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* Bring in beginning of modified work of model drawing. Still tons to do, but at least this is a starting point. * Port OoT3DR functions for model management * Add in some matrices commands so we can properly flip drawn objects. Add in CMB files for zelda2keep. * Include model scale, and bool to flip object if necessary in item table. * Set correct mesh for rupees * Adjust player struct and include En_Item00 * Add functions to spawn objects * Adjust context to properly align with object_context. Update models with debug. Adjust item table for adult/giant wallets. * Update item table. Now compiles. Need to double check item values but should work. TODO: Implement Extended Object Context TODO: Fix loaded models not scaling/positioning properly. * Add in some TODOs for what is still needed for extended object info. * Include Object function calls. Create IsLoaded as we do not have a built-in function from game. This may be due to in-lining. * Move object spawn and extended objects to own files. * Include rough layout for spawning into rExtendedContext. Still needs some work as we're still crashing. * Extended Object now properly spawning in items. * Properly zero out extended object context. * Models are now placing properly, but rotation is still failing. Fix crash for intro scene with PoH on clock tower. * Zora mask is now drawing properly. * Overhaul of custom extended context. Things now properly destroy. * Mass update item scalings Still need to find remains IDs and a few other things/test all items. * Rough in dmchar05 overrides. Update models in item table. Update todo models in item table. * More model update, stubbing in saModel2 calls. * Fix progressive models for bomb bag item get. More work on models. * Skeleton animation not spawning twice. * Revert 17C spawn. Fix dual model spawning by adjusting the storedObjectId to not revert. Thanks Freddy!! * Comment out animiation texspawn for now since we don't know how it works. * Finish testing models. Rough in DMChar_05, animations and few other things still needed. Add Item_B_heart calls - free standing containers now draw proper items. Add small debug text to avoid race condition on gold dust spawning? TODO: Refactor float sizes as they are incorrect. * Finish rescaling items. * Begin work on Dm_Hina models. Start attempting to override the remains that sit in the portal. Everything else seems to be working as intended. * Linter. * Update to begin work on Dm_Hina overrides. * Bring in debug tooling to move the actors xyz coords. Comment out En_Dina for now as we can continue to work on it later. * Linter --------- Co-authored-by: HylianFreddy <[email protected]>
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Original file line number | Diff line number | Diff line change |
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#ifndef _RND_ACTORS_EN_DOOR_1_H_ | ||
#define _RND_ACTORS_EN_DOOR_1_H_ | ||
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#include "game/actor.h" | ||
#include "rnd/models.h" | ||
#if defined ENABLE_DEBUG || defined DEBUG_PRINT | ||
#include "common/debug.h" | ||
extern "C" { | ||
#include <3ds/svc.h> | ||
} | ||
#endif | ||
namespace rnd { | ||
void Dm_Hina_Init(game::act::Actor*, game::GlobalContext*); | ||
void Dm_Hina_Draw(game::act::Actor*, game::GlobalContext*); | ||
void Dm_Hina_Draw(game::act::Actor*, game::GlobalContext*); | ||
void Dm_Hina_Destroy(game::act::Actor*, game::GlobalContext*); | ||
} // namespace rnd | ||
#endif |
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#ifndef _RND_ACTORS_DMCHAR05_H_ | ||
#define _RND_ACTORS_DMCHAR05_H_ | ||
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#include "game/actor.h" | ||
#include "rnd/models.h" | ||
#if defined ENABLE_DEBUG || defined DEBUG_PRINT | ||
#include "common/debug.h" | ||
extern "C" { | ||
#include <3ds/svc.h> | ||
} | ||
#endif | ||
namespace rnd { | ||
extern "C" { | ||
void SpawnDmChar05Model(game::act::Actor*); | ||
u8 DrawDmChar05Model(game::act::Actor*); | ||
void DmChar05_rDestroy(game::act::Actor*, game::GlobalContext*); | ||
void DMChar05_Init(game::act::Actor* actor, game::GlobalContext* gctx); | ||
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void DMChar05_Init(game::act::Actor* actor, game::GlobalContext* gctx); | ||
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void DMChar05_Draw(game::act::Actor* actor, game::GlobalContext* gctx); | ||
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void DMChar05_Destroy(game::act::Actor* self, game::GlobalContext* gctx); | ||
} | ||
} // namespace rnd | ||
#endif |
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