Remove BenPort.h from functions.h (#309)

* Remove BenPort.h from functions.h

* use specific z64 includes

* this -> thisx
This commit is contained in:
inspectredc
2024-05-22 09:05:04 -05:00
committed by Garrett Cox
parent ba16e12772
commit 292acc5ecd
36 changed files with 104 additions and 58 deletions
+5
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@@ -45,6 +45,11 @@ uint32_t IsGameMasterQuest();
#endif
#ifndef __cplusplus
#include <z64bgcheck.h>
#include <z64camera.h>
#include <z64game.h>
#include <z64scene.h>
#include <z64skin.h>
void InitOTR(void);
void DeinitOTR(void);
void VanillaItemTable_Init();
+1
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@@ -1,5 +1,6 @@
#include "framebuffer_effects.h"
#include "global.h"
#include "BenPort.h"
int gfx_create_framebuffer(uint32_t width, uint32_t height, uint32_t native_width, uint32_t native_height,
uint8_t resize);
+57 -58
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@@ -7,7 +7,6 @@ extern "C" {
#endif
#include "z64.h"
#include "BenPort.h"
#include "libultraship/luslog.h"
#include <public/bridge/consolevariablebridge.h>
@@ -84,20 +83,20 @@ s32 __osStrcmp(const char* str1, const char* str2);
char* __osStrcpy(char* dst, const char* src);
void* __osMemcpy(void* dst, void* src, size_t size);
// void EnItem00_SetObject(EnItem00* this, PlayState* play, f32* shadowOffset, f32* shadowScale);
// void EnItem00_SetObject(EnItem00* thisx, PlayState* play, f32* shadowOffset, f32* shadowScale);
// void EnItem00_Init(Actor* thisx, PlayState* play);
// void EnItem00_Destroy(Actor* thisx, PlayState* play);
// void EnItem00_WaitForHeartObject(EnItem00* this, PlayState* play);
// void func_800A640C(EnItem00* this, PlayState* play);
// void func_800A6650(EnItem00* this, PlayState* play);
// void func_800A6780(EnItem00* this, PlayState* play);
// void func_800A6A40(EnItem00* this, PlayState* play);
// void EnItem00_WaitForHeartObject(EnItem00* thisx, PlayState* play);
// void func_800A640C(EnItem00* thisx, PlayState* play);
// void func_800A6650(EnItem00* thisx, PlayState* play);
// void func_800A6780(EnItem00* thisx, PlayState* play);
// void func_800A6A40(EnItem00* thisx, PlayState* play);
// void EnItem00_Update(Actor* thisx, PlayState* play);
// void EnItem00_Draw(Actor* thisx, PlayState* play);
// void EnItem00_DrawRupee(EnItem00* this, PlayState* play);
// void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
// void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
// void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
// void EnItem00_DrawRupee(EnItem00* thisx, PlayState* play);
// void EnItem00_DrawSprite(EnItem00* thisx, PlayState* play);
// void EnItem00_DrawHeartContainer(EnItem00* thisx, PlayState* play);
// void EnItem00_DrawHeartPiece(EnItem00* thisx, PlayState* play);
// s16 func_800A7650(s16 dropId);
Actor* Item_DropCollectible(PlayState* play, Vec3f* spawnPos, u32 params);
Actor* Item_DropCollectible2(PlayState* play, Vec3f* spawnPos, s32 params);
@@ -105,8 +104,8 @@ void Item_DropCollectibleRandom(PlayState* play, Actor* fromActor, Vec3f* spawnP
s32 func_800A8150(s32 index);
s32 func_800A817C(s32 index);
s32 Item_CanDropBigFairy(PlayState* play, s32 index, s32 collectibleFlag);
void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2);
void EffectBlure_AddSpace(EffectBlure* this);
void EffectBlure_AddVertex(EffectBlure* thisx, Vec3f* p1, Vec3f* p2);
