|
||||
void EnEncount2_UpdateParticles(EnEncount2* this, GlobalContext* globalCtx) {
|
||||
s32 i;
|
||||
EnEncount2Particle* sPtr = &this->particles;
|
||||
EnEncount2Particle* sPtr = this->particles;
|
||||
|
||||
for (i = 0; i < 200; i += 2) {
|
||||
if (sPtr->enabled) {
|
||||
|
||||
@@ -3,6 +3,8 @@
|
||||
|
||||
#include <global.h>
|
||||
|
||||
struct EnEncount2;
|
||||
|
||||
typedef void (*EnEncount2ActionFunc)(struct EnEncount2*, GlobalContext*);
|
||||
|
||||
typedef struct EnEncount2Particle{
|
||||
@@ -17,8 +19,6 @@ typedef struct EnEncount2Particle{
|
||||
|
||||
} EnEncount2Particle; // size = 0x34
|
||||
|
||||
struct EnEncount2;
|
||||
|
||||
typedef struct EnEncount2 {
|
||||
/* 0x0000 */ DynaPolyActor dynaActor;
|
||||
/* 0x015C */ EnEncount2ActionFunc actionFunc;
|
||||
|
||||
@@ -37,7 +37,7 @@ void EnEndingHero3_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
SkelAnime_InitSV(globalCtx, &this->skelAnime, &D_06007150, &D_06000E50, this->limbDrawTable,
|
||||
this->transitionDrawTable, 17);
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 25.0f);
|
||||
func_80C23518(&this->actor);
|
||||
func_80C23518(this);
|
||||
}
|
||||
|
||||
void EnEndingHero3_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
@@ -89,8 +89,8 @@ void EnGinkoMan_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
this->stampChecked = 0;
|
||||
this->choiceDepositWithdrawl = GINKOMAN_CHOICE_RESET;
|
||||
this->serviceFee = 0;
|
||||
SkelAnime_InitSV(globalCtx, &this->skelAnime, object_ginko_skeleton, object_ginko_sitting_anim, &this->limbDrawTbl,
|
||||
&this->transitionDrawTbl, 0x10);
|
||||
SkelAnime_InitSV(globalCtx, &this->skelAnime, object_ginko_skeleton, object_ginko_sitting_anim, this->limbDrawTbl,
|
||||
this->transitionDrawTbl, 0x10);
|
||||
EnGinkoMan_SetupIdle(this);
|
||||
}
|
||||
|
||||
@@ -741,7 +741,7 @@ void EnGinkoMan_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
s32 EnGinkoMan_LimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, Actor* actor) {
|
||||
EnGinkoMan* this = (EnGinkoMan*)actor;
|
||||
if (limbIndex == 15) {
|
||||
*dList = &object_ginko_limb15_dlist;
|
||||
*dList = object_ginko_limb15_dlist;
|
||||
}
|
||||
if (limbIndex == 15) {
|
||||
SysMatrix_InsertTranslation(1500.0f, 0.0f, 0.0f, 1);
|
||||
|
||||
@@ -3,10 +3,10 @@
|
||||
|
||||
#include <global.h>
|
||||
|
||||
typedef void (*EnGinkoManActionFunc)(struct EnGinkoMan*, GlobalContext*);
|
||||
|
||||
struct EnGinkoMan;
|
||||
|
||||
typedef void (*EnGinkoManActionFunc)(struct EnGinkoMan*, GlobalContext*);
|
||||
|
||||
typedef struct EnGinkoMan {
|
||||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ SkelAnime skelAnime;
|
||||
|
||||
@@ -24,7 +24,7 @@ const ActorInit En_Okarina_Effect_InitVars = {
|
||||
(ActorFunc)NULL,
|
||||
};
|
||||
|
||||
void EnOkarinaEffect_SetupAction(EnOkarinaEffect* this, EnOkarinaEffectActionFunc* actionFunc) {
|
||||
void EnOkarinaEffect_SetupAction(EnOkarinaEffect* this, EnOkarinaEffectActionFunc actionFunc) {
|
||||
this->actionFunc = actionFunc;
|
||||
}
|
||||
|
||||
@@ -37,7 +37,7 @@ void EnOkarinaEffect_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
if (globalCtx->kankyoContext.unkF2[1]) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
}
|
||||
EnOkarinaEffect_SetupAction(&this->actor, func_8096B104);
|
||||
EnOkarinaEffect_SetupAction(this, func_8096B104);
|
||||
}
|
||||
|
||||
void func_8096B104(EnOkarinaEffect* this, GlobalContext* globalCtx) {
|
||||
|
||||
@@ -22,6 +22,9 @@ void EnPoFusen_IdleFuse(EnPoFusen* this, GlobalContext* gCtx);
|
||||
