Cleanup various enums (#612)

* PR

* Add SQ and GI enums

Co-authored-by: Anghelo Carvajal <angheloalf95@gmail.com>
This commit is contained in:
Maide
2022-02-19 21:42:05 +00:00
committed by GitHub
co-authored by Anghelo Carvajal
parent 3f15c0017a
commit c98184f8e3
487 changed files with 1319 additions and 1313 deletions
+4 -3
View File
@@ -4575,7 +4575,8 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
}
Matrix_SetCurrentState(&globalCtx->billboardMtxF);
Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f, 1);
Matrix_Scale((effectScale * 0.005f) * 1.35f, (effectScale * 0.005f), (effectScale * 0.005f) * 1.35f,
MTXMODE_APPLY);
sp74 = effectAlpha * 255.0f;
@@ -4674,7 +4675,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
for (i = 0; i < arg3; i++) {
Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
@@ -4685,7 +4686,7 @@ void func_800BE680(GlobalContext* globalCtx, Actor* actor, Vec3f limbPos[], s16
gSPDisplayList(POLY_XLU_DISP++, gameplay_keep_DL_0234F0);
Matrix_RotateStateAroundXAxis(Rand_ZeroFloat(2 * M_PI));
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), 1);
Matrix_InsertZRotation_f(Rand_ZeroFloat(2 * M_PI), MTXMODE_APPLY);
temp_s3->mf[3][0] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->x;
temp_s3->mf[3][1] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->y;
temp_s3->mf[3][2] = randPlusMinusPoint5Scaled((f32)sREG(24) + 30.0f) + limbPos->z;
+1 -1
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@@ -184,7 +184,7 @@ void EffectShieldParticle_Draw(void* thisx, GraphicsContext* gfxCtx) {
}
SkinMatrix_SetTranslate(&spC4, this->position.x, this->position.y, this->position.z);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, 0);
SkinMatrix_SetRotateRPY(&sp104, 0, elem->yaw, MTXMODE_NEW);
SkinMatrix_MtxFMtxFMult(&spC4, &sp104, &sp84);
SkinMatrix_SetRotateRPY(&sp104, 0, 0, elem->pitch);
SkinMatrix_MtxFMtxFMult(&sp84, &sp104, &spC4);
+1 -1
View File
@@ -1130,7 +1130,7 @@ void Item_DropCollectibleRandom(GlobalContext* globalCtx, Actor* fromActor, Vec3
spawnedActor->actor.world.rot.y = Rand_ZeroOne() * 40000.0f;
Actor_SetScale(&spawnedActor->actor, 0.0f);
spawnedActor->actionFunc = func_800A6780;
spawnedActor->actor.flags = spawnedActor->actor.flags | 0x10;
spawnedActor->actor.flags = spawnedActor->actor.flags | ACTOR_FLAG_10;
if ((spawnedActor->actor.params != ITEM00_SMALL_KEY) &&
(spawnedActor->actor.params != ITEM00_HEART_PIECE) &&
(spawnedActor->actor.params != ITEM00_HEART_CONTAINER)) {
+2 -2
View File
@@ -236,10 +236,10 @@ void FireObj_Update(GlobalContext* globalCtx, FireObj* fire, Actor* actor) {
FireObj_UpdateStateTransitions(globalCtx, fire);
if (fire->state == 3) {
if ((fire->collision.base.acFlags & 2) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
if ((fire->collision.base.acFlags & AC_HIT) && (fire->collision.info.acHitInfo->toucher.dmgFlags & 0x800)) {
FireObj_SetState(fire, fire->dynamicSizeStep, 0);
}
} else if ((fire->collision.base.acFlags & 2) && (arrow->actor.update != NULL) &&
} else if ((fire->collision.base.acFlags & AC_HIT) && (arrow->actor.update != NULL) &&
(arrow->actor.id == ACTOR_EN_ARROW)) {
arrow->actor.params = 0;
arrow->collider.info.toucher.dmgFlags = 0x800;
@@ -8,7 +8,7 @@
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_link_child/object_link_child.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((ArmsHook*)thisx)
@@ -108,7 +108,7 @@ void ArmsHook_DetachHookFromActor(ArmsHook* this) {
s32 ArmsHook_CheckForCancel(ArmsHook* this) {
Player* player = (Player*)this->actor.parent;
if (func_801240C8(player)) {
if ((player->heldItemActionParam != player->itemActionParam) || ((player->actor.flags & 0x100)) ||
if ((player->heldItemActionParam != player->itemActionParam) || ((player->actor.flags & ACTOR_FLAG_100)) ||
((player->stateFlags1 & 0x4000080))) {
this->timer = 0;
ArmsHook_DetachHookFromActor(this);
@@ -6,7 +6,7 @@
#include "z_arrow_fire.h"
#define FLAGS 0x02000010
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((ArrowFire*)thisx)
@@ -7,7 +7,7 @@
#include "z_arrow_ice.h"
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
#define FLAGS 0x02000010
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((ArrowIce*)thisx)
@@ -6,7 +6,7 @@
#include "z_arrow_light.h"
#define FLAGS 0x02000010
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_2000000)
#define THIS ((ArrowLight*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_breakwall.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgBreakwall*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_crace_movebg.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgCraceMovebg*)thisx)
@@ -7,7 +7,7 @@
#include "z_bg_ctower_gear.h"
#include "objects/object_ctower_rot/object_ctower_rot.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgCtowerGear*)thisx)
@@ -7,7 +7,7 @@
#include "z_bg_ctower_rot.h"
#include "objects/object_ctower_rot/object_ctower_rot.h"
#define FLAGS 0x00000030
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
#define THIS ((BgCtowerRot*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_danpei_movebg.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDanpeiMovebg*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_dblue_elevator.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDblueElevator*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_dblue_waterfall.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgDblueWaterfall*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_dy_yoseizo.h"
#define FLAGS 0x02000030
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20 | ACTOR_FLAG_2000000)
#define THIS ((BgDyYoseizo*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_f40_block.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Block*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_f40_flift.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Flift*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_f40_switch.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Switch*)thisx)
@@ -6,7 +6,7 @@
#include "z_bg_f40_swlift.h"
#define FLAGS 0x00000010
#define FLAGS (ACTOR_FLAG_10)
#define THIS ((BgF40Swlift*)thisx)

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