mirror of https://github.com/zeldaret/mm.git
bg_lbfshot OK (#92)
* bg_lbfshot OK * formatted source files * Update z_bg_lbfshot.c * Update z_bg_lbfshot.h
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@ -8998,9 +8998,9 @@ SECTIONS
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ovl_Bg_Lbfshot : AT(RomLocation)
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{
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build/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.o(.text)
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build/asm/overlays/ovl_Bg_Lbfshot_data.o(.data)
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build/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.o(.data)
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build/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.o(.rodata)
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build/asm/overlays/ovl_Bg_Lbfshot_rodata.o(.rodata)
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build/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot_overlay.o(.ovl)
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}
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SegmentEnd = .;
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SegmentSize = SegmentEnd - SegmentStart;
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@ -90,6 +90,9 @@ D_06009120 = 0x06009120;
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D_06005458 = 0x06005458;
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D_0600788C = 0x0600788C;
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/* z_bg_lbfshot */
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D_060014D8 = 0x060014D8;
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D_06000228 = 0x06000228;
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/* en_ending_hero4 */
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D_0600D640 = 0x0600D640;
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@ -8,7 +8,6 @@ void BgLbfshot_Init(Actor* thisx, GlobalContext* globalCtx);
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void BgLbfshot_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void BgLbfshot_Draw(Actor* thisx, GlobalContext* globalCtx);
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/*
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const ActorInit Bg_Lbfshot_InitVars = {
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ACTOR_BG_LBFSHOT,
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ACTORCAT_BG,
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@ -20,10 +19,27 @@ const ActorInit Bg_Lbfshot_InitVars = {
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(ActorFunc)func_800BDFB0,
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(ActorFunc)BgLbfshot_Draw
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};
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*/
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Bg_Lbfshot_0x80C18120/BgLbfshot_Init.asm")
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static InitChainEntry D_80C18200[] = {
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ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP),
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};
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Bg_Lbfshot_0x80C18120/BgLbfshot_Destroy.asm")
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extern CollisionHeader D_060014D8;
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extern UNK_TYPE D_06000228;
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#pragma GLOBAL_ASM("./asm/non_matchings/overlays/ovl_Bg_Lbfshot_0x80C18120/BgLbfshot_Draw.asm")
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void BgLbfshot_Init(Actor* thisx, GlobalContext* globalCtx) {
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BgLbfshot* this = THIS;
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Actor_ProcessInitChain(&this->dyna.actor, D_80C18200);
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this->dyna.actor.uncullZoneForward = 4000.0f;
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BcCheck3_BgActorInit(&this->dyna, 1);
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BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060014D8);
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}
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void BgLbfshot_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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BgLbfshot* this = THIS;
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BgCheck_RemoveActorMesh(globalCtx, &globalCtx->colCtx.dyna, this->dyna.bgId);
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}
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void BgLbfshot_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_800BDFC0(globalCtx, &D_06000228);
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}
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@ -6,8 +6,7 @@
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struct BgLbfshot;
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typedef struct BgLbfshot {
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/* 0x000 */ Actor actor;
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/* 0x144 */ char unk_144[0x1C];
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/* 0x000 */ DynaPolyActor dyna;
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} BgLbfshot; // size = 0x160
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extern const ActorInit Bg_Lbfshot_InitVars;
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