s32 EnPoFusen_OverrideLimbDraw(GlobalContext* gCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot,
|
||||
struct Actor* actor);
|
||||
|
||||
extern AnimationHeader D_06000040;
|
||||
extern SkeletonHeader D_060024F0;
|
||||
|
||||
const ActorInit En_Po_Fusen_InitVars = {
|
||||
ACTOR_EN_PO_FUSEN,
|
||||
ACTORCAT_PROP,
|
||||
@@ -72,10 +75,10 @@ void EnPoFusen_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
if (0) {}
|
||||
this->collider.dim.worldSphere.radius = 40;
|
||||
SkelAnime_InitSV(globalCtx, &this->anime, &D_060024F0, &D_06000040, &this->limbDrawTbl, &this->transitionDrawTbl,
|
||||
10);
|
||||
SkelAnime_InitSV(globalCtx, &this->anime, &D_060024F0, &D_06000040,
|
||||
this->limbDrawTbl, this->transitionDrawTbl, 10);
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, func_800B3FC0, 25.0f);
|
||||
func_800B78B8(globalCtx, this, 0.0f, 0.0f, 0.0f, 4);
|
||||
func_800B78B8(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, 4);
|
||||
|
||||
if (EnPoFusen_CheckParent(this, globalCtx) == 0) {
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
@@ -144,8 +147,8 @@ u16 EnPoFusen_CheckCollision(EnPoFusen* this, GlobalContext* gCtx) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
CollisionCheck_SetOC(gCtx, &gCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetAC(gCtx, &gCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetOC(gCtx, &gCtx->colCheckCtx, &this->collider.base);
|
||||
CollisionCheck_SetAC(gCtx, &gCtx->colCheckCtx, &this->collider.base);
|
||||
|
||||
return 0;
|
||||
}
|
||||
@@ -272,10 +275,10 @@ s32 EnPoFusen_OverrideLimbDraw(GlobalContext* gCtx, s32 limbIndex, Gfx** dList,
|
||||
return 0;
|
||||
}
|
||||
|
||||
void EnPoFusen_PostLimbDraw(s32 arg0, s32 arg1, s32 arg2, s32 arg3) {
|
||||
void EnPoFusen_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* actor) {
|
||||
}
|
||||
|
||||
void EnPoFusen_UnkActorDraw(s32 arg0, s32 arg1, s32 arg2) {
|
||||
void EnPoFusen_UnkActorDraw(GlobalContext* globalCtx, s32 limbIndex, Actor* actor) {
|
||||
}
|
||||
|
||||
void EnPoFusen_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
@@ -27,9 +27,6 @@ typedef struct EnPoFusen {
|
||||
/* 0x270 */ s16 fuse;
|
||||
} EnPoFusen; // size = 0x274
|
||||
|
||||
extern SkeletonHeader D_06000040;
|
||||
extern AnimationHeader D_060024F0;
|
||||
|
||||
extern const ActorInit En_Po_Fusen_InitVars;
|
||||
|
||||
#endif // Z_EN_PO_FUSEN_H
|
||||
|
||||
@@ -31,7 +31,7 @@ extern Gfx D_06005458[];
|
||||
static ActorAnimationEntry animations[] = { { &D_0600788C, 1.0f, 0.0f, 0.0f, 0x00, 0.0f } };
|
||||
|
||||
void func_80C25D40(EnRsn* this) {
|
||||
func_800BDC5C(&this->skelAnime, &animations, 0);
|
||||
func_800BDC5C(&this->skelAnime, animations, 0);
|
||||
this->actionFunc = func_80C25D84;
|
||||
}
|
||||
|
||||
@@ -78,7 +78,7 @@ void EnRsn_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
||||
Vec3f sp18 = D_80C26028;
|
||||
|
||||
if (limbIndex == 14) {
|
||||
SysMatrix_MultiplyVector3fByState(&sp18, &this->actor.focus);
|
||||
SysMatrix_MultiplyVector3fByState(&sp18, &this->actor.focus.pos);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ void func_80BFCFA0(EnScopecoin* this, GlobalContext* globalCtx) {
|
||||
|
||||
void func_80BFCFB8(EnScopecoin* this, GlobalContext* globalCtx) {
|
||||
if (Actor_GetCollectibleFlag(globalCtx, (this->actor.params & 0x7F0) >> 4)) {
|
||||
Item_DropCollectible(globalCtx, &this->actor.world, 2);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, 2);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -81,7 +81,7 @@ void func_8093089C(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