void EffectBlure_AddSpace(EffectBlure* thisx);
void EffectBlure_Init1(void* thisx, void* initParamsx);
void EffectBlure_Init2(void* thisx, void* initParamsx);
void EffectBlure_Destroy(void* thisx);
@@ -126,8 +125,8 @@ void func_800AE5A0(PlayState* play);
void func_800AE5E4(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
void func_800AE778(PlayState* play, Color_RGBA8* color, s16 arg2, s16 arg3);
void func_800AE8EC(PlayState* play);
void func_800AE930(CollisionContext* colCtx, EffectTireMark* this, Vec3f* pos, f32 arg3, s16 angle, CollisionPoly* colPoly, s32 bgId);
void func_800AEF44(EffectTireMark* this);
void func_800AE930(CollisionContext* colCtx, EffectTireMark* thisx, Vec3f* pos, f32 arg3, s16 angle, CollisionPoly* colPoly, s32 bgId);
void func_800AEF44(EffectTireMark* thisx);
void EffectTireMark_Init(void* thisx, void* initParamsx);
void EffectTireMark_Destroy(void* thisx);
s32 EffectTireMark_Update(void* thisx);
@@ -155,7 +154,7 @@ void EffectSS_DrawAllParticles(PlayState* play);
s16 func_800B096C(s16 arg0, s16 arg1, s32 arg2);
s16 func_800B09D0(s16 arg0, s16 arg1, f32 arg2);
u8 func_800B0A24(u8 arg0, u8 arg1, f32 arg2);
void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, void* texture);
void EffectSs_DrawGEffect(PlayState* play, EffectSs* thisx, void* texture);
void EffectSsDust_Spawn(PlayState* play, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode);
void func_800B0DE0(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
void func_800B0E48(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep);
@@ -903,10 +902,10 @@ void KaleidoScopeCall_Draw(PlayState* play);
void Transition_Init(TransitionContext* transitionCtx);
void Transition_Destroy(TransitionContext* transitionCtx);
void TransitionTile_Destroy(TransitionTile* this);
TransitionTile* TransitionTile_Init(TransitionTile* this, s32 cols, s32 rows);
void TransitionTile_Draw(TransitionTile* this, Gfx** gfxP);
void TransitionTile_Update(TransitionTile* this);
void TransitionTile_Destroy(TransitionTile* thisx);
TransitionTile* TransitionTile_Init(TransitionTile* thisx, s32 cols, s32 rows);
void TransitionTile_Draw(TransitionTile* thisx, Gfx** gfxP);
void TransitionTile_Update(TransitionTile* thisx);
void TransitionFade_Start(void* thisx);
void* TransitionFade_Init(void* thisx);
@@ -941,32 +940,32 @@ void Play_SetMotionBlurPriorityAlpha(u32 alpha);
void Play_EnableMotionBlurPriority(u32 alpha);
void Play_DisableMotionBlurPriority(void);
void Play_TriggerPictoPhoto(void);
Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
Gfx* Play_SetFog(PlayState* thisx, Gfx* gfx);
void Play_Destroy(GameState* thisx);
void Play_CompressI8ToI5(void* srcI8, void* destI5, size_t size);
void Play_DecompressI5ToI8(void* srcI5, void* destI8, size_t size);
void Play_Update(PlayState* this);
void Play_Draw(PlayState* this);
void Play_Update(PlayState* thisx);
void Play_Draw(PlayState* thisx);
void Play_Main(GameState* thisx);
s32 Play_InCsMode(PlayState* this);
f32 Play_GetFloorSurfaceImpl(PlayState* this, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos);
void Play_GetFloorSurface(PlayState* this, MtxF* mtx, Vec3f* pos);
void* Play_LoadFile(PlayState* this, RomFile* entry);
void Play_InitEnvironment(PlayState* this, s16 skyboxId);
void Play_GetScreenPos(PlayState* this, Vec3f* worldPos, Vec3f* screenPos);
