mirror of https://github.com/zeldaret/mm.git
Remove assets from automatic includes (#1683)
This commit is contained in:
parent
19da273ca0
commit
b9ea1c19ab
2
Makefile
2
Makefile
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@ -114,7 +114,7 @@ NM := $(MIPS_BINUTILS_PREFIX)nm
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OBJCOPY := $(MIPS_BINUTILS_PREFIX)objcopy
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OBJDUMP := $(MIPS_BINUTILS_PREFIX)objdump
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IINC := -Iinclude -Iinclude/libc -Isrc -Iassets -I$(BUILD_DIR) -I.
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IINC := -Iinclude -Iinclude/libc -Isrc -I$(BUILD_DIR) -I.
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ifeq ($(KEEP_MDEBUG),0)
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RM_MDEBUG = $(OBJCOPY) --remove-section .mdebug $@
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_08.xml" OutPath="misc/scene_texture_08/"/>
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<ExternalFile XmlPath="misc/scene_texture_08.xml" OutPath="assets/misc/scene_texture_08/"/>
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<File Name="Z2_00KEIKOKU" Segment="2" Game="MM">
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<Scene Name="Z2_00KEIKOKU" Offset="0x0"/>
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<Cutscene Name="gTerminaFieldClockTowerOpeningCs" Offset="0x9D8"/> <!-- Original name is "clock_t_change" -->
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_10YUKIYAMANOMURA" Segment="2" Game="MM">
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<Scene Name="Z2_10YUKIYAMANOMURA" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_10YUKIYAMANOMURA2" Segment="2" Game="MM">
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<Scene Name="Z2_10YUKIYAMANOMURA2" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_11GORONNOSATO" Segment="2" Game="MM">
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<Scene Name="Z2_11GORONNOSATO" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_11GORONNOSATO2" Segment="2" Game="MM">
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<Scene Name="Z2_11GORONNOSATO2" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_12HAKUGINMAE" Segment="2" Game="MM">
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<Scene Name="Z2_12HAKUGINMAE" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_14YUKIDAMANOMITI" Segment="2" Game="MM">
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<Scene Name="Z2_14YUKIDAMANOMITI" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_17SETUGEN" Segment="2" Game="MM">
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<Scene Name="Z2_17SETUGEN" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="misc/scene_texture_04/"/>
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<ExternalFile XmlPath="misc/scene_texture_04.xml" OutPath="assets/misc/scene_texture_04/"/>
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<File Name="Z2_17SETUGEN2" Segment="2" Game="MM">
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<Scene Name="Z2_17SETUGEN2" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="misc/scene_texture_06/"/>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="assets/misc/scene_texture_06/"/>
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<File Name="Z2_20SICHITAI" Segment="2" Game="MM">
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<Scene Name="Z2_20SICHITAI" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="misc/scene_texture_06/"/>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="assets/misc/scene_texture_06/"/>
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<File Name="Z2_20SICHITAI2" Segment="2" Game="MM">
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<Scene Name="Z2_20SICHITAI2" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="misc/scene_texture_06/"/>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="assets/misc/scene_texture_06/"/>
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<File Name="Z2_22DEKUCITY" Segment="2" Game="MM">
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<Scene Name="Z2_22DEKUCITY" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_08.xml" OutPath="misc/scene_texture_08/"/>
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<ExternalFile XmlPath="misc/scene_texture_08.xml" OutPath="assets/misc/scene_texture_08/"/>
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<File Name="Z2_24KEMONOMITI" Segment="2" Game="MM">
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<Scene Name="Z2_24KEMONOMITI" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="misc/scene_texture_06/"/>
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<ExternalFile XmlPath="misc/scene_texture_06.xml" OutPath="assets/misc/scene_texture_06/"/>
