mirror of
https://github.com/zeldaret/oot
synced 2026-10-06 21:18:25 -04:00
Fix misc 25 (#2829)
* #ifndef ENVIRONMENT_H_ -> #ifndef ENVIRONMENT_H (remove trailing underscore) * rm from makefile suggestion about additional assets/ folder (just use assets/) * BgCheck_AnyLineTest 1-3 : change 0/1 args in calls to false/true * func_8083C6B8 returns bool * parens cleanup * fix typos * cleanup UNK_TYPE uses * fix ACTOR_ID_MAX value comment * EnDh.limbRotTable -> morphTable * some xml formatting * bool -> s32 * shadowAlpha = 0xFF -> 255 * EnRu1_SetPlatformCamSetting/EnRu1_GetPlatformCamSetting: use CAM_SET_ * rm leading & in extracted references to jfif data arrays * remove references to zapd * gPoeComposerFlatHeadDL_000060E0_Tex -> object_po_composer_000060E0_Tex in HACK_no_warn_bad_dims_Texs * correct SKYBOX_CUTSCENE_MAP comment
This commit is contained in:
@@ -823,7 +823,6 @@ $(BUILD_DIR)/src/%.o: PREPROCESS := ./tools/preprocess.sh -v $(VERSION) -i $(ICO
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endif
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else
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# Note that if adding additional assets directories for modding reasons these flags must also be used there
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$(BUILD_DIR)/assets/%.o: CFLAGS += -fno-zero-initialized-in-bss -fno-toplevel-reorder
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$(BUILD_DIR)/src/%.o: CFLAGS += -fexec-charset=euc-jp
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$(BUILD_DIR)/src/libultra/libc/ll.o: OPTFLAGS := -Ofast
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@@ -91,16 +91,16 @@
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<Texture Name="gGraveyardKidTLUT" Format="rgba16" Width="16" Height="16" Offset="0x1970"/>
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<Texture Name="gGraveyardKidGradientTex" Format="ci8" Width="8" Height="8" Offset="0x1B70" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidPantsTex' Format="ci8" Width="16" Height="16" Offset="0x3C70" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidBoot1Tex' Format="ci8" Width="8" Height="16" Offset="0x3BF0" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidBoot2Tex' Format="ci8" Width="8" Height="8" Offset="0x3BB0" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidHairTex' Format="ci8" Width="16" Height="16" Offset="0x1BB0" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidEarTex' Format="ci8" Width="8" Height="8" Offset="0x1CB0" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidNoseTex' Format="ci8" Width="8" Height="8" Offset="0x1CF0" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidMouthTex' Format="rgba16" Width="32" Height="16" Offset="0x1D30"/>
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<Texture Name='gGraveyardKidShirt1Tex' Format="ci8" Width="16" Height="16" Offset="0x3A30" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidShirt2Tex' Format="ci8" Width="8" Height="8" Offset="0x3B30" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidFingersTex' Format="ci8" Width="16" Height="16" Offset="0x3930" TlutOffset="0x1970"/>
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<Texture Name='gGraveyardKidStickTex' Format="ci8" Width="8" Height="8" Offset="0x3B70" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidPantsTex" Format="ci8" Width="16" Height="16" Offset="0x3C70" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidBoot1Tex" Format="ci8" Width="8" Height="16" Offset="0x3BF0" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidBoot2Tex" Format="ci8" Width="8" Height="8" Offset="0x3BB0" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidHairTex" Format="ci8" Width="16" Height="16" Offset="0x1BB0" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidEarTex" Format="ci8" Width="8" Height="8" Offset="0x1CB0" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidNoseTex" Format="ci8" Width="8" Height="8" Offset="0x1CF0" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidMouthTex" Format="rgba16" Width="32" Height="16" Offset="0x1D30"/>
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<Texture Name="gGraveyardKidShirt1Tex" Format="ci8" Width="16" Height="16" Offset="0x3A30" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidShirt2Tex" Format="ci8" Width="8" Height="8" Offset="0x3B30" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidFingersTex" Format="ci8" Width="16" Height="16" Offset="0x3930" TlutOffset="0x1970"/>
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<Texture Name="gGraveyardKidStickTex" Format="ci8" Width="8" Height="8" Offset="0x3B70" TlutOffset="0x1970"/>
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</File>
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</Root>
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@@ -21,9 +21,8 @@
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<Texture Name="gGerudoRedEyeHalfTex" Format="ci8" Width="32" Height="32" Offset="0x65A8" TlutOffset="0x5D30"/>
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<Texture Name="gGerudoRedEyeShutTex" Format="ci8" Width="32" Height="32" Offset="0x6D28" TlutOffset="0x5D30"/>
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<!-- These hints are currently needed for ZAPD to extract the textures properly. -->
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<Texture Name="sGerudoRedTexHint1" Format="rgba16" Width="18" Height="14" Offset="0x5D30"/>
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<Texture Name="sGerudoRedTexHint2" Format="ci8" Width="8" Height="8" Offset="0x5F28" TlutOffset="0x5D30"/>
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<Texture Name="sGerudoRed_5D30_TLUT" Format="rgba16" Width="18" Height="14" Offset="0x5D30"/>
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<Texture Name="sGerudoRed_5F28_Tex" Format="ci8" Width="8" Height="8" Offset="0x5F28" TlutOffset="0x5D30"/>
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<!-- Vertices -->
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<Array Name="object_geldb_Vtx_002C00" Count="30" Offset="0x2C00">
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@@ -5,7 +5,7 @@
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<Vtx/>
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</Array>
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<DList Name="gGoldenGoddessAuraDL" Offset="0x0330"/>
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<Texture Name="gGoldenGoddessAuraHTailTex" Format="i8" Width="32" Height="32" Offset="0x0530"/>
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<Texture Name="gGoldenGoddessAuraTailTex" Format="i8" Width="32" Height="32" Offset="0x0530"/>
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<Texture Name="gGoldenGoddessAuraHeadTex" Format="i8" Width="64" Height="64" Offset="0x0930"/>
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<Texture Name="gGoldenGoddessAuraMaskTex" Format="i8" Width="16" Height="96" Offset="0x1930"/>
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<Array Name="gGoldenGoddessBodyVtx" Count="466" Offset="0x1F30">
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@@ -1,6 +1,6 @@
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<Root>
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<File Name="object_oA11" Segment="6">
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<!-- The commented limbs references dlists past this object size, making ZAPD crash. -->
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<!-- The commented limbs references dlists past this object size, causing extraction to fail if uncommented. -->
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<!-- This object is not used in-game. -->
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<Limb Name="object_oA11_Limb_000000" LimbType="Standard" Offset="0x0"/>
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@@ -1,6 +1,6 @@
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<Root>
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<File Name="object_oB2" Segment="6">
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<!-- The commented limbs references dlists in a wrong offset, making ZAPD crash. -->
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<!-- The commented limbs references dlists in a wrong offset, causing extraction to fail if uncommented. -->
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<!-- This object is not used in-game. -->
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<Limb Name="object_oB2_Limb_000000" LimbType="Standard" Offset="0x0"/>
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@@ -1,10 +1,10 @@
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<Root>
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<File Name="nintendo_rogo_static" Segment="1">
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<File Name="nintendo_rogo_static" Segment="1">
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<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
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<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
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<Array Name="gNintendo64LogoVtx" Count="186" Offset="0x1C00">
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<Vtx/>
