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Use the "next TU" fakematch to link d_door
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+1
-1
@@ -407,7 +407,7 @@ config.libs = [
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Object(Matching, "d/d_a_race_item_static.cpp"),
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Object(NonMatching, "d/d_a_leaflift_static.cpp"),
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Object(NonMatching, "d/d_demo.cpp"),
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Object(NonMatching, "d/d_door.cpp"),
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Object(Matching, "d/d_door.cpp", extra_cflags=['-pragma "nosyminline on"']),
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Object(Matching, "d/d_resorce.cpp", extra_cflags=['-pragma "nosyminline on"']),
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Object(Matching, "d/d_material.cpp"),
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Object(Matching, "d/d_event.cpp"),
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@@ -503,7 +503,7 @@ public:
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virtual MtxP getModelJointMtx(u16) { return NULL; }
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virtual f32 getOldSpeedY() { return 0.0f; }
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virtual BOOL setHookshotCarryOffset(uint, const cXyz*) { return FALSE; }
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virtual void setPlayerPosAndAngle(cXyz*, s16) {}
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virtual void setPlayerPosAndAngle(cXyz*, s16);// {}
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virtual void setPlayerPosAndAngle(cXyz*, csXyz*) {}
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virtual void setPlayerPosAndAngle(MtxP) {}
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virtual BOOL setThrowDamage(cXyz*, s16, f32, f32, int) { return FALSE; }
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@@ -3,6 +3,13 @@
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// Translation Unit: d_resorce.cpp
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//
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// Fakematch: This is supposed to be a weak function defined in d_a_player.h that wind up at the end of the
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// d_door TU. But weak function ordering is currently broken, so to get d_door to match, we define it
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// here (at the start of the *next* TU after d_door) so that it gets placed into the correct spot in
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// the DOL, even though this is an ugly hack and they're now in the wrong translation unit instead.
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#include "d/actor/d_a_player.h"
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void daPy_py_c::setPlayerPosAndAngle(cXyz*, s16) { }
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#include "d/d_resorce.h"
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#include "d/d_bg_s.h"
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#include "d/d_com_inf_game.h"
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