mirror of https://github.com/zeldaret/mm.git
Fix some dummy label matches (#331)
* Fix some dummy label matches * Remove dummy label in z_en_railgibud * Remove dummy label from z_door_ana.c * Remove dummy label from z_obj_raillift.c * Remove dummy label from z_en_minislime.c * A few more dummy label fixes * Run format, whoops * Add single line between pad and code * Add OPEN/CLOSE_DISPS to GameState_Draw * Add the padding in game.c too (how did I forget this???) * Run format.sh * pad -> requiredScopeTemp
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3098767688
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9dfeec7345
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@ -68,14 +68,14 @@ void Game_Nop80173534(GameState* gamestate) {
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void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx) {
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Gfx* nextDisplayList;
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Gfx* _polyOpa;
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// Unused vars impact regalloc
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Gfx* temp_t2;
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u32 temp_v1;
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Gfx* polyOpa;
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_polyOpa = gfxCtx->polyOpa.p;
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nextDisplayList = Graph_GfxPlusOne(gfxCtx->polyOpa.p);
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gSPDisplayList(gfxCtx->overlay.p++, nextDisplayList);
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OPEN_DISPS(gfxCtx);
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polyOpa = POLY_OPA_DISP;
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nextDisplayList = Graph_GfxPlusOne(POLY_OPA_DISP);
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gSPDisplayList(OVERLAY_DISP++, nextDisplayList);
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if (R_FB_FILTER_TYPE && R_FB_FILTER_ENV_COLOR(3) == 0) {
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GameState_SetFBFilter(&nextDisplayList, (u32)gfxCtx->zbuffer);
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@ -86,16 +86,22 @@ void GameState_Draw(GameState* gamestate, GraphicsContext* gfxCtx) {
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}
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gSPEndDisplayList(nextDisplayList++);
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Graph_BranchDlist(_polyOpa, nextDisplayList);
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gfxCtx->polyOpa.p = nextDisplayList;
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Graph_BranchDlist(polyOpa, nextDisplayList);
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POLY_OPA_DISP = nextDisplayList;
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lblUnk:; // Label prevents reordering, if(1) around the above block don't seem to help unlike in OoT
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func_800E9F78(gfxCtx);
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// Block prevents reordering, if(1) around the above block don't seem to help unlike in OoT
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{
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s32 requiredScopeTemp;
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func_800E9F78(gfxCtx);
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}
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if (R_ENABLE_ARENA_DBG != 0) {
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SpeedMeter_DrawTimeEntries(&D_801F7FF0, gfxCtx);
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SpeedMeter_DrawAllocEntries(&D_801F7FF0, gfxCtx, gamestate);
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}
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CLOSE_DISPS(gfxCtx);
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}
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void Game_ResetSegments(GraphicsContext* gfxCtx) {
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@ -197,21 +203,24 @@ void Game_StateInit(GameState* gamestate, GameStateFunc gameStateInit, GraphicsC
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gamestate->nextGameStateInit = NULL;
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gamestate->nextGameStateSize = 0U;
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lblUnk:;
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Gamealloc_Init(&gamestate->alloc);
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Game_InitHeap(gamestate, 0x100000);
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Game_SetFramerateDivisor(gamestate, 3);
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{
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s32 requiredScopeTemp;
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gameStateInit(gamestate);
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Gamealloc_Init(&gamestate->alloc);
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Game_InitHeap(gamestate, 0x100000);
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Game_SetFramerateDivisor(gamestate, 3);
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func_80140CE0(&D_801F8010);
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func_801420C0(&D_801F8020);
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func_801418B0(&sMonoColors);
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func_80140898(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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func_8013ED9C();
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gameStateInit(gamestate);
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osSendMesg(&gamestate->gfxCtx->unk5C, NULL, 1);
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func_80140CE0(&D_801F8010);
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func_801420C0(&D_801F8020);
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func_801418B0(&sMonoColors);
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func_80140898(&D_801F8048);
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func_801773A0(&D_801F7FF0);
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func_8013ED9C();
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osSendMesg(&gamestate->gfxCtx->unk5C, NULL, 1);
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}
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}
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void Game_StateFini(GameState* gamestate) {
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@ -129,13 +129,13 @@ void DoorAna_WaitOpen(DoorAna* this, GlobalContext* globalCtx) {
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(player->stateFlags1 & 0x80000000) && (player->unk_AE7 == 0)) {
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if (dooranaType == DOORANA_TYPE_ADJACENT) {
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s32 requiredScopeTemp;
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// 300 uses scene exit addresses, not static DoorAna entrance addresses,
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// eg. deku playground gets address in the NCT scene exit table
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entranceIndex = GET_DOORANA_ADJACENT_ENTRANCE(this);
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globalCtx->nextEntranceIndex = globalCtx->setupExitList[entranceIndex];
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lblUnk_808E03B8:; // required to convince compiler to not use delay slot
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} else {
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// unused in vanilla, the highest params bits can directly index an address
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entranceIndex = GET_DOORANA_DIRECT_ENTRANCE(this);
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@ -244,6 +244,8 @@ void EnClearTag_CreateLightRayEffect(EnClearTag* this, Vec3f* position, Vec3f* v
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// Look for an available effect to allocate a light ray effect to.