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</Array>
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<DList Name="gNintendo64LogoDL" Offset="0x27A0"/>
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</File>
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</File>
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</Root>
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@@ -1,10 +1,10 @@
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<Root>
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<File Name="nintendo_rogo_static" Segment="1">
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<File Name="nintendo_rogo_static" Segment="1">
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<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
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<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
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<Array Name="gNintendo64LogoVtx" Count="178" Offset="0x1C00">
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<Vtx/>
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</Array>
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<DList Name="gNintendo64LogoDL" Offset="0x2720"/>
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</File>
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</File>
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</Root>
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@@ -1,8 +1,5 @@
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# Building on macOS
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**N.B.** C++17 is required to build the asset processing program that we use (ZAPD), so check your OS version can support this before proceeding.
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## 1. Dependencies
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For macOS, use Homebrew to install the following dependencies:
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@@ -12,7 +12,7 @@ struct PlayState;
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typedef enum ActorID {
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#include "tables/actor_table.h"
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/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
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/* 0x01D7 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
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} ActorID;
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#undef DEFINE_ACTOR
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@@ -1,5 +1,5 @@
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#ifndef ENVIRONMENT_H_
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#define ENVIRONMENT_H_
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#ifndef ENVIRONMENT_H
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#define ENVIRONMENT_H
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#include "z_math.h"
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#include "light.h"
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+2
-2
@@ -72,8 +72,8 @@ typedef struct struct_801E0D18 {
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/* 0x00 */ LEOCmd unk_00;
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/* 0x1C */ OSMesgQueue unk_1C;
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/* 0x38 */ LEODiskID diskId;
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/* 0x58 */ UNK_TYPE unk_58;
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/* 0x5C */ UNK_TYPE unk_5C;
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/* 0x58 */ s32 unk_58;
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/* 0x5C */ s32 unk_5C;
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/* 0x60 */ u32 unk_60;
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/* 0x64 */ u8 unk_64;
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/* 0x65 */ u8 unk_65;
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+7
-7
@@ -71,12 +71,12 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable);
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* @param callback callback to run before rumble state is updated for the current VI
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* @param arg the argument to pass to the callback
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*
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* @see PADMGR_UNSET_RETRACE_CALLACK
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* @see PADMGR_UNSET_RETRACE_CALLBACK
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*/
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#define PADMGR_SET_RETRACE_CALLACK(padmgr, callback, arg) \
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do { \
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(padmgr)->retraceCallback = (callback); \
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(padmgr)->retraceCallbackArg = (arg); \
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#define PADMGR_SET_RETRACE_CALLBACK(padmgr, callback, arg) \
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do { \
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(padmgr)->retraceCallback = (callback); \
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(padmgr)->retraceCallbackArg = (arg); \
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} while (0)
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/**
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@@ -85,9 +85,9 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable);
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* @param callback the callback to unset, if it is set
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* @param arg the argument to unset, if it is set
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*
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* @see PADMGR_SET_RETRACE_CALLACK
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* @see PADMGR_SET_RETRACE_CALLBACK
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*/
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#define PADMGR_UNSET_RETRACE_CALLACK(padmgr, callback, arg) \
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#define PADMGR_UNSET_RETRACE_CALLBACK(padmgr, callback, arg) \
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if ((padmgr)->retraceCallback == (callback) && (padmgr)->retraceCallbackArg == (arg)) { \
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(padmgr)->retraceCallback = NULL; \
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(padmgr)->retraceCallbackArg = NULL; \
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+1
-1
@@ -68,7 +68,7 @@ typedef struct Scheduler {
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} Scheduler; // size = 0x258
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void Sched_Notify(Scheduler* sc);
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void Sched_Init(Scheduler* sc, void* stack, OSPri priority, u8 viModeType, UNK_TYPE arg4, IrqMgr* irqMgr);
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void Sched_Init(Scheduler* sc, void* stack, OSPri priority, u8 viModeType, s32 arg4, IrqMgr* irqMgr);
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void Sched_FlushTaskQueue(void);
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extern Scheduler gScheduler;
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@@ -2368,10 +2368,10 @@ void Audio_Update(void) {
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}
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}
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void func_800F3138(UNUSED UNK_TYPE arg0) {
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void func_800F3138(UNUSED s32 arg0) {
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}
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void func_800F3140(UNUSED UNK_TYPE arg0, UNUSED UNK_TYPE arg1) {
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void func_800F3140(UNUSED s32 arg0, UNUSED s32 arg1) {
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}
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void func_800F314C(s8 seqId) {
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+1
-2
@@ -689,8 +689,7 @@ void Sched_ThreadEntry(void* arg) {
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}
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}
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void Sched_Init(Scheduler* sc, void* stack, OSPri priority, UNUSED u8 viModeType, UNUSED UNK_TYPE arg4,
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IrqMgr* irqMgr) {
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void Sched_Init(Scheduler* sc, void* stack, OSPri priority, UNUSED u8 viModeType, UNUSED s32 arg4, IrqMgr* irqMgr) {
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bzero(sc, sizeof(Scheduler));
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sc->isFirstSwap = true;
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+7
-7
@@ -1268,7 +1268,7 @@ void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2) {
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}
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/**
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* Chcek if the player is facing the specified actor.