s32 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
void Play_ClearCamera(PlayState* this, s16 camId);
Camera* Play_GetCamera(PlayState* this, s16 camId);
s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
s32 func_80169A50(PlayState* this, s16 camId, Player* player, s16 setting);
s32 Play_ChangeCameraSetting(PlayState* this, s16 camId, s16 setting);
void func_80169AFC(PlayState* this, s16 camId, s16 timer);
u16 Play_GetActorCsCamSetting(PlayState* this, s32 csCamDataIndex);
Vec3s* Play_GetActorCsCamFuncData(PlayState* this, s32 csCamDataIndex);
s32 Play_InCsMode(PlayState* thisx);
f32 Play_GetFloorSurfaceImpl(PlayState* thisx, MtxF* mtx, CollisionPoly** poly, s32* bgId, Vec3f* pos);
void Play_GetFloorSurface(PlayState* thisx, MtxF* mtx, Vec3f* pos);
void* Play_LoadFile(PlayState* thisx, RomFile* entry);
void Play_InitEnvironment(PlayState* thisx, s16 skyboxId);
void Play_GetScreenPos(PlayState* thisx, Vec3f* worldPos, Vec3f* screenPos);
s32 Play_ChangeCameraStatus(PlayState* thisx, s16 camId, s16 status);
void Play_ClearCamera(PlayState* thisx, s16 camId);
Camera* Play_GetCamera(PlayState* thisx, s16 camId);
s32 Play_SetCameraAtEye(PlayState* thisx, s16 camId, Vec3f* at, Vec3f* eye);
s32 Play_SetCameraAtEyeUp(PlayState* thisx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
s32 Play_SetCameraFov(PlayState* thisx, s16 camId, f32 fov);
s32 Play_SetCameraRoll(PlayState* thisx, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* thisx, s16 destCamId, s16 srcCamId);
s32 func_80169A50(PlayState* thisx, s16 camId, Player* player, s16 setting);
s32 Play_ChangeCameraSetting(PlayState* thisx, s16 camId, s16 setting);
void func_80169AFC(PlayState* thisx, s16 camId, s16 timer);
u16 Play_GetActorCsCamSetting(PlayState* thisx, s32 csCamDataIndex);
Vec3s* Play_GetActorCsCamFuncData(PlayState* thisx, s32 csCamDataIndex);
s16 Play_GetOriginalSceneId(s16 sceneId);
void Play_SaveCycleSceneFlags(GameState* thisx);
void Play_SetRespawnData(GameState* thisx, s32 respawnMode, u16 entrance, s32 roomIndex, s32 playerParams, Vec3f* pos, s16 yaw);
@@ -977,7 +976,7 @@ void func_80169FDC(GameState* thisx);
s32 Play_CamIsNotFixed(GameState* thisx);
s32 FrameAdvance_IsEnabled(GameState* thisx);
s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
s32 Play_IsUnderwater(PlayState* thisx, Vec3f* pos);
// void func_80165460(void);
// void func_80165608(void);
// void func_80165630(void);
@@ -1001,10 +1000,10 @@ void func_80166B30(PlayState* play);
void func_80167814(PlayState* play);
void func_80167DE4(PlayState* play);
// void func_80167F0C(void);
void Play_Draw(PlayState* this);
void Play_Draw(PlayState* thisx);
void func_80168DAC(PlayState* play);
void Play_Update(PlayState* this);
s32 Play_InCsMode(PlayState* this);
void Play_Update(PlayState* thisx);
s32 Play_InCsMode(PlayState* thisx);
f32 func_80169100(PlayState* play, MtxF* mtx, CollisionPoly** arg2, s32* arg3, Vec3f* feetPosPtr);
// void func_801691F0(void);
void* Play_LoadScene(PlayState* play, RomFile* entry);
@@ -1012,19 +1011,19 @@ void func_8016927C(PlayState* play, s16 sParm2);
// void func_801692C4(PlayState* play, UNK_TYPE1 uParm2);
// void Play_SceneInit(PlayState* play, s32 sceneIndex, UNK_TYPE1 param_3);
UNK_RET func_80169474(PlayState* play, Vec3f* v1, Vec3f* v2);
s16 Play_CreateSubCamera(PlayState* this);
s16 Play_GetActiveCamId(PlayState* this);
