Use precompiled headers, fix weak data issues

This commit is contained in:
LagoLunatic
2025-08-19 17:15:39 -04:00
parent a32174dff6
commit 217775af4e
629 changed files with 646 additions and 445 deletions
-5
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@@ -14,11 +14,6 @@
#include "dolphin/types.h"
#include "string.h"
inline GXAttnFn J3DColorChan::getAttnFn() {
u8 attnFnTbl[] = { GX_AF_NONE, GX_AF_SPEC, GX_AF_NONE, GX_AF_SPOT };
return GXAttnFn(attnFnTbl[mChanCtrl >> 9 & 0x03]);
}
extern bool isTexNoReg(void*);
extern u16 getTexNoReg(void*);
extern void loadTexNo(u32, const u16 &);
+1 -4
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@@ -8,10 +8,7 @@
#include "JSystem/J3DGraphAnimator/J3DModelData.h"
#include "math.h"
// Needed for the .rodata section to match.
static const f32 dummy1[3] = {1.0f, 1.0f, 1.0f};
static const f32 dummy2[3] = {1.0f, 1.0f, 1.0f};
static const f32 dummy3[3] = {0.0f, 0.0f, 0.0f};
#include "weak_bss_3569.h" // IWYU pragma: keep
static const f32 Deg2Rad = 0.017453292f;
@@ -86,8 +86,8 @@ inline float tanf(float x) { return tan(x); }
namespace std {
#endif
extern inline float sqrtf(float x) {
const double _half = .5;
const double _three = 3.0;
static const double _half = .5;
static const double _three = 3.0;
volatile float y;
if (x > 0.0f) {
double guess = __frsqrte((double)x); // returns an approximation to
-1
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@@ -8,7 +8,6 @@
#include "SSystem/SComponent/c_math.h"
#include "dolphin/mtx/mtxvec.h"
/* 802528A4-802528C4 .text cLib_memCpy__FPvPCvUl */
void cLib_memCpy(void* dst, const void* src, unsigned long size) {
memcpy(dst, src, size);
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_acorn_leaf.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_acorn_leaf.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -3
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@@ -3,6 +3,7 @@
* Tingle Tuner Cursor
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_agb.h"
#include "d/res/res_agb.h"
#include "JSystem/JKernel/JKRHeap.h"
@@ -25,9 +26,6 @@
#include "d/actor/d_a_bomb.h"
#include "stdio.h"
#include "weak_bss_3569.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
static mDoDvdThd_toMainRam_c* l_gbaCommand;
int daAgb_c::mEffect;
+1 -3
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@@ -3,12 +3,10 @@
// Translation Unit: d_a_agbsw0.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "global.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "weak_data_1811.h" // IWYU pragma: keep
#include "d/actor/d_a_agbsw0.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_com_inf_game.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_alldie.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_alldie.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
+1 -2
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@@ -3,6 +3,7 @@
* Enemy - Armos Knight
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_am.h"
#include "d/res/res_am.h"
#include "f_op/f_op_actor_mng.h"
@@ -26,8 +27,6 @@
#include "d/actor/d_a_bomb.h"
#include "d/actor/d_a_bomb2.h"
#include "weak_data_1811.h" // IWYU pragma: keep
enum Action {
ACTION_DOUSA = 0,
ACTION_MODORU_MOVE = 1,
+1 -2
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@@ -3,6 +3,7 @@
* Enemy - Armos
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_am2.h"
#include "d/res/res_am2.h"
#include "f_op/f_op_actor_mng.h"
@@ -23,8 +24,6 @@
#include "f_op/f_op_camera.h"
#include "f_op/f_op_kankyo_mng.h"
#include "weak_data_1811.h" // IWYU pragma: keep
enum Action {
ACTION_DOUSA = 0x0,
ACTION_MAHI = 0x1,
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_amiprop.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_amiprop.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_andsw0.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_andsw0.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_com_inf_game.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_andsw2.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_andsw2.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_com_inf_game.h"
+1 -2
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@@ -3,6 +3,7 @@
* Item - Arrow
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_arrow.h"
#include "m_Do/m_Do_mtx.h"
#include "d/d_com_inf_game.h"
@@ -16,8 +17,6 @@
#include "d/d_s_play.h"