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* Check if the player is facing the specified actor.
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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*/
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play) {
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@@ -1283,7 +1283,7 @@ s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play) {
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}
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/**
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* Chcek if `actorB` is facing `actorA`.
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* Check if `actorB` is facing `actorA`.
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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*
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* This function is unused in the original game.
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@@ -1299,7 +1299,7 @@ s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle) {
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}
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/**
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* Chcek if the specified actor is facing the player.
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* Check if the specified actor is facing the player.
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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*/
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s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
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@@ -1313,7 +1313,7 @@ s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
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}
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/**
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* Chcek if `actorA` is facing `actorB`.
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* Check if `actorA` is facing `actorB`.
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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*
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* This function is unused in the original game.
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@@ -1329,7 +1329,7 @@ s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle) {
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}
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/**
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* Chcek if the specified actor is facing the player and is nearby.
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* Check if the specified actor is facing the player and is nearby.
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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* The minimum distance that qualifies as "nearby" is specified by `range`.
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*/
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@@ -1348,7 +1348,7 @@ s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle) {
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}
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/**
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* Chcek if `actorA` is facing `actorB` and is nearby.
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* Check if `actorA` is facing `actorB` and is nearby.
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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* The minimum distance that qualifies as "nearby" is specified by `range`.
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*/
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@@ -3852,7 +3852,7 @@ void Actor_ChangeCategory(PlayState* play, ActorContext* actorCtx, Actor* actor,
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/**
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* Checks if a hookshot or arrow actor is going to collide with the cylinder denoted by the
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* actor's `cylRadius` and `cylHeight`.
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* The check is only peformed if the projectile actor is within the provided sphere radius.
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* The check is only performed if the projectile actor is within the provided sphere radius.
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*
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* Returns the actor if there will be collision, NULL otherwise.
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*/
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+1
-1
@@ -971,7 +971,7 @@ void Camera_UpdateInterface(s16 interfaceField) {
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Vec3f Camera_BGCheckCorner(Vec3f* linePointA, Vec3f* linePointB, CamColChk* pointAColChk, CamColChk* pointBColChk) {
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Vec3f closestPoint;
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UNUSED_NDEBUG bool result;
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UNUSED_NDEBUG s32 result;
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result = func_800427B4(pointAColChk->poly, pointBColChk->poly, linePointA, linePointB, &closestPoint);
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#if DEBUG_FEATURES
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@@ -141,7 +141,7 @@ u16 sNextTextId = 0;
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s16 sTextIsCredits = false;
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#if PLATFORM_GC && OOT_PAL
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UNK_TYPE D_8014B30C = 0;
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UNUSED static s32 D_8014B30C = 0;
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#endif
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s16 sLastPlayedSong = 0xFF;
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@@ -1604,7 +1604,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
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if (1) {}
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if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
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if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, true, true, true, true, &bgId)) {
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OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2572);
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OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
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+2
-2
@@ -116,13 +116,13 @@ void Rumble_Request(f32 distSq, u8 sourceStrength, u8 duration, u8 decreaseRate)
|
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|
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void Rumble_Init(void) {
|
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RumbleMgr_Init(&sRumbleMgr);
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PADMGR_SET_RETRACE_CALLACK(&gPadMgr, Rumble_Update, NULL);
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PADMGR_SET_RETRACE_CALLBACK(&gPadMgr, Rumble_Update, NULL);
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}
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|
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void Rumble_Destroy(void) {
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PadMgr* padmgr = &gPadMgr;
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PADMGR_UNSET_RETRACE_CALLACK(padmgr, Rumble_Update, NULL);
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PADMGR_UNSET_RETRACE_CALLBACK(padmgr, Rumble_Update, NULL);
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RumbleMgr_Destroy(&sRumbleMgr);
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}
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@@ -93,7 +93,7 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
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gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[6]); // +x face
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gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[8]); // +y face
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if (skyboxId == SKYBOX_CUTSCENE_MAP) {
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// Skip the bottom face in the cutscene map
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// Only draw the bottom face in the cutscene map
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gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[10]); // -y face
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}
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||||
}
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|
||||
@@ -93,7 +93,7 @@ s32 func_801C8000(struct_801D9D50* arg0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
void func_801C819C(UNK_TYPE arg0) {
|
||||
void func_801C819C(s32 arg0) {
|
||||
if (arg0 != 0) {
|
||||
D_801D2E60 = 1;
|
||||
} else {
|
||||
|
||||
+1
-1
@@ -59,7 +59,7 @@ STACK(B_801D9F88, 0x1000);
|
||||
StackEntry B_801DAF88;
|
||||
STACK(B_801DAFA8, 0x1000);
|
||||
StackEntry B_801DBFA8;
|
||||
UNK_TYPE B_801DBFC4; // unused?
