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authoremilybrooks <emilybrooksemilybrooks@gmail.com>2023-09-20 10:07:50 -0700
committerGitHub <noreply@github.com>2023-09-20 10:07:50 -0700
commitea9db85fde9f1b0059379c45e03cac380e567aad (patch)
tree3cd910e4b6b2c5a83e0c8f9da1686fa5432a70db /src/code/m_actor.c
parent4ea0ce4f32b3255c2e91ccf36b8b36db80a03f87 (diff)
Matched 23 functions in m_scene (#98)
* ported over from private branch * trying to find original names * matched small functions * matched func_800C5A08_jp * small changes * matched mSc_bank_regist_check * matched mSc_regist_initial_exchange_bank * more cleanup * cleaned up compile errors * renamed struct * remove save struct * named mSc_set_bank_status_after
Diffstat (limited to 'src/code/m_actor.c')
-rw-r--r--src/code/m_actor.c49
1 files changed, 25 insertions, 24 deletions
diff --git a/src/code/m_actor.c b/src/code/m_actor.c
index 9ef1551..382d775 100644
--- a/src/code/m_actor.c
+++ b/src/code/m_actor.c
@@ -17,7 +17,6 @@
#include "sys_matrix.h"
#include "ovlmgr.h"
#include "gfx.h"
-#include "6E9650.h"
#include "unknown_structs.h"
#include "code_variables.h"
#include "macros.h"
@@ -103,11 +102,11 @@ s32 Actor_data_bank_dma_end_check(Actor* actor, Game_Play* game_play) {
switch (ACTOR_FGNAME_GET_F000(actor->fgName)) {
case FGNAME_F000_D:
case FGNAME_F000_E:
- var_v1 = common_data.unk_1004C->unk_F4(game_play->unk_0110.unk_0000, actor);
+ var_v1 = common_data.unk_1004C->unk_F4(game_play->objectExchangeBank.status, actor);
break;
default:
- var_v1 = game_play->unk_0110.unk_0000[actor->unk_026].unk_00 > 0;
+ var_v1 = game_play->objectExchangeBank.status[actor->unk_026].id > 0;
break;
}
@@ -147,23 +146,23 @@ void Actor_delete(Actor* actor) {
void Actor_ct(Actor* actor, Game_Play* game_play) {
s32 pad[2] UNUSED;
- Game_Play_unk_0110_unk_0000* temp;
+ ObjectStatus* temp;
Npc* npc;
CommonData_unk_1004C_unk_14_arg0 sp34;
- Game_Play_unk_0110* temp_a0;
+ ObjectExchangeBank* temp_a0;
- temp_a0 = &game_play->unk_0110;
+ temp_a0 = &game_play->objectExchangeBank;
- temp = temp_a0->unk_0000;
+ temp = temp_a0->status;
temp += actor->unk_026;
- temp->unk_50++;
+ temp->unk50++;
if (actor->part == ACTOR_PART_NPC) {
npc = (Npc*)actor;
common_data.unk_1004C->unk_14(&sp34, npc->actor.fgName);
- npc->unk_708 = mSc_bank_regist_check(temp_a0->unk_0000, sp34.unk_02);
- temp_a0->unk_0000[npc->unk_708].unk_50++;
+ npc->unk_708 = mSc_bank_regist_check(temp_a0, sp34.unk_02);
+ temp_a0->status[npc->unk_708].unk50++;
}
actor->world = actor->home;
@@ -193,7 +192,7 @@ void Actor_ct(Actor* actor, Game_Play* game_play) {
Shape_Info_init(actor, 0.0f, NULL, 0.0f, 0.0f);
if (Actor_data_bank_dma_end_check(actor, game_play) == 1) {
- gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(temp_a0->unk_0000[actor->unk_026].segment);
+ gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(temp_a0->status[actor->unk_026].segment);
actor->ct(actor, game_play);
actor->ct = NULL;
}
@@ -201,7 +200,7 @@ void Actor_ct(Actor* actor, Game_Play* game_play) {
#ifdef NON_MATCHING
void Actor_dt(Actor* actor, Game_Play* game_play) {
- Game_Play_unk_0110_unk_0000* temp_v0_6;
+ ObjectStatus* temp_v0_6;
s32 new_var;
if (actor->save != NULL) {
@@ -222,7 +221,7 @@ void Actor_dt(Actor* actor, Game_Play* game_play) {