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<File Name="Z2_26SARUNOMORI" Segment="2" Game="MM">
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<Scene Name="Z2_26SARUNOMORI" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="misc/scene_texture_05/"/>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="assets/misc/scene_texture_05/"/>
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<File Name="Z2_30GYOSON" Segment="2" Game="MM">
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<Scene Name="Z2_30GYOSON" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="misc/scene_texture_05/"/>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="assets/misc/scene_texture_05/"/>
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<File Name="Z2_31MISAKI" Segment="2" Game="MM">
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<Scene Name="Z2_31MISAKI" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_02.xml" OutPath="misc/scene_texture_02/"/>
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<ExternalFile XmlPath="misc/scene_texture_02.xml" OutPath="assets/misc/scene_texture_02/"/>
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<File Name="Z2_AYASHIISHOP" Segment="2" Game="MM">
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<Scene Name="Z2_AYASHIISHOP" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_01.xml" OutPath="misc/scene_texture_01/"/>
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<ExternalFile XmlPath="misc/scene_texture_01.xml" OutPath="assets/misc/scene_texture_01/"/>
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<File Name="Z2_DOUJOU" Segment="2" Game="MM">
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<Scene Name="Z2_DOUJOU" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_02.xml" OutPath="misc/scene_texture_02/"/>
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<ExternalFile XmlPath="misc/scene_texture_02.xml" OutPath="assets/misc/scene_texture_02/"/>
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<File Name="Z2_KAJIYA" Segment="2" Game="MM">
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<Scene Name="Z2_KAJIYA" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_08.xml" OutPath="misc/scene_texture_08/"/>
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<ExternalFile XmlPath="misc/scene_texture_08.xml" OutPath="assets/misc/scene_texture_08/"/>
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<File Name="Z2_ROMANYMAE" Segment="2" Game="MM">
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<Scene Name="Z2_ROMANYMAE" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="misc/scene_texture_05/"/>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="assets/misc/scene_texture_05/"/>
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<File Name="Z2_SINKAI" Segment="2" Game="MM">
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<Scene Name="Z2_SINKAI" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_01.xml" OutPath="misc/scene_texture_01/"/>
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<ExternalFile XmlPath="misc/scene_texture_01.xml" OutPath="assets/misc/scene_texture_01/"/>
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<File Name="Z2_SONCHONOIE" Segment="2" Game="MM">
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<Scene Name="Z2_SONCHONOIE" Offset="0x0"/>
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</File>
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="misc/scene_texture_05/"/>
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<ExternalFile XmlPath="misc/scene_texture_05.xml" OutPath="assets/misc/scene_texture_05/"/>
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<File Name="Z2_TORIDE" Segment="2" Game="MM">
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<Scene Name="Z2_TORIDE" Offset="0x0"/>
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</File>
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@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/scene_texture_01.xml" OutPath="misc/scene_texture_01/"/>
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<ExternalFile XmlPath="misc/scene_texture_01.xml" OutPath="assets/misc/scene_texture_01/"/>
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<File Name="Z2_YADOYA" Segment="2" Game="MM">
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<Scene Name="Z2_YADOYA" Offset="0x0"/>
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</File>
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@ -49,7 +49,6 @@ You can create a `.vscode/c_cpp_properties.json` file with `C/C++: Edit Configur
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"include",
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"include/libc",
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"src",
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"assets",
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"build/n64-us/",