s16 Play_CreateSubCamera(PlayState* thisx);
s16 Play_GetActiveCamId(PlayState* thisx);
void Play_CameraChangeStatus(PlayState* play, s16 camId, s16 status);
void Play_ClearCamera(PlayState* this, s16 camId);
Camera* Play_GetCamera(PlayState* this, s16 camId);
void Play_ClearCamera(PlayState* thisx, s16 camId);
Camera* Play_GetCamera(PlayState* thisx, s16 camId);
s32 Play_CameraSetAtEye(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye);
void Play_CameraSetAtEyeUp(PlayState* play, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
s32 Play_CameraSetFov(PlayState* play, s16 camId, f32 fov);
void Play_CameraSetRoll(PlayState* play, s16 camId, s16 roll);
void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
void Play_CopyCamera(PlayState* thisx, s16 destCamId, s16 srcCamId);
// void func_80169A50(void);
void Play_CameraChangeSetting(PlayState* play, s16 camId, s16 setting);
void func_80169AFC(PlayState* this, s16 camId, s16 timer);
void func_80169AFC(PlayState* thisx, s16 camId, s16 timer);
s16 Play_GetCsCamDataSetting(PlayState* play, s32 camId);
Vec3s* Play_GetCsCamDataVec3s(PlayState* play, s32 camId);
s16 Play_GetOriginalSceneNumber(s16 sceneNum);
@@ -1037,17 +1036,17 @@ void func_80169FDC(GameState* thisx);
s32 func_80169FFC(GameState* gameState);
s32 FrameAdvance_IsEnabled(GameState* thisx);
s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
s32 Play_IsUnderwater(PlayState* thisx, Vec3f* pos);
s32 Play_IsDebugCamEnabled(void);
void Play_AssignPlayerCsIdsFromScene(GameState* thisx, s32 spawnCsId);
void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
void Play_Init(GameState* thisx);
void GameAlloc_Log(GameAlloc* this);
void* GameAlloc_Malloc(GameAlloc* this, size_t size);
void GameAlloc_Free(GameAlloc* this, void* data);
void GameAlloc_Cleanup(GameAlloc* this);
void GameAlloc_Init(GameAlloc* this);
void GameAlloc_Log(GameAlloc* thisx);
void* GameAlloc_Malloc(GameAlloc* thisx, size_t size);
void GameAlloc_Free(GameAlloc* thisx, void* data);
void GameAlloc_Cleanup(GameAlloc* thisx);
void GameAlloc_Init(GameAlloc* thisx);
void Graph_FaultClient(void);
void Graph_InitTHGA(TwoHeadGfxArena* arena, Gfx* buffer, s32 size);
void Graph_SetNextGfxPool(GraphicsContext* gfxCtx);
+2
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@@ -15,6 +15,8 @@
#include <string.h>
#include <stdlib.h>
#include "BenPort.h"
/**
* SoundFont Notes:
*
+1
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@@ -1,5 +1,6 @@
#include "global.h"
#include "audio/effects.h"
#include "BenPort.h"
void AudioPlayback_NoteSetResamplingRate(NoteSampleState* sampleState, f32 resamplingRateInput);
void AudioPlayback_AudioListPushFront(AudioListItem* list, AudioListItem* item);
+1
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@@ -16,6 +16,7 @@
#include "endianness.h"
#include "global.h"
#include "BenPort.h"
#define PROCESS_SCRIPT_END -1
+1
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@@ -26,6 +26,7 @@ OSTime sGraphPrevUpdateEndTime;
#include "overlays/gamestates/ovl_select/z_select.h"
#include "overlays/gamestates/ovl_title/z_title.h"
#include "z_title_setup.h"
#include "BenPort.h"
void Graph_StartFrame();
void Graph_ProcessGfxCommands(Gfx* commands);
+1
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@@ -12,6 +12,7 @@
#include "CIC6105.h"
#include "stack.h"
#include "stackcheck.h"
#include "BenPort.h"