|
||||
UNUSED static s32 B_801DBFC4;
|
||||
|
||||
u32 func_801C6E80(void) {
|
||||
#if OOT_NTSC
|
||||
|
||||
@@ -45,7 +45,7 @@ ActorProfile Bg_Mjin_Profile = {
|
||||
/**/ NULL,
|
||||
};
|
||||
|
||||
extern UNK_TYPE D_06000000;
|
||||
extern u64 D_06000000[];
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_CONTINUE),
|
||||
@@ -121,7 +121,7 @@ void BgMjin_Draw(Actor* thisx, PlayState* play) {
|
||||
gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[objectSlot].segment);
|
||||
}
|
||||
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(&D_06000000));
|
||||
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_06000000));
|
||||
dlist = gWarpPadBaseDL;
|
||||
} else {
|
||||
dlist = gOcarinaWarpPadDL;
|
||||
|
||||
@@ -227,7 +227,7 @@ void BgSpot00Hanebasi_Update(Actor* thisx, PlayState* play) {
|
||||
|
||||
if ((player->actor.world.pos.x > -450.0f) && (player->actor.world.pos.x < 450.0f) &&
|
||||
(player->actor.world.pos.z > 1080.0f) && (player->actor.world.pos.z < 1700.0f) &&
|
||||
(!(Play_InCsMode(play)))) {
|
||||
!Play_InCsMode(play)) {
|
||||
SET_EVENTCHKINF(EVENTCHKINF_ZELDA_FLED_CASTLE);
|
||||
Flags_SetEventChkInf(EVENTCHKINF_82);
|
||||
this->actionFunc = BgSpot00Hanebasi_DoNothing;
|
||||
|
||||
@@ -344,8 +344,7 @@ static EnZl3* sZelda;
|
||||
|
||||
static Actor* D_8090EB30;
|
||||
|
||||
// unused
|
||||
static UNK_TYPE D_8090EB34;
|
||||
UNUSED static s32 D_8090EB34;
|
||||
|
||||
static BossGanon2Effect sEffects[BOSS_GANON2_EFFECT_COUNT];
|
||||
|
||||
@@ -353,8 +352,7 @@ static s32 sSeed1;
|
||||
static s32 sSeed2;
|
||||
static s32 sSeed3;
|
||||
|
||||
// unused
|
||||
static UNK_TYPE D_809105DC;
|
||||
UNUSED static s32 D_809105DC;
|
||||
|
||||
static Vec3f D_809105D8[4];
|
||||
|
||||
|
||||
@@ -516,7 +516,7 @@ void func_80985B34(DemoIm* this, PlayState* play) {
|
||||
DemoIm_SpawnLightBall(this, play);
|
||||
this->unk_270 = 1;
|
||||
}
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -911,7 +911,7 @@ void func_80986BA0(DemoIm* this, PlayState* play) {
|
||||
this->action = 21;
|
||||
this->drawConfig = 1;
|
||||
this->unk_280 = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -926,7 +926,7 @@ void func_80986BF8(DemoIm* this, PlayState* play) {
|
||||
this->action = 24;
|
||||
this->drawConfig = 1;
|
||||
this->unk_280 = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -947,7 +947,7 @@ void func_80986CC8(DemoIm* this) {
|
||||
this->action = 26;
|
||||
this->drawConfig = 1;
|
||||
this->unk_280 = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -471,7 +471,7 @@ void DemoSa_SageMagic_CheckFadeOut(DemoSa* this, PlayState* play) {
|
||||
DemoSa_SageMagic_SpawnLightBall(this, play);
|
||||
this->isLightBall = true;
|
||||
}
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -701,7 +701,7 @@ void DemoSa_CsBridge_LookAtLink(DemoSa* this, PlayState* play) {
|
||||
this->action = DEMOSA_ACTION_BRIDGE_LOOKING_SAD;
|
||||
this->drawConfig = DEMOSA_DRAW_OPA;
|
||||
this->isHoldingOcarina = false;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
DemoSa_SetEyes(this, SARIA_EYE_SAD);
|
||||
}
|
||||
@@ -711,7 +711,7 @@ void DemoSa_CsBridge_CheckFadeFinished(DemoSa* this) {
|
||||
this->action = DEMOSA_ACTION_BRIDGE_LOOKING_SAD;
|
||||
this->drawConfig = DEMOSA_DRAW_OPA;
|
||||
this->isHoldingOcarina = false;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -720,7 +720,7 @@ void DemoSa_CsBridge_ClutchOcarina(DemoSa* this) {
|
||||
this->action = DEMOSA_ACTION_BRIDGE_CLUTCH_OCARINA;
|
||||
this->drawConfig = DEMOSA_DRAW_OPA;
|
||||
this->isHoldingOcarina = true;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
DemoSa_SetEyes(this, SARIA_EYE_CLOSED);
|
||||
}
|
||||
|
||||
@@ -729,7 +729,7 @@ void DemoSa_CsBridge_GiveOcarina(DemoSa* this) {
|
||||
this->action = DEMOSA_ACTION_BRIDGE_GIVE_OCARINA;
|
||||
this->drawConfig = DEMOSA_DRAW_OPA;
|
||||
this->isHoldingOcarina = true;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void DemoSa_CsBridge_HoldOutOcarina(DemoSa* this, s32 animFinished) {
|
||||
|
||||
@@ -91,7 +91,7 @@ static InitChainEntry sInitChain[] = {
|
||||
ICHAIN_U8(attentionRangeType, ATTENTION_RANGE_0, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
UNUSED static UNK_TYPE sUnused;
|
||||
UNUSED static s32 sUnused;
|
||||
|
||||
void EnBox_SetupAction(EnBox* this, EnBoxActionFunc actionFunc) {
|
||||
this->actionFunc = actionFunc;
|
||||
|
||||
@@ -243,8 +243,8 @@ void func_809CEA24(EnBw* this, PlayState* play) {
|
||||
this->color1.g = sp60;
|
||||
}
|
||||