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"${workspaceFolder}"
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],
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@ -4,7 +4,7 @@
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#include "z64actor.h"
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#include "z64scene.h"
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#include "code/sub_s/sub_s.h"
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#include "assets/code/sub_s/sub_s.h"
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extern Vec3f gOneVec3f;
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@ -14,8 +14,8 @@
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#include "fault.h"
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#include "segment_symbols.h"
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#include "misc/locerrmsg/locerrmsg.h"
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#include "misc/memerrmsg/memerrmsg.h"
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#include "assets/misc/locerrmsg/locerrmsg.h"
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#include "assets/misc/memerrmsg/memerrmsg.h"
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#define LOCERRMSG_WIDTH 208
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#define LOCERRMSG_HEIGHT 16
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@ -42,9 +42,9 @@ struct Actor* D_801ED920; // 2 funcs. 1 out of z_actor
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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#include "overlays/actors/ovl_En_Box/z_en_box.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "objects/object_bdoor/object_bdoor.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
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#include "assets/objects/object_bdoor/object_bdoor.h"
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#define ACTOR_AUDIO_FLAG_SFX_ACTOR_POS_1 (1 << 0)
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#define ACTOR_AUDIO_FLAG_SFX_ACTOR_POS_2 (1 << 1) // identical behavior to ACTOR_AUDIO_FLAG_SFX_ACTOR_POS_1
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@ -43,7 +43,7 @@ DebugDispObject* DebugDisplay_AddObject(f32 posX, f32 posY, f32 posZ, s16 rotX,
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return sDebugObjectListHead;
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}
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#include "code/debug_display/debug_display.c"
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#include "assets/code/debug_display/debug_display.c"
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DebugDispObjectDrawFunc sDebugObjectDrawFuncTable[] = { DebugDisplay_DrawSpriteI8, DebugDisplay_DrawPolygon };
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@ -7,7 +7,7 @@
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#include "z64effect_ss.h"
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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void EffectBlure_AddVertex(EffectBlure* this, Vec3f* p1, Vec3f* p2) {
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EffectBlureElement* elem;
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@ -5,7 +5,7 @@
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#include "vt.h"
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#include "assets/code/eff_shield_particle/eff_shield_particle.c"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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void EffectShieldParticle_Init(void* thisx, void* initParamsx) {
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EffectShieldParticle* this = (EffectShieldParticle*)thisx;
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@ -1,7 +1,7 @@
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#include "z64eff_spark.h"
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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void EffectSpark_Init(void* thisx, void* initParamsx) {
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EffectSpark* this = (EffectSpark*)thisx;
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#include "z64eff_tire_mark.h"
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#include "global.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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void func_800AE930(CollisionContext* colCtx, EffectTireMark* this, Vec3f* pos, f32 arg3, s16 angle,
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CollisionPoly* colPoly, s32 bgId) {
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@ -5,11 +5,11 @@
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#include "z_en_hy_code.h"
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#include "overlays/actors/ovl_En_Door/z_en_door.h"
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#include "objects/object_aob/object_aob.h"