// Variables are put before most headers as a hacky way to bypass bss reordering
OSMesgQueue sSerialEventQueue;
+1
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@@ -1,6 +1,7 @@
#include "fault.h"
#include "idle.h"
#include "z64.h"
#include "BenPort.h"
// Variables are put before most headers as a hacky way to bypass bss reordering
FaultClient sSchedFaultClient;
+1
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@@ -4,6 +4,7 @@
#include "macros.h"
#include "2s2h/framebuffer_effects.h"
#include <libultraship/bridge.h>
#include "BenPort.h"
// Variables are put before most headers as a hacky way to bypass bss reordering
OSViMode sNotebookViMode; // placeholder name
+2
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@@ -3,6 +3,8 @@
#include "code/fbdemo_circle/fbdemo_circle.h"
#include <string.h>
#include "BenPort.h"
typedef enum {
/* 0 */ TRANS_CIRCLE_DIR_IN,
/* 1 */ TRANS_CIRCLE_DIR_OUT
+1
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@@ -23,6 +23,7 @@ typedef struct {
#include "z64environment.h"
#include "global.h"
#include "sys_cfb.h"
#include "BenPort.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
+1
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@@ -1,5 +1,6 @@
#include "global.h"
#include <libultraship/bridge.h>
#include "BenPort.h"
f32 Math_CosS(s16 angle) {
return coss(angle) * SHT_MINV;
+2
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@@ -4,6 +4,8 @@
#include "interface/parameter_static/parameter_static.h"
#include "BenGui/HudEditor.h"
#include "BenPort.h"
s16 sHeartsPrimColors[3][3] = { { 255, 70, 50 }, { 255, 190, 0 }, { 100, 100, 255 } };
s16 sHeartsEnvColors[3][3] = { { 50, 40, 60 }, { 255, 0, 0 }, { 0, 0, 255 } };
s16 sHeartsPrimFactors[3][3] = { { 0, 0, 0 }, { 0, 120, -50 }, { -155, 30, 205 } };
+1
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@@ -2,6 +2,7 @@
#include "sys_cfb.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include <string.h>
#include "BenPort.h"
#include "2s2h/Enhancements/FrameInterpolation/FrameInterpolation.h"
LightsBuffer sLightsBuffer;
+2
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@@ -7,6 +7,8 @@
#include "overlays/actors/ovl_En_Door/z_en_door.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "BenPort.h"
void MapDisp_DestroyMapI(PlayState* play);
void MapDisp_InitMapI(PlayState* play);
+1
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@@ -1,4 +1,5 @@
#include "global.h"
#include "BenPort.h"
#define COLD_RESET 0
#define NMI 1
+1
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@@ -34,6 +34,7 @@ u8 sMotionBlurStatus;
#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "debug.h"
#include "BenPort.h"
#include "2s2h/Enhancements/GameInteractor/GameInteractor.h"
#include "2s2h/Enhancements/FrameInterpolation/FrameInterpolation.h"
#include "2s2h/Enhancements/Graphics/MotionBlur.h"
+2
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@@ -5,6 +5,8 @@
#include "archives/schedule_dma_static/schedule_dma_static_yar.h"
#include <string.h>
#include "BenPort.h"
#define BOMBERS_NOTEBOOK_ENTRY_SIZE 3
#define BOMBERS_NOTEBOOK_ENTRY_MAX 10
+2
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@@ -2,6 +2,8 @@
#include "sys_cfb.h"
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
#include "BenPort.h"
Gfx gSetupDLs[SETUPDL_MAX][6] = {
{
/* SETUPDL_0 */

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