if ((((play->gameplayFrames % 4) == (u32)this->actor.params) && (this->actor.speed != 0.0f) &&
|
||||
(sp64 =
|
||||
BgCheck_AnyLineTest2(&play->colCtx, &this->actor.world.pos, &this->unk_264, &sp68, &sp74, 1, 0, 0, 1))) ||
|
||||
(sp64 = BgCheck_AnyLineTest2(&play->colCtx, &this->actor.world.pos, &this->unk_264, &sp68, &sp74, true, false,
|
||||
false, true))) ||
|
||||
(this->unk_222 == 0)) {
|
||||
if (sp74 != NULL) {
|
||||
sp74 = SEGMENTED_TO_VIRTUAL(sp74);
|
||||
@@ -253,10 +253,12 @@ void func_809CEA24(EnBw* this, PlayState* play) {
|
||||
sp62 = this->actor.world.rot.y + 0x8000;
|
||||
}
|
||||
if ((this->unk_236 != sp62) || (sp64 == 0)) {
|
||||
if (BgCheck_AnyLineTest2(&play->colCtx, &this->unk_270, &this->unk_288, &sp68, &sp74, 1, 0, 0, 1)) {
|
||||
if (BgCheck_AnyLineTest2(&play->colCtx, &this->unk_270, &this->unk_288, &sp68, &sp74, true, false, false,
|
||||
true)) {
|
||||
sp64 |= 2;
|
||||
}
|
||||
if (BgCheck_AnyLineTest2(&play->colCtx, &this->unk_270, &this->unk_27C, &sp68, &sp74, 1, 0, 0, 1)) {
|
||||
if (BgCheck_AnyLineTest2(&play->colCtx, &this->unk_270, &this->unk_27C, &sp68, &sp74, true, false, false,
|
||||
true)) {
|
||||
sp64 |= 4;
|
||||
}
|
||||
switch (sp64) {
|
||||
@@ -326,7 +328,7 @@ void func_809CEA24(EnBw* this, PlayState* play) {
|
||||
}
|
||||
} else if (this->unk_221 == 0) {
|
||||
sp64 = BgCheck_AnyLineTest2(&play->colCtx, &this->actor.world.pos, &player->actor.world.pos, &sp68, &sp74,
|
||||
1, 0, 0, 1);
|
||||
true, false, false, true);
|
||||
if (sp64 != 0) {
|
||||
sp74 = SEGMENTED_TO_VIRTUAL(sp74);
|
||||
sp60 = RAD_TO_BINANG(Math_FAtan2F(sp74->normal.x, sp74->normal.z));
|
||||
|
||||
@@ -90,8 +90,8 @@ static ColliderCylinderInit sLaserCylinderInit = {
|
||||
{ 15, 30, 10, { 0, 0, 0 } },
|
||||
};
|
||||
|
||||
UNUSED static UNK_TYPE4 D_809D5C98 = 0;
|
||||
UNUSED static UNK_TYPE4 D_809D5C9C = 0;
|
||||
UNUSED static s32 D_809D5C98 = 0;
|
||||
UNUSED static s32 D_809D5C9C = 0;
|
||||
|
||||
static EnClearTagEffect sEffects[CLEAR_TAG_EFFECT_COUNT];
|
||||
|
||||
|
||||
@@ -171,7 +171,7 @@ void EnDh_Init(Actor* thisx, PlayState* play) {
|
||||
Actor_ProcessInitChain(&this->actor, sInitChain);
|
||||
this->actor.colChkInfo.damageTable = &D_809EC620;
|
||||
SkelAnime_InitFlex(play, &this->skelAnime, &object_dh_Skel_007E88, &object_dh_Anim_005880, this->jointTable,
|
||||
this->limbRotTable, 16);
|
||||
this->morphTable, 16);
|
||||
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 64.0f);
|
||||
this->actor.params = ENDH_WAIT_UNDERGROUND;
|
||||
this->actor.colChkInfo.mass = MASS_HEAVY;
|
||||
|
||||
@@ -12,7 +12,7 @@ typedef struct EnDh {
|
||||
/* 0x0000 */ Actor actor;
|
||||
/* 0x014C */ SkelAnime skelAnime;
|
||||
/* 0x0170 */ Vec3s jointTable[16];
|
||||
/* 0x01F0 */ Vec3s limbRotTable[16];
|
||||
/* 0x01F0 */ Vec3s morphTable[16];
|
||||
/* 0x0250 */ u8 actionState;
|
||||
/* 0x0251 */ u8 retreat;
|
||||
/* 0x0252 */ u8 drawDirtWave;
|
||||
|
||||
@@ -345,7 +345,7 @@ void EnElf_Init(Actor* thisx, PlayState* play) {
|
||||
Actor_ProcessInitChain(thisx, sInitChain);
|
||||
SkelAnime_Init(play, &this->skelAnime, &gFairySkel, &gFairyAnim, this->jointTable, this->morphTable, 15);
|
||||
ActorShape_Init(&thisx->shape, 0.0f, NULL, 15.0f);
|
||||
thisx->shape.shadowAlpha = 0xFF;
|
||||
thisx->shape.shadowAlpha = 255;
|
||||
|
||||
Lights_PointGlowSetInfo(&this->lightInfoGlow, thisx->world.pos.x, thisx->world.pos.y, thisx->world.pos.z, 255, 255,
|
||||
255, 0);
|
||||
|
||||
@@ -498,7 +498,7 @@ void EnFd_Destroy(Actor* thisx, PlayState* play) {
|
||||
void EnFd_Reappear(EnFd* this, PlayState* play) {
|
||||
this->actor.world.pos = this->actor.home.pos;
|
||||
this->actor.params = 0;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->coreActive = false;
|
||||
this->actor.scale.y = 0.0f;
|
||||
this->fadeAlpha = 255.0f;
|
||||
|
||||
@@ -234,7 +234,7 @@ s32 Ge2_DetectPlayerInUpdate(PlayState* play, EnGe2* this, Vec3f* pos, s16 yRot,
|
||||
}
|
||||
|
||||
if (BgCheck_AnyLineTest1(&play->colCtx, pos, &player->bodyPartsPos[PLAYER_BODYPART_HEAD], &posResult, &outPoly,
|
||||
0)) {
|
||||
false)) {
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
|
||||
@@ -461,7 +461,7 @@ void EnJsjutan_Draw(Actor* thisx, PlayState* play2) {
|
||||
if (this->unk_164) {
|
||||
this->unk_164 = false;
|
||||
for (i = 0; i < ARRAY_COUNT(sShadowTex); i++) {
|
||||
if (((u16*)sCarpetTex)[i] != 0) { // Hack to bypass ZAPD exporting textures as u64.
|
||||
if (((u16*)sCarpetTex)[i] != 0) { // Hack to bypass textures being typed as u64[].
