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authorLucas Shaw <49287729+shawlucas@users.noreply.github.com>2020-04-14 11:16:34 -0700
committerGitHub <noreply@github.com>2020-04-14 14:16:34 -0400
commit045a92d7c31f4476ae9cff6910fb5a222b71f04f (patch)
tree9b35a7602b0e1935e20b1efc3bf139f6af6dc90f /src/code
parent5aef81071e501fbbe5298a433ead06a625cdb3d8 (diff)
Big actor cleanup (fixed) (#69)
* Started doing cleanup * did more work * did more migration * migrated more rodata and worked on some structs * did more work * Removal of ROOM field from initvars, some rodata migration, some string decompilation * General update * Decompiled vt strings * Tool work * Tool improvements * 270 overlay rodata files remaining * better float handling * floats * Many more floats * migrated boss_mo * assorted fixes * Migrated 10 * tool improvements * migrated 10 * 10 more * 1 more * did a few more * fixes * 10 more * more floats * Did some more, updated migrate-rodata.py to 'modify' the C file after processing in order to make to compiler process it as if it was changed. * removed changes made to script by accident * migrated largest rodata - ovl_fishing * Did some more * 114 remaining * 99 left ! * almost done migrating rodata * did some more, done for tonight * almost done, tried add support to the script for z_player * All possible rodata migrated in actor overlays * update * removed static from all overlays, ran format.sh * Removed unknown actor structs * converted a few floats * Added new lines to header files that were missing them. Removed unused asm files * Removed unused asm files * Formatting newlines Further formatting spacing .float spacing More space formatting More spacing formatting Removing .balign 4 after floats Co-authored-by: Ethan Roseman <ethteck@gmail.com>
Diffstat (limited to 'src/code')
-rw-r--r--src/code/z_player_call.c1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/code/z_player_call.c b/src/code/z_player_call.c
index cf525ff24..6b8238195 100644
--- a/src/code/z_player_call.c
+++ b/src/code/z_player_call.c
@@ -18,7 +18,6 @@ void PlayerCall_Draw(Player* player, GlobalContext* globalCtx);
const ActorInit Player_InitVars = {
ACTOR_PLAYER,
ACTORTYPE_PLAYER,
- 0,
0x6000035,
OBJECT_GAMEPLAY_KEEP,
sizeof(Player),