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https://github.com/zeldaret/oot
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Reduce overlay dependencies on global.h (3) (#2449)
* kill more global.h references * .format.py * bss * ique
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@@ -183,8 +183,6 @@ void DebugCamera_Reset(Camera* cam, DebugCam* debugCam);
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void func_800BB0A0(f32 u, Vec3f* pos, f32* roll, f32* viewAngle, f32* point0, f32* point1, f32* point2, f32* point3);
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s32 func_800BB2B4(Vec3f* pos, f32* roll, f32* fov, CutsceneCameraPoint* point, s16* keyFrame, f32* curFrame);
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s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
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s32 func_800C0DB4(PlayState* this, Vec3f* pos);
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void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
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void PreRender_Init(PreRender* this);
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void PreRender_SetValues(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf);
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@@ -87,9 +87,6 @@
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#include "libc64/sleep.h"
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#include "libc64/sprintf.h"
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#include "libu64/debug.h"
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#include "z64debug_display.h"
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#include "z64draw.h"
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#include "z_en_item00.h"
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#define SCREEN_WIDTH 320
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#define SCREEN_HEIGHT 240
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@@ -148,6 +148,8 @@ void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);
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void Play_TriggerVoidOut(PlayState* this);
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void Play_TriggerRespawn(PlayState* this);
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int Play_CamIsNotFixed(PlayState* this);
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s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
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s32 func_800C0DB4(PlayState* this, Vec3f* pos);
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#if DEBUG_FEATURES
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extern void* gDebugCutsceneScript;
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