mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
a5df9dddf0
* First batch some overlay
* Almost all overlay
* effect & gamestate
* kaleido stuffs
* more overlay
* more left over from code folder
* remaining hardcoded line and file
* Open & Close _DISP __FILE__ & __LINE__ clean up
* Some if (1) {} remove
* LOG_xxxx __FILE__ , __LINE__ cleaned
* ASSERT macro __FILE__ __LINE__
* mtx without line/file in functions
* " if (1) {} " & "if (0) {}" and tab/white place
* LogUtils as macro
* GameState_, GameAlloc_, SystemArena_ & ZeldaArena_
* Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_"
This reverts commit 0d85caaf7e
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* Like last commit but as macro
* Fix matrix not using macros
* use function not macro
* DebugArena_* functions
GameAlloc_MallocDebug
BgCheck_PosErrorCheck as macros
removed issues with ; in macro file
70 lines
1.8 KiB
C
70 lines
1.8 KiB
C
/*
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* File: z_en_scene_change.c
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* Overlay: ovl_En_Scene_Change
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* Description: Unknown (Broken Actor)
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*/
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#include "z_en_scene_change.h"
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#define FLAGS 0
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void EnSceneChange_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnSceneChange_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnSceneChange_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnSceneChange_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnSceneChange_DoNothing(EnSceneChange* this, GlobalContext* globalCtx);
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const ActorInit En_Scene_Change_InitVars = {
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ACTOR_EN_SCENE_CHANGE,
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ACTORCAT_PROP,
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FLAGS,
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OBJECT_JJ,
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sizeof(EnSceneChange),
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(ActorFunc)EnSceneChange_Init,
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(ActorFunc)EnSceneChange_Destroy,
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(ActorFunc)EnSceneChange_Update,
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(ActorFunc)EnSceneChange_Draw,
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NULL,
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};
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void EnSceneChange_SetupAction(EnSceneChange* this, EnSceneChangeActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnSceneChange_Init(Actor* thisx, GlobalContext* globalCtx) {
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EnSceneChange* this = (EnSceneChange*)thisx;
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EnSceneChange_SetupAction(this, EnSceneChange_DoNothing);
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}
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void EnSceneChange_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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void EnSceneChange_DoNothing(EnSceneChange* this, GlobalContext* globalCtx) {
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}
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void EnSceneChange_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnSceneChange* this = (EnSceneChange*)thisx;
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this->actionFunc(this, globalCtx);
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}
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void EnSceneChange_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad[2];
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Gfx* displayList;
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s32 pad2[2];
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Gfx* displayListHead;
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displayList = Graph_Alloc(globalCtx->state.gfxCtx, 0x3C0);
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OPEN_DISPS(globalCtx->state.gfxCtx);
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displayListHead = displayList;
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gSPSegment(POLY_OPA_DISP++, 0x0C, displayListHead);
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func_80093D18(globalCtx->state.gfxCtx);
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CLOSE_DISPS(globalCtx->state.gfxCtx);
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}
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