Cleanup object syms (#546)

* First

* Part2

* Save now or forever hold your peace

* Part3

* Building

* OK

* Cleanup

* Merge

* PR

* PR

* Merge

* PR

* PR

* Use oyu

* Use names

* TexturePtr
This commit is contained in:
Maide
2022-01-22 13:30:32 -05:00
committed by GitHub
parent 2a913635a4
commit 7ed396f09e
216 changed files with 1960 additions and 4802 deletions
+3 -2
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@@ -1,4 +1,5 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
EffectBlureElement* elem;
@@ -720,8 +721,8 @@ void EffectBlure_SetupSimpleAlt(GraphicsContext* gfxCtx, EffectBlure* this, Vtx*
gDPSetTextureLUT(POLY_XLU_DISP++, G_TT_NONE);
gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gDPLoadTextureBlock(POLY_XLU_DISP++, D_04014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_WRAP, 6, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_WRAP, 6, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPSetCombineLERP(POLY_XLU_DISP++, TEXEL0, PRIMITIVE, PRIM_LOD_FRAC, TEXEL0, TEXEL0, 0, PRIMITIVE, 0, PRIMITIVE,
ENVIRONMENT, COMBINED, ENVIRONMENT, 0, 0, 0, COMBINED);
+3 -2
View File
@@ -2,6 +2,7 @@
#include "vt.h"
#include "assets/code/eff_shield_particle/eff_shield_particle.c"
#include "objects/gameplay_keep/gameplay_keep.h"
void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
EffectShieldParticle* this = (EffectShieldParticle*)thisx;
@@ -154,8 +155,8 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gDPLoadTextureBlock(POLY_XLU_DISP++, D_04054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPSetCombineLERP(POLY_XLU_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0, 0,
0, COMBINED, 0, 0, 0, COMBINED);
+3 -2
View File
@@ -1,4 +1,5 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
void EffectSpark_Init(void* thisx, void* initParamsx) {
EffectSpark* this = (EffectSpark*)thisx;
@@ -152,8 +153,8 @@ void EffectSpark_Draw(void* thisx, GraphicsContext* gfxCtx) {
gDPPipeSync(POLY_XLU_DISP++);
gSPTexture(POLY_XLU_DISP++, 0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON);
gDPLoadTextureBlock(POLY_XLU_DISP++, D_04054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPLoadTextureBlock(POLY_XLU_DISP++, gameplay_keep_Tex_054F20, G_IM_FMT_I, G_IM_SIZ_8b, 32, 32, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPSetCombineMode(POLY_XLU_DISP++, G_CC_SHADEDECALA, G_CC_PASS2);
gDPSetRenderMode(POLY_XLU_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
+2 -1
View File
@@ -1,4 +1,5 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
void func_800AE930(CollisionContext* colCtx, EffectTireMark* this, Vec3f* pos, f32 arg3, s16 arg4,
CollisionPoly* colPoly, s32 arg6) {
@@ -233,7 +234,7 @@ void EffectTireMark_Draw(void* thisx, GraphicsContext* gfxCtx) {
POLY_OPA_DISP = Gfx_CallSetupDL(POLY_OPA_DISP++, 0x2C);
gDPSetRenderMode(POLY_OPA_DISP++, G_RM_PASS, G_RM_ZB_CLD_SURF2);
gDPLoadTextureBlock(POLY_OPA_DISP++, D_04014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0,
gDPLoadTextureBlock(POLY_OPA_DISP++, gameplay_keep_Tex_014570, G_IM_FMT_I, G_IM_SIZ_8b, 64, 32, 0,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_WRAP, 6, 5, G_TX_NOLOD, G_TX_NOLOD);
gDPSetCombineLERP(POLY_OPA_DISP++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, COMBINED, 0, 0, 0,
+25 -26
View File
@@ -1,4 +1,6 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_gi_hearts/object_gi_hearts.h"
#define FLAGS 0x00000000
@@ -693,12 +695,12 @@ void EnItem00_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
}
UNK_PTR D_801ADF30[5] = {
&D_04061FC0, // Green rupee
&D_04061FE0, // Blue rupee
&D_04062000, // Red rupee