#include "d/res/res_link.h"
#include "weak_data_1811.h" // IWYU pragma: keep
s16 daArrow_c::m_count;
const char daArrow_c::m_arc_name[] = "Link";
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_arrow_iceeff.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_arrow_iceeff.h"
#include "m_Do/m_Do_mtx.h"
#include "f_op/f_op_actor_mng.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_arrow_lighteff.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_arrow_lighteff.h"
#include "d/actor/d_a_player_main.h"
#include "d/actor/d_a_arrow.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_atdoor.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_atdoor.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -4
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_att.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_att.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
@@ -10,10 +11,6 @@
#include "f_op/f_op_actor_mng.h"
#include "d/actor/d_a_bgn.h"
#if VERSION == VERSION_USA
#include "weak_data_1811.h" // IWYU pragma: keep
#endif
static bgn_class* boss;
static cXyz non_pos(-30000.0f, -30000.0f, -30000.0f);
+1 -3
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_auction.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_auction.h"
#include "d/actor/d_a_npc_auction.h"
#include "d/actor/d_a_player.h"
@@ -12,9 +13,6 @@
#include "d/d_priority.h"
#include "m_Do/m_Do_controller_pad.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
struct NpcDatStruct {
/* 0x00 */ f32 field_0x00;
/* 0x04 */ f32 field_0x04;
+1 -1
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@@ -3,6 +3,7 @@
* Enemy - Kargaroc
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bb.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
@@ -115,7 +116,6 @@ public:
/* 0x7C */ f32 unk_7C;
}; // size = 0x80
#include "weak_data_1811.h" // IWYU pragma: keep
static s8 callback_check_index[] = {0xFF, 0xFF, 0xFF, 0x64, 0xFF, 0xFF, 0xFF, 0xFF, 0x64, 0xFF, 0xFF, 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x64, 0x64, 0x64, 0xFF, 0xFF, 0xFF, 0xFF, 0x64, 0x64};
static f32 tial_scale[] = {
0.25f, 0.275f, 0.2875f, 0.3f, 0.325f, 0.375f, 0.4625f, 0.575f, 0.8f,
+1
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@@ -3,6 +3,7 @@
* Boss - Helmaroc King
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bdk.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
* Object - Helmaroc King fight objects (wooden bridges, wooden planks floating in water, etc.).
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bdkobj.h"
#include "d/d_bg_w.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_beam.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_beam.h"
#include "d/d_cc_d.h"
#include "d/d_procname.h"
+1 -2
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@@ -3,6 +3,7 @@
* Object - Bomb Flower - Flower
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bflower.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
@@ -11,8 +12,6 @@
#include "d/actor/d_a_player_main.h"
#include "d/actor/d_a_bomb2.h"
#include "weak_data_1811.h" // IWYU pragma: keep
static cXyz bomb_offset(0.0f, 0.0f, 0.0f);
static dCcD_SrcCyl l_cyl_src = {
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_bg.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bg.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_com_inf_game.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Puppet Ganon (Phase 1)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bgn.h"
#include "d/actor/d_a_bgn2.h"
#include "d/actor/d_a_bgn3.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Puppet Ganon (Phase 2)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bgn2.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Puppet Ganon (Phase 3)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bgn3.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* NPC - Great Fairy
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bigelf.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -2
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@@ -3,6 +3,7 @@
* Object - Wooden platforms (Gohma fight)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bita.h"
#include "d/res/res_bita.h"
#include "f_op/f_op_actor_mng.h"
@@ -16,8 +17,6 @@
#include "m_Do/m_Do_ext.h"
#include "m_Do/m_Do_mtx.h"
#include "weak_data_1811.h" // IWYU pragma: keep
static btd_class* btd = NULL;
