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https://github.com/zeldaret/oot
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Big actor cleanup (fixed) (#69)
* Started doing cleanup * did more work * did more migration * migrated more rodata and worked on some structs * did more work * Removal of ROOM field from initvars, some rodata migration, some string decompilation * General update * Decompiled vt strings * Tool work * Tool improvements * 270 overlay rodata files remaining * better float handling * floats * Many more floats * migrated boss_mo * assorted fixes * Migrated 10 * tool improvements * migrated 10 * 10 more * 1 more * did a few more * fixes * 10 more * more floats * Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed. * removed changes made to script by accident * migrated largest rodata - ovl_fishing * Did some more * 114 remaining * 99 left ! * almost done migrating rodata * did some more, done for tonight * almost done, tried add support to the script for z_player * All possible rodata migrated in actor overlays * update * removed static from all overlays, ran format.sh * Removed unknown actor structs * converted a few floats * Added new lines to header files that were missing them. Removed unused asm files * Removed unused asm files * Formatting newlines Further formatting spacing .float spacing More space formatting More spacing formatting Removing .balign 4 after floats Co-authored-by: Ethan Roseman <ethteck@gmail.com>
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@@ -32,7 +32,6 @@ typedef void (*ActorFunc)(struct Actor*, struct GlobalContext*);
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typedef struct {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 type; // Classifies actor and determines when actor will execute
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/* 0x03 */ u8 room; // Room instance was spawned in. If value set to FF in rom, instance does not despawn when swapping rooms
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/* 0x04 */ u32 flags;
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/* 0x08 */ s16 objectId;
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/* 0x0C */ u32 instanceSize;
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