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Uniform #includes to use Assets instead of Enemy Headers.
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Caladius committed Jan 31, 2025
1 parent 26a551f commit b964a13
Showing 1 changed file with 39 additions and 38 deletions.
77 changes: 39 additions & 38 deletions mm/2s2h/Rando/DrawFuncs.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,46 +5,47 @@

extern "C" {
#include <functions.h>

// Enemy Includes
#include "src/overlays/actors/ovl_En_Dodongo/z_en_dodongo.h"
#include "src/overlays/actors/ovl_En_Neo_Reeba/z_en_neo_reeba.h"
#include "src/overlays/actors/ovl_En_Slime/z_en_slime.h"
#include "src/overlays/actors/ovl_En_Rat/z_en_rat.h"
#include "assets/objects/object_bat/object_bat.h"
#include "src/overlays/actors/ovl_En_Wf/z_en_wf.h"
#include "assets/objects/object_ph/object_ph.h"
#include "src/overlays/actors/ovl_En_Jso2/z_en_jso2.h"
#include "src/overlays/actors/ovl_En_Wallmas/z_en_wallmas.h"
#include "src/overlays/actors/ovl_En_Firefly/z_en_firefly.h"
#include "assets/objects/object_tite/object_tite.h"
#include "assets/objects/object_okuta/object_okuta.h"
#include "src/overlays/actors/ovl_En_Dinofos/z_en_dinofos.h"
#include "assets/objects/object_st/object_st.h"
#include "src/overlays/actors/ovl_En_Famos/z_en_famos.h"
#include "src/overlays/actors/ovl_En_Am/z_en_am.h"
#include "src/overlays/actors/ovl_En_Dekubaba/z_en_dekubaba.h"
#include "src/overlays/actors/ovl_En_Dekunuts/z_en_dekunuts.h"
#include "src/overlays/actors/ovl_En_Snowman/z_en_snowman.h"
#include "assets/objects/object_vm/object_vm.h"
#include "assets/objects/object_rd/object_rd.h"
#include "assets/objects/object_sb/object_sb.h"
#include "src/overlays/actors/ovl_En_Ik/z_en_ik.h"
#include "src/overlays/actors/ovl_En_Crow/z_en_crow.h"
#include "src/overlays/actors/ovl_En_Grasshopper/z_en_grasshopper.h"
#include "assets/objects/object_uch/object_uch.h"
#include "src/overlays/actors/ovl_En_Kame/z_en_kame.h"
#include "assets/objects/object_skb/object_skb.h"
#include "assets/objects/object_mkk/object_mkk.h"

#include "src/overlays/actors/ovl_En_Bom/z_en_bom.h"

#include "objects/gameplay_keep/gameplay_keep.h"

// clang-format off
// Enemy Includes
/* Alien */ #include "assets/objects/object_uch/object_uch.h"
/* Armos */ #include "assets/objects/object_am/object_am.h"
/* Bad Bat */ #include "assets/objects/object_bat/object_bat.h"
/* Beamos */ #include "assets/objects/object_vm/object_vm.h"
/* Boe */ #include "assets/objects/object_mkk/object_mkk.h"
/* Rat */ #include "assets/objects/object_rat/object_rat.h"
/* Death Armos */ #include "assets/objects/object_famos/object_famos.h"
/* Deku Baba */ #include "assets/objects/object_dekubaba/object_dekubaba.h"
/* Dinolfos */ #include "assets/objects/object_dinofos/object_dinofos.h"
/* Dodongo */ #include "assets/objects/object_dodongo/object_dodongo.h"
/* Eeno */ #include "assets/objects/object_snowman/object_snowman.h"
/* Garo Master */ #include "assets/objects/object_jso/object_jso.h"
/* Grasshopper */ #include "assets/objects/object_grasshopper/object_grasshopper.h"
/* Guay */ #include "assets/objects/object_crow/object_crow.h"
/* Iron Knuckle */ #include "assets/objects/object_ik/object_ik.h"
/* Keese */ #include "assets/objects/object_firefly/object_firefly.h"
/* Leever */ #include "assets/objects/object_rb/object_rb.h"
/* Mad Scrub */ #include "assets/objects/object_dekunuts/object_dekunuts.h"
/* Octorok */ #include "assets/objects/object_okuta/object_okuta.h"
/* Peehat */ #include "assets/objects/object_ph/object_ph.h"
/* Redead */ #include "assets/objects/object_rd/object_rd.h"
/* Shellblade */ #include "assets/objects/object_sb/object_sb.h"
/* Skulltula */ #include "assets/objects/object_st/object_st.h"
/* Slimes */ #include "assets/objects/object_slime/object_slime.h"
/* Snapper */ #include "assets/objects/object_tl/object_tl.h"
/* Stalchild */ #include "assets/objects/object_skb/object_skb.h"
/* Tektite */ #include "assets/objects/object_tite/object_tite.h"
/* Wallmaster */ #include "assets/objects/object_wallmaster/object_wallmaster.h"
/* Wolfos */ #include "assets/objects/object_wf/object_wf.h"
// clang-format on

// Soul Effects
#include "src/overlays/actors/ovl_Obj_Moon_Stone/z_obj_moon_stone.h"
#include "assets/objects/object_gi_reserve00/object_gi_reserve00.h"

void ResourceMgr_PatchGfxByName(const char* path, const char* patchName, int index, Gfx instruction);
void
ResourceMgr_PatchGfxByName(const char* path, const char* patchName, int index, Gfx instruction);
}

void DrawSmoke(f32 x, f32 y, f32 z, f32 tY) {
Expand Down Expand Up @@ -454,8 +455,8 @@ extern void DrawDodongo() {
extern void DrawEeno() {
static bool initialized = false;
static SkelAnime skelAnime;
static Vec3s jointTable[EN_SNOWMAN_BODYPART_MAX];
static Vec3s morphTable[EN_SNOWMAN_BODYPART_MAX];
static Vec3s jointTable[EENO_LIMB_MAX];
static Vec3s morphTable[EENO_LIMB_MAX];
static u32 lastUpdate = 0;

OPEN_DISPS(gPlayState->state.gfxCtx);
Expand All @@ -467,7 +468,7 @@ extern void DrawEeno() {
if (!initialized) {
initialized = true;
SkelAnime_InitFlex(gPlayState, &skelAnime, (FlexSkeletonHeader*)&gEenoSkel, (AnimationHeader*)&gEenoIdleAnim,
jointTable, morphTable, EN_SNOWMAN_BODYPART_MAX);
jointTable, morphTable, EENO_LIMB_MAX);
}
if (gPlayState != NULL && lastUpdate != gPlayState->state.frames) {
lastUpdate = gPlayState->state.frames;
Expand Down

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