diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2024-01-28 16:27:50 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-01-28 21:27:50 -0300 |
| commit | db8f5f5ccc89304a28aa754087a6c2bf72e55717 (patch) | |
| tree | f158680a5e754db47b7df9b3692b7b8652b84fe0 /src/code/z_actor.c | |
| parent | 6a15ce9521484bf4a1da5b44435f92d8764722bf (diff) | |
General Cleanup 2 (#1538)
* Cleanup
* Cleanup variables.h
* Cleanup fault headers
* Some includes/headers cleanup
* Libultra btn wrappers
* Mark differences to original libultra headers
* Remove duplicate include in fault
* format
* Update include/PR/os_voice.h
Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
* align
---------
Co-authored-by: Tom Overton <tom-overton@users.noreply.github.com>
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 532d71ec9..937b986e6 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -2,35 +2,20 @@ * File: z_actor.c * Description: */ - -#include "z64actor.h" - -#include "prevent_bss_reordering.h" #include "fault.h" #include "sys_cfb.h" #include "loadfragment.h" -#include "z64horse.h" -#include "z64malloc.h" -#include "z64quake.h" -#include "z64rumble.h" -#include "overlays/actors/ovl_En_Horse/z_en_horse.h" -#include "overlays/actors/ovl_En_Part/z_en_part.h" -#include "overlays/actors/ovl_En_Box/z_en_box.h" -#include "objects/gameplay_keep/gameplay_keep.h" -#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h" -#include "objects/object_bdoor/object_bdoor.h" - -// bss +// Variables are put before most headers as a hacky way to bypass bss reordering FaultClient sActorFaultClient; // 2 funcs -CollisionPoly* D_801ED8B0; // 1 func -s32 D_801ED8B4; // 2 funcs +struct CollisionPoly* D_801ED8B0; // 1 func +s32 D_801ED8B4; // 2 funcs -Actor* sTargetableNearestActor; -Actor* sTargetablePrioritizedActor; -Actor* D_801ED8C0; -Actor* D_801ED8C4; +struct Actor* sTargetableNearestActor; +struct Actor* sTargetablePrioritizedActor; +struct Actor* D_801ED8C0; +struct Actor* D_801ED8C4; f32 sTargetableNearestActorDistSq; f32 sBgmEnemyDistSq; @@ -41,7 +26,22 @@ s16 sTargetPlayerRotY; Mtx sActorHiliteMtx; -Actor* D_801ED920; // 2 funcs. 1 out of z_actor +struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor + +#include "z64actor.h" + +#include "z64horse.h" +#include "z64malloc.h" +#include "z64quake.h" +#include "z64rumble.h" + +#include "overlays/actors/ovl_En_Horse/z_en_horse.h" +#include "overlays/actors/ovl_En_Part/z_en_part.h" +#include "overlays/actors/ovl_En_Box/z_en_box.h" + +#include "objects/gameplay_keep/gameplay_keep.h" +#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h" +#include "objects/object_bdoor/object_bdoor.h" #define ACTOR_AUDIO_FLAG_SFX_ACTOR_POS (1 << 0) #define ACTOR_AUDIO_FLAG_SFX_CENTERED_1 (1 << 1) |
