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Diffstat (limited to 'docs/tutorial/data.md')
| -rw-r--r-- | docs/tutorial/data.md | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/docs/tutorial/data.md b/docs/tutorial/data.md index d001f4149..986a47e1f 100644 --- a/docs/tutorial/data.md +++ b/docs/tutorial/data.md @@ -23,8 +23,6 @@ Both approaches have their advantages and disadvantages. <!-- Fig shows how to do this in his video. --> This way is good for smaller actors with little data. It is not really suitable for EnJj, for example, because of the enormous section of data labelled as `D_80A88164`. -An important thing to bear in mind is that data cannot be made static if it is used in an undecompiled file (i.e. one that is `#pragma`'d), so it is best to make everything static only after the whole actor is decompiled. - ### Example: `EnTg` We give a simple example of this approach with a small NPC actor, EnTg, that is, the spinning couple. @@ -165,10 +163,10 @@ static ColliderCylinderInit sCylinderInit = }; ``` -Copy this in below `D_80B18910`, delete the original words of data, and for now, remove `static` (in case it's used in other files that have not been decompiled), change the name back to `D_80B18910`, and put `sCylinderInit` commented out above it: +Copy this in below `D_80B18910`, delete the original words of data, change the name back to `D_80B18910`, and put `sCylinderInit` commented out above it: ```C // sCylinderInit -ColliderCylinderInit D_80B18910 = +static ColliderCylinderInit D_80B18910 = { { COLTYPE_UNK10, 0x00, 0x00, 0x39, 0x20, COLSHAPE_CYLINDER }, { 0x00, { 0x00000000, 0x00, 0x00 }, { 0x00000000, 0x00, 0x00 }, 0x00, 0x00, 0x01 }, |
