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:
Dragorn421
2026-09-30 14:02:57 +02:00
committed by GitHub
parent 1bef952ff6
commit d90d9750b6
48 changed files with 129 additions and 135 deletions
-1
View File
@@ -823,7 +823,6 @@ $(BUILD_DIR)/src/%.o: PREPROCESS := ./tools/preprocess.sh -v $(VERSION) -i $(ICO
endif
else
# Note that if adding additional assets directories for modding reasons these flags must also be used there
$(BUILD_DIR)/assets/%.o: CFLAGS += -fno-zero-initialized-in-bss -fno-toplevel-reorder
$(BUILD_DIR)/src/%.o: CFLAGS += -fexec-charset=euc-jp
$(BUILD_DIR)/src/libultra/libc/ll.o: OPTFLAGS := -Ofast
+11 -11
View File
@@ -91,16 +91,16 @@
<Texture Name="gGraveyardKidTLUT" Format="rgba16" Width="16" Height="16" Offset="0x1970"/>
<Texture Name="gGraveyardKidGradientTex" Format="ci8" Width="8" Height="8" Offset="0x1B70" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidPantsTex' Format="ci8" Width="16" Height="16" Offset="0x3C70" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidBoot1Tex' Format="ci8" Width="8" Height="16" Offset="0x3BF0" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidBoot2Tex' Format="ci8" Width="8" Height="8" Offset="0x3BB0" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidHairTex' Format="ci8" Width="16" Height="16" Offset="0x1BB0" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidEarTex' Format="ci8" Width="8" Height="8" Offset="0x1CB0" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidNoseTex' Format="ci8" Width="8" Height="8" Offset="0x1CF0" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidMouthTex' Format="rgba16" Width="32" Height="16" Offset="0x1D30"/>
<Texture Name='gGraveyardKidShirt1Tex' Format="ci8" Width="16" Height="16" Offset="0x3A30" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidShirt2Tex' Format="ci8" Width="8" Height="8" Offset="0x3B30" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidFingersTex' Format="ci8" Width="16" Height="16" Offset="0x3930" TlutOffset="0x1970"/>
<Texture Name='gGraveyardKidStickTex' Format="ci8" Width="8" Height="8" Offset="0x3B70" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidPantsTex" Format="ci8" Width="16" Height="16" Offset="0x3C70" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidBoot1Tex" Format="ci8" Width="8" Height="16" Offset="0x3BF0" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidBoot2Tex" Format="ci8" Width="8" Height="8" Offset="0x3BB0" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidHairTex" Format="ci8" Width="16" Height="16" Offset="0x1BB0" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidEarTex" Format="ci8" Width="8" Height="8" Offset="0x1CB0" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidNoseTex" Format="ci8" Width="8" Height="8" Offset="0x1CF0" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidMouthTex" Format="rgba16" Width="32" Height="16" Offset="0x1D30"/>
<Texture Name="gGraveyardKidShirt1Tex" Format="ci8" Width="16" Height="16" Offset="0x3A30" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidShirt2Tex" Format="ci8" Width="8" Height="8" Offset="0x3B30" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidFingersTex" Format="ci8" Width="16" Height="16" Offset="0x3930" TlutOffset="0x1970"/>
<Texture Name="gGraveyardKidStickTex" Format="ci8" Width="8" Height="8" Offset="0x3B70" TlutOffset="0x1970"/>
</File>
</Root>
+2 -3
View File
@@ -21,9 +21,8 @@
<Texture Name="gGerudoRedEyeHalfTex" Format="ci8" Width="32" Height="32" Offset="0x65A8" TlutOffset="0x5D30"/>
<Texture Name="gGerudoRedEyeShutTex" Format="ci8" Width="32" Height="32" Offset="0x6D28" TlutOffset="0x5D30"/>
<!-- These hints are currently needed for ZAPD to extract the textures properly. -->
<Texture Name="sGerudoRedTexHint1" Format="rgba16" Width="18" Height="14" Offset="0x5D30"/>
<Texture Name="sGerudoRedTexHint2" Format="ci8" Width="8" Height="8" Offset="0x5F28" TlutOffset="0x5D30"/>
<Texture Name="sGerudoRed_5D30_TLUT" Format="rgba16" Width="18" Height="14" Offset="0x5D30"/>
<Texture Name="sGerudoRed_5F28_Tex" Format="ci8" Width="8" Height="8" Offset="0x5F28" TlutOffset="0x5D30"/>
<!-- Vertices -->
<Array Name="object_geldb_Vtx_002C00" Count="30" Offset="0x2C00">
+1 -1
View File
@@ -5,7 +5,7 @@
<Vtx/>
</Array>
<DList Name="gGoldenGoddessAuraDL" Offset="0x0330"/>
<Texture Name="gGoldenGoddessAuraHTailTex" Format="i8" Width="32" Height="32" Offset="0x0530"/>
<Texture Name="gGoldenGoddessAuraTailTex" Format="i8" Width="32" Height="32" Offset="0x0530"/>
<Texture Name="gGoldenGoddessAuraHeadTex" Format="i8" Width="64" Height="64" Offset="0x0930"/>
<Texture Name="gGoldenGoddessAuraMaskTex" Format="i8" Width="16" Height="96" Offset="0x1930"/>
<Array Name="gGoldenGoddessBodyVtx" Count="466" Offset="0x1F30">
+1 -1
View File
@@ -1,6 +1,6 @@
<Root>
<File Name="object_oA11" Segment="6">
<!-- The commented limbs references dlists past this object size, making ZAPD crash. -->
<!-- The commented limbs references dlists past this object size, causing extraction to fail if uncommented. -->
<!-- This object is not used in-game. -->
<Limb Name="object_oA11_Limb_000000" LimbType="Standard" Offset="0x0"/>
+1 -1
View File
@@ -1,6 +1,6 @@
<Root>
<File Name="object_oB2" Segment="6">
<!-- The commented limbs references dlists in a wrong offset, making ZAPD crash. -->
<!-- The commented limbs references dlists in a wrong offset, causing extraction to fail if uncommented. -->
