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https://github.com/zeldaret/tp
synced 2026-05-28 08:25:48 -04:00
J3D debug work (#2949)
* J3D debug work * Clean up JSystem GXColor ctors, remove a couple fakematches * Update symbols.txt * Fix res include syntax * Remove fakematch that isn't necessary anymore * Fix some Shield regressions
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@@ -1069,8 +1069,8 @@ int daArrow_c::draw() {
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return TRUE;
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}
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static const GXColorS10 tmpColor = {0, 0, 0};
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J3DGXColorS10 color = (tmpColor);
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static const GXColorS10 tmpColor = {0x00, 0x00, 0x00, 0x00};
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J3DGXColorS10 color = tmpColor;
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daAlink_c* link = daAlink_getAlinkActorClass();
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if (fopAcM_GetParam(this) == 0 && field_0x940 != 0) {
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@@ -6,7 +6,7 @@
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#include "d/dolzel_rel.h" // IWYU pragma: keep
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#include "d/actor/d_a_e_gb.h"
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#include "../assets/GZ2E01/res/Object/E_gb.h"
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#include "res/Object/E_gb.h"
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#include "d/d_cc_d.h"
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#include "d/d_camera.h"
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#include "d/d_bomb.h"
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@@ -7,7 +7,7 @@
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#include "Z2AudioLib/Z2Instances.h"
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#include "d/actor/d_a_e_hz.h"
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#include "../assets/GZ2E01/res/Object/E_hz.h"
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#include "res/Object/E_hz.h"
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#include "d/d_camera.h"
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#include "f_op/f_op_actor_enemy.h"
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#include "d/d_debug_viewer.h"
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@@ -473,6 +473,7 @@ void daNpc_Zelda_c::srchActors() {
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switch (field_0xf80) {
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case 0:
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default:
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break;
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}
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#endif
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}
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@@ -625,7 +626,7 @@ int daNpc_Zelda_c::drawDbgInfo() {
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attention_info.distances[fopAc_attn_JUEL_e]).mDistMax;
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f32 distMax2 = dComIfGp_getAttention()->getDistTable(
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attention_info.distances[fopAc_attn_TALK_e]).mDistMax;
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GXColor circle1Color = { 0xc8, 0x00, 0xff };
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GXColor circle1Color = { 0xc8, 0x00, 0xff, 0x00 };
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dDbVw_drawCircleOpa(attention_info.position, distMax1, circle1Color, 1, 0xc);
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GXColor circle2Color = { 0xc8, 0x00, 0x00, 0xff };
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dDbVw_drawCircleOpa(attention_info.position, distMax2, circle2Color, 1, 0xc);
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