&D_04062040, // Orange rupee
&D_04062020 // Purple rupee
TexturePtr D_801ADF30[] = {
gameplay_keep_Tex_061FC0, // Green rupee
gameplay_keep_Tex_061FE0, // Blue rupee
gameplay_keep_Tex_062000, // Red rupee
gameplay_keep_Tex_062040, // Orange rupee
gameplay_keep_Tex_062020 // Purple rupee
};
void EnItem00_DrawRupee(EnItem00* this, GlobalContext* globalCtx) {
@@ -720,24 +722,24 @@ void EnItem00_DrawRupee(EnItem00* this, GlobalContext* globalCtx) {
gSPSegment(POLY_OPA_DISP++, 0x08, Lib_SegmentedToVirtual(D_801ADF30[iconNb]));
gSPDisplayList(POLY_OPA_DISP++, &D_040622C0); // TODO symbol
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_0622C0); // TODO symbol
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
UNK_PTR D_801ADF44[12] = {
&D_0405E6F0, // Heart (Not used)
&D_0405CEF0, // Bombs (A), Bombs (0)
&D_0405BEF0, // Arrows (10)
&D_0405B6F0, // Arrows (30)
&D_0405C6F0, // Arrows (40), Arrows (50)
&D_0405CEF0, // Bombs (B)
&D_040607C0, // Nuts (1), Nuts (10)
&D_04060FC0, // Sticks (1)
&D_040617C0, // Magic (Large)
&D_0405FFC0, // Magic (Small)
TexturePtr D_801ADF44[12] = {
gameplay_keep_Tex_05E6F0, // Heart (Not used)
gameplay_keep_Tex_05CEF0, // Bombs (A), Bombs (0)
gameplay_keep_Tex_05BEF0, // Arrows (10)
gameplay_keep_Tex_05B6F0, // Arrows (30)
gameplay_keep_Tex_05C6F0, // Arrows (40), Arrows (50)
gameplay_keep_Tex_05CEF0, // Bombs (B)
gameplay_keep_Tex_0607C0, // Nuts (1), Nuts (10)
gameplay_keep_Tex_060FC0, // Sticks (1)
gameplay_keep_Tex_0617C0, // Magic (Large)
gameplay_keep_Tex_05FFC0, // Magic (Small)
NULL,
&D_0405F7C0 // Small Key
gameplay_keep_Tex_05F7C0 // Small Key
};
void EnItem00_DrawSprite(EnItem00* this, GlobalContext* globalCtx) {
@@ -764,14 +766,11 @@ void EnItem00_DrawSprite(EnItem00* this, GlobalContext* globalCtx) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, D_0405F6F0);
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_05F6F0);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
extern Gfx D_06001290[];
extern Gfx D_06001470[];
void EnItem00_DrawHeartContainer(EnItem00* actor, GlobalContext* globalCtx) {
s32 pad;
s32 pad2;
@@ -784,8 +783,8 @@ void EnItem00_DrawHeartContainer(EnItem00* actor, GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, D_06001290);
gSPDisplayList(POLY_XLU_DISP++, D_06001470);
gSPDisplayList(POLY_XLU_DISP++, object_gi_hearts_DL_001290);
gSPDisplayList(POLY_XLU_DISP++, object_gi_hearts_DL_001470);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
@@ -801,7 +800,7 @@ void EnItem00_DrawHeartPiece(EnItem00* this, GlobalContext* globalCtx) {
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_XLU_DISP++, D_0405AAB0);
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_05AAB0);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
+3 -2
View File
@@ -1,4 +1,5 @@
#include "global.h"
#include "objects/gameplay_keep/gameplay_keep.h"
void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type) {
info->type = type;
@@ -418,7 +419,7 @@ void Lights_DrawGlow(GlobalContext* globalCtx) {
gDPSetCombineLERP(dl++, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE,
0);
gSPDisplayList(dl++, D_04029CB0);
gSPDisplayList(dl++, gameplay_keep_DL_029CB0);
do {
if (light->info->type == LIGHT_POINT_GLOW) {
@@ -434,7 +435,7 @@ void Lights_DrawGlow(GlobalContext* globalCtx) {
gSPMatrix(dl++, Matrix_NewMtx(globalCtx->state.gfxCtx),
G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(dl++, D_04029CF0);
gSPDisplayList(dl++, gameplay_keep_DL_029CF0);
}
}
@@ -5,6 +5,8 @@
*/
#include "z_arms_hook.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_link_child/object_link_child.h"
#define FLAGS 0x00000030