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#include "objects/object_bba/object_bba.h"
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#include "objects/object_bji/object_bji.h"
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#include "objects/object_boj/object_boj.h"
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#include "objects/object_os_anime/object_os_anime.h"
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#include "assets/objects/object_aob/object_aob.h"
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#include "assets/objects/object_bba/object_bba.h"
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#include "assets/objects/object_bji/object_bji.h"
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#include "assets/objects/object_boj/object_boj.h"
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#include "assets/objects/object_os_anime/object_os_anime.h"
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static AnimationInfoS sAnimationInfo[ENHY_ANIM_MAX] = {
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{ &gMamamuYanUnusedIdleAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENHY_ANIM_AOB_0
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@ -1,7 +1,7 @@
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#include "global.h"
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#include "overlays/actors/ovl_En_Elforg/z_en_elforg.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/object_gi_hearts/object_gi_hearts.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/object_gi_hearts/object_gi_hearts.h"
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#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
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#include "overlays/actors/ovl_En_Elforg/z_en_elforg.h"
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@ -1,6 +1,6 @@
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#include "z_fireobj.h"
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#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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ColliderCylinderInit sFireObjCollisionInit = {
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{
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@ -9,9 +9,9 @@
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#include "z64save.h"
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#include "z64scene.h"
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#include "interface/parameter_static/parameter_static.h"
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#include "archives/icon_item_static/icon_item_static_yar.h"
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#include "archives/icon_item_24_static/icon_item_24_static_yar.h"
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#include "assets/interface/parameter_static/parameter_static.h"
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#include "assets/archives/icon_item_static/icon_item_static_yar.h"
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#include "assets/archives/icon_item_24_static/icon_item_24_static_yar.h"
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// Bit Flag array in which gBitFlags[n] is (1 << n)
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u32 gBitFlags[] = {
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@ -66,8 +66,8 @@ Gfx* sSkyboxStarsDList;
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#include "string.h"
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#include "sys_cfb.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#include "objects/gameplay_field_keep/gameplay_field_keep.h"
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#include "assets/objects/gameplay_keep/gameplay_keep.h"
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#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
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// Data
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f32 sSandstormLerpScale = 0.0f;
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|
|
@ -5,7 +5,7 @@
|
|||
|
||||
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
|
||||
|
||||
#include "interface/parameter_static/parameter_static.h"
|
||||
#include "assets/interface/parameter_static/parameter_static.h"
|
||||
|
||||
s16 sHeartsPrimColors[3][3] = { { 255, 70, 50 }, { 255, 190, 0 }, { 100, 100, 255 } };
|
||||
s16 sHeartsEnvColors[3][3] = { { 50, 40, 60 }, { 255, 0, 0 }, { 0, 0, 255 } };
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
#include "z64.h"
|
||||
#include "functions.h"
|
||||
|
||||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
|
||||
LightsBuffer sLightsBuffer;
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@
|
|||
#include "z64shrink_window.h"
|
||||
#include "z64save.h"
|
||||
|
||||
