Fix some geolayouts with too many open/close nodes

This commit is contained in:
Arceveti
2021-09-22 17:39:05 -07:00
parent d70c34f1d0
commit 3a5d392b92
17 changed files with 30 additions and 55 deletions

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@@ -12,6 +12,5 @@ const GeoLayout boo_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -12,6 +12,5 @@ const GeoLayout boo_castle_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -24,6 +24,5 @@ const GeoLayout bookend_part_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -26,6 +26,5 @@ const GeoLayout bowser_key_cutscene_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -17,6 +17,5 @@ const GeoLayout chain_chomp_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -24,6 +24,5 @@ const GeoLayout haunted_chair_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -21,8 +21,7 @@ const GeoLayout castle_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x1600043C
@@ -48,8 +47,7 @@ const GeoLayout cabin_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x160004D0
@@ -75,8 +73,7 @@ const GeoLayout wooden_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x16000564
@@ -102,8 +99,7 @@ const GeoLayout wooden_door2_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x160005F8
@@ -129,8 +125,7 @@ const GeoLayout metal_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x1600068C
@@ -156,8 +151,7 @@ const GeoLayout hazy_maze_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x16000720
@@ -183,8 +177,7 @@ const GeoLayout haunted_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x160007B4
@@ -216,8 +209,7 @@ const GeoLayout castle_door_0_star_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x16000868
@@ -249,8 +241,7 @@ const GeoLayout castle_door_1_star_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x1600091C
@@ -282,8 +273,7 @@ const GeoLayout castle_door_3_stars_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
// 0x160009D0
@@ -315,6 +305,5 @@ const GeoLayout key_door_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -49,6 +49,5 @@ const GeoLayout dorrie_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -57,6 +57,5 @@ const GeoLayout hoot_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -115,6 +115,5 @@ const GeoLayout king_bobomb_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -16,6 +16,5 @@ const GeoLayout mad_piano_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -52,8 +52,7 @@ const GeoLayout moneybag_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};
UNUSED static const u64 moneybag_unused_1 = 0;

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@@ -22,6 +22,5 @@ const GeoLayout snufit_geo[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -22,6 +22,5 @@ const GeoLayout castle_grounds_geo_000660[] = {
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(), //! more close than open nodes
GEO_END(),
GEO_END(),
};

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@@ -7,6 +7,7 @@ const GeoLayout ttm_geo_000920[] = {
GEO_DISPLAY_LIST(LAYER_OPAQUE, ttm_seg7_dl_0700DF78),
GEO_OPEN_NODE(),
GEO_CLOSE_NODE(),
//! Too many open nodes. Unfortunately not exploitable
GEO_END(),
GEO_CLOSE_NODE(),
GEO_CLOSE_NODE(),
GEO_END(),
};

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@@ -173,7 +173,7 @@ s32 check_horizontal_wind(struct MarioState *m) {
if (speed > 48.0f) {
m->slideVelX = m->slideVelX * 48.0f / speed;
m->slideVelZ = m->slideVelZ * 48.0f / speed;
speed = 32.0f; //! This was meant to be 48?
speed = 48.0f;
} else if (speed > 32.0f) {
speed = 32.0f;
}

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@@ -181,8 +181,7 @@ s8 turn_obj_away_from_steep_floor(struct Surface *objFloor, f32 floorY, f32 objV
f32 floor_nX, floor_nY, floor_nZ, objVelXCopy, objVelZCopy, objYawX, objYawZ;
if (objFloor == NULL) {
//! (OOB Object Crash) TRUNC overflow exception after 36 minutes
o->oMoveAngleYaw += 32767.999200000002; /* ¯\_(ツ)_/¯ */
o->oMoveAngleYaw += 0x8000;
return FALSE;
}
@@ -194,8 +193,7 @@ s8 turn_obj_away_from_steep_floor(struct Surface *objFloor, f32 floorY, f32 objV
if (floor_nY < 0.5 && floorY > o->oPosY) {
objVelXCopy = objVelX;
objVelZCopy = objVelZ;
turn_obj_away_from_surface(objVelXCopy, objVelZCopy, floor_nX, floor_nY, floor_nZ, &objYawX,
&objYawZ);
turn_obj_away_from_surface(objVelXCopy, objVelZCopy, floor_nX, floor_nY, floor_nZ, &objYawX, &objYawZ);
o->oMoveAngleYaw = atan2s(objYawZ, objYawX);
return FALSE;
}