s32 dropCount = func_800A8150(itemParam);
|
||||
|
||||
if (dropCount >= 0) {
|
||||
Item_DropCollectible(globalCtx, &this->actor.world, ((this->actor.params & 0x7F) << 8) | dropCount);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ((this->actor.params & 0x7F) << 8) | dropCount);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -124,7 +124,7 @@ void func_809308F4(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
arg5 = 0x20;
|
||||
}
|
||||
EffectSsKakera_Spawn(globalCtx, &pos, &vel, actorPos, -0xF0, arg5, 0x14, 0, 0,
|
||||
((Rand_ZeroOne() * 85.0f) + 15.0f), 0, 0, 0x3C, -1, GAMEPLAY_DANGEON_KEEP, &D_05018090);
|
||||
((Rand_ZeroOne() * 85.0f) + 15.0f), 0, 0, 0x3C, -1, GAMEPLAY_DANGEON_KEEP, D_05018090);
|
||||
}
|
||||
|
||||
func_800BBFB0(globalCtx, actorPos, 30.0f, 4, 0x14, 0x32, 0);
|
||||
@@ -172,20 +172,20 @@ void func_80930B60(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
|
||||
EffectSsKakera_Spawn(globalCtx, &pos, &vel, actorPos, -0xAA, arg5, 0x32, 5, 0,
|
||||
((Rand_ZeroOne() * 85.0f) + 15.0f), 0, 0, 0x46, -1, GAMEPLAY_DANGEON_KEEP, &D_05018090);
|
||||
((Rand_ZeroOne() * 85.0f) + 15.0f), 0, 0, 0x46, -1, GAMEPLAY_DANGEON_KEEP, D_05018090);
|
||||
}
|
||||
}
|
||||
|
||||
// EnTuboTrap_HandleImpact
|
||||
void func_80930DDC(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
Actor* player = PLAYER;
|
||||
Actor* player2 = PLAYER;
|
||||
ActorPlayer* player = PLAYER;
|
||||
ActorPlayer* player2 = PLAYER;
|
||||
|
||||
// in oot func_800F0568 is Audio_PlaySoundAtPosition
|
||||
|
||||
if (((this->actor.bgCheckFlags & 0x20) != 0) && (this->actor.yDistToWater > 15.0f)) {
|
||||
func_80930B60(this, globalCtx);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x2817);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x2817);
|
||||
func_8093089C(this, globalCtx);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
return;
|
||||
@@ -193,8 +193,8 @@ void func_80930DDC(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
if ((this->collider.base.atFlags & AT_BOUNCED) != 0) {
|
||||
this->collider.base.atFlags &= ~AT_BOUNCED;
|
||||
func_809308F4(this, globalCtx);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x1808);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x2887);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x1808);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x2887);
|
||||
func_8093089C(this, globalCtx);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
return;
|
||||
@@ -202,18 +202,18 @@ void func_80930DDC(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
if ((this->collider.base.acFlags & AC_HIT) != 0) {
|
||||
this->collider.base.acFlags &= ~AC_HIT;
|
||||
func_809308F4(this, globalCtx);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x2802);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x2887);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x2802);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x2887);
|
||||
func_8093089C(this, globalCtx);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
return;
|
||||
}
|
||||
if ((this->collider.base.atFlags & AT_HIT) != 0) {
|
||||
this->collider.base.atFlags &= ~AT_HIT;
|
||||
if (player == this->collider.base.at) {
|
||||
if (&player->base == this->collider.base.at) {
|
||||
func_809308F4(this, globalCtx);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x2887);
|
||||
func_800F0568(globalCtx, &player2->world, 0x28, 0x83E);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x2887);
|
||||
func_800F0568(globalCtx, &player2->base.world.pos, 0x28, 0x83E);
|
||||
