Rename vt.h to terminal.h (#1339)

* `vt.h` -> `terminal.h`

* `VT_` -> `T_` (as in Terminal)

* `vt.h` -> `terminal.h` in includes too Pepega

* Sort out tiny terminal.h include inconsistencies

* Format

* -> `TE_`

* format

* `TE_` -> back to `VT_` (parkour!)

* explicit VT
This commit is contained in:
Dragorn421 2022-11-02 00:17:11 +01:00 committed by GitHub
parent d55790c4a5
commit ab90300062
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GPG Key ID: 4AEE18F83AFDEB23
172 changed files with 208 additions and 205 deletions

40
include/terminal.h Normal file
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@ -0,0 +1,40 @@
#ifndef TERMINAL_H
#define TERMINAL_H
// VT_: Helper macros for printing colored text to terminals, using ANSI escape codes
// VT stands for Virtual Terminal
// 3-bit color codes
#define VT_COLOR_BLACK 0
#define VT_COLOR_RED 1
#define VT_COLOR_GREEN 2
#define VT_COLOR_YELLOW 3
#define VT_COLOR_BLUE 4
#define VT_COLOR_MAGENTA 5
#define VT_COLOR_CYAN 6
#define VT_COLOR_WHITE 7
#define VT_COLOR_FOREGROUND 3
#define VT_COLOR_BACKGROUND 4
#define VT_COLOR_EXPAND0(type, color) #type #color
#define VT_COLOR_EXPAND1(type, color) VT_COLOR_EXPAND0(type, color)
#define VT_COLOR(type, color) VT_COLOR_EXPAND1(VT_COLOR_##type, VT_COLOR_##color)
#define VT_ESC "\x1b"
#define VT_CSI "["
#define VT_CUP(x, y) VT_ESC VT_CSI y ";" x "H"
#define VT_ED(n) VT_ESC VT_CSI #n "J"
#define VT_SGR(n) VT_ESC VT_CSI n "m"
// Add more macros if necessary
#define VT_COL(back, fore) VT_SGR(VT_COLOR(BACKGROUND, back) ";" VT_COLOR(FOREGROUND, fore))
#define VT_FGCOL(color) VT_SGR(VT_COLOR(FOREGROUND, color))
#define VT_BGCOL(color) VT_SGR(VT_COLOR(BACKGROUND, color))
#define VT_RST VT_SGR("")
#define VT_CLS VT_ED(2)
// ASCII BEL character, plays an alert tone
#define BEL '\a'
#endif

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@ -1,37 +0,0 @@
#ifndef VT_H
#define VT_H
// 3-bit color codes
#define VT_COLOR_BLACK 0
#define VT_COLOR_RED 1
#define VT_COLOR_GREEN 2
#define VT_COLOR_YELLOW 3
#define VT_COLOR_BLUE 4
#define VT_COLOR_MAGENTA 5
#define VT_COLOR_CYAN 6
#define VT_COLOR_WHITE 7
#define VT_COLOR_FOREGROUND 3
#define VT_COLOR_BACKGROUND 4
#define VT_COLOR_EXPAND0(type, color) #type #color
#define VT_COLOR_EXPAND1(type, color) VT_COLOR_EXPAND0(type, color)
#define VT_COLOR(type, color) VT_COLOR_EXPAND1(VT_COLOR_##type, VT_COLOR_##color)
#define VT_ESC "\x1b"
#define VT_CSI "["
#define VT_CUP(x, y) VT_ESC VT_CSI y ";" x "H"
#define VT_ED(n) VT_ESC VT_CSI #n "J"
#define VT_SGR(n) VT_ESC VT_CSI n "m"
// Add more macros if necessary
#define VT_COL(back, fore) VT_SGR(VT_COLOR(BACKGROUND, back) ";" VT_COLOR(FOREGROUND, fore))
#define VT_FGCOL(color) VT_SGR(VT_COLOR(FOREGROUND, color))
#define VT_BGCOL(color) VT_SGR(VT_COLOR(BACKGROUND, color))
#define VT_RST VT_SGR("")
#define VT_CLS VT_ED(2)
// ASCII BEL character, plays an alert tone
#define BEL '\a'
#endif

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
OSThread gMainThread;
STACK(sMainStack, 0x900);

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
f32 LogUtils_CheckFloatRange(const char* exp, s32 line, const char* valueName, f32 value, const char* minName, f32 min,
const char* maxName, f32 max) {

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
StackEntry* sStackInfoListStart = NULL;
StackEntry* sStackInfoListEnd = NULL;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
// this should probably go elsewhere but right now viconfig.o is the only object between idle and z_std_dma
OSPiHandle* gCartHandle = NULL;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
u32 gCurrentRegion = 0;
LocaleCartInfo sCartInfo;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
StackEntry sDmaMgrStackInfo;
OSMesgQueue sDmaMgrMsgQueue;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#define FILL_ALLOCBLOCK (1 << 0)
#define FILL_FREEBLOCK (1 << 1)

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
/**
* Update the `carriedActor`'s position based on the dynapoly actor identified by `bgId`.