@@ -50,8 +52,6 @@ static ColliderQuadInit D_808C1BC0 = {
{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
};
extern Gfx D_0601D960[];
void ArmsHook_SetupAction(ArmsHook* this, ArmsHookActionFunc actionFunc) {
this->actionFunc = actionFunc;
}
@@ -323,7 +323,7 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_80122868(globalCtx, player);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_0601D960);
gSPDisplayList(POLY_OPA_DISP++, object_link_child_DL_01D960);
Matrix_InsertTranslation(this->actor.world.pos.x, this->actor.world.pos.y, this->actor.world.pos.z,
MTXMODE_NEW);
Math_Vec3f_Diff(&player->rightHandWorld.pos, &this->actor.world.pos, &sp68);
@@ -334,7 +334,7 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
f0 = sqrtf(SQ(sp68.y) + sp48);
Matrix_Scale(0.015f, 0.015f, f0 * 0.01f, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_040008D0);
gSPDisplayList(POLY_OPA_DISP++, gameplay_keep_DL_0008D0);
func_801229A0(globalCtx, player);
CLOSE_DISPS(globalCtx->state.gfxCtx);
@@ -5,6 +5,7 @@
*/
#include "z_bg_ctower_gear.h"
#include "objects/object_ctower_rot/object_ctower_rot.h"
#define FLAGS 0x00000010
@@ -39,14 +40,6 @@ const ActorInit Bg_Ctower_Gear_InitVars = {
(ActorFunc)BgCtowerGear_Draw,
};
extern Gfx D_06010828[];
extern Gfx D_06015F30[];
extern Gfx D_060160A0[];
extern CollisionHeader D_06016E70;
extern Gfx D_06017018[];
extern Gfx D_06018118[];
extern CollisionHeader D_06018588;
static Vec3f D_80AD3270[] = {
{ -70.0f, -60.0f, 8.0f }, { -60.0f, -60.0f, -9.1f }, { -75.0f, -60.0f, -9.1f }, { -70.0f, -60.0f, -26.2f }
};
@@ -75,7 +68,7 @@ static InitChainEntry sInitChainOrgan[] = {
ICHAIN_F32(uncullZoneDownward, 570, ICHAIN_STOP),
};
static Gfx* D_80AD32E8[] = { D_06010828, D_06017018, D_06018118 };
static Gfx* D_80AD32E8[] = { object_ctower_rot_DL_010828, object_ctower_rot_DL_017018, object_ctower_rot_DL_018118 };
void BgCtowerGear_Splash(BgCtowerGear* this, GlobalContext* globalCtx) {
int i;
@@ -144,10 +137,10 @@ void BgCtowerGear_Init(Actor* thisx, GlobalContext* globalCtx) {
}
if (type == WATER_WHEEL) {
DynaPolyActor_Init(&this->dyna, 3);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06018588);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ctower_rot_Colheader_018588);
} else if (type == ORGAN) {
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06016E70);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ctower_rot_Colheader_016E70);
func_800C62BC(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
}
}
@@ -207,9 +200,9 @@ void BgCtowerGear_DrawOrgan(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_8012C28C(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_060160A0);
gSPDisplayList(POLY_OPA_DISP++, object_ctower_rot_DL_0160A0);
func_8012C2DC(globalCtx->state.gfxCtx);
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, D_06015F30);
gSPDisplayList(POLY_XLU_DISP++, object_ctower_rot_DL_015F30);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_ctower_rot.h"
#include "objects/object_ctower_rot/object_ctower_rot.h"
#define FLAGS 0x00000030
@@ -32,19 +33,12 @@ const ActorInit Bg_Ctower_Rot_InitVars = {
(ActorFunc)BgCtowerRot_Draw,
};
extern Gfx D_060129D0[];
extern Gfx D_06012DA0[];
extern CollisionHeader D_060142E8;
extern Gfx D_06017220[];
extern CollisionHeader D_06017410;
extern Gfx D_060174E0[];
extern CollisionHeader D_06017650;
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
static Gfx* bgCtowerRotDlists[] = { D_06012DA0, D_06017220, D_060174E0 };
static Gfx* bgCtowerRotDlists[] = { object_ctower_rot_DL_012DA0, object_ctower_rot_DL_017220,
object_ctower_rot_DL_0174E0 };