|
||||
sShadowTex[i] = 0xFF;
|
||||
} else {
|
||||
sShadowTex[i] = 0;
|
||||
|
||||
@@ -517,7 +517,7 @@ void EnNb_CheckToFade(EnNb* this, PlayState* play) {
|
||||
this->drawMode = NB_DRAW_DEFAULT;
|
||||
*alphaTimer = kREG(5) + 10.0f;
|
||||
this->alpha = 255;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
@@ -549,7 +549,7 @@ void EnNb_SetupLightOrb(EnNb* this, PlayState* play) {
|
||||
this->flag = 1;
|
||||
}
|
||||
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -797,7 +797,7 @@ void func_80AB26DC(EnNb* this, PlayState* play) {
|
||||
Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, 0.0f);
|
||||
this->action = NB_ACTION_14;
|
||||
this->drawMode = NB_DRAW_KNEEL;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void EnNb_SetupKneel(EnNb* this) {
|
||||
@@ -807,7 +807,7 @@ void EnNb_SetupKneel(EnNb* this) {
|
||||
Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, 0.0f);
|
||||
this->action = NB_KNEEL;
|
||||
this->drawMode = NB_DRAW_KNEEL;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void EnNb_CheckIfKneeling(EnNb* this, s32 animFinished) {
|
||||
@@ -827,7 +827,7 @@ void EnNb_SetupLookRight(EnNb* this) {
|
||||
Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -8.0f);
|
||||
this->action = NB_LOOK_RIGHT;
|
||||
this->drawMode = NB_DRAW_DEFAULT;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void EnNb_CheckIfLookingRight(EnNb* this, s32 animFinished) {
|
||||
@@ -847,7 +847,7 @@ void EnNb_SetupLookLeft(EnNb* this) {
|
||||
Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -8.0f);
|
||||
this->action = NB_LOOK_LEFT;
|
||||
this->drawMode = NB_DRAW_LOOK_DIRECTION;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void EnNb_CheckIfLookLeft(EnNb* this, s32 animFinished) {
|
||||
@@ -873,7 +873,7 @@ void EnNb_SetupRun(EnNb* this) {
|
||||
Animation_Change(&this->skelAnime, animation, 1.0f, 0.0f, lastFrame, ANIMMODE_ONCE, -8.0f);
|
||||
this->action = NB_RUN;
|
||||
this->drawMode = NB_DRAW_LOOK_DIRECTION;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void EnNb_SetupConfrontationDestroy(EnNb* this) {
|
||||
|
||||
@@ -271,7 +271,7 @@ void func_80AE7AF8(EnRl* this, PlayState* play) {
|
||||
func_80AE78D4(this, play);
|
||||
this->lightBallSpawned = 1;
|
||||
}
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -398,7 +398,7 @@ s32 EnRu1_GetPlatformCamSetting(EnRu1* this) {
|
||||
if (this->bigOctoPlatform != NULL) {
|
||||
return this->bigOctoPlatform->cameraSetting;
|
||||
} else {
|
||||
return 0;
|
||||
return CAM_SET_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -432,7 +432,7 @@ void func_80AEB1D8(EnRu1* this) {
|
||||
this->actor.speed = 0.0f;
|
||||
this->actor.gravity = 0.0f;
|
||||
this->actor.minVelocityY = 0.0f;
|
||||
EnRu1_SetPlatformCamSetting(this, 0);
|
||||
EnRu1_SetPlatformCamSetting(this, CAM_SET_NONE);
|
||||
}
|
||||
|
||||
void func_80AEB220(EnRu1* this, PlayState* play) {
|
||||
@@ -780,7 +780,7 @@ void EnRu1_EndSwimBack(EnRu1* this, PlayState* play) {
|
||||
}
|
||||
}
|
||||
|
||||
void EnRu1_EndGivingSapphire(EnRu1* this, PlayState* play, UNK_TYPE arg2) {
|
||||
void EnRu1_EndGivingSapphire(EnRu1* this, PlayState* play, s32 arg2) {
|
||||
if ((EnRu1_CheckFountainCueMatchingId(play, 8)) && (arg2 != 0)) {
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
@@ -2052,7 +2052,7 @@ void EnRu1_PlayStartledSfx(EnRu1* this) {
|
||||
}
|
||||
|
||||
void EnRu1_RespondToSapphirePlatformMoving(EnRu1* this) {
|
||||
if (EnRu1_GetPlatformCamSetting(this) == 2) {
|
||||
if (EnRu1_GetPlatformCamSetting(this) == CAM_SET_NORMAL1) {
|
||||
EnRu1_SetEyes(this, ENRU1_EYES_UP);
|
||||
EnRu1_SetMouth(this, ENRU1_MOUTH_OPEN);
|
||||
if (this->skelAnime.mode != ANIMMODE_ONCE) {
|
||||
@@ -2104,7 +2104,7 @@ void EnRu1_SetupRetrievingSapphireAnimation(EnRu1* this, PlayState* play) {
|
||||
EnRu1_StartWalkingTowardSapphire(this, play);
|
||||
this->action = ENRU1_ACTION_RETRIEVING_SAPPHIRE;
|
||||
this->drawConfig = ENRU1_DRAW_OPA;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2141,14 +2141,14 @@ void EnRu1_EndRetrievalCutscene(EnRu1* this, PlayState* play) {
|
||||
curRoomNum = play->roomCtx.curRoom.num;
|
||||
SET_INFTABLE(INFTABLE_RUTO_HAS_SAPPHIRE);
|
||||
Flags_SetSwitch(play, EnRu1_GetSwitchFlag(this));
|
||||
EnRu1_SetPlatformCamSetting(this, 1);
|
||||
EnRu1_SetPlatformCamSetting(this, CAM_SET_NORMAL0);
|
||||
this->action = ENRU1_ACTION_READY_TO_GO_HOME;
|
||||
this->actor.room = curRoomNum;
|
||||
}
|
||||
}
|
||||
|
||||
void EnRu1_RespondToAbduction(EnRu1* this, PlayState* play) {
|
||||
if (EnRu1_GetPlatformCamSetting(this) == 3) {
|
||||
if (EnRu1_GetPlatformCamSetting(this) == CAM_SET_DUNGEON0) {
|
||||
this->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
|
||||
this->actor.textId = 0x4048;
|
||||
#if !OOT_PAL_N64
|
||||
@@ -2164,7 +2164,7 @@ void EnRu1_RespondToAbduction(EnRu1* this, PlayState* play) {
|
||||
|
||||
void EnRu1_RemoveInAbduction(EnRu1* this, PlayState* play) {
|
||||
if (EnRu1_IsTextboxClosing(play)) {
|
||||
