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| author | Prakxo <87568477+Prakxo@users.noreply.github.com> | 2023-09-27 20:03:11 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-09-27 11:03:11 -0700 |
| commit | 02dc7fc7af3b39e44b9b030235f1dd66e7644efe (patch) | |
| tree | a2dd820938746fa8ca56384f5919b679def35cf0 /src/code/m_actor.c | |
| parent | 4ba08394238a50c9dd5c049a80cb6ae2c04da481 (diff) | |
m_lib OK (#103)
* m_lib OK
* fixes
* rename segmented2virtual macro
Diffstat (limited to 'src/code/m_actor.c')
| -rw-r--r-- | src/code/m_actor.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/src/code/m_actor.c b/src/code/m_actor.c index 382d775..ea4ee9c 100644 --- a/src/code/m_actor.c +++ b/src/code/m_actor.c @@ -39,7 +39,7 @@ void func_80056380_jp(void* arg0, void* arg1 UNUSED) { FaultDrawer_Printf("ACTOR NAME %08x:%s", actor, name); } -void projection_pos_set(Game_Play* game_play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) { +void projection_pos_set(Game_Play* game_play, xyz_t* worldPos, xyz_t* projectedPos, f32* invW) { Skin_Matrix_PrjMulVector(&game_play->viewProjectionMtxF, worldPos, projectedPos, invW); *invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW); @@ -86,7 +86,7 @@ s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, Game_Play* } void Actor_display_position_set(Game_Play* game_play, Actor* actor, s16* x, s16* y) { - Vec3f projectedPos; + xyz_t projectedPos; f32 invW; projection_pos_set(game_play, &actor->world.pos, &projectedPos, &invW); @@ -128,8 +128,8 @@ void Shape_Info_init(Actor* actor, f32 arg1, Shape_Info_unk_0C arg2, f32 arg3, f actor->shape.unk_2D = 0; } -void Actor_foot_shadow_pos_set(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, - Vec3f* rightFootPos) { +void Actor_foot_shadow_pos_set(Actor* actor, s32 limbIndex, s32 leftFootIndex, xyz_t* leftFootPos, s32 rightFootIndex, + xyz_t* rightFootPos) { if (limbIndex == leftFootIndex) { Matrix_Position(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]); } else if (limbIndex == rightFootIndex) { @@ -295,7 +295,7 @@ s32 Actor_draw_actor_no_culling_check(Actor* actor) { return Actor_draw_actor_no_culling_check2(actor, &actor->projectedPos, actor->projectedW); } -s32 Actor_draw_actor_no_culling_check2(Actor* actor, Vec3f* arg1, f32 arg2) { +s32 Actor_draw_actor_no_culling_check2(Actor* actor, xyz_t* arg1, f32 arg2) { s32 ret = 0; if ((-actor->unk_140 < arg1->z) && (arg1->z < (actor->unk_13C + actor->unk_140))) { @@ -773,7 +773,7 @@ s32 Actor_malloc_actor_class(Actor** actorP, ActorProfile* profile, ActorOverlay void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play, s32 arg4, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD, u16 fgName, s16 params) { - mem_clear(actor, profile->instanceSize, 0); + mem_clear((u8*)actor, profile->instanceSize, 0); actor->overlayEntry = overlayEntry; @@ -864,7 +864,7 @@ Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, Game_Play* } void restore_fgdata(Actor* actor, Game_Play* game_play UNUSED) { - Vec3f sp34; + xyz_t sp34; if ((actor->fgName == 0) || (actor->unk_00A != -1)) { return; @@ -1043,9 +1043,9 @@ void Part_Break_init(Part_Break* partBreak, s32 count, s32 arg2 UNUSED) { goto cleanup; } - mem_clear(partBreak->matrices, matricesSize, 0); - mem_clear(partBreak->dLists, dListsSize, 0); - mem_clear(partBreak->objectIds, objectIdsSize, 0); + mem_clear((u8*)partBreak->matrices, matricesSize, 0); + mem_clear((u8*)partBreak->dLists, dListsSize, 0); + mem_clear((u8*)partBreak->objectIds, objectIdsSize, 0); partBreak->val = 1; return; @@ -1064,7 +1064,7 @@ cleanup: Mtx B_8011B850_jp; -Gfx* HiliteReflect_new(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx, Gfx* gfx, Hilite** hilite) { +Gfx* HiliteReflect_new(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx, Gfx* gfx, Hilite** hilite) { LookAt* sp64 = GRAPH_ALLOC(gfxCtx, sizeof(LookAt)); f32 var_fa1 = ((eye->x == object->x) && (eye->z == object->z)) ? (eye->x + 0.001f) : eye->x; @@ -1081,7 +1081,7 @@ Gfx* HiliteReflect_new(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsConte return gfx; } -Hilite* HiliteReflect_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) { +Hilite* HiliteReflect_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx) { Hilite* hilite; OPEN_DISPS(gfxCtx); @@ -1093,7 +1093,7 @@ Hilite* HiliteReflect_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsC return hilite; } -Hilite* HiliteReflect_xlu_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) { +Hilite* HiliteReflect_xlu_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx) { Hilite* hilite; OPEN_DISPS(gfxCtx); @@ -1105,7 +1105,7 @@ Hilite* HiliteReflect_xlu_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, Graph return hilite; } -Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) { +Hilite* HiliteReflect_light_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx) { Hilite* hilite; OPEN_DISPS(gfxCtx); @@ -1117,8 +1117,8 @@ Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, Gra return hilite; } -Hilite* Setpos_HiliteReflect_init(Vec3f* object, Game_Play* game_play) { - Vec3f sp24; +Hilite* Setpos_HiliteReflect_init(xyz_t* object, Game_Play* game_play) { + xyz_t sp24; sp24.x = game_play->kankyo.unk_02; sp24.y = game_play->kankyo.unk_03; @@ -1126,8 +1126,8 @@ Hilite* Setpos_HiliteReflect_init(Vec3f* object, Game_Play* game_play) { return HiliteReflect_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx); } -Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, Game_Play* game_play) { - Vec3f sp24; +Hilite* Setpos_HiliteReflect_xlu_init(xyz_t* object, Game_Play* game_play) { + xyz_t sp24; sp24.x = game_play->kankyo.unk_02; sp24.y = game_play->kankyo.unk_03; @@ -1135,8 +1135,8 @@ Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, Game_Play* game_play) { return HiliteReflect_xlu_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx); } -Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, Game_Play* game_play) { - Vec3f sp24; +Hilite* Setpos_HiliteReflect_light_init(xyz_t* object, Game_Play* game_play) { + xyz_t sp24; sp24.x = game_play->kankyo.unk_02; sp24.y = game_play->kankyo.unk_03; |