static u32 ita_bmd[] = { BITA_BDL_MBIT1, BITA_BDL_MBIT2 };
+1 -3
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@@ -3,6 +3,7 @@
* Enemy - Bokoblin
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bk.h"
#include "d/d_bg_s_gnd_chk.h"
#include "d/res/res_bk.h"
@@ -29,9 +30,6 @@
#include "d/d_snap.h"
#include "JSystem/JUtility/JUTReport.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
static u8 hio_set;
static u8 another_hit;
static fopAc_ac_c* ken;
+1
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@@ -3,6 +3,7 @@
* Enemy - Bubble
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bl.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Kalle Demos
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bmd.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Kalle Demos (floor tentacles)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bmdfoot.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Kalle Demos (ceiling tentacles)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bmdhand.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Enemy - Boko Baba
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bo.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -3
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@@ -3,15 +3,13 @@
* Object - Enemy weapons
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_boko.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "d/d_bg_s_lin_chk.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
u32 daBoko_c::m_bound_se[6] = {
JA_SE_CM_BOKOBOU_BOUND,
JA_SE_CM_NATA_BOUND,
+1
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@@ -3,4 +3,5 @@
* Item - Bomb
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bomb3.inc"
+1 -2
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@@ -3,6 +3,7 @@
* Object - Bomb Flower - Bomb
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bomb2.h"
#include "d/actor/d_a_sea.h"
#include "d/actor/d_a_player.h"
@@ -16,8 +17,6 @@
#include "f_op/f_op_kankyo_mng.h"
#include "m_Do/m_Do_mtx.h"
#include "weak_data_1811.h" // IWYU pragma: keep
namespace daBomb2 {
namespace {
struct Attr_c {
+1 -2
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@@ -2,6 +2,7 @@
// Furthermore, the symbol maps show that d_a_bomb.o's first .text section is 0 bytes large, with everything going in
// its second .text section, which suggests that d_a_bomb.cpp is empty except including d_a_bomb3.inc.
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bomb.h"
#include "SSystem/SComponent/c_counter.h"
#include "d/d_a_obj.h"
@@ -17,8 +18,6 @@
#include "m_Do/m_Do_lib.h"
#include "d/res/res_vbakh.h"
#include "weak_data_1811.h" // IWYU pragma: keep
namespace {
enum AttrSt_e {
ATTR_STATE_0 = 0x00,
+2 -1
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@@ -3,13 +3,14 @@
* Item - Boomerang
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_boomerang.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "d/d_cc_d.h"
#include "assets/l_sightMatDL.h"
#include "assets/l_sightDL__d_a_boomerang.h"
#include "d/d_cc_d.h"
static dCcD_SrcCps l_at_cps_src = {
// dCcD_SrcGObjInf
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_boss_item.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_boss_item.h"
#include "f_op/f_op_actor.h"
#include "f_op/f_op_actor_mng.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Jalhalla
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bpw.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Object - Forest of Fairies - Tree branch (Tetra)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_branch.h"
#include "d/res/res_kwood_00.h"
#include "JSystem/JUtility/JUTAssert.h"
+1 -1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_bridge.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bridge.h"
#include "d/d_bg_w.h"
#include "d/d_procname.h"
@@ -20,7 +21,6 @@
#include "d/d_kankyo_wether.h"
#include "f_op/f_op_camera.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
static cXyz* wind_vec;
static s16 wy;
static f32* wp;
+1
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@@ -3,6 +3,7 @@
* Boss - Gohdan
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bst.h"
#include "d/actor/d_a_bomb.h"
#include "d/d_bg_s_lin_chk.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Gohma
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_btd.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