EnRu1_SetPlatformCamSetting(this, 4);
|
||||
EnRu1_SetPlatformCamSetting(this, CAM_SET_DUNGEON1);
|
||||
Actor_Kill(&this->actor);
|
||||
}
|
||||
}
|
||||
@@ -2250,7 +2250,7 @@ void EnRu1_InitInSapphireRoom(EnRu1* this, PlayState* play) {
|
||||
EnRu1_AnimationChange(this, &gRutoChildWait2Anim, ANIMMODE_LOOP, 0, false);
|
||||
this->action = ENRU1_ACTION_WAITING_IN_SAPPHIRE_ROOM;
|
||||
this->bigOctoPlatform = EnRu1_FindBigOctoPlatform(play);
|
||||
EnRu1_SetPlatformCamSetting(this, 1);
|
||||
EnRu1_SetPlatformCamSetting(this, CAM_SET_NORMAL0);
|
||||
this->actor.flags &= ~(ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY);
|
||||
} else {
|
||||
Actor_Kill(&this->actor);
|
||||
@@ -2262,7 +2262,7 @@ void EnRu1_SapphireRoom_Waiting(EnRu1* this, PlayState* play) {
|
||||
if (this->bigOctoPlatform != NULL) {
|
||||
this->action = ENRU1_ACTION_READY_TO_GO_HOME;
|
||||
this->drawConfig = ENRU1_DRAW_OPA;
|
||||
EnRu1_SetPlatformCamSetting(this, 1);
|
||||
EnRu1_SetPlatformCamSetting(this, CAM_SET_NORMAL0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2334,7 +2334,7 @@ void EnRu1_InitBesideDoorSwitch(EnRu1* this, PlayState* play) {
|
||||
s8 actorRoom;
|
||||
|
||||
if (GET_INFTABLE(INFTABLE_RUTO_MET_FIRST_TIME) && GET_INFTABLE(INFTABLE_RUTO_PLACED_ON_SWITCH) &&
|
||||
!GET_INFTABLE(INFTABLE_RUTO_HAS_SAPPHIRE) && !(EnRu1_IsAssistingLink(this, play))) {
|
||||
!GET_INFTABLE(INFTABLE_RUTO_HAS_SAPPHIRE) && !EnRu1_IsAssistingLink(this, play)) {
|
||||
EnRu1_AnimationChange(this, &gRutoChildWait2Anim, ANIMMODE_LOOP, 0, false);
|
||||
actorRoom = this->actor.room;
|
||||
this->action = ENRU1_ACTION_SPEAK_JABU_PRE_SPAWN;
|
||||
|
||||
@@ -116,7 +116,7 @@ static void* sEyeTextures[] = {
|
||||
};
|
||||
|
||||
#if DEBUG_FEATURES
|
||||
static UNK_TYPE D_80AF4118 = 0;
|
||||
static s32 D_80AF4118 = 0;
|
||||
#endif
|
||||
|
||||
#include "z_en_ru2_cutscene_data.inc.c"
|
||||
@@ -542,7 +542,7 @@ void EnRu2_Fade(EnRu2* this, PlayState* play) {
|
||||
this->drawConfig = ENRU2_DRAW_OPA;
|
||||
*fadeTimer = kREG(5) + 10.0f;
|
||||
this->alpha = 255;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
@@ -574,7 +574,7 @@ void EnRu2_CheckFadeOut(EnRu2* this, PlayState* play) {
|
||||
EnRu2_SpawnLightBall(this, play);
|
||||
this->isLightBall = true;
|
||||
}
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -649,7 +649,7 @@ void EnRu2_FadeInCredits(EnRu2* this) {
|
||||
fadeDuration = kREG(17) + 10.0f;
|
||||
if (fadeDuration <= *fadeTimer) {
|
||||
this->alpha = 255;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
} else {
|
||||
alpha = (*fadeTimer / fadeDuration) * 255.0f;
|
||||
this->alpha = alpha;
|
||||
|
||||
@@ -380,7 +380,7 @@ s32 func_80B0C9F0(EnSw* this, PlayState* play) {
|
||||
this->actionFunc = func_80B0D878;
|
||||
} else {
|
||||
this->actor.shape.shadowDraw = ActorShadow_DrawCircle;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_38A = 2;
|
||||
this->actor.shape.shadowScale = 16.0f;
|
||||
this->actor.gravity = -1.0f;
|
||||
|
||||
@@ -804,7 +804,7 @@ void func_80B5042C(EnZl2* this, PlayState* play) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_0022D0, 2, -8.0f, 0);
|
||||
this->action = 5;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_27C = 0.0f;
|
||||
}
|
||||
|
||||
@@ -822,7 +822,7 @@ void func_80B504D4(EnZl2* this, PlayState* play) {
|
||||
this->drawConfig = 1;
|
||||
this->unk_27C = 0.0f;
|
||||
EnZl2_setMouthIndex(this, 1);
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void func_80B5053C(EnZl2* this, s32 arg1) {
|
||||
@@ -836,7 +836,7 @@ void func_80B50580(EnZl2* this, PlayState* play) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_000A50, 2, -8.0f, 0);
|
||||
this->action = 9;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void func_80B505D4(EnZl2* this, s32 arg1) {
|
||||
@@ -860,7 +860,7 @@ void func_80B50670(EnZl2* this, PlayState* play) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_00B5FC, 0, -8.0f, 0);
|
||||
this->action = 13;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void func_80B506C4(EnZl2* this, PlayState* play) {
|
||||
@@ -869,7 +869,7 @@ void func_80B506C4(EnZl2* this, PlayState* play) {
|
||||
this->drawConfig = 1;
|
||||
EnZl2_setEyesIndex(this, 4);
|
||||
EnZl2_setMouthIndex(this, 2);
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
func_80B4FE90(this);
|
||||
}
|
||||
|
||||
@@ -884,7 +884,7 @@ void func_80B50780(EnZl2* this, PlayState* play) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_001670, 2, -8.0f, 0);
|
||||
this->action = 16;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
func_80B4FFF0(this, play);
|
||||
EnZl2_setEyesIndex(this, 3);
|
||||
}
|
||||
@@ -900,7 +900,7 @@ void func_80B5082C(EnZl2* this, PlayState* play) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_002B14, 2, -8.0f, 0);
|
||||
this->action = 18;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void func_80B50880(EnZl2* this, s32 arg1) {
|
||||
@@ -916,7 +916,7 @@ void func_80B508C8(EnZl2* this, PlayState* play) {
|
||||