void BgCtowerRot_Init(Actor* thisx, GlobalContext* globalCtx) {
BgCtowerRot* this = THIS;
@@ -55,16 +49,16 @@ void BgCtowerRot_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
if (this->dyna.actor.params == CORRIDOR) {
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_060142E8);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ctower_rot_Colheader_0142E8);
this->actionFunc = BgCtowerRot_CorridorRotate;
return;
}
player = GET_PLAYER(globalCtx);
if (this->dyna.actor.params == MAIN_DOOR) {
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06017410);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ctower_rot_Colheader_017410);
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y + 0x4000;
} else {
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06017650);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ctower_rot_Colheader_017650);
this->dyna.actor.world.rot.y = this->dyna.actor.shape.rot.y - 0x4000;
}
Actor_OffsetOfPointInActorCoords(&this->dyna.actor, &offset, &player->actor.world.pos);
@@ -161,6 +155,6 @@ void BgCtowerRot_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, bgCtowerRotDlists[this->dyna.actor.params]);
if (this->dyna.actor.params == CORRIDOR) {
Gfx_DrawDListXlu(globalCtx, D_060129D0);
Gfx_DrawDListXlu(globalCtx, object_ctower_rot_DL_0129D0);
}
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_fu_kaiten.h"
#include "objects/object_fu_kaiten/object_fu_kaiten.h"
#define FLAGS 0x00000030
@@ -27,9 +28,6 @@ const ActorInit Bg_Fu_Kaiten_InitVars = {
(ActorFunc)BgFuKaiten_Draw,
};
extern Gfx D_060005D0[];
extern CollisionHeader D_06002D30;
void BgFuKaiten_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgFuKaiten* this = THIS;
@@ -37,7 +35,7 @@ void BgFuKaiten_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(thisx, 1.0);
DynaPolyActor_Init(&this->dyna, 3);
CollisionHeader_GetVirtual(&D_06002D30, &header);
CollisionHeader_GetVirtual(&object_fu_kaiten_Colheader_002D30, &header);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, header);
this->bounceHeight = 0.0;
@@ -82,6 +80,6 @@ void BgFuKaiten_Draw(Actor* thisx, GlobalContext* globalCtx) {
func_8012C28C(globalCtx->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, D_060005D0);
gSPDisplayList(POLY_OPA_DISP++, object_fu_kaiten_DL_0005D0);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_goron_oyu.h"
#include "objects/object_oyu/object_oyu.h"
#define FLAGS 0x00000030
@@ -34,11 +35,6 @@ const ActorInit Bg_Goron_Oyu_InitVars = {
(ActorFunc)BgGoronOyu_Draw,
};
extern Gfx D_06000080;
extern Gfx D_06000158;
extern AnimatedMaterial D_06000968;
extern CollisionHeader D_06000988;
void func_80B40080(BgGoronOyu* this) {
this->unk_17E = 1;
this->actionFunc = func_80B400C8;
@@ -157,7 +153,7 @@ void BgGoronOyu_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_SetScale(&this->dyna.actor, 0.1f);
DynaPolyActor_Init(&this->dyna, 1);
CollisionHeader_GetVirtual(&D_06000988, &colHeader);
CollisionHeader_GetVirtual(&object_oyu_Colheader_000988, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
@@ -188,9 +184,9 @@ void BgGoronOyu_Update(Actor* thisx, GlobalContext* globalCtx) {
void BgGoronOyu_Draw(Actor* thisx, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx);
func_8012C2DC(globalCtx->state.gfxCtx);
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(&D_06000968));
AnimatedMat_Draw(globalCtx, Lib_SegmentedToVirtual(object_oyu_Matanimheader_000968));
gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_XLU_DISP++, &D_06000158);
gSPDisplayList(POLY_XLU_DISP++, &D_06000080);
gSPDisplayList(POLY_XLU_DISP++, &object_oyu_DL_000158);
gSPDisplayList(POLY_XLU_DISP++, &object_oyu_DL_000080);