<!-- This object is not used in-game. -->
<Limb Name="object_oB2_Limb_000000" LimbType="Standard" Offset="0x0"/>
+2 -2
View File
@@ -1,10 +1,10 @@
<Root>
<File Name="nintendo_rogo_static" Segment="1">
<File Name="nintendo_rogo_static" Segment="1">
<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
<Array Name="gNintendo64LogoVtx" Count="186" Offset="0x1C00">
<Vtx/>
</Array>
<DList Name="gNintendo64LogoDL" Offset="0x27A0"/>
</File>
</File>
</Root>
@@ -1,10 +1,10 @@
<Root>
<File Name="nintendo_rogo_static" Segment="1">
<File Name="nintendo_rogo_static" Segment="1">
<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
<Array Name="gNintendo64LogoVtx" Count="178" Offset="0x1C00">
<Vtx/>
</Array>
<DList Name="gNintendo64LogoDL" Offset="0x2720"/>
</File>
</File>
</Root>
-3
View File
@@ -1,8 +1,5 @@
# Building on macOS
**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.
## 1. Dependencies
For macOS, use Homebrew to install the following dependencies:
+1 -1
View File
@@ -12,7 +12,7 @@ struct PlayState;
typedef enum ActorID {
#include "tables/actor_table.h"
/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
/* 0x01D7 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
} ActorID;
#undef DEFINE_ACTOR
+2 -2
View File
@@ -1,5 +1,5 @@
#ifndef ENVIRONMENT_H_
#define ENVIRONMENT_H_
#ifndef ENVIRONMENT_H
#define ENVIRONMENT_H
#include "z_math.h"
#include "light.h"
+2 -2
View File
@@ -72,8 +72,8 @@ typedef struct struct_801E0D18 {
/* 0x00 */ LEOCmd unk_00;
/* 0x1C */ OSMesgQueue unk_1C;
/* 0x38 */ LEODiskID diskId;
/* 0x58 */ UNK_TYPE unk_58;
/* 0x5C */ UNK_TYPE unk_5C;
/* 0x58 */ s32 unk_58;
/* 0x5C */ s32 unk_5C;
/* 0x60 */ u32 unk_60;
/* 0x64 */ u8 unk_64;
/* 0x65 */ u8 unk_65;
+7 -7
View File
@@ -71,12 +71,12 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable);
* @param callback callback to run before rumble state is updated for the current VI
* @param arg the argument to pass to the callback
*
* @see PADMGR_UNSET_RETRACE_CALLACK
* @see PADMGR_UNSET_RETRACE_CALLBACK
*/
#define PADMGR_SET_RETRACE_CALLACK(padmgr, callback, arg) \
do { \
(padmgr)->retraceCallback = (callback); \
(padmgr)->retraceCallbackArg = (arg); \
#define PADMGR_SET_RETRACE_CALLBACK(padmgr, callback, arg) \
do { \
(padmgr)->retraceCallback = (callback); \
(padmgr)->retraceCallbackArg = (arg); \
} while (0)
/**
@@ -85,9 +85,9 @@ void PadMgr_RumbleSet(PadMgr* padMgr, u8* enable);
* @param callback the callback to unset, if it is set
* @param arg the argument to unset, if it is set
*
* @see PADMGR_SET_RETRACE_CALLACK
* @see PADMGR_SET_RETRACE_CALLBACK
*/
#define PADMGR_UNSET_RETRACE_CALLACK(padmgr, callback, arg) \
#define PADMGR_UNSET_RETRACE_CALLBACK(padmgr, callback, arg) \
