update symbols to match with the bundled mm-decomp
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4abd0fe720
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@ -443,7 +443,7 @@ void autosave_init() {
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}
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extern s32 gFlashSaveSizes[];
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extern u16 D_801C6A58[];
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extern u16 sOwlWarpEntrances[];
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#define CHECK_NEWF(newf) \
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((newf)[0] != 'Z' || (newf)[1] != 'E' || (newf)[2] != 'L' || (newf)[3] != 'D' || (newf)[4] != 'A' || \
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@ -623,7 +623,7 @@ void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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func_80147314(sramCtx, fileNum);
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}
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else {
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gSaveContext.save.entrance = D_801C6A58[(void)0, gSaveContext.save.owlWarpId];
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gSaveContext.save.entrance = sOwlWarpEntrances[(void)0, gSaveContext.save.owlWarpId];
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if ((gSaveContext.save.entrance == ENTRANCE(SOUTHERN_SWAMP_POISONED, 10)) &&
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CHECK_WEEKEVENTREG(WEEKEVENTREG_CLEARED_WOODFALL_TEMPLE)) {
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gSaveContext.save.entrance = ENTRANCE(SOUTHERN_SWAMP_CLEARED, 10);
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@ -655,7 +655,7 @@ void Sram_OpenSave(FileSelectState* fileSelect, SramContext* sramCtx) {
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autosave_init();
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}
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extern s32 Actor_ProcessTalkRequest(Actor* actor, GameState* gameState);
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extern s32 Actor_TalkOfferAccepted(Actor* actor, GameState* gameState);
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// @recomp Reset the autosave timer when the moon crashes.
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void Sram_ResetSaveFromMoonCrash(SramContext* sramCtx) {
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@ -728,7 +728,7 @@ void ObjWarpstone_Update(Actor* thisx, PlayState* play) {
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Message_CloseTextbox(play);
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}
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}
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} else if (Actor_ProcessTalkRequest(&this->dyna.actor, &play->state)) {
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} else if (Actor_TalkOfferAccepted(&this->dyna.actor, &play->state)) {
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this->isTalking = true;
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} else if (!this->actionFunc(this, play)) {
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Actor_OfferTalkNearColChkInfoCylinder(&this->dyna.actor, play);
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@ -1900,7 +1900,7 @@ void skip_analog_cam_once() {
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}
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extern void func_809ECD00(Boss04* this, PlayState* play);
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extern s32 func_800B7298(struct PlayState* play, Actor* csActor, u8 csAction);
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extern s32 Player_SetCsActionWithHaltedActors(struct PlayState* play, Actor* csActor, u8 csAction);
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extern u8 D_809EE4D0;
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// @recomp Patch the Wart boss fight in the Great Bay temple so that the fight starts if you look at it with the right stick analog camera,
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@ -1947,7 +1947,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
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this->subCamId = Play_CreateSubCamera(play);
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Play_ChangeCameraStatus(play, CAM_ID_MAIN, CAM_STATUS_WAIT);
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Play_ChangeCameraStatus(play, this->subCamId, CAM_STATUS_ACTIVE);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_WAIT);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_WAIT);
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player->actor.world.pos.x = this->unk_6E8;
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player->actor.world.pos.z = this->unk_6F0 + 410.0f;
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player->actor.shape.rot.y = 0x7FFF;
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@ -1997,7 +1997,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
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if (this->unk_704 == 45) {
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this->unk_708 = 1;
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this->unk_704 = 0;
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func_800B7298(play, &this->actor, PLAYER_CSACTION_21);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_21);
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this->actor.gravity = 0.0f;
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break;
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}
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@ -2075,7 +2075,7 @@ void func_809EC568(Boss04* this, PlayState* play) {
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func_80169AFC(play, this->subCamId, 0);
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this->subCamId = SUB_CAM_ID_DONE;
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Cutscene_StopManual(play, &play->csCtx);
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func_800B7298(play, &this->actor, PLAYER_CSACTION_END);
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Player_SetCsActionWithHaltedActors(play, &this->actor, PLAYER_CSACTION_END);
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Play_DisableMotionBlur();
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SET_EVENTINF(EVENTINF_60);
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}
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@ -1,8 +1,6 @@
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#include "patches.h"
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#include "input.h"
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#include "z64snap.h"
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// Decomp rename, TODO update decomp and remove this
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#define AudioVoice_GetWord func_801A5100
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#include "z64voice.h"
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#include "audiothread_cmd.h"
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@ -543,7 +541,7 @@ void Player_Action_86(Player *this, PlayState *play) {
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extern s16 sPictoState;
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extern s16 sPictoPhotoBeingTaken;
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extern void* gWorkBuffer;
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u16 func_801A5100(void);
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u16 AudioVoice_GetWord(void);
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// @recomp Patched to update status of extra buttons via set_extra_item_slot_status.