* Boss - Molgera
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bwd.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_bwdg.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bwdg.h"
#include "d/res/res_bwdg.h"
#include "d/d_bg_w_hf.h"
+1
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@@ -3,6 +3,7 @@
* Enemy - Molgera Larva
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_bwds.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Cannon Minigame
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_canon.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
* Enemy - ChuChu
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_cc.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -3
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_coming2.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_coming2.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
@@ -14,9 +15,6 @@
#include "d/actor/d_a_sea.h"
#include "d/actor/d_a_obj_barrel2.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
s32 daComing2::coming_make_item_no_table[] = {
dItem_GREEN_RUPEE_e, dItem_GREEN_RUPEE_e, dItem_GREEN_RUPEE_e, dItem_GREEN_RUPEE_e, dItem_GREEN_RUPEE_e,
dItem_BLUE_RUPEE_e, dItem_BLUE_RUPEE_e, dItem_BLUE_RUPEE_e, dItem_BLUE_RUPEE_e, dItem_BLUE_RUPEE_e,
+1 -3
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_coming3.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_coming3.h"
#include "d/actor/d_a_player.h"
#include "d/actor/d_a_sea.h"
@@ -13,9 +14,6 @@
#include "d/d_bg_s_gnd_chk.h"
#include "d/d_bg_s_wtr_chk.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
namespace daComing3 {
namespace {
static const u8 L_Attr[0x28] = {
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_dai.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_dai.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -4
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_dai_item.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_dai_item.h"
#include "SSystem/SComponent/c_math.h"
#include "d/d_kankyo_wether.h"
@@ -12,10 +13,6 @@
#include "d/res/res_fdai.h"
#include "d/res/res_cloth.h"
#include "f_op/f_op_actor.h"
#include "weak_bss_3569.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
const char daStandItem_c::m_arcname[] = "Fdai";
const s16 daStandItem_c::m_bmdidx[] = {
FDAI_BDL_FOBJ00, /* FLOWER_1 */
+1
View File
@@ -3,6 +3,7 @@
* Mini-Boss - Big Octo (body)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_daiocta.h"
#include "d/d_cc_d.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
* Mini-Boss - Big Octo (eye)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_daiocta_eye.h"
#include "d/d_cc_d.h"
#include "d/d_procname.h"
+1 -2
View File
@@ -3,14 +3,13 @@
* Item - Deku Leaf (collectable)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_deku_item.h"
#include "d/res/res_deku.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "weak_data_1811.h" // IWYU pragma: keep
const char daDekuItem_c::m_arcname[] = "Deku";
static dCcD_SrcCyl l_cyl_src = {
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_demo00.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo00.h"
#include "JSystem/J3DGraphAnimator/J3DSkinDeform.h"
#include "JSystem/J3DGraphBase/J3DSys.h"
+1
View File
@@ -3,6 +3,7 @@
* NPC - Helmaroc King (Forsaken Fortress 1 exterior)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo_dk.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -2
View File
@@ -3,6 +3,7 @@
* Item - Cutscene Item
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo_item.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
@@ -15,8 +16,6 @@
#include "m_Do/m_Do_mtx.h"
#include "f_op/f_op_camera.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
const int daDitem_c::m_rot_time = 8*30;
u8 daDitem_c::m_effect_type[0x100] = {
+1
View File
@@ -3,6 +3,7 @@
* NPC - Seagull (cutscenes)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo_kmm.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_disappear.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_disappear.h"
#include "f_op/f_op_actor.h"
#include "f_op/f_op_actor_mng.h"
+1
View File
@@ -3,6 +3,7 @@
* NPC - Helmaroc King (Forsaken Fortress 1 tower, Outset Island)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_dk.h"
#include "d/res/res_dk.h"
#include "d/d_com_inf_game.h"