#include "interface/parameter_static/parameter_static.h"
|
||||
#include "assets/interface/parameter_static/parameter_static.h"
|
||||
|
||||
u8 D_801C6A70 = 0;
|
||||
s16 sOcarinaButtonIndexBufPos = 0;
|
||||
|
|
|
@ -9,10 +9,10 @@
|
|||
#include "z64view.h"
|
||||
#include "z64voice.h"
|
||||
|
||||
#include "archives/icon_item_static/icon_item_static_yar.h"
|
||||
#include "interface/parameter_static/parameter_static.h"
|
||||
#include "interface/do_action_static/do_action_static.h"
|
||||
#include "misc/story_static/story_static.h"
|
||||
#include "assets/archives/icon_item_static/icon_item_static_yar.h"
|
||||
#include "assets/interface/parameter_static/parameter_static.h"
|
||||
#include "assets/interface/do_action_static/do_action_static.h"
|
||||
#include "assets/misc/story_static/story_static.h"
|
||||
|
||||
#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
|
||||
#include "overlays/actors/ovl_En_Mm3/z_en_mm3.h"
|
||||
|
|
|
@ -4,8 +4,8 @@
|
|||
#include "z64bombers_notebook.h"
|
||||
#include "z64malloc.h"
|
||||
|
||||
#include "interface/schedule_static/schedule_static.h"
|
||||
#include "archives/schedule_dma_static/schedule_dma_static_yar.h"
|
||||
#include "assets/interface/schedule_static/schedule_static.h"
|
||||
#include "assets/archives/schedule_dma_static/schedule_dma_static_yar.h"
|
||||
|
||||
#define BOMBERS_NOTEBOOK_ENTRY_SIZE 3
|
||||
#define BOMBERS_NOTEBOOK_ENTRY_MAX 10
|
||||
|
|
|
@ -6,40 +6,40 @@
|
|||
#include "prevent_bss_reordering.h"
|
||||
#include "global.h"
|
||||
|
||||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
|
||||
// Assets for each player form
|
||||
#include "objects/object_link_boy/object_link_boy.h"
|
||||
#include "objects/object_link_goron/object_link_goron.h"
|
||||
#include "objects/object_link_zora/object_link_zora.h"
|
||||
#include "objects/object_link_nuts/object_link_nuts.h"
|
||||
#include "objects/object_link_child/object_link_child.h"
|
||||
#include "assets/objects/object_link_boy/object_link_boy.h"
|
||||
#include "assets/objects/object_link_goron/object_link_goron.h"
|
||||
#include "assets/objects/object_link_zora/object_link_zora.h"
|
||||
#include "assets/objects/object_link_nuts/object_link_nuts.h"
|
||||
#include "assets/objects/object_link_child/object_link_child.h"
|
||||
|
||||
// Assets for each mask
|
||||
#include "objects/object_mask_truth/object_mask_truth.h"
|
||||
#include "objects/object_mask_kerfay/object_mask_kerfay.h"
|
||||
#include "objects/object_mask_yofukasi/object_mask_yofukasi.h"
|
||||
#include "objects/object_mask_rabit/object_mask_rabit.h"
|
||||
#include "objects/object_mask_ki_tan/object_mask_ki_tan.h"
|
||||
#include "objects/object_mask_json/object_mask_json.h"
|
||||
#include "objects/object_mask_romerny/object_mask_romerny.h"
|
||||
#include "objects/object_mask_zacho/object_mask_zacho.h"
|
||||
#include "objects/object_mask_posthat/object_mask_posthat.h"
|
||||
#include "objects/object_mask_meoto/object_mask_meoto.h"
|
||||
#include "objects/object_mask_bigelf/object_mask_bigelf.h"
|
||||
#include "objects/object_mask_gibudo/object_mask_gibudo.h"
|
||||
#include "objects/object_mask_gero/object_mask_gero.h"
|
||||
#include "objects/object_mask_dancer/object_mask_dancer.h"
|
||||
#include "objects/object_mask_skj/object_mask_skj.h"
|
||||
#include "objects/object_mask_stone/object_mask_stone.h"
|
||||
#include "objects/object_mask_bree/object_mask_bree.h"
|
||||
#include "objects/object_mask_bakuretu/object_mask_bakuretu.h"
|
||||
#include "objects/object_mask_bu_san/object_mask_bu_san.h"
|
||||
#include "objects/object_mask_kyojin/object_mask_kyojin.h"
|
||||
#include "objects/object_mask_boy/object_mask_boy.h"
|
||||
#include "objects/object_mask_goron/object_mask_goron.h"
|
||||
#include "objects/object_mask_zora/object_mask_zora.h"
|
||||
#include "objects/object_mask_nuts/object_mask_nuts.h"
|
||||
#include "assets/objects/object_mask_truth/object_mask_truth.h"
|
||||
#include "assets/objects/object_mask_kerfay/object_mask_kerfay.h"
|
||||
#include "assets/objects/object_mask_yofukasi/object_mask_yofukasi.h"
|
||||
#include "assets/objects/object_mask_rabit/object_mask_rabit.h"
|
||||
#include "assets/objects/object_mask_ki_tan/object_mask_ki_tan.h"
|
||||
#include "assets/objects/object_mask_json/object_mask_json.h"
|
||||
#include "assets/objects/object_mask_romerny/object_mask_romerny.h"
|
||||
#include "assets/objects/object_mask_zacho/object_mask_zacho.h"
|
||||
#include "assets/objects/object_mask_posthat/object_mask_posthat.h"
|
||||
#include "assets/objects/object_mask_meoto/object_mask_meoto.h"
|
||||
#include "assets/objects/object_mask_bigelf/object_mask_bigelf.h"
|
||||
#include "assets/objects/object_mask_gibudo/object_mask_gibudo.h"
|
||||
#include "assets/objects/object_mask_gero/object_mask_gero.h"
|
||||
#include "assets/objects/object_mask_dancer/object_mask_dancer.h"
|
||||
