mirror of
https://github.com/zeldaret/tmc
synced 2026-08-31 17:42:43 -04:00
use object enum in object creation
This commit is contained in:
+2
-1
@@ -1,6 +1,7 @@
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#include "enemy.h"
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#include "random.h"
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#include "createObject.h"
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#include "object.h"
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#include "functions.h"
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extern void sub_08078930(Entity*);
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@@ -283,7 +284,7 @@ void sub_0802CBC4(Entity* this) {
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}
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sub_08078954(this);
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ent = CreateObjectWithParent(this, 0x20, 0, 0);
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ent = CreateObjectWithParent(this, OBJECT_20, 0, 0);
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if (ent) {
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ent->collisionLayer = this->collisionLayer;
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}
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@@ -2,6 +2,7 @@
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#include "entity.h"
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#include "player.h"
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#include "random.h"
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#include "object.h"
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#include "functions.h"
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extern void sub_08078954(Entity*);
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@@ -522,7 +523,7 @@ void sub_0802B048(Entity* this) {
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if (this->parent->next) {
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this->parent->field_0x80.HALF.HI = 0;
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}
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ent = CreateObjectWithParent(this, 0x20, 0, 0);
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ent = CreateObjectWithParent(this, OBJECT_20, 0, 0);
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if (ent != NULL) {
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this->collisionLayer = 1;
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} else {
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+4
-3
@@ -3,6 +3,7 @@
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#include "sprite.h"
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#include "enemy.h"
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#include "random.h"
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#include "object.h"
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#include "functions.h"
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// Gibudo
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void sub_08037794();
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@@ -373,7 +374,7 @@ void sub_08037B10(Entity* this) {
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}
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NONMATCH("asm/non_matching/gibdo/sub_08037B48.inc", void sub_08037B48(Entity* this)) {
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Entity* E;
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E = CreateObject(0x2a, 3, 0);
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E = CreateObject(OBJECT_2A, 3, 0);
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if (E != 0) {
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E->type2 = this->actionDelay;
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E->spritePriority.b0 = (E->spritePriority.b0 & 0xf8) | 3;
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@@ -382,7 +383,7 @@ NONMATCH("asm/non_matching/gibdo/sub_08037B48.inc", void sub_08037B48(Entity* th
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E->parent = this;
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}
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*(Entity**)&this->field_0x80.HWORD = E;
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E = CreateObject(0x2a, 3, 0);
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E = CreateObject(OBJECT_2A, 3, 0);
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if (E != 0) {
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E->type2 = this->actionDelay;
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E->spritePriority.b0 = (E->spritePriority.b0 & 0xf8) | 3;
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@@ -391,7 +392,7 @@ NONMATCH("asm/non_matching/gibdo/sub_08037B48.inc", void sub_08037B48(Entity* th
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E->parent = this;
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}
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*(Entity**)&this->cutsceneBeh.HWORD = E;
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E = CreateObject(0x2a, 3, 0);
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E = CreateObject(OBJECT_2A, 3, 0);
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if (E != 0) {
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E->type2 = this->actionDelay;
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E->spritePriority.b0 = (E->spritePriority.b0 & 0xf8) | 3;
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@@ -1,5 +1,6 @@
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#include "enemy.h"
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#include "random.h"
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#include "object.h"
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#include "functions.h"
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extern void sub_08008796(Entity*, u32, u32, u32);
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@@ -347,7 +348,7 @@ bool32 sub_0802C0E8(Entity* this) {
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void sub_0802C18C(Entity* this) {
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this->field_0x78.HALF.LO--;
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if ((this->field_0x78.HALF.LO & 7) == 0) {
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Entity* ent = CreateObject(0xf, 0x11, 0x40);
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Entity* ent = CreateObject(SPECIAL_FX, 0x11, 0x40);
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if (ent) {
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PositionRelative(this, ent, 0, 0x10000);
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}
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@@ -1,6 +1,7 @@
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#include "enemy.h"
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#include "entity.h"
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#include "random.h"