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_door10.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_door10.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_door12.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_door12.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
View File
@@ -3,6 +3,7 @@
* NPC - Valoo (Overworld) / (Dragon)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_dr.h"
#include "d/res/res_dr.h"
#include "f_op/f_op_actor_mng.h"
+1
View File
@@ -3,6 +3,7 @@
* NPC - Gohma fight - Valoo (body & tail) + lava pit & ceiling rock
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_dr2.h"
#include "d/res/res_dr2.h"
#include "m_Do/m_Do_ext.h"
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_dummy.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_dummy.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,6 +3,7 @@
* Object - Torches
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_ep.h"
#include "d/res/res_ep.h"
#include "d/d_procname.h"
@@ -16,7 +17,6 @@
#include "d/d_bg_s_lin_chk.h"
#include "m_Do/m_Do_lib.h"
void daEp_ToFore(ep_class* i_this) {
}
+1 -2
View File
@@ -3,6 +3,7 @@
* Item - All-Purpose Bait
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_esa.h"
#include "d/actor/d_a_player.h"
#include "d/actor/d_a_sea.h"
@@ -16,8 +17,6 @@
#include "d/res/res_link.h"
#include "f_op/f_op_actor_mng.h"
#include "weak_bss_3569.h" // IWYU pragma: keep
/* 800E7E60-800E7EA8 .text daEsa_Draw__FP9esa_class */
static BOOL daEsa_Draw(esa_class* i_this) {
g_env_light.setLightTevColorType(i_this->mpModel, &i_this->tevStr);
+1 -1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_fallrock.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fallrock.h"
#include "d/res/res_always.h"
#include "d/d_com_inf_game.h"
@@ -12,7 +13,6 @@
#include "f_op/f_op_actor_mng.h"
#include "f_op/f_op_kankyo_mng.h"
char daFallRock_c::m_arcname[] = "Always";
f32 daFallRock_c::m_falllen = 7000.0f;
s16 daFallRock_c::m_rot_speed = 0x3E8;
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_fallrock_tag.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fallrock_tag.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_fan.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fan.h"
#include "d/res/res_hsen1.h"
#include "d/res/res_hsen3.h"
+1
View File
@@ -3,6 +3,7 @@
* Object - Firefly (not collectable)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_ff.h"
#include "d/actor/d_a_player.h"
#include "d/d_bg_s_gnd_chk.h"
+1 -3
View File
@@ -3,6 +3,7 @@
* Mini-Boss - Phantom Ganon
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fganon.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
@@ -20,9 +21,6 @@
#include "d/res/res_pgsw.h"
#include "f_op/f_op_camera.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
#include "weak_data_1811.h" // IWYU pragma: keep
fganon_class* master;
u8 hio_set;
daFganon_HIO_c l_HIO;
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_fgmahou.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fgmahou.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -2
View File
@@ -3,14 +3,13 @@
// Translation Unit: d_a_fire.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fire.h"
#include "d/d_com_inf_game.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "weak_data_1811.h" // IWYU pragma: keep
static dCcD_SrcCyl l_cyl_src = {
// dCcD_SrcGObjInf
{
+1
View File
@@ -3,6 +3,7 @@
* Object - Wind Temple - Breakable floor (Iron Boots, Bombs, etc.)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_floor.h"
#include "d/res/res_hhyu1.h"
#include "d/d_com_inf_game.h"
+1
View File
@@ -3,6 +3,7 @@
* Enemy - Floormaster
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_fm.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -2
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_ghostship.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_ghostship.h"
#include "d/res/res_ayush.h"
#include "SSystem/SComponent/c_math.h"
@@ -14,8 +15,6 @@
#include "d/d_kankyo_wether.h"
#include "d/res/res_cloth.h"
#include "weak_data_1811.h" // IWYU pragma: keep
const u32 daGhostship_c::m_heapsize = 0x1EA0;
const char daGhostship_c::m_arc_name[] = "Ayush";
const char daGhostship_c::m_cloth_arc_name[] = "Cloth";
+1
View File
@@ -3,6 +3,7 @@
* Mini-Boss - Mothula / Enemy - Mothula Larva
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_gm.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1
View File