#include "assets/objects/object_mask_skj/object_mask_skj.h"
|
||||
#include "assets/objects/object_mask_stone/object_mask_stone.h"
|
||||
#include "assets/objects/object_mask_bree/object_mask_bree.h"
|
||||
#include "assets/objects/object_mask_bakuretu/object_mask_bakuretu.h"
|
||||
#include "assets/objects/object_mask_bu_san/object_mask_bu_san.h"
|
||||
#include "assets/objects/object_mask_kyojin/object_mask_kyojin.h"
|
||||
#include "assets/objects/object_mask_boy/object_mask_boy.h"
|
||||
#include "assets/objects/object_mask_goron/object_mask_goron.h"
|
||||
#include "assets/objects/object_mask_zora/object_mask_zora.h"
|
||||
#include "assets/objects/object_mask_nuts/object_mask_nuts.h"
|
||||
|
||||
// Assets for other actors
|
||||
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
|
||||
|
|
|
@ -8,7 +8,7 @@
|
|||
|
||||
s16 sPathDayFlags[] = { 0x40, 0x20, 0x10, 8, 4, 2, 1, 0 };
|
||||
|
||||
#include "code/sub_s/sub_s.c"
|
||||
#include "assets/code/sub_s/sub_s.c"
|
||||
|
||||
Vec3f gOneVec3f = { 1.0f, 1.0f, 1.0f };
|
||||
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
*/
|
||||
|
||||
#include "z_arms_hook.h"
|
||||
#include "objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "objects/object_link_child/object_link_child.h"
|
||||
#include "assets/objects/gameplay_keep/gameplay_keep.h"
|
||||
#include "assets/objects/object_link_child/object_link_child.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ void ArrowFire_Draw(Actor* thisx, PlayState* play);
|
|||
void FireArrow_ChargeAndWait(ArrowFire* this, PlayState* play);
|
||||
void FireArrow_Fly(ArrowFire* this, PlayState* play);
|
||||
|
||||
#include "overlays/ovl_Arrow_Fire/ovl_Arrow_Fire.c"
|
||||
#include "assets/overlays/ovl_Arrow_Fire/ovl_Arrow_Fire.c"
|
||||
|
||||
ActorInit Arrow_Fire_InitVars = {
|
||||
/**/ ACTOR_ARROW_FIRE,
|
||||
|
|
|
@ -19,7 +19,7 @@ void ArrowIce_Draw(Actor* thisx, PlayState* play);
|
|||
void ArrowIce_Charge(ArrowIce* this, PlayState* play);
|
||||
void ArrowIce_Fly(ArrowIce* this, PlayState* play);
|
||||
|
||||
#include "overlays/ovl_Arrow_Ice/ovl_Arrow_Ice.c"
|
||||
#include "assets/overlays/ovl_Arrow_Ice/ovl_Arrow_Ice.c"
|
||||
|
||||
static s32 sBssPad;
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ void ArrowLight_Draw(Actor* thisx, PlayState* play);
|
|||
void ArrowLight_Charge(ArrowLight* this, PlayState* play);
|
||||
void ArrowLight_Fly(ArrowLight* this, PlayState* play);
|
||||
|
||||
#include "overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
|
||||
#include "assets/overlays/ovl_Arrow_Light/ovl_Arrow_Light.c"
|
||||
|
||||
ActorInit Arrow_Light_InitVars = {
|
||||
/**/ ACTOR_ARROW_LIGHT,
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_astr_bombwall.h"
|
||||
#include "objects/object_astr_obj/object_astr_obj.h"
|
||||
#include "assets/objects/object_astr_obj/object_astr_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_botihasira.h"
|
||||
#include "objects/object_botihasira/object_botihasira.h"
|
||||
#include "assets/objects/object_botihasira/object_botihasira.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,15 +5,15 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_breakwall.h"
|
||||
#include "objects/object_omoya_obj/object_omoya_obj.h"
|
||||
#include "objects/object_yukimura_obj/object_yukimura_obj.h"
|
||||
#include "objects/object_keikoku_obj/object_keikoku_obj.h"
|
||||
#include "objects/object_posthouse_obj/object_posthouse_obj.h"
|
||||
#include "objects/object_kumo30/object_kumo30.h"
|
||||
#include "objects/object_mnk/object_mnk.h"
|
||||
#include "objects/object_ikninside_obj/object_ikninside_obj.h"
|
||||
#include "objects/object_kaizoku_obj/object_kaizoku_obj.h"
|
||||
#include "objects/object_spot11_obj/object_spot11_obj.h"
|
||||
#include "assets/objects/object_omoya_obj/object_omoya_obj.h"
|
||||
#include "assets/objects/object_yukimura_obj/object_yukimura_obj.h"
|
||||
#include "assets/objects/object_keikoku_obj/object_keikoku_obj.h"
|
||||
#include "assets/objects/object_posthouse_obj/object_posthouse_obj.h"
|
||||
#include "assets/objects/object_kumo30/object_kumo30.h"
|
||||
#include "assets/objects/object_mnk/object_mnk.h"
|
||||
#include "assets/objects/object_ikninside_obj/object_ikninside_obj.h"
|
||||
#include "assets/objects/object_kaizoku_obj/object_kaizoku_obj.h"
|
||||
#include "assets/objects/object_spot11_obj/object_spot11_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ctower_gear.h"
|
||||
#include "objects/object_ctower_rot/object_ctower_rot.h"
|
||||
#include "assets/objects/object_ctower_rot/object_ctower_rot.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ctower_rot.h"
|
||||
#include "objects/object_ctower_rot/object_ctower_rot.h"
|
||||
#include "assets/objects/object_ctower_rot/object_ctower_rot.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
#include "z_bg_danpei_movebg.h"
|
||||
|
||||