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#include "object.h"
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#include "functions.h"
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extern u32 sub_080002E0(u32, u32);
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@@ -85,7 +86,7 @@ void sub_08025020(Entity* this) {
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break;
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default:
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if (this->damageType == 0x82 && this->iframes < 0) {
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Entity* ent = CreateObject(0x21, 2, 0);
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Entity* ent = CreateObject(OBJECT_21, 2, 0);
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if (ent != NULL) {
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ent->spritePriority.b0 = 3;
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CopyPosition(this, ent);
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@@ -550,7 +551,7 @@ void sub_08025B18(Entity* this) {
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for (; i < 9; i++, offset += 2) {
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sub_08025AB8((((x + offset[0]) >> 4) & 0x3fU) | ((((y + offset[1]) >> 4) & 0x3fU) << 6), layer);
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ent = CreateObject(0x21, 2, 0);
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ent = CreateObject(OBJECT_21, 2, 0);
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if (ent) {
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PositionRelative(this, ent, offset[0] * 0x10000, offset[1] * 0x10000);
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ent->x.HALF.HI &= -0x10;
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@@ -564,7 +565,7 @@ void sub_08025B18(Entity* this) {
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void sub_08025BD4(Entity* this) {
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if (this->field_0x82.HALF.LO && (this->frames.all & 1) == 0) {
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Entity* ent = CreateObject(0x21, 0, 0);
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Entity* ent = CreateObject(OBJECT_21, 0, 0);
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if (ent) {
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PositionRelative(this, ent, gUnk_080CC0BA[this->animationState * 2 + 0] * 0x10000,
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gUnk_080CC0BA[this->animationState * 2 + 1] * 0x10000);
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+2
-1
@@ -1,5 +1,6 @@
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#include "enemy.h"
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#include "entity.h"
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#include "object.h"
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#include "functions.h"
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extern void (*const gUnk_080CD234[])(Entity*);
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@@ -114,7 +115,7 @@ void sub_0802B35C(Entity* this) {
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void sub_0802B4A8(Entity* this) {
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if (--this->actionDelay == 0) {
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Entity* ent = CreateObjectWithParent(this, 0, 0x60, 0);
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Entity* ent = CreateObjectWithParent(this, GROUND_ITEM, 0x60, 0);
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if (ent) {
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ent->y.HALF.HI -= 4;
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}
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@@ -1,6 +1,7 @@
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#include "global.h"
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#include "enemy.h"
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#include "entity.h"
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#include "object.h"
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#include "functions.h"
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static bool32 ShouldSpawnTreeItem(Entity*);
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@@ -35,14 +36,14 @@ void TreeItem(Entity* this) {
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if (var0 >= 0) {
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if (var0 > 7) {
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if (var0 == 8) {
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itemEntity = CreateObject(0x40, 0x60, 0);
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itemEntity = CreateObject(FAIRY, 0x60, 0);
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if (itemEntity) {
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itemEntity->actionDelay = 0;
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CopyPosition(this, itemEntity);
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}
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}
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} else {
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itemEntity = CreateObject(0x96, 0x7, gUnk_080D2AB0[var0]);
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itemEntity = CreateObject(OBJECT_96, 0x7, gUnk_080D2AB0[var0]);
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if (itemEntity) {
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CopyPosition(this, itemEntity);
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itemEntity->y.HALF.HI += 16;
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@@ -2,8 +2,9 @@
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#include "entity.h"
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#include "screen.h"
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#include "random.h"
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#include "functions.h"
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#include "object.h"
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#include "structures.h"
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#include "functions.h"
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void sub_0802A39C(Entity*);
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void sub_0802A334(Entity*);
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@@ -28,7 +29,7 @@ void sub_0802A250(Entity* this) {
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InitializeAnimation(this, 0);
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UpdateSpriteForCollisionLayer(this);
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ent = CreateObject(0x66, 0, 0);
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ent = CreateObject(OBJECT_66, 0, 0);
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if (ent) {
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ent->parent = this;
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}
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