CLOSE_DISPS(globalCtx->state.gfxCtx);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_haka_curtain.h"
#include "objects/object_haka_obj/object_haka_obj.h"
#define FLAGS 0x00000010
@@ -44,15 +45,12 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern CollisionHeader D_06001588;
extern Gfx D_06001410[];
void BgHakaCurtain_Init(Actor* thisx, GlobalContext* globalCtx) {
BgHakaCurtain* this = THIS;
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06001588);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_haka_obj_Colheader_001588);
if (Flags_GetClear(globalCtx, this->dyna.actor.room)) {
func_80B6DE80(this);
return;
@@ -137,5 +135,5 @@ void BgHakaCurtain_Update(Actor* thisx, GlobalContext* globalCtx) {
}
void BgHakaCurtain_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_06001410);
Gfx_DrawDListOpa(globalCtx, object_haka_obj_DL_001410);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_haka_tomb.h"
#include "objects/object_haka_obj/object_haka_obj.h"
#define FLAGS 0x00000000
@@ -22,9 +23,6 @@ void func_80BD6768(BgHakaTomb* this, GlobalContext* globalCtx);
void BgHakaTomb_SetupDoNothing(BgHakaTomb* this);
void BgHakaTomb_DoNothing(BgHakaTomb* this, GlobalContext* globalCtx);
extern CollisionHeader D_06000EE8[];
extern Gfx D_060007B0[];
const ActorInit Bg_Haka_Tomb_InitVars = {
ACTOR_BG_HAKA_TOMB,
ACTORCAT_BG,
@@ -48,7 +46,7 @@ void BgHakaTomb_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, D_06000EE8);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_haka_obj_Colheader_000EE8);
func_8013E3B8(&this->dyna.actor, this->cutscenes, ARRAY_COUNT(this->cutscenes));
func_80BD6624(this);
}
@@ -128,5 +126,5 @@ void BgHakaTomb_Update(Actor* thisx, GlobalContext* globalCtx) {
}
void BgHakaTomb_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_060007B0);
Gfx_DrawDListOpa(globalCtx, object_haka_obj_DL_0007B0);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_hakugin_post.h"
#include "objects/object_hakugin_obj/object_hakugin_obj.h"
#define FLAGS 0x00000030
@@ -32,13 +33,6 @@ void func_80A9D3E4(BgHakuginPost* this);
void func_80A9D434(BgHakuginPost* this, GlobalContext* globalCtx);
void func_80A9D61C(Actor* thisx, GlobalContext* globalCtx);
extern Gfx D_0600C1A8[];
extern Gfx D_0600C568[];
extern Gfx D_0600CA38[];
extern Gfx D_0600CEC8[];
extern Gfx D_0600D098[];
extern CollisionHeader D_0600D3B0;
BgHakuginPostColliders D_80A9DDC0;
BgHakuginPostUnkStruct D_80A9E028;
@@ -705,7 +699,7 @@ void BgHakuginPost_Init(Actor* thisx, GlobalContext* globalCtx) {
this->dyna.actor.shape.rot.x = 0;
this->dyna.actor.shape.rot.z = 0;
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_0600D3B0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_hakugin_obj_Colheader_00D3B0);
func_80A9B3BC(this, globalCtx);
func_80A9CA94(this);
} else {
@@ -996,13 +990,14 @@ void BgHakuginPost_Update(Actor* thisx, GlobalContext* globalCtx) {
void func_80A9D61C(Actor* thisx, GlobalContext* globalCtx) {
static Gfx* D_80A9D900[] = {
D_0600C1A8, D_0600C568, NULL, NULL, D_0600CA38, D_0600CEC8, NULL,
object_hakugin_obj_DL_00C1A8, object_hakugin_obj_DL_00C568, NULL, NULL,
object_hakugin_obj_DL_00CA38, object_hakugin_obj_DL_00CEC8, NULL,
};
static Gfx* D_80A9D91C[] = {
D_0600D098,
D_0600D098,
D_0600D098,
D_0600D098,
object_hakugin_obj_DL_00D098,
object_hakugin_obj_DL_00D098,
object_hakugin_obj_DL_00D098,
object_hakugin_obj_DL_00D098,
};
BgHakuginPost* this = THIS;
BgHakuginPostUnkStruct1* unkStruct1;
@@ -5,6 +5,7 @@
*/
#include "z_bg_icicle.h"
#include "objects/object_icicle/object_icicle.h"
#define FLAGS 0x00000000
