Process profiles and enums cleanup (#1031)

* Fix some profile comments

* Add missing static for local visibility data

* Move proc name and draw priority enums to f_pc

* Add _e suffix to daObjBarrier_c proc enum

* Change proc name enum format to match TP

* Change draw prio enum format to match TP

* Change ItemNo enum format, finish fixing item names

* Revert static for cb1 hio

* Clean up formatting of profile comments

* Fix comment alignment
This commit is contained in:
LagoLunatic
2026-05-26 00:11:58 -04:00
committed by GitHub
parent 79277cb2b2
commit 102042628f
540 changed files with 9562 additions and 10530 deletions
+8 -10
View File
@@ -8,8 +8,6 @@
#include "d/actor/d_a_sea.h"
#include "d/actor/d_a_player.h"
#include "d/d_a_obj.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "d/d_kankyo_wether.h"
#include "d/d_com_inf_game.h"
#include "d/res/res_vbakh.h"
@@ -656,7 +654,7 @@ namespace daBomb2 {
hitNormal *= attr().field_0x44;
mWindVec.abs2();
fopAc_ac_c* hitActor = mSph.GetTgHitAc();
if (hitActor && fopAcM_GetProfName(hitActor) == PROC_PLAYER) {
if (hitActor && fopAcM_GetProfName(hitActor) == fpcNm_PLAYER_e) {
s16 hitObjAngleY = cM_atan2s(hitNormal.x, hitNormal.z);
f32 f2 = cM_scos(hitActor->shape_angle.y - hitObjAngleY);
if (f2 > 0.0f) {
@@ -1339,18 +1337,18 @@ namespace daBomb2 {
}
actor_process_profile_definition g_profile_Bomb2 = {
/* LayerID */ fpcLy_CURRENT_e,
/* ListID */ 0x0007,
/* ListPrio */ fpcPi_CURRENT_e,
/* ProcName */ PROC_Bomb2,
/* Layer ID */ fpcLy_CURRENT_e,
/* List ID */ 0x0007,
/* List Prio */ fpcPi_CURRENT_e,
/* Proc Name */ fpcNm_Bomb2_e,
/* Proc SubMtd */ &g_fpcLf_Method.base,
/* Size */ sizeof(daBomb2::Act_c),
/* SizeOther */ 0,
/* Size Other */ 0,
/* Parameters */ 0,
/* Leaf SubMtd */ &g_fopAc_Method.base,
/* Priority */ PRIO_Bomb2,
/* Draw Prio */ fpcDwPi_Bomb2_e,
/* Actor SubMtd */ &daBomb2::Mthd_Table,
/* Status */ fopAcStts_CULL_e | fopAcStts_UNK40000_e,
/* Group */ fopAc_ACTOR_e,
/* CullType */ fopAc_CULLBOX_CUSTOM_e,
/* Cull Type */ fopAc_CULLBOX_CUSTOM_e,
};