#include "objects/object_d_lift/object_d_lift.h"
|
||||
#include "assets/objects/object_d_lift/object_d_lift.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_dblue_balance.h"
|
||||
#include "objects/object_dblue_object/object_dblue_object.h"
|
||||
#include "assets/objects/object_dblue_object/object_dblue_object.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_dblue_elevator.h"
|
||||
#include "objects/object_dblue_object/object_dblue_object.h"
|
||||
#include "assets/objects/object_dblue_object/object_dblue_object.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_dblue_movebg.h"
|
||||
#include "objects/object_dblue_object/object_dblue_object.h"
|
||||
#include "assets/objects/object_dblue_object/object_dblue_object.h"
|
||||
#include "overlays/actors/ovl_Obj_Hunsui/z_obj_hunsui.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_dblue_waterfall.h"
|
||||
#include "objects/object_dblue_object/object_dblue_object.h"
|
||||
#include "assets/objects/object_dblue_object/object_dblue_object.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
|
||||
#include "global.h"
|
||||
#include "overlays/actors/ovl_En_Dy_Extra/z_en_dy_extra.h"
|
||||
#include "objects/object_dy_obj/object_dy_obj.h"
|
||||
#include "assets/objects/object_dy_obj/object_dy_obj.h"
|
||||
|
||||
struct BgDyYoseizo;
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_f40_block.h"
|
||||
#include "objects/object_f40_obj/object_f40_obj.h"
|
||||
#include "assets/objects/object_f40_obj/object_f40_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_f40_flift.h"
|
||||
#include "objects/object_f40_obj/object_f40_obj.h"
|
||||
#include "assets/objects/object_f40_obj/object_f40_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
#include "prevent_bss_reordering.h"
|
||||
#include "z_bg_f40_switch.h"
|
||||
#include "z64rumble.h"
|
||||
#include "objects/object_f40_switch/object_f40_switch.h"
|
||||
#include "assets/objects/object_f40_switch/object_f40_switch.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_f40_swlift.h"
|
||||
#include "objects/object_f40_obj/object_f40_obj.h"
|
||||
#include "assets/objects/object_f40_obj/object_f40_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_fire_wall.h"
|
||||
#include "objects/object_fwall/object_fwall.h"
|
||||
#include "assets/objects/object_fwall/object_fwall.h"
|
||||
#include "overlays/actors/ovl_En_Encount4/z_en_encount4.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_fu_kaiten.h"
|
||||
#include "objects/object_fu_kaiten/object_fu_kaiten.h"
|
||||
#include "assets/objects/object_fu_kaiten/object_fu_kaiten.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_fu_mizu.h"
|
||||
#include "objects/object_fu_kaiten/object_fu_kaiten.h"
|
||||
#include "assets/objects/object_fu_kaiten/object_fu_kaiten.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_goron_oyu.h"
|
||||
#include "objects/object_oyu/object_oyu.h"
|
||||
#include "assets/objects/object_oyu/object_oyu.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_haka_bombwall.h"
|
||||
#include "objects/object_haka_obj/object_haka_obj.h"
|
||||
#include "assets/objects/object_haka_obj/object_haka_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_haka_curtain.h"
|
||||
#include "objects/object_haka_obj/object_haka_obj.h"
|
||||
#include "assets/objects/object_haka_obj/object_haka_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_haka_tomb.h"
|
||||
#include "objects/object_haka_obj/object_haka_obj.h"
|
||||
#include "assets/objects/object_haka_obj/object_haka_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_hakugin_bombwall.h"
|
||||
#include "objects/object_hakugin_obj/object_hakugin_obj.h"
|
||||
#include "assets/objects/object_hakugin_obj/object_hakugin_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_hakugin_elvpole.h"
|
||||
#include "objects/object_hakugin_obj/object_hakugin_obj.h"
|
||||
#include "assets/objects/object_hakugin_obj/object_hakugin_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_hakugin_post.h"
|
||||
#include "z64quake.h"
|
||||
#include "z64rumble.h"
|
||||
#include "objects/object_hakugin_obj/object_hakugin_obj.h"
|
||||
#include "assets/objects/object_hakugin_obj/object_hakugin_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "prevent_bss_reordering.h"
|
||||
#include "z_bg_hakugin_switch.h"
|
||||
#include "z64rumble.h"
|
||||
#include "objects/object_goronswitch/object_goronswitch.h"
|
||||
#include "assets/objects/object_goronswitch/object_goronswitch.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_icefloe.h"
|
||||
#include "objects/object_icefloe/object_icefloe.h"
|
||||
#include "assets/objects/object_icefloe/object_icefloe.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_icicle.h"
|
||||
#include "objects/object_icicle/object_icicle.h"
|
||||
#include "assets/objects/object_icicle/object_icicle.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ikana_block.h"
