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authorRoman971 <32455037+Roman971@users.noreply.github.com>2020-05-18 20:24:00 +0200
committerGitHub <noreply@github.com>2020-05-18 14:24:00 -0400
commite29b77919bd98375e31760ed082cf014c58dbef8 (patch)
treee0e7c454be393eaba1b1bb52036191d41fa98af2 /src/code/z_lights.c
parent785011c33c2a95222dd88a57f43808bcdc1cff91 (diff)
Decompile most effect files in "code" (#144)
- `z_effect`: Matched and essentially all documented. - `z_eff_spark.c`: Decompiled (1 non matching left) and mostly documented. - `z_eff_shield_particle.c`: Matched and mostly documented. - `z_eff_blure.c`: Decompiled (5 non matchings left) and partially documented. - `z_effect_soft_sprite.c`: Matched and mostly documented. - `z_eff_ss_dead.c`: Matched but not documented. - `z_effect_soft_sprite_dlftbls.c`: "Matched" (only data, contains the effect ss overlay table). - `z_effect_soft_sprite_old_init.c`: Not decompiled, but functions are categorized by effect ss overlay. And they should be decompiled at the same time as their corresponding effect ss in the future. Other changes: - Added a lot of types/enums to `z64effect.h`and moved+renamed some structs from `z64.h` to this header - Added effect ss overlay segments to `segment_symbols.h` and effect ss init vars to `initvars.h` - Added a macro called `VTX_T` to generate a `Vtx_t` in the same style as `VTX` - Fixed `flg_set.c` .bss to be in the right file - Removed `tools/overlayhelpers/batchdisasm` since it's no longer relevant - Removed unused leftover asm from recent PRs
Diffstat (limited to 'src/code/z_lights.c')
-rw-r--r--src/code/z_lights.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/code/z_lights.c b/src/code/z_lights.c
index 46e61fa25..1bca397c5 100644
--- a/src/code/z_lights.c
+++ b/src/code/z_lights.c
@@ -151,7 +151,7 @@ void Lights_RemoveAll(GlobalContext* globalCtx, LightingContext* lightCtx) {
}
}
-z_Light* Lights_Insert(GlobalContext* globalCtx, LightingContext* lightCtx, LightInfo* info) {
+z_Light* Lights_Insert(GlobalContext* globalCtx, LightingContext* lightCtx, void* info) {
z_Light* light;
light = Lights_FindFreeSlot();