Add dolzel_rel.pch

This fixes the sdata linker error in the debug build.
This commit is contained in:
LagoLunatic
2025-08-23 12:17:10 -04:00
parent 4cc35f3c20
commit b77717694c
417 changed files with 436 additions and 415 deletions
+6 -1
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@@ -349,7 +349,12 @@ config.precompiled_headers = [
"source": "d/dolzel.pch",
"mw_version": "GC/1.3.2",
"cflags": ["-lang=c++", *cflags_dolzel],
}
},
{
"source": "d/dolzel_rel.pch",
"mw_version": "GC/1.3.2",
"cflags": ["-lang=c++", *cflags_rel],
},
]
config.libs = [
{
+10
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@@ -0,0 +1,10 @@
#ifndef DOLZEL_REL_H
#define DOLZEL_REL_H
#ifdef __MWERKS__
#include "d/dolzel_rel.mch"
#else
#include "d/dolzel_rel.pch"
#endif
#endif /* DOLZEL_REL_H */
+6
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@@ -0,0 +1,6 @@
#ifndef DOLZEL_REL_PCH
#define DOLZEL_REL_PCH
#include "d/dolzel.pch" // IWYU pragma: export
#endif /* DOLZEL_REL_PCH */
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_acorn_leaf.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_acorn_leaf.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_agbsw0.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "global.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_alldie.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_alldie.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - Armos Knight
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - Armos
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_amiprop.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_amiprop.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_andsw0.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_andsw2.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_arrow_iceeff.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_arrow_lighteff.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_atdoor.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_atdoor.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_att.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_att.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_auction.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - Kargaroc
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bb.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Helmaroc King
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bdk.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Object - Helmaroc King fight objects (wooden bridges, wooden planks floating in water, etc.).
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bdkobj.h"
#include "d/d_bg_w.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_beam.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_beam.h"
#include "d/actor/d_a_player.h"
#include "d/actor/d_a_hot_floor.h"
+1 -1
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@@ -3,7 +3,7 @@
* Object - Bomb Flower - Flower
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bflower.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Puppet Ganon (Phase 1)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
* Boss - Puppet Ganon (Phase 2)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bgn2.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Puppet Ganon (Phase 3)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bgn3.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* NPC - Great Fairy
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bigelf.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Object - Wooden platforms (Gohma fight)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - Bokoblin
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - Bubble
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bl.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Kalle Demos
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bmd.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Kalle Demos (floor tentacles)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bmdfoot.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Kalle Demos (ceiling tentacles)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bmdhand.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - Boko Baba
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bo.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Object - Enemy weapons
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_boko.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_boss_item.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
* Boss - Jalhalla
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bpw.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Object - Forest of Fairies - Tree branch (Tetra)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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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@@ -3,7 +3,7 @@
// Translation Unit: d_a_bridge.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bridge.h"
#include "d/d_bg_w.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Gohdan
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
* Boss - Gohma
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_btd.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Boss - Molgera
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bwd.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_bwdg.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
* Enemy - Molgera Larva
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_bwds.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Cannon Minigame
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_canon.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Enemy - ChuChu
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_cc.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_coming2.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_coming2.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_coming3.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_dai.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_dai.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Mini-Boss - Big Octo (body)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_daiocta.h"
#include "d/d_cc_d.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Mini-Boss - Big Octo (eye)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_daiocta_eye.h"
#include "d/d_cc_d.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
* Item - Deku Leaf (collectable)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
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@@ -3,7 +3,7 @@
* NPC - Helmaroc King (Forsaken Fortress 1 exterior)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo_dk.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Item - Cutscene Item
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo_item.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* NPC - Seagull (cutscenes)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_demo_kmm.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* NPC - Helmaroc King (Forsaken Fortress 1 tower, Outset Island)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_door10.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_door10.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_door12.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_door12.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* NPC - Valoo (Overworld) / (Dragon)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
* NPC - Gohma fight - Valoo (body & tail) + lava pit & ceiling rock
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_dummy.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_dummy.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
* Object - Torches
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_ep.h"
#include "d/res/res_ep.h"
#include "d/d_procname.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_fallrock.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_fallrock.h"
#include "d/res/res_always.h"
#include "d/d_com_inf_game.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_fallrock_tag.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_fallrock_tag.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_fan.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_fan.h"
#include "d/res/res_hsen1.h"
#include "d/res/res_hsen3.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Firefly (not collectable)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
View File
@@ -3,7 +3,7 @@
* Mini-Boss - Phantom Ganon
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_fganon.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_fgmahou.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_fgmahou.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_fire.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Wind Temple - Breakable floor (Iron Boots, Bombs, etc.)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
View File
@@ -3,7 +3,7 @@
* Enemy - Floormaster
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_fm.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_ghostship.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_ghostship.h"
#include "d/res/res_ayush.h"
#include "SSystem/SComponent/c_math.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Mini-Boss - Mothula / Enemy - Mothula Larva
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_gm.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Boss - Ganondorf
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_gnd.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Big red finish line flag (Boating Course, Flight Control Platform)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_goal_flag.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_grass.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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"
+1 -1
View File
@@ -3,7 +3,7 @@
* Enemy - Gyorg
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_gy.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_gy_ctrl.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_gy_ctrl.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Rope (Pirate Ship rope minigame, Forsaken Fortress)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_himo3.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_hitobj.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
View File
@@ -3,7 +3,7 @@
* Object - Tower of the Gods - Glowing platform
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_hmlif.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
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@@ -3,7 +3,7 @@
// Translation Unit: d_a_hot_floor.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.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 -1
View File
@@ -3,7 +3,7 @@
* Object - Eye switch
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_hys.h"
#include "d/res/res_hys.h"
#include "d/d_com_inf_game.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_icelift.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_icelift.h"
#include "d/d_bg_w.h"
#include "d/d_procname.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Forsaken Fortress - Anchors
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_ikari.h"
#include "d/res/res_ikari.h"
#include "d/d_kankyo_wether.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Item - Field Item
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/d_item.h"
#include "d/d_item_data.h"
#include "d/actor/d_a_item.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Baba Bud
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_jbo.h"
#include "d/actor/d_a_player.h"
#include "d/d_com_inf_game.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Ship's wheel (Tetra's Ship)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kaji.h"
#include "d/res/res_kaji.h"
#include "f_op/f_op_actor_mng.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* NPC - Seagull
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kamome.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Cuttable sign
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kanban.h"
#include "d/actor/d_a_player.h"
#include "d/actor/d_a_bomb.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_kantera.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kantera.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* NPC - Pig
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kb.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_kddoor.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kddoor.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Enemy - Keese
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_ki.h"
#include "d/actor/d_a_player.h"
#include "m_Do/m_Do_ext.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Forbidden Woods - Hanging flower platform
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kita.h"
#include "SSystem/SComponent/c_phase.h"
#include "d/actor/d_a_player.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Forbidden Woods - Lift (moving wooden platform)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_klft.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_procname.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_kmon.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kmon.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* NPC - Crab
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kn.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Regular doors (with knobs, not sliding)
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_knob00.h"
#include "d/actor/d_a_player.h"
#include "d/actor/d_a_obj_pirateship.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Object - Forbidden Woods - Hanging flower house
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_kokiie.h"
#include "d/d_procname.h"
#include "d/d_priority.h"
+1 -1
View File
@@ -3,7 +3,7 @@
// Translation Unit: d_a_komore.cpp
//
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_komore.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
+1 -1
View File
@@ -3,7 +3,7 @@
* Enemy - Morth
*/
#include "d/dolzel.h" // IWYU pragma: keep
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_ks.h"
#include "d/d_procname.h"
#include "d/d_priority.h"

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