summaryrefslogtreecommitdiff
path: root/src/code/z_actor.c
diff options
context:
space:
mode:
authorDerek Hensley <hensley.derek58@gmail.com>2024-01-28 16:27:50 -0800
committerGitHub <noreply@github.com>2024-01-28 21:27:50 -0300
commitdb8f5f5ccc89304a28aa754087a6c2bf72e55717 (patch)
treef158680a5e754db47b7df9b3692b7b8652b84fe0 /src/code/z_actor.c
parent6a15ce9521484bf4a1da5b44435f92d8764722bf (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.c46
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)