Sync nitro headers with nitro decomp (#156)

* sync headers with nitro decomp

* fix most build issues

* fix symbols

* fix regressions
This commit is contained in:
Yanis
2026-10-07 04:12:55 +02:00
committed by GitHub
parent 6d7abbdfec
commit 5ca3eeb61e
255 changed files with 3550 additions and 2492 deletions
+26 -26
View File
@@ -1,5 +1,3 @@
#define VECFX32_CTORS
#include "MapObject/MapObjectUnkSWSW.hpp"
#include "profile.hpp"
@@ -35,8 +33,8 @@ MapObjectProfileUnkSWSW::MapObjectProfileUnkSWSW() :
MapObjectProfileUnkSWSW_Base(MapObjectId_SWSW) {
this->mUnk_D4.mUnk_08 = 0x7007;
VecFx32_Init(FLOAT_TO_FX32(-0.5002f), FLOAT_TO_FX32(-1.0002), FLOAT_TO_FX32(-1.0002), &this->mUnk_D4.mUnk_0C);
VecFx32_Init(FLOAT_TO_FX32(0.5f), FLOAT_TO_FX32(1.0f), FLOAT_TO_FX32(0.0f), &this->mUnk_D4.mUnk_18);
VecFx32_Init(FX_F32_TO_FX32(-0.5002f), FX_F32_TO_FX32(-1.0002), FX_F32_TO_FX32(-1.0002), &this->mUnk_D4.mUnk_0C);
VecFx32_Init(FX_F32_TO_FX32(0.5f), FX_F32_TO_FX32(1.0f), FX_F32_TO_FX32(0.0f), &this->mUnk_D4.mUnk_18);
this->mUnk_D4.mUnk_04 |= 0x2;
this->mUnk_06 = -0x1;
@@ -60,14 +58,14 @@ MapObjectUnkSWSW_40::MapObjectUnkSWSW_40(G3d_Model *pModel) :
void MapObjectUnkSWSW_40::vfunc_1C(UnkSystem4_vfunc_1C *param1) {
if (param1->mUnk_00[0x1] == this->mUnk_60) {
param1->mUnk_B4->mUnk_00 &= ~0x2;
Mat3p_InitXRotation(&param1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_68), COS((u16) this->mUnk_68));
MtxFx33_InitXRotation(&param1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_68), COS((u16) this->mUnk_68));
}
if (param1->mUnk_00[0x1] != this->mUnk_64) {
return;
}
param1->mUnk_B4->mUnk_00 &= ~0x2;
Mat3p_InitXRotation(&param1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_6A), COS((u16) this->mUnk_6A));
MtxFx33_InitXRotation(&param1->mUnk_B4->mUnk_28, SIN((u16) this->mUnk_6A), COS((u16) this->mUnk_6A));
}
struct UnkStruct_ov032_021210a0 {
@@ -100,7 +98,7 @@ void MapObjectUnkSWSW_40::func_ov032_021210a0(fx32 param1) {
MapObjectUnkSWSW::MapObjectUnkSWSW() :
mUnk_040(G3d_GetUnkPtr(GET_PROFILE_20_50(MapObjectProfileUnkSWSW), &data_ov032_02121ef4)),
mUnk_0AC(&this->mUnk_0CC, NULL),
mUnk_0EC(FLOAT_TO_FX32(0.0f), FLOAT_TO_FX32(0.5f), FLOAT_TO_FX32(-0.4202f)),
mUnk_0EC(FX_F32_TO_FX32(0.0f), FX_F32_TO_FX32(0.5f), FX_F32_TO_FX32(-0.4202f)),
mUnk_0F8(NULL),
mUnk_0FC(0x4),
mUnk_100(0, 0),
@@ -119,11 +117,11 @@ bool MapObjectUnkSWSW::Init() {
func_01ffedac(&sp00, &this->mPos);
if (data_027e0cd8_0C->func_ov000_02080180(&sp00) == 0x14) {
this->mPos.y = FLOAT_TO_FX32(0.0f);
this->mPos.y = FX_F32_TO_FX32(0.0f);
}
if (this->mUnk_20.mParams[2] != 0x0) {
this->mPos.y += MUL_FX32(this->mUnk_20.mParams[2] << 0xC, 0x1333);
this->mPos.y += FX_MUL(this->mUnk_20.mParams[2] << 0xC, 0x1333);
}
this->mUnk_0AC.mpModel = this->mUnk_040.mpModel;
@@ -155,7 +153,8 @@ bool MapObjectUnkSWSW::Init() {
if (this->mUnk_20.mParams[0] == 0x0) {
VecFx32 sp04;
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z, &sp04);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
this->mPos.z + this->mUnk_0EC.vec.z, &sp04);
ActorUnkNSSW *actorNSSW = this->func_ov032_02121dc8(&sp04);
this->mUnk_0F8 = actorNSSW;
@@ -163,7 +162,7 @@ bool MapObjectUnkSWSW::Init() {
this->vfunc_3C(0x0);
this->mUnk_108 = FLOAT_TO_FX32(0.0f);