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void Interface_UpdateButtonsPart1(PlayState* play) {
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@ -2600,7 +2598,7 @@ extern s32 Player_ActionChange_11(Player* this, PlayState* play);
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extern void func_8083A98C(Actor* thisx, PlayState* play2);
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extern void func_80836A98(Player* this, PlayerAnimationHeader* anim, PlayState* play);
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extern void func_80830B38(Player* this);
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extern void Player_AnimationPlayLoop(PlayState* play, Player* this, PlayerAnimationHeader* anim);
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extern void Player_Anim_PlayLoop(PlayState* play, Player* this, PlayerAnimationHeader* anim);
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extern s32 Player_UpdateUpperBody(Player* this, PlayState* play);
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extern void func_8082F164(Player* this, u16 button);
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extern s32 func_808401F4(PlayState* play, Player* this);
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@ -2639,7 +2637,7 @@ void Player_Action_18(Player* this, PlayState* play) {
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if (PlayerAnimation_Update(play, &this->skelAnime)) {
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if (!Player_IsGoronOrDeku(this)) {
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Player_AnimationPlayLoop(play, this, D_8085BE84_reloc[PLAYER_ANIMGROUP_defense_wait][this->modelAnimType]);
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Player_Anim_PlayLoop(play, this, D_8085BE84_reloc[PLAYER_ANIMGROUP_defense_wait][this->modelAnimType]);
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}
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this->av2.actionVar2 = 1;
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@ -20,7 +20,6 @@
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#define sinf __sinf_recomp
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#define cosf __cosf_recomp
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#define bzero bzero_recomp
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#define gRandFloat sRandFloat
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#include "global.h"
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#include "rt64_extended_gbi.h"
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@ -3,11 +3,6 @@
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#include "overlays/actors/ovl_En_Test6/z_en_test6.h"
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#include "overlays/actors/ovl_En_Test7/z_en_test7.h"
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// Decomp renames, TODO update decomp and remove these
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#define gSoaringWarpCsWindCapsuleTexAnim gameplay_keep_Matanimheader_0815D0
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#define gSoaringWarpCsWindCapsuleDL gameplay_keep_DL_080FC8
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#define EnTest7_DrawFeathers func_80AF14FC
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void EnTest7_DrawFeathers(PlayState* play2, OwlWarpFeather* feathers);
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s32 func_80AF31D0(PlayState* play, SkeletonInfo* skeletonInfo, s32 limbIndex, Gfx** dList, u8* flags, Actor* thisx,
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Vec3f* scale, Vec3s* rot, Vec3f* pos);
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@ -15,6 +15,7 @@ sHappyMaskSalesmanAnimationInfo = 0x80AD22C0;
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D_808890F0 = 0x808890F0;
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D_8088911C = 0x8088911C;
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D_809EE4D0 = 0x809EE4D0;
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sOwlWarpEntrances = 0x801C6A58;
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/* Dummy addresses that get recompiled into function calls */
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recomp_puts = 0x8F000000;
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