if ((padmgr)->retraceCallback == (callback) && (padmgr)->retraceCallbackArg == (arg)) { \
(padmgr)->retraceCallback = NULL; \
(padmgr)->retraceCallbackArg = NULL; \
+1 -1
View File
@@ -68,7 +68,7 @@ typedef struct Scheduler {
} Scheduler; // size = 0x258
void Sched_Notify(Scheduler* sc);
void Sched_Init(Scheduler* sc, void* stack, OSPri priority, u8 viModeType, UNK_TYPE arg4, IrqMgr* irqMgr);
void Sched_Init(Scheduler* sc, void* stack, OSPri priority, u8 viModeType, s32 arg4, IrqMgr* irqMgr);
void Sched_FlushTaskQueue(void);
extern Scheduler gScheduler;
+2 -2
View File
@@ -2368,10 +2368,10 @@ void Audio_Update(void) {
}
}
void func_800F3138(UNUSED UNK_TYPE arg0) {
void func_800F3138(UNUSED s32 arg0) {
}
void func_800F3140(UNUSED UNK_TYPE arg0, UNUSED UNK_TYPE arg1) {
void func_800F3140(UNUSED s32 arg0, UNUSED s32 arg1) {
}
void func_800F314C(s8 seqId) {
+1 -2
View File
@@ -689,8 +689,7 @@ void Sched_ThreadEntry(void* arg) {
}
}
void Sched_Init(Scheduler* sc, void* stack, OSPri priority, UNUSED u8 viModeType, UNUSED UNK_TYPE arg4,
IrqMgr* irqMgr) {
void Sched_Init(Scheduler* sc, void* stack, OSPri priority, UNUSED u8 viModeType, UNUSED s32 arg4, IrqMgr* irqMgr) {
bzero(sc, sizeof(Scheduler));
sc->isFirstSwap = true;
+7 -7
View File
@@ -1268,7 +1268,7 @@ void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2) {
}
/**
* Chcek if the player is facing the specified actor.
* Check if the player is facing the specified actor.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*/
s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play) {
@@ -1283,7 +1283,7 @@ s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, PlayState* play) {
}
/**
* Chcek if `actorB` is facing `actorA`.
* Check if `actorB` is facing `actorA`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
@@ -1299,7 +1299,7 @@ s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngle) {
}
/**
* Chcek if the specified actor is facing the player.
* Check if the specified actor is facing the player.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*/
s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
@@ -1313,7 +1313,7 @@ s32 Actor_IsFacingPlayer(Actor* actor, s16 maxAngle) {
}
/**
* Chcek if `actorA` is facing `actorB`.
* Check if `actorA` is facing `actorB`.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
*
* This function is unused in the original game.
@@ -1329,7 +1329,7 @@ s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngle) {
}
/**
* Chcek if the specified actor is facing the player and is nearby.
* Check if the specified actor is facing the player and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
* The minimum distance that qualifies as "nearby" is specified by `range`.
