Refactoring

This commit is contained in:
robojumper
2025-06-04 23:47:43 +02:00
parent e9935e6233
commit 35ae04fdf9
53 changed files with 455 additions and 218 deletions
+1 -1
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@@ -5,9 +5,9 @@
#include "d/col/bg/d_bg_s.h"
#include "d/col/bg/d_bg_s_lin_chk.h"
#include "d/flag/sceneflag_manager.h"
#include "d/snd/d_snd_wzsound.h"
#include "m/m_mtx.h"
#include "m/m_vec.h"
#include "toBeSorted/small_sound_mgr.h"
#include "toBeSorted/time_area_mgr.h"
SPECIAL_ACTOR_PROFILE(BOMBF, dAcBombf_c, fProfile::BOMBF, 0x129, 0, 4099);
+1 -1
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@@ -20,6 +20,7 @@
#include "d/d_sc_game.h"
#include "d/flag/sceneflag_manager.h"
#include "d/flag/storyflag_manager.h"
#include "d/snd/d_snd_wzsound.h"
#include "f/f_base.h"
#include "f/f_profile_name.h"
#include "m/m3d/m_fanm.h"
@@ -38,7 +39,6 @@
#include "s/s_Math.h"
#include "toBeSorted/blur_and_palette_manager.h"
#include "toBeSorted/d_emitter.h"
#include "toBeSorted/small_sound_mgr.h"
#include "toBeSorted/time_area_mgr.h"
#include <cmath.h>
+1 -1
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@@ -5,12 +5,12 @@
#include "d/a/obj/d_a_obj_tower_D101.h"
#include "d/col/bg/d_bg_s_wtr_chk.h"
#include "d/d_stage.h"
#include "d/snd/d_snd_wzsound.h"
#include "f/f_base.h"
#include "f/f_manager.h"
#include "f/f_profile_name.h"
#include "m/m_vec.h"
#include "nw4r/g3d/res/g3d_resmdl.h"
#include "toBeSorted/small_sound_mgr.h"
SPECIAL_ACTOR_PROFILE(OBJ_TOWER_GEAR_D101, dAcOTowerGearD101_c, fProfile::OBJ_TOWER_GEAR_D101, 0x17E, 0, 7);
+1 -1
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@@ -20,6 +20,7 @@
#include "d/d_linkage.h"
#include "d/flag/dungeonflag_manager.h"
#include "d/flag/sceneflag_manager.h"
#include "d/snd/d_snd_wzsound.h"
#include "egg/math/eggMath.h"
#include "f/f_manager.h"
#include "f/f_profile_name.h"
@@ -34,7 +35,6 @@
#include "toBeSorted/blur_and_palette_manager.h"
#include "toBeSorted/d_emitter.h"
#include "toBeSorted/event_manager.h"
#include "toBeSorted/small_sound_mgr.h"
#include "toBeSorted/special_item_drop_mgr.h"
void float_ordering() {
+1 -2
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@@ -10,6 +10,7 @@
#include "d/col/c/c_m3d_g_pla.h"
#include "d/col/cc/d_cc_d.h"
#include "d/col/cc/d_cc_s.h"
#include "d/snd/d_snd_wzsound.h"
#include "egg/math/eggMath.h"
#include "egg/math/eggQuat.h"
#include "m/m_angle.h"
@@ -20,8 +21,6 @@
#include "toBeSorted/blur_and_palette_manager.h"
#include "toBeSorted/d_emitter.h"
#include "toBeSorted/dowsing_target.h"
#include "toBeSorted/small_sound_mgr.h"
void float_ordering() {
const f32 arr[] = {5.f, 15.f, 7.f, 0.5f, 0.1f};
+4 -4
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@@ -9,8 +9,8 @@
#include "d/d_pouch.h"
#include "d/d_sc_game.h"
#include "d/flag/sceneflag_manager.h"
#include "d/snd/d_snd_small_effect_mgr.h"
#include "m/m_angle.h"
#include "toBeSorted/small_sound_mgr.h"
SPECIAL_ACTOR_PROFILE(TAG_REACTION, dTgReaction_c, fProfile::TAG_REACTION, 0x0151, 0, 0);
@@ -172,7 +172,7 @@ void dTgReaction_c::checkForBonkItem() {
if (dAcObjBase_c::create(fProfile::ITEM, roomid, newItemParms, &c2, nullptr, nullptr, 0xFFFFFFFF)) {
field_0x4DD = 1;
onDelete();
SmallSoundManager::GetInstance()->playSound(SE_S_READ_RIDDLE_A);
dSndSmallEffectMgr_c::GetInstance()->playSound(SE_S_READ_RIDDLE_A);
}
}
} else {
@@ -194,7 +194,7 @@ void dTgReaction_c::checkForBonkItem() {
pos.y += field_0x4E4;
if (fn_578_DB0(pos, uVar3)) {
SmallSoundManager::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
dSndSmallEffectMgr_c::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
}
SceneflagManager::sInstance->setFlag(roomid, getSceneFlag());
onDelete();
@@ -228,7 +228,7 @@ void dTgReaction_c::checkForSlingBellowsItem() {
mVec3_c spawnPos = position;
spawnPos.y += field_0x4E4;
if (fn_578_DB0(spawnPos, uVar3)) {
SmallSoundManager::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
dSndSmallEffectMgr_c::GetInstance()->playSound(SE_S_READ_RIDDLE_B);
}
SceneflagManager::sInstance->setFlag(roomid, getSceneFlag());
onDelete();