@@ -60,9 +61,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern Gfx D_060000D0[];
extern CollisionHeader D_06000294;
void BgIcicle_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
BgIcicle* this = THIS;
@@ -71,7 +69,7 @@ void BgIcicle_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(thisx, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000294);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_icicle_Colheader_000294);
Collider_InitAndSetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit);
Collider_UpdateCylinder(thisx, &this->collider);
@@ -245,5 +243,5 @@ void BgIcicle_Update(Actor* thisx, GlobalContext* globalCtx) {
}
void BgIcicle_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_060000D0);
Gfx_DrawDListOpa(globalCtx, object_icicle_DL_0000D0);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_ikana_ray.h"
#include "objects/object_ikana_obj/object_ikana_obj.h"
#define FLAGS 0x00000000
@@ -59,9 +60,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern Gfx D_06001100[];
extern AnimatedMaterial D_06001228[];
void BgIkanaRay_Init(Actor* thisx, GlobalContext* globalCtx) {
BgIkanaRay* this = THIS;
ColliderCylinder* collision = &this->collision;
@@ -71,7 +69,7 @@ void BgIkanaRay_Init(Actor* thisx, GlobalContext* globalCtx) {
Collider_SetCylinder(globalCtx, collision, &this->actor, &sCylinderInit);
Collider_UpdateCylinder(&this->actor, &this->collision);
this->animatedTextures = (AnimatedMaterial*)Lib_SegmentedToVirtual(D_06001228);
this->animatedTextures = (AnimatedMaterial*)Lib_SegmentedToVirtual(object_ikana_obj_Matanimheader_001228);
if (Flags_GetSwitch(globalCtx, this->actor.params & 0x7F)) {
BgIkanaRay_SetActivated(this);
@@ -119,5 +117,5 @@ void BgIkanaRay_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgIkanaRay* this = THIS;
AnimatedMat_Draw(globalCtx, this->animatedTextures);
Gfx_DrawDListXlu(globalCtx, D_06001100);
Gfx_DrawDListXlu(globalCtx, object_ikana_obj_DL_001100);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_ikana_shutter.h"
#include "objects/object_ikana_obj/object_ikana_obj.h"
#define FLAGS 0x00000010
@@ -53,9 +54,6 @@ static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
};
extern CollisionHeader D_06000F28;
extern Gfx D_06000CE8[];
s32 BgIkanaShutter_AllSwitchesPressed(BgIkanaShutter* this, GlobalContext* globalCtx) {
return Flags_GetSwitch(globalCtx, this->dyna.actor.params & 0x7F) &&
Flags_GetSwitch(globalCtx, (this->dyna.actor.params & 0x7F) + 1) &&
@@ -68,7 +66,7 @@ void BgIkanaShutter_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 0);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_06000F28);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ikana_obj_Colheader_000F28);
if (!((this->dyna.actor.params >> 8) & 1)) {
if (BgIkanaShutter_AllSwitchesPressed(this, globalCtx)) {
func_80BD599C(this);
@@ -213,5 +211,5 @@ void BgIkanaShutter_Update(Actor* thisx, GlobalContext* globalCtx) {
}
void BgIkanaShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
Gfx_DrawDListOpa(globalCtx, D_06000CE8);
Gfx_DrawDListOpa(globalCtx, object_ikana_obj_DL_000CE8);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_iknin_susceil.h"
#include "objects/object_ikninside_obj/object_ikninside_obj.h"
#define FLAGS 0x00000030
@@ -26,10 +27,6 @@ void func_80C0AD44(BgIkninSusceil* this);
void func_80C0AD64(BgIkninSusceil* this, GlobalContext* globalCtx);
void func_80C0AE5C(BgIkninSusceil* this, GlobalContext* globalCtx);
extern CollisionHeader D_0600CBAC;
extern AnimatedMaterial D_0600C670;
extern Gfx D_0600C308[];
const ActorInit Bg_Iknin_Susceil_InitVars = {
ACTOR_BG_IKNIN_SUSCEIL,
ACTORCAT_BG,