*/
@@ -1348,7 +1348,7 @@ s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngle) {
}
/**
* Chcek if `actorA` is facing `actorB` and is nearby.
* Check if `actorA` is facing `actorB` and is nearby.
* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
* The minimum distance that qualifies as "nearby" is specified by `range`.
*/
@@ -3852,7 +3852,7 @@ void Actor_ChangeCategory(PlayState* play, ActorContext* actorCtx, Actor* actor,
/**
* Checks if a hookshot or arrow actor is going to collide with the cylinder denoted by the
* actor's `cylRadius` and `cylHeight`.
* The check is only peformed if the projectile actor is within the provided sphere radius.
* The check is only performed if the projectile actor is within the provided sphere radius.
*
* Returns the actor if there will be collision, NULL otherwise.
*/
+1 -1
View File
@@ -971,7 +971,7 @@ void Camera_UpdateInterface(s16 interfaceField) {
Vec3f Camera_BGCheckCorner(Vec3f* linePointA, Vec3f* linePointB, CamColChk* pointAColChk, CamColChk* pointBColChk) {
Vec3f closestPoint;
UNUSED_NDEBUG bool result;
UNUSED_NDEBUG s32 result;
result = func_800427B4(pointAColChk->poly, pointBColChk->poly, linePointA, linePointB, &closestPoint);
#if DEBUG_FEATURES
+1 -1
View File
@@ -141,7 +141,7 @@ u16 sNextTextId = 0;
s16 sTextIsCredits = false;
#if PLATFORM_GC && OOT_PAL
UNK_TYPE D_8014B30C = 0;
UNUSED static s32 D_8014B30C = 0;
#endif
s16 sLastPlayedSong = 0xFF;
+1 -1
View File
@@ -1604,7 +1604,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* this, f32 arg2) {
if (1) {}
if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, 1, 1, 1, 1, &bgId)) {
if (BgCheck_AnyLineTest3(&play->colCtx, &sp8C, &sp80, &sp74, &sp9C, true, true, true, true, &bgId)) {
OPEN_DISPS(play->state.gfxCtx, "../z_player_lib.c", 2572);
OVERLAY_DISP = Gfx_SetupDL(OVERLAY_DISP, SETUPDL_7);
+2 -2
View File
@@ -116,13 +116,13 @@ void Rumble_Request(f32 distSq, u8 sourceStrength, u8 duration, u8 decreaseRate)
void Rumble_Init(void) {
RumbleMgr_Init(&sRumbleMgr);
PADMGR_SET_RETRACE_CALLACK(&gPadMgr, Rumble_Update, NULL);
PADMGR_SET_RETRACE_CALLBACK(&gPadMgr, Rumble_Update, NULL);
}
void Rumble_Destroy(void) {
PadMgr* padmgr = &gPadMgr;
PADMGR_UNSET_RETRACE_CALLACK(padmgr, Rumble_Update, NULL);
PADMGR_UNSET_RETRACE_CALLBACK(padmgr, Rumble_Update, NULL);
RumbleMgr_Destroy(&sRumbleMgr);
}
+1 -1
View File
@@ -93,7 +93,7 @@ void Skybox_Draw(SkyboxContext* skyboxCtx, GraphicsContext* gfxCtx, s16 skyboxId
gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[6]); // +x face
gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[8]); // +y face
if (skyboxId == SKYBOX_CUTSCENE_MAP) {
// Skip the bottom face in the cutscene map
// Only draw the bottom face in the cutscene map
gSPDisplayList(POLY_OPA_DISP++, skyboxCtx->dListBuf[10]); // -y face
}
}
+1 -1
View File
@@ -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
View File
@@ -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
+2 -2
View File
@@ -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];
+4 -4
View File
@@ -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;
}
}
+5 -5
View File
@@ -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) {
+1 -1
View File
@@ -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;
+7 -5
View File
@@ -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];
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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);
+1 -1
View File
@@ -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;
+1 -1
View File
@@ -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;
+7 -7
View File
@@ -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) {
+1 -1
View File
@@ -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;
}
}
+11 -11
View File
@@ -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;
+4 -4
View File
@@ -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;
+1 -1
View File
@@ -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;
+14 -14
View File
@@ -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;
}
+1 -1
View File
@@ -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