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for (i = 0; i < ARRAY_COUNT(this->effect) - 1; i++, effect++) {
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if (effect->type == CLEAR_TAG_EFFECT_AVAILABLE) {
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s32 requiredScopeTemp;
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effect->type = CLEAR_TAG_EFFECT_LIGHT_RAYS;
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effect->position = *position;
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@ -271,7 +273,6 @@ void EnClearTag_CreateLightRayEffect(EnClearTag* this, Vec3f* position, Vec3f* v
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break;
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}
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dummy:;
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}
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}
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@ -500,6 +500,8 @@ u16 func_808F3DD4(GlobalContext* globalCtx, EnIn* this, u32 arg2) {
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u16 textId = 0;
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if (Player_GetMask(globalCtx) == PLAYER_MASK_CIRCUS_LEADERS_MASK) {
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s32 requiredScopeTemp;
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if (!(gSaveContext.weekEventReg[63] & 0x40)) {
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return 0x34A9;
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} else if (this->unk4AC & 8) {
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@ -507,7 +509,6 @@ u16 func_808F3DD4(GlobalContext* globalCtx, EnIn* this, u32 arg2) {
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} else {
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textId = 0x34AF;
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}
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dummy_label_895710:; // POSSIBLE FAKE MATCH
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} else {
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switch (arg2) {
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case 0:
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@ -1259,9 +1260,10 @@ s32 func_808F5728(GlobalContext* globalCtx, EnIn* this, s32 arg2, s32* arg3) {
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return 1;
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}
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if (*arg3 == 1) {
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s32 requiredScopeTemp;
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player = PLAYER;
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func_808F5994(this, globalCtx, &player->actor.world.pos, 0xC80);
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dummy_label_895711:; // POSSIBLE FAKE MATCH
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} else {
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rotDiff = this->actor.home.rot.y - this->actor.world.rot.y;
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if (rotDiff > 0x320) {
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@ -2681,6 +2681,8 @@ void func_80B48AD4(EnInvadepoh* this, GlobalContext* globalCtx) {
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}
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if (this->rand == 0) {
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s32 requiredScopeTemp;
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if ((this->actor.xzDistToPlayer < 350.0f) && ((globalCtx->gameplayFrames & 0x60) != 0)) {
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player = PLAYER;
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temp_v1 = Math_Vec3f_Pitch(&this->actor.focus.pos, &player->actor.focus.pos) * 0.85f;
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@ -2690,9 +2692,6 @@ void func_80B48AD4(EnInvadepoh* this, GlobalContext* globalCtx) {
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temp_v1 = new_var3 * 0.7f;
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substruct->unk26.y = CLAMP(temp_v1, -0x1F40, 0x1F40);
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}
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dummy:;
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} else {
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substruct->unk26.x = 0;
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substruct->unk26.y = 0;
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@ -324,6 +324,8 @@ void EnMinislime_IceArrowDamage(EnMinislime* this, GlobalContext* globalCtx) {
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Math_Vec3f_Copy(&this->shakeRefPos, &this->actor.world.pos);
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} else if (this->frozenTimer > 0) {
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if ((this->frozenTimer < 20) || ((this->frozenTimer < 40) && ((this->frozenTimer % 2) != 0))) {
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s32 requiredScopeTemp;
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invFrozenTimer = 1.0f / this->frozenTimer;
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randFloat = Rand_ZeroFloat(invFrozenTimer);
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randSign = Rand_ZeroOne() < 0.5f ? -1 : 1;
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@ -331,7 +333,6 @@ void EnMinislime_IceArrowDamage(EnMinislime* this, GlobalContext* globalCtx) {
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randFloat = Rand_ZeroFloat(invFrozenTimer);
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randSign = Rand_ZeroOne() < 0.5f ? -1 : 1;
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this->actor.world.pos.z = randSign * (invFrozenTimer + randFloat) + this->shakeRefPos.z;
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dummy:; // required for match
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}
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}
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} else {
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@ -391,12 +391,13 @@ void func_80BA5E18(EnRailgibud* this, GlobalContext* globalCtx) {
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case 1:
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if (this->unk_3F2 == 20) {
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s16 requiredScopeTemp;
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sp32 = player->ageProperties->unk_92 + 0x6805;
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globalCtx->damagePlayer(globalCtx, -8);
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func_800B8E58(&player->actor, sp32);
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func_8013ECE0(this->actor.xzDistToPlayer, 240, 1, 12);
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this->unk_3F2 = 0;
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label:;
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} else {
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this->unk_3F2++;
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}
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@ -234,6 +234,8 @@ void ObjRaillift_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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if (OBJRAILLIFT_SHOULD_REACT_TO_WEIGHT(thisx)) {
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s32 requiredScopeTemp;
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this->isWeightOnPrev = this->isWeightOn;
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if (func_800CAF70(&this->dyna)) {
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this->isWeightOn = true;
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@ -251,7 +253,6 @@ void ObjRaillift_Update(Actor* thisx, GlobalContext* globalCtx) {
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target = this->isWeightOn ? -8.0f : 0.0f;
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Math_StepToF(&this->cycleSpeed, target, step);
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this->dyna.actor.shape.yOffset = ((Math_SinS(this->cycle) * this->maxHeight) + this->cycleSpeed) * 10.0f;
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dummy:;
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}
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if (OBJRAILLIFT_GET_TYPE(thisx) == DEKU_FLOWER_PLATFORM && this->dyna.actor.child != NULL) {
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if (this->dyna.actor.child->update == NULL) {
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