actor->parent->child = NULL;
}
- temp_v0_6 = game_play->unk_0110.unk_0000;
+ temp_v0_6 = game_play->objectExchangeBank.status;
if (0) {}
switch ((actor->fgName & 0xF000) >> 0xC) {
@@ -232,13 +231,13 @@ void Actor_dt(Actor* actor, Game_Play* game_play) {
break;
default:
- new_var = game_play->unk_0110.unk_17FC;
+ new_var = game_play->objectExchangeBank.num;
if (actor->unk_026 >= new_var) {
temp_v0_6 = &temp_v0_6[(void)0, actor->unk_026];
- if (temp_v0_6->unk_50 > 0) {
+ if (temp_v0_6->unk50 > 0) {
actor->unk_026 = -1;
- temp_v0_6->unk_50--;
+ temp_v0_6->unk50--;
}
}
break;
@@ -272,7 +271,7 @@ void Actor_draw(Game_Play* game_play, Actor* actor) {
Matrix_scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY);
{
- void* segment = game_play->unk_0110.unk_0000[(void)0, actor->unk_026].segment;
+ void* segment = game_play->objectExchangeBank.status[(void)0, actor->unk_026].segment;
gSegments[6] = (uintptr_t)OS_PHYSICAL_TO_K0(segment);
@@ -452,7 +451,8 @@ void Actor_info_call_actor(Game_Play* game_play, ActorInfo* actorInfo) {
if (actor->ct != NULL) {
if (Actor_data_bank_dma_end_check(actor, game_play) == 1) {
- gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(game_play->unk_0110.unk_0000[actor->unk_026].segment);
+ gSegments[6] =
+ (uintptr_t)OS_K0_TO_PHYSICAL(game_play->objectExchangeBank.status[actor->unk_026].segment);
game_play->state.unk_9D = 0x98;
actor->ct(actor, game_play);
@@ -488,7 +488,8 @@ void Actor_info_call_actor(Game_Play* game_play, ActorInfo* actorInfo) {
actor->flags &= ~ACTOR_FLAG_1000000;
if ((actor->flags & (ACTOR_FLAG_40 | ACTOR_FLAG_10)) || (actor->part == ACTOR_PART_NPC)) {
- gSegments[6] = (uintptr_t)OS_K0_TO_PHYSICAL(game_play->unk_0110.unk_0000[actor->unk_026].segment);
+ gSegments[6] =
+ (uintptr_t)OS_K0_TO_PHYSICAL(game_play->objectExchangeBank.status[actor->unk_026].segment);
game_play->state.unk_9D = 0xA1;
actor->update(actor, game_play);
game_play->state.unk_9D = 0xA2;
@@ -692,8 +693,8 @@ s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* over
sp90 = sp24.unk_02;
}
- *arg0 = mSc_bank_regist_check(game_play->unk_0110.unk_0000, sp92);
- temp_v0 = mSc_bank_regist_check(game_play->unk_0110.unk_0000, sp90);
+ *arg0 = mSc_bank_regist_check(&game_play->objectExchangeBank, sp92);
+ temp_v0 = mSc_bank_regist_check(&game_play->objectExchangeBank, sp90);
if ((*arg0 < 0) || (temp_v0 < 0)) {
if (*arg0 >= 0) {
@@ -702,7 +703,7 @@ s32 func_80057A8C_jp(s32* arg0, ActorProfile* profile UNUSED, ActorOverlay* over
if (temp_v0 >= 0) {
sp90 = 0;
}
- common_data.unk_1004C->unk_EC(game_play->unk_0110.unk_0000, sp92, sp90);
+ common_data.unk_1004C->unk_EC(game_play->objectExchangeBank.status, sp92, sp90);
actor_free_check(overlayEntry, fgName);
ret = 0;
}
@@ -713,10 +714,10 @@ s32 func_80057B70_jp(s32* arg0, ActorProfile* profile, ActorOverlay* overlayEntr
s32 pad UNUSED;
s32 ret = 1;
- *arg0 = mSc_bank_regist_check(game_play->unk_0110.unk_0000, profile->objectId);
+ *arg0 = mSc_bank_regist_check(&game_play->objectExchangeBank, profile->objectId);
if (*arg0 == -1) {
- func_800C6144_jp(game_play->unk_0110.unk_0000, profile->objectId);
+ func_800C6144_jp(&game_play->objectExchangeBank, profile->objectId);
actor_free_check(overlayEntry, fgName);
ret = 0;
}