@@ -116,8 +113,8 @@ void BgIkninSusceil_Init(Actor* thisx, GlobalContext* globalCtx) {
Actor_ProcessInitChain(&this->dyna.actor, sInitChain);
DynaPolyActor_Init(&this->dyna, 1);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &D_0600CBAC);
this->animatedTexture = Lib_SegmentedToVirtual(&D_0600C670);
DynaPolyActor_LoadMesh(globalCtx, &this->dyna, &object_ikninside_obj_Colheader_00CBAC);
this->animatedTexture = Lib_SegmentedToVirtual(object_ikninside_obj_Matanimheader_00C670);
func_80C0AC74(this);
}
@@ -260,5 +257,5 @@ void BgIkninSusceil_Draw(Actor* thisx, GlobalContext* globalCtx) {
BgIkninSusceil* this = THIS;
AnimatedMat_Draw(globalCtx, this->animatedTexture);
Gfx_DrawDListOpa(globalCtx, D_0600C308);
Gfx_DrawDListOpa(globalCtx, object_ikninside_obj_DL_00C308);
}
@@ -5,6 +5,7 @@
*/
#include "z_bg_iknv_obj.h"
#include "objects/object_iknv_obj/object_iknv_obj.h"
#define FLAGS 0x00000010
@@ -20,12 +21,6 @@ void BgIknvObj_UpdateWaterwheel(BgIknvObj* this, GlobalContext* globalCtx);
void BgIknvObj_UpdateRaisedDoor(BgIknvObj* this, GlobalContext* globalCtx);
void BgIknvObj_UpdateSakonDoor(BgIknvObj* this, GlobalContext* globalCtx);
extern CollisionHeader D_060119D4;
extern CollisionHeader D_06012CA4;
extern Gfx D_06011880[];
extern Gfx D_060129C8[];
extern Gfx D_06013058[];
const ActorInit Bg_Iknv_Obj_InitVars = {
ACTOR_BG_IKNV_OBJ,
ACTORCAT_BG,
@@ -67,24 +62,24 @@ void BgIknvObj_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actionFunc = BgIknvObj_DoNothing;
switch (IKNV_OBJ_TYPE(this)) {
case IKNV_OBJ_WATERWHEEL:
this->displayListPtr = D_06013058;
this->displayListPtr = object_iknv_obj_DL_013058;
this->actionFunc = BgIknvObj_UpdateWaterwheel;
this->dyna.actor.flags |= 0x100000;
this->dyna.actor.flags |= 0x10;
break;
case IKNV_OBJ_RAISED_DOOR:
this->displayListPtr = D_06011880;
this->displayListPtr = object_iknv_obj_DL_011880;
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&D_060119D4, &colHeader);
CollisionHeader_GetVirtual(&object_iknv_obj_Colheader_0119D4, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
this->actionFunc = BgIknvObj_UpdateRaisedDoor;
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + 120.0f;
break;
case IKNV_OBJ_SAKON_DOOR:
this->displayListPtr = D_060129C8;
this->displayListPtr = object_iknv_obj_DL_0129C8;
this->actionFunc = BgIknvObj_UpdateSakonDoor;
DynaPolyActor_Init(&this->dyna, 0);
CollisionHeader_GetVirtual(&D_06012CA4, &colHeader);
CollisionHeader_GetVirtual(&object_iknv_obj_Colheader_012CA4, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->dyna.actor, &sCylinderInit);
Collider_UpdateCylinder(&this->dyna.actor, &this->collider);
@@ -5,6 +5,7 @@
*/
#include "z_bg_inibs_movebg.h"
#include "objects/object_inibs_object/object_inibs_object.h"
#define FLAGS 0x00000030
@@ -26,15 +27,9 @@ const ActorInit Bg_Inibs_Movebg_InitVars = {
(ActorFunc)BgInibsMovebg_Draw,
};
extern Gfx D_06001C10[];
extern Gfx D_06001DC0[];
extern AnimatedMaterial D_06002598;
extern Gfx D_06006140[];
extern Gfx D_060062D8[];
extern AnimatedMaterial D_06006858;
Gfx* D_80B96560[] = { D_060062D8, D_06001DC0 };
Gfx* D_80B96568[] = { D_06006140, D_06001C10 };
AnimatedMaterial* D_80B96570[] = { &D_06006858, &D_06002598 };
Gfx* D_80B96560[] = { object_inibs_object_DL_0062D8, object_inibs_object_DL_001DC0 };
Gfx* D_80B96568[] = { object_inibs_object_DL_006140, object_inibs_object_DL_001C10 };
AnimatedMaterial* D_80B96570[] = { object_inibs_object_Matanimheader_006858, object_inibs_object_Matanimheader_002598 };
static InitChainEntry sInitChain[] = {
ICHAIN_VEC3F_DIV1000(scale, 1000, ICHAIN_STOP),

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