@@ -3,6 +3,7 @@
* Boss - Ganondorf
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_gnd.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
View File
@@ -3,6 +3,7 @@
* Object - Big red finish line flag (Boating Course, Flight Control Platform)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_goal_flag.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -2
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_grass.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_grass.h"
#include "f_op/f_op_actor.h"
#include "f_op/f_op_actor_mng.h"
@@ -14,8 +15,6 @@
#include "d/d_tree.h"
#include "SSystem/SComponent/c_sxyz.h"
#include "weak_bss_936_to_1036.h" // IWYU pragma: keep
namespace daGrass_prm {
inline s8 getItemNo(grass_class* ac) { return (fopAcM_GetParam(ac) >> 6) & 0x3F; }
inline u8 getKind(grass_class* ac) { return (fopAcM_GetParam(ac) >> 4) & 0x03; }
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_grid.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_grid.h"
#include "JSystem/J3DGraphBase/J3DPacket.h"
#include "d/d_procname.h"
+1
View File
@@ -3,6 +3,7 @@
* Enemy - Gyorg
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_gy.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_gy_ctrl.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_gy_ctrl.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
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@@ -3,6 +3,7 @@
* Item - Grappling Hook
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_himo2.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
View File
@@ -3,6 +3,7 @@
* Object - Rope (Pirate Ship rope minigame, Forsaken Fortress)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_himo3.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_hitobj.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_hitobj.h"
#include "d/d_com_inf_game.h"
#include "f_op/f_op_actor.h"
+1
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@@ -3,6 +3,7 @@
* Object - Tower of the Gods - Glowing platform
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_hmlif.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -2
View File
@@ -3,6 +3,7 @@
* Item - Hookshot
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_hookshot.h"
#include "d/d_com_inf_game.h"
#include "m_Do/m_Do_mtx.h"
@@ -12,8 +13,6 @@
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "weak_data_1811.h" // IWYU pragma: keep
#include "assets/l_chainS3TCTEX__d_hookshot.h"
const u16 l_chainS3TCTEX__width = 32;
const u16 l_chainS3TCTEX__height = 32;
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_hot_floor.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_hot_floor.h"
#include "f_op/f_op_actor_mng.h"
#include "JSystem/JParticle/JPAParticle.h"
+1 -2
View File
@@ -3,6 +3,7 @@
* Object - Eye switch
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_hys.h"
#include "d/res/res_hys.h"
#include "d/d_com_inf_game.h"
@@ -10,8 +11,6 @@
#include "d/d_procname.h"
#include "d/d_priority.h"
#include "weak_data_1811.h" // IWYU pragma: keep
const char* daHys_c::m_arcname[2] = {"Hys", "Hys"};
/* Model file indexes. */
+1 -2
View File
@@ -3,6 +3,7 @@
// Translation Unit: d_a_ib.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_ib.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
@@ -15,8 +16,6 @@
#include "global.h"
#include "m_Do/m_Do_mtx.h"
#include "weak_data_1811.h" // IWYU pragma: keep
struct daIball_c__data {
/* 0x00 */ u8 m00;
/* 0x01 */ u8 m01;
+1
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@@ -3,6 +3,7 @@
// Translation Unit: d_a_icelift.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_icelift.h"
#include "d/d_bg_w.h"
#include "d/d_procname.h"
+1
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@@ -3,6 +3,7 @@
* Object - Forsaken Fortress - Anchors
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/actor/d_a_ikari.h"
#include "d/res/res_ikari.h"
#include "d/d_kankyo_wether.h"
+1 -2
View File
@@ -3,6 +3,7 @@
* Item - Field Item
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/d_item.h"
#include "d/d_item_data.h"
#include "d/actor/d_a_item.h"
@@ -15,8 +16,6 @@
#include "m_Do/m_Do_mtx.h"
#include "m_Do/m_Do_controller_pad.h"
#include "weak_data_1811.h" // IWYU pragma: keep
s32 daItem_c::m_timer_max = 10000;
/* 800F4BC8-800F4BD4 .text getData__12daItemBase_cFv */

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