func_8093089C(this, globalCtx);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
return;
|
||||
@@ -221,7 +221,7 @@ void func_80930DDC(EnTuboTrap* this, GlobalContext* globalCtx) {
|
||||
}
|
||||
if (((this->actor.bgCheckFlags & 8) != 0) || ((this->actor.bgCheckFlags & 1) != 0)) {
|
||||
func_809308F4(this, globalCtx);
|
||||
func_800F0568(globalCtx, &this->actor.world, 0x28, 0x2887);
|
||||
func_800F0568(globalCtx, &this->actor.world.pos, 0x28, 0x2887);
|
||||
func_8093089C(this, globalCtx);
|
||||
Actor_MarkForDeath(&this->actor);
|
||||
}
|
||||
|
||||
@@ -64,10 +64,10 @@ extern UNK_TYPE D_06000EC0;
|
||||
void EnWarpUzu_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
EnWarpUzu* this = THIS;
|
||||
|
||||
Actor_ProcessInitChain(&this->actor, &D_80A664EC);
|
||||
Actor_ProcessInitChain(&this->actor, D_80A664EC);
|
||||
Collider_InitAndSetCylinder(globalCtx, &this->collider, thisx, &D_80A664C0);
|
||||
thisx->targetMode = 0;
|
||||
func_80A66208(thisx, globalCtx);
|
||||
func_80A66208(this, globalCtx);
|
||||
}
|
||||
|
||||
void EnWarpUzu_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
@@ -83,8 +83,8 @@ void func_80A66208(EnWarpUzu* this, GlobalContext* globalCtx) {
|
||||
this->actor.textId = 0;
|
||||
Matrix_RotateY(this->actor.shape.rot.y, 0);
|
||||
SysMatrix_MultiplyVector3fByState(&D_80A664FC, &sp24);
|
||||
Math_Vec3f_Sum(&this->actor.world, &sp24, &this->actor.focus);
|
||||
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.shape);
|
||||
Math_Vec3f_Sum(&this->actor.world.pos, &sp24, &this->actor.focus.pos);
|
||||
Math_Vec3s_Copy(&this->actor.focus.rot, &this->actor.shape.rot);
|
||||
this->actionFunc = func_80A66278;
|
||||
}
|
||||
|
||||
@@ -129,7 +129,7 @@ void EnWarpUzu_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
this->actor.uncullZoneForward = 1000.0f;
|
||||
this->actionFunc(this, globalCtx);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
void EnWarpUzu_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
@@ -62,10 +62,10 @@ extern AnimatedMaterial D_06000E88;
|
||||
void ObjBoyo_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
ObjBoyo* this = THIS;
|
||||
|
||||
Actor_ProcessInitChain(&this->actor, &sInitChain);
|
||||
Actor_ProcessInitChain(&this->actor, sInitChain);
|
||||
Collider_InitCylinder(globalCtx, &this->collider);
|
||||
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
|
||||
Collider_UpdateCylinder(this, &this->collider);
|
||||
Collider_UpdateCylinder(&this->actor, &this->collider);
|
||||
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
|
||||
this->unk_190 = Lib_SegmentedToVirtual(&D_06000E88);
|
||||
}
|
||||
@@ -84,7 +84,7 @@ void ObjBoyo_UpdatePlayerBumpValues(ObjBoyo* this, ActorPlayer* target) {
|
||||
|
||||
void ObjBoyo_UpdatePirateBumpValues(ObjBoyo* src, EnKaizoku* target) {
|
||||
target->unk_2F0 = 30.0f;
|
||||
target->unk_2F4 = Actor_YawBetweenActors(src, target);
|
||||
target->unk_2F4 = Actor_YawBetweenActors(&src->actor, &target->actor);
|
||||
}
|
||||
|
||||
void ObjBoyo_UpdateBombBumpValues(ObjBoyo* src, EnBom* target) {
|
||||
@@ -92,9 +92,9 @@ void ObjBoyo_UpdateBombBumpValues(ObjBoyo* src, EnBom* target) {
|
||||
}
|
||||
|
||||
BumperCollideInfo sBumperCollideInfo[] = {
|
||||
{ ACTOR_PLAYER, ObjBoyo_UpdatePlayerBumpValues },
|
||||
{ ACTOR_EN_KAIZOKU, ObjBoyo_UpdatePirateBumpValues },
|
||||
{ ACTOR_EN_BOM, ObjBoyo_UpdateBombBumpValues },
|
||||
{ ACTOR_PLAYER, (BumperCollideActorFunc)ObjBoyo_UpdatePlayerBumpValues },
|
||||
{ ACTOR_EN_KAIZOKU, (BumperCollideActorFunc)ObjBoyo_UpdatePirateBumpValues },
|
||||