|
||||
#include "objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
|
||||
#include "assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ikana_bombwall.h"
|
||||
#include "objects/object_ikana_obj/object_ikana_obj.h"
|
||||
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10000000)
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ikana_mirror.h"
|
||||
#include "objects/object_ikana_obj/object_ikana_obj.h"
|
||||
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ikana_ray.h"
|
||||
#include "objects/object_ikana_obj/object_ikana_obj.h"
|
||||
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "overlays/actors/ovl_Bg_Ikana_Block/z_bg_ikana_block.h"
|
||||
#include "overlays/actors/ovl_En_Torch2/z_en_torch2.h"
|
||||
#include "overlays/actors/ovl_En_Water_Effect/z_en_water_effect.h"
|
||||
#include "objects/object_ikana_obj/object_ikana_obj.h"
|
||||
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
#include "z_bg_ikana_shutter.h"
|
||||
#include "z64quake.h"
|
||||
#include "objects/object_ikana_obj/object_ikana_obj.h"
|
||||
#include "assets/objects/object_ikana_obj/object_ikana_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "z_bg_iknin_susceil.h"
|
||||
#include "z64quake.h"
|
||||
#include "z64rumble.h"
|
||||
#include "objects/object_ikninside_obj/object_ikninside_obj.h"
|
||||
#include "assets/objects/object_ikninside_obj/object_ikninside_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ikninside.h"
|
||||
#include "objects/object_ikninside_obj/object_ikninside_obj.h"
|
||||
#include "assets/objects/object_ikninside_obj/object_ikninside_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_iknv_doukutu.h"
|
||||
#include "objects/object_iknv_obj/object_iknv_obj.h"
|
||||
#include "assets/objects/object_iknv_obj/object_iknv_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_iknv_obj.h"
|
||||
#include "objects/object_iknv_obj/object_iknv_obj.h"
|
||||
#include "assets/objects/object_iknv_obj/object_iknv_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ingate.h"
|
||||
#include "objects/object_sichitai_obj/object_sichitai_obj.h"
|
||||
#include "assets/objects/object_sichitai_obj/object_sichitai_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_inibs_movebg.h"
|
||||
#include "objects/object_inibs_object/object_inibs_object.h"
|
||||
#include "assets/objects/object_inibs_object/object_inibs_object.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_20)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_keikoku_saku.h"
|
||||
#include "objects/object_keikoku_obj/object_keikoku_obj.h"
|
||||
#include "assets/objects/object_keikoku_obj/object_keikoku_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_keikoku_spr.h"
|
||||
#include "objects/object_keikoku_obj/object_keikoku_obj.h"
|
||||
#include "assets/objects/object_keikoku_obj/object_keikoku_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
* Description: Ocean Spider House - Bombable Wall
|
||||
*/
|
||||
#include "z_bg_kin2_bombwall.h"
|
||||
#include "objects/object_kin2_obj/object_kin2_obj.h"
|
||||
#include "assets/objects/object_kin2_obj/object_kin2_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10 | ACTOR_FLAG_10000000)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_kin2_fence.h"
|
||||
#include "objects/object_kin2_obj/object_kin2_obj.h"
|
||||
#include "assets/objects/object_kin2_obj/object_kin2_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_kin2_shelf.h"
|
||||
#include "objects/object_kin2_obj/object_kin2_obj.h"
|
||||
#include "assets/objects/object_kin2_obj/object_kin2_obj.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_ladder.h"
|
||||
#include "objects/object_ladder/object_ladder.h"
|
||||
#include "assets/objects/object_ladder/object_ladder.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_10)
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#define Z_BG_LAST_BWALL_H
|
||||
|
||||
#include "global.h"
|
||||
#include "objects/object_last_obj/object_last_obj.h"
|
||||
#include "assets/objects/object_last_obj/object_last_obj.h"
|
||||
|
||||
struct BgLastBwall;
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_lbfshot.h"
|
||||
#include "objects/object_lbfshot/object_lbfshot.h"
|
||||
#include "assets/objects/object_lbfshot/object_lbfshot.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
#include "z_bg_lotus.h"
|
||||
#include "objects/object_lotus/object_lotus.h"
|
||||
#include "assets/objects/object_lotus/object_lotus.h"
|
||||
|
||||
#define FLAGS 0x00000000
|
||||
|
||||
|
|
|
@ -5,7 +5,7 @@
|
|||
*/
|
||||
|
||||
#include "z_bg_market_step.h"
|
||||
#include "objects/object_market_obj/object_market_obj.h"
|
||||
#include "assets/objects/object_market_obj/object_market_obj.h"
|
||||
|
||||
#define FLAGS (ACTOR_FLAG_20 | ACTOR_FLAG_10000000)
|
||||
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue