Remove unnecessary d_com_inf_game.h include from player header

This commit is contained in:
LagoLunatic
2023-11-01 20:55:24 -04:00
parent 96dde90a54
commit bb41854de6
7 changed files with 23 additions and 12 deletions
+1 -1
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@@ -3,7 +3,7 @@
#include "JSystem/J3DGraphAnimator/J3DMaterialAnm.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_com_inf_game.h"
#include "d/d_particle.h"
#include "d/d_cc_d.h"
class daPy_matAnm_c : public J3DMaterialAnm {
+1
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@@ -3,6 +3,7 @@
#include "d/actor/d_a_player.h"
#include "d/d_bg_s_acch.h"
#include "SSystem/SComponent/c_lib.h"
class daPy_npc_c : public daPy_py_c {
public:
+1 -1
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@@ -4,7 +4,7 @@
//
#include "d/actor/d_a_npc_kamome.h"
#include "dolphin/types.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
#include "m_Do/m_Do_hostIO.h"
#include "d/d_item_data.h"
+1
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@@ -5,6 +5,7 @@
#include "d/actor/d_a_npc_md.h"
#include "d/d_procname.h"
#include "d/d_com_inf_game.h"
#include "JSystem/JKernel/JKRHeap.h"
// Needed for the .data section to match.
+1
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@@ -5,6 +5,7 @@
#include "dolphin/types.h"
#include "d/actor/d_a_player.h"
#include "d/d_com_inf_game.h"
#include "f_op/f_op_camera_mng.h"
/* 801028FC-80102940 .text changePlayer__9daPy_py_cFP10fopAc_ac_c */
+17 -10
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@@ -4,7 +4,7 @@
//
#include "d/actor/d_a_player_npc.h"
#include "dolphin/types.h"
#include "d/d_com_inf_game.h"
#include "m_Do/m_Do_lib.h"
#include "SSystem/SComponent/c_counter.h"
#include "d/d_procname.h"
@@ -20,8 +20,8 @@ int daPy_npc_c::check_initialRoom() {
if (roomNo < 0 || !dComIfGp_roomControl_checkStatusFlag(roomNo, 0x10)) {
return 0;
} else {
orig.roomNo = roomNo;
current.roomNo = roomNo;
fopAcM_SetHomeRoomNo(this, roomNo);
fopAcM_SetRoomNo(this, roomNo);
return -1;
}
}
@@ -78,17 +78,24 @@ void daPy_npc_c::setOffsetHomePos() {
/* 8015A6A4-8015AA0C .text setPointRestart__10daPy_npc_cFsSc */
void daPy_npc_c::setPointRestart(s16 i_point, s8 option) {
/* Nonmatching (regswaps) */
stage_scls_info_dummy_class* sclsinfo;
stage_scls_info_class* scls_data;
stage_actor_data_class* player_data;
int scls_start_code;
int i;
s16 rotY;
s8 roomNo;
JUT_ASSERT(157, dComIfGp_getStagePlayer() != 0);
stage_scls_info_dummy_class* sclsinfo = dComIfGp_getStageSclsInfo();
sclsinfo = dComIfGp_getStageSclsInfo();
JUT_ASSERT(159, sclsinfo != 0);
JUT_ASSERT(161, 0 <= i_point && i_point < sclsinfo->num);
stage_scls_info_class* scls_data = sclsinfo->m_entries;
scls_data = sclsinfo->m_entries;
JUT_ASSERT(163, scls_data != 0);
stage_actor_data_class* player_data = dComIfGp_getStagePlayer()->m_entries;
int scls_start_code = scls_data[i_point].mStart;
int i;
player_data = dComIfGp_getStagePlayer()->m_entries;
scls_start_code = scls_data[i_point].mStart;
for (i = 0; i < dComIfGp_getStagePlayerNum(); i++) {
u8 plyr_start_code = player_data->mAngle.z & 0xFF;
if (plyr_start_code == scls_start_code) {
@@ -106,8 +113,8 @@ void daPy_npc_c::setPointRestart(s16 i_point, s8 option) {
next = orig;
shape_angle = orig.angle;
s16 rotY = orig.angle.y;
s8 roomNo = -1;
rotY = orig.angle.y;
roomNo = -1;
dComIfGs_setRestartOption(&orig.pos, rotY, roomNo, option);
dComIfGs_setPlayerPriest(option, orig.pos, rotY, roomNo);
dComIfGs_setPlayerPriest(option, dComIfGs_getRestartOptionPos(), dComIfGs_getRestartOptionAngleY(), dComIfGs_getRestartOptionRoomNo());
+1
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@@ -4,6 +4,7 @@
//
#include "JSystem/JKernel/JKRHeap.h"
#include "d/actor/d_a_player_main.h"
#include "d/d_com_inf_game.h"
#include "d/d_procname.h"
struct daTag_Msg_c : public fopAc_ac_c {