{ ACTOR_EN_BOM, (BumperCollideActorFunc)ObjBoyo_UpdateBombBumpValues },
|
||||
};
|
||||
|
||||
Actor* ObjBoyo_GetCollidedActor(ObjBoyo* this, GlobalContext* globalCtx, s32* num) {
|
||||
@@ -126,7 +126,7 @@ void ObjBoyo_Update(Actor* thisx, GlobalContext* globalCtx2) {
|
||||
Actor* target;
|
||||
s32 num;
|
||||
|
||||
target = ObjBoyo_GetCollidedActor(thisx, globalCtx, &num);
|
||||
target = ObjBoyo_GetCollidedActor(this, globalCtx, &num);
|
||||
|
||||
if (target != NULL) {
|
||||
sBumperCollideInfo[num].actorCollideFunc(this, (void*)target);
|
||||
|
||||
@@ -32,7 +32,7 @@ extern UNK_TYPE D_06003478;
|
||||
void ObjKepnKoya_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
ObjKepnKoya* this = THIS;
|
||||
|
||||
Actor_ProcessInitChain(&this->dyna.actor, &D_80C07C40);
|
||||
Actor_ProcessInitChain(&this->dyna.actor, D_80C07C40);
|
||||
Actor_SetScale(&this->dyna.actor, 0.1f);
|
||||
BcCheck3_BgActorInit(&this->dyna, 0);
|
||||
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_0600805C);
|
||||
|
||||
@@ -94,7 +94,7 @@ void ObjLightswitch_InitCollider(ObjLightswitch* this, GlobalContext* globalCtx)
|
||||
this->actor.colChkInfo.mass = 0xFF;
|
||||
SysMatrix_SetStateRotationAndTranslation(
|
||||
this->actor.world.pos.x, this->actor.world.pos.y + (this->actor.shape.yOffset * this->actor.scale.y),
|
||||
this->actor.world.pos.z, &this->actor.shape);
|
||||
this->actor.world.pos.z, &this->actor.shape.rot);
|
||||
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, 1);
|
||||
Collider_UpdateSpheres(0, &this->collider);
|
||||
}
|
||||
@@ -185,7 +185,7 @@ void ObjLightswitch_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
|
||||
switchFlagResult = Flags_GetSwitch(globalCtx, GET_LIGHTSWITCH_SWITCHFLAG(this));
|
||||
isTriggered = 0;
|
||||
Actor_ProcessInitChain(&this->actor, &sInitChain);
|
||||
Actor_ProcessInitChain(&this->actor, sInitChain);
|
||||
Actor_SetHeight(&this->actor, 0.0f);
|
||||
|
||||
if (switchFlagResult != 0) {
|
||||
@@ -390,8 +390,8 @@ void ObjLightswitch_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
this->actionFunc(this, globalCtx);
|
||||
if (this->actor.update != 0) {
|
||||
this->previousACFlags = this->collider.base.acFlags;
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider);
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -3,11 +3,11 @@
|
||||
|
||||
#include <global.h>
|
||||
|
||||
struct ObjLightswitch;
|
||||
|
||||
typedef void (*ObjLightswitchActionFunc)(struct ObjLightswitch*, GlobalContext*);
|
||||
typedef void (*ObjLightswitchSetupFunc)(struct ObjLightswitch*);
|
||||
|
||||
struct ObjLightswitch;
|
||||
|
||||
typedef struct ObjLightswitch {
|
||||
/* 0x000 */ Actor actor;
|
||||
/* 0x144 */ ColliderJntSph collider;
|
||||
|
||||
@@ -28,12 +28,12 @@ static InitChainEntry D_80ADEB50[] = {
|
||||
};
|
||||
|
||||
extern CollisionHeader D_06000AD0;
|
||||
extern UNK_TYPE D_06000140;
|
||||
extern Gfx D_06000140[];
|
||||
|
||||
void ObjVisiblock_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
ObjVisiblock* this = THIS;
|
||||
|
||||
Actor_ProcessInitChain(this, D_80ADEB50);
|
||||
Actor_ProcessInitChain(&this->dyna.actor, D_80ADEB50);
|
||||
BcCheck3_BgActorInit(&this->dyna, 0);
|
||||
BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000AD0);
|
||||
}
|
||||
@@ -45,5 +45,5 @@ void ObjVisiblock_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
}
|
||||
|
||||
void ObjVisiblock_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
func_800BE03C(globalCtx, &D_06000140);
|
||||
func_800BE03C(globalCtx, D_06000140);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user