this->action = 20;
|
||||
this->drawConfig = 1;
|
||||
EnZl2_setEyesIndex(this, 6);
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void func_80B50928(EnZl2* this, s32 arg1) {
|
||||
@@ -1287,7 +1287,7 @@ void func_80B515D8(EnZl2* this, PlayState* play) {
|
||||
func_80B4EDB8(this, play, 0);
|
||||
this->action = 26;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_27C = 0.0f;
|
||||
}
|
||||
|
||||
@@ -1301,7 +1301,7 @@ void func_80B51678(EnZl2* this) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_007D0C, 2, -8.0f, 0);
|
||||
this->action = 27;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_27C = 0.0f;
|
||||
}
|
||||
|
||||
@@ -1315,7 +1315,7 @@ void func_80B51704(EnZl2* this) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_0090D8, 2, -8.0f, 0);
|
||||
this->action = 28;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_27C = 0.0f;
|
||||
}
|
||||
|
||||
@@ -1329,7 +1329,7 @@ void func_80B51790(EnZl2* this) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_005F40, 2, -8.0f, 0);
|
||||
this->action = 29;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
}
|
||||
|
||||
void func_80B517E0(EnZl2* this, s32 arg1) {
|
||||
@@ -1343,7 +1343,7 @@ void func_80B51824(EnZl2* this) {
|
||||
func_80B4FD00(this, &gZelda2Anime1Anim_0022D0, 2, -8.0f, 0);
|
||||
this->action = 30;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_27C = 0.0f;
|
||||
}
|
||||
|
||||
@@ -1358,7 +1358,7 @@ void func_80B518C0(EnZl2* this) {
|
||||
func_80B4FD00(this, SEGMENTED_TO_VIRTUAL(&gZelda2Anime1Anim_004900), 2, -8.0f, 0);
|
||||
this->action = 32;
|
||||
this->drawConfig = 1;
|
||||
this->actor.shape.shadowAlpha = 0xFF;
|
||||
this->actor.shape.shadowAlpha = 255;
|
||||
this->unk_27C = 0.0f;
|
||||
}
|
||||
|
||||
|
||||
@@ -348,7 +348,7 @@ void MirRay_SetupReflectionPolys(MirRay* this, PlayState* play, MirRayShieldRefl
|
||||
posB.x = sp60[0] + posA.x;
|
||||
posB.y = sp60[1] + posA.y;
|
||||
posB.z = sp60[2] + posA.z;
|
||||
if (BgCheck_AnyLineTest1(&play->colCtx, &posA, &posB, &posResult, &outPoly, 1)) {
|
||||
if (BgCheck_AnyLineTest1(&play->colCtx, &posA, &posB, &posResult, &outPoly, true)) {
|
||||
reflection[i].reflectionPoly = outPoly;
|
||||
} else {
|
||||
reflection[i].reflectionPoly = NULL;
|
||||
|
||||
@@ -4337,7 +4337,7 @@ typedef enum PlayerActionInterruptResult {
|
||||
*
|
||||
* Note that while this function can set up a new action with `sActionHandlerListIdle`, this function
|
||||
* will not set up an appropriate action for moving.
|
||||
* It is the callers responsibility to react accordingly to `PLAYER_INTERRUPT_MOVE`.
|
||||
* It is the caller's responsibility to react accordingly to `PLAYER_INTERRUPT_MOVE`.
|
||||
*
|
||||
* @param frameRange The number of frames, from the end of the current animation, where an interrupt can occur.
|
||||
* @return The interrupt result. See `PlayerActionInterruptResult`.
|
||||
@@ -6624,7 +6624,7 @@ s32 func_8083C6B8(PlayState* play, Player* this) {
|
||||
|
||||
Player_PlaySfx(this, NA_SE_IT_SWORD_SWING);
|
||||
Player_PlayVoiceSfx(this, NA_SE_VO_LI_AUTO_JUMP);
|
||||
return 1;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (this->heldItemAction == PLAYER_IA_FISHING_POLE) {
|
||||
@@ -6640,7 +6640,7 @@ s32 func_8083C6B8(PlayState* play, Player* this) {
|
||||
#endif
|
||||
{
|
||||
Sfx_PlaySfxCentered(NA_SE_SY_ERROR);
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
#if OOT_VERSION < NTSC_1_1
|
||||
@@ -6653,13 +6653,13 @@ s32 func_8083C6B8(PlayState* play, Player* this) {
|
||||
#endif
|
||||
|
||||
Player_AnimPlayOnce(play, this, &gPlayerAnim_link_fishing_throw);
|
||||
return 1;
|
||||
return true;
|
||||
} else {
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
void func_8083C858(Player* this, PlayState* play) {
|
||||
@@ -14633,7 +14633,7 @@ void Player_UpdateBunnyEars(Player* this) {
|
||||
}
|
||||
|
||||
s32 Player_ActionHandler_7(Player* this, PlayState* play) {
|
||||
if (func_8083C6B8(play, this) == 0) {
|
||||
if (!func_8083C6B8(play, this)) {
|
||||
if (func_8083BB20(this) != 0) {
|
||||
s32 sp24 = func_80837818(this);
|
||||
|
||||
|
||||
@@ -1453,7 +1453,7 @@ class DListResource(Resource, can_size_be_unknown=True):
|
||||
"gSunDL", # DList loads bigger chunks than the individual texture pieces (overlaps)
|
||||
}
|
||||
HACK_no_warn_bad_dims_Texs = {
|
||||
"gPoeComposerFlatHeadDL_000060E0_Tex", # used as both rgba16 16x16 and rgba16 8x8
|
||||
"object_po_composer_000060E0_Tex", # used as both rgba16 16x16 and rgba16 8x8
|
||||
"gDekuStickTex", # used as both i8 8x8 and i8 16x16
|
||||
"gHilite1Tex", # used as both rgba16 16x16 and rgba16 32x32
|
||||
"gHilite2Tex", # used as both rgba16 16x16 and rgba16 32x32
|
||||
|
||||
@@ -282,7 +282,7 @@ class JFIFResource(Resource):
|
||||
|
||||
def get_c_reference(self, resource_offset: int):
|
||||
if resource_offset == 0:
|
||||
return f"&{self.symbol_name}"
|
||||
return f"{self.symbol_name}"
|
||||
else:
|
||||
raise ValueError
|
||||
|
||||
|
||||
Reference in New Issue
Block a user