this->mUnk_108 = FX_F32_TO_FX32(0.0f);
this->MapObject::func_ov000_0209d2c4(0x1, true);
@@ -173,7 +172,7 @@ bool MapObjectUnkSWSW::Init() {
} else {
this->vfunc_3C(0x2);
this->mUnk_108 = FLOAT_TO_FX32(1.0f);
this->mUnk_108 = FX_F32_TO_FX32(1.0f);
this->MapObject::func_ov000_0209d2c4(0x0, true);
@@ -213,10 +212,10 @@ void MapObjectUnkSWSW::vfunc_08() {
VecFx32_Normalize(&sp48, &sp48);
VecFx32 sp3C;
VecFx32_Init(FLOAT_TO_FX32(0.0f), FLOAT_TO_FX32(0.0f), FLOAT_TO_FX32(1.0f), &sp3C);
VecFx32_Init(FX_F32_TO_FX32(0.0f), FX_F32_TO_FX32(0.0f), FX_F32_TO_FX32(1.0f), &sp3C);
bool var_r5 = false;
if (VecFx32_Dot(&sp48, &sp3C) > FLOAT_TO_FX32(0.4f)) {
if (VecFx32_Dot(&sp48, &sp3C) > FX_F32_TO_FX32(0.4f)) {
s16 param = (s16) func_01ffbbe0(sp48.x, sp48.z);
func_01ff91b8(&this->mUnk_10C, param, 0x333);
@@ -264,8 +263,8 @@ void MapObjectUnkSWSW::vfunc_08() {
VecFx32 sp18;
VecFx32 sp0C;
if (this->mUnk_100.HasReachedMax()) {
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z,
&sp30);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
this->mPos.z + this->mUnk_0EC.vec.z, &sp30);
sp18 = sp30;
ActorUnkNSSW *actorNSSW = this->mUnk_0F8;
@@ -279,9 +278,9 @@ void MapObjectUnkSWSW::vfunc_08() {
this->vfunc_3C(0x0);
} else {
fx32 z = this->mPos.z + this->mUnk_0EC.z +
fx32 z = this->mPos.z + this->mUnk_0EC.vec.z +
func_02015a18(this->mUnk_100.max << 0xC, 0, -0x1000, 0, this->mUnk_100.value << 0xC, 0, 0);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, z, &sp24);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y, z, &sp24);
sp0C = sp24;
@@ -356,8 +355,8 @@ bool MapObjectUnkSWSW::vfunc_1C(ActorRef param1, unk32 param2, VecFx32 *param3)
VecFx32 sp14;
VecFx32 sp08;
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z,
&sp14);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
this->mPos.z + this->mUnk_0EC.vec.z, &sp14);
sp08 = sp14;
ActorUnkNSSW *nssw114 = this->mUnk_114;
@@ -443,8 +442,8 @@ void MapObjectUnkSWSW::vfunc_3C(unk32 param1) {
VecFx32 sp0C;
VecFx32 sp00;
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z,
&sp0C);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
this->mPos.z + this->mUnk_0EC.vec.z, &sp0C);
ActorUnkNSSW *actorNSSW = this->func_ov032_02121dc8(&sp0C);
this->mUnk_0F8 = actorNSSW;
@@ -453,8 +452,8 @@ void MapObjectUnkSWSW::vfunc_3C(unk32 param1) {
this->mUnk_100.Set(0, 40);
this->mUnk_0AC.func_ov000_020577f8(0x1000);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y,
this->mPos.z + this->mUnk_0EC.z - FLOAT_TO_FX32(1.0f), &sp18);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y,
this->mPos.z + this->mUnk_0EC.vec.z - FX_F32_TO_FX32(1.0f), &sp18);
sp00 = sp18;
ActorUnkNSSW *nssw0F8 = this->mUnk_0F8;
@@ -478,14 +477,15 @@ void MapObjectUnkSWSW::vfunc_3C(unk32 param1) {
void MapObjectUnkSWSW::vfunc_14(unk32 param1) {
VecFx32 vec;
VecFx32_Init(this->mPos.x + this->mUnk_0EC.x, this->mPos.y + this->mUnk_0EC.y, this->mPos.z + this->mUnk_0EC.z, &vec);
VecFx32_Init(this->mPos.x + this->mUnk_0EC.vec.x, this->mPos.y + this->mUnk_0EC.vec.y, this->mPos.z + this->mUnk_0EC.vec.z,
&vec);
this->mUnk_040.func_01ffc6d4(this->mAngle, &vec);
}
struct UnkStack_ov032_02121dc8 {
/* 00 */ ActorRef ref;
/* 04 */ STRUCT_PAD(0x04, 0x08);
/* 04 */ PAD(0x04, 0x08);
/* 08 */
};