* begin work
* fixup modifications to d_a_base header
* progress
* update from main again (forgor to fetch)
* progress
* Basically done
* clean up some inlines
* some at/tg hit typing and tubo naming
* more naming
* Attempt d_a_obj_tower_hand_D101
* dAcOTowerHandD101_c probably equivalent
* just two funcs, couldnt really do much to the rest
---------
Co-authored-by: elijah-thomas774 <elijahthomas774@gmail.com>
* d_tag_processor WIP
* Progress
* Unconst
* Fix switch command (thanks Roeming!)
* Match a random text related file instead
* More progress
* More progress
* No missing breaks
* Some repair
* Some repair and shuffling
* More repair
* a bit better
* a bit better 2
* what a switch order
* Closer unrolling
* Minor cleanup
* Fix accidental cases
* More fixes
* even better
* More fixes
* Down to regswaps
* Some renames
* Review feedback
* cleanup more sdata2 values and eventFlowTextProcessingRelated match
---------
Co-authored-by: elijah-thomas774 <elijahthomas774@gmail.com>
* mostly done
* Update d_t_tumble_weed.cpp
* remove cM::calcTimer
* just regswap on adjustSpeed
* Create inlines for angle between vectors
* name data symbols
---------
Co-authored-by: robojumper <robojumper@gmail.com>
* c_cc_d soooo close
* d_cc_shape_colliders -> d_cc_d
* ported over changes from #43
* Oops, didnt save
* use better collision functions in bombf
* bombf fixes
* bombf actorPostCreate matching
* fix
* small fix for cCcD_UnkAttr Set function
* more cleanup(?) for c_cc_d
* d_cc_mass_s OK
* Initial d_cc_s setup
* some easy funcs
---------
Co-authored-by: robojumper <robojumper@gmail.com>
* Initial Commit - Starting to translate from TP
* Collision Updates
* Actor Collision -> dBgW (DZB Collision)
* bg .text splits complete
* fix errors
* file organization
* missed files
* progress
* weee
* most of cM3dG
* Revert mAng change
* Progress
* Progress -> Need to update from main
* Fixup Merge
* d_bg_s symbols....
* TList Changes
* oops
* d_bg_s large progress
* d_bg_s_acch majority done
* d_bg_s_chk OK
* d_bg_s_gnd_chk OK
* d_bg_s_grp_pass_chk OK
* d_bg_lin_chk OK
* d_bg_s_poly_pass_chk OK
* d_bg_s_roof_chk and d_bg_s_sph_chk OK
* d_bg_s_spl_grp_chk OK
* d_bg_s_wtr_chk OK
* d_bg_w started
* d_bg_w_base OK
* name d_bg_w_kcol symbols
* d_bg_w_sv split/started
* most of d_bg_w_time
* stopping d_bg_w_kcol for now
* d_bg_w_sv OK
* work on d_bg_w_time
* revert TList to take offset arg
* fixup some compiler warnings
* set c_bg_w OK
* Update rel_sieve.py
* Remove TList Macros
* Bomb Header started
* Fix .data sections misidentified as .rodata by dtk
dtk can't always reliably identify REL sections in its initial analysis.
This is a manual fix - the list of RELs to fix was found by looking
at supposed .rodata splits that contained an fBase vtable, since vtables
should be in .data. This fix is required for scripted creation of REL actors
based on rel .data
* More consistent d/t header paths
* Data fixups for parsing
* Tmp actor file setup
* Fixes
* Set up almost all REL templates
* formatting
* Fix formatting
* More Lyt (maybe some wrong type associations)
* more meter
* Rename
* More splits and renames
* Fix SizedString conversion operators
* Renames
* dLytBattery_c almost OK
* d_lyt_battery OK
* diff clean
* Continue doing splits while I'm at it
* two more splits
* start with dLyt stuff, dLytFader_c
* Some game UI basics
* More progress
* Move and format files
* Proper outlining
* Fix build
* More cleanup
* Correct inlining behavior
* Fix some symbols
* Compiler downgrade required for some funcs.
* fixup vtable
* one line that was somehow missed
---------
Co-authored-by: elijah-thomas774 <elijahthomas774@gmail.com>