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
u32 gIsCtrlr2Valid = false;

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@ -1,6 +1,6 @@
#include "ultra64.h"
#include "global.h"
#include "vt.h"
#include "terminal.h"
typedef struct {
/* 0x00 */ u16 sfxId;

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@ -41,7 +41,7 @@
* DPad-Down disables sending fault pages over osSyncPrintf.
*/
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "alloca.h"
void FaultDrawer_Init(void);

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@ -5,7 +5,7 @@
* the crash screen implemented by fault.c
*/
#include "global.h"
#include "vt.h"
#include "terminal.h"
typedef struct {
/* 0x00 */ u16* fb;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
SpeedMeter D_801664D0;
struct_801664F0 D_801664F0;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#define GFXPOOL_HEAD_MAGIC 0x1234
#define GFXPOOL_TAIL_MAGIC 0x5678

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@ -33,7 +33,7 @@
* @see sched.c
*/
#include "global.h"
#include "vt.h"
#include "terminal.h"
vu32 gIrqMgrResetStatus = IRQ_RESET_STATUS_IDLE;
volatile OSTime sIrqMgrResetTime = 0;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
s32 gScreenWidth = SCREEN_WIDTH;
s32 gScreenHeight = SCREEN_HEIGHT;

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@ -29,7 +29,7 @@
* done while waiting for this operation to complete.
*/
#include "global.h"
#include "vt.h"
#include "terminal.h"
#define PADMGR_LOG(controllerNo, msg) \
if (1) { \

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
/**
* How much time the audio update on the audio thread (`func_800E4FE0`) took in total, between scheduling the last two

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
s32 Math3D_LineVsLineClosestTwoPoints(Vec3f* lineAPointA, Vec3f* lineAPointB, Vec3f* lineBPointA, Vec3f* lineBPointB,
Vec3f* lineAClosestToB, Vec3f* lineBClosestToA);

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
void Overlay_LoadGameState(GameStateOverlay* overlayEntry) {
if (overlayEntry->loadedRamAddr != NULL) {

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@ -1,6 +1,6 @@
#include "global.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
#include "overlays/actors/ovl_En_Part/z_en_part.h"

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
u16 DynaSSNodeList_GetNextNodeIdx(DynaSSNodeList* nodeList);
void BgCheck_GetStaticLookupIndicesFromPos(CollisionContext* colCtx, Vec3f* pos, Vec3i* sector);

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@ -1,7 +1,7 @@
#include "ultra64.h"
#include "global.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Horse/z_en_horse.h"
s16 Camera_ChangeSettingFlags(Camera* camera, s16 setting, s16 flags);

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"
typedef s32 (*ColChkResetFunc)(PlayState*, Collider*);

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
static Vtx sVertices[5] = {

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
EffectSsInfo sEffectSsInfo = { 0 }; // "EffectSS2Info"

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@ -1,5 +1,4 @@
#include "global.h"
#include "vt.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_d_hsblock/object_d_hsblock.h"

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
static Gfx sRCPSetupFade[] = {
gsDPPipeSync(),

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "src/overlays/actors/ovl_En_Horse/z_en_horse.h"
s32 func_8006CFC0(s32 sceneId) {

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#define MARKER_ESCAPE 0x00
#define MARKER_SOI 0xD8

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#define KALEIDO_OVERLAY(name, nameString) \
{ \

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
void (*sKaleidoScopeUpdateFunc)(PlayState* play);
void (*sKaleidoScopeDrawFunc)(PlayState* play);

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@ -1,6 +1,6 @@
#include "global.h"
#include "ultra64.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/textures/parameter_static/parameter_static.h"

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "assets/textures/parameter_static/parameter_static.h"
typedef struct {

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@ -1,6 +1,6 @@
#include "global.h"
#include "message_data_static.h"
#include "vt.h"
#include "terminal.h"
#include "assets/textures/parameter_static/parameter_static.h"
s16 sTextFade = false; // original name: key_off_flag ?

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@ -1,6 +1,6 @@
#include "global.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Sw/z_en_sw.h"
static s16 sDisableAttention = false;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "assets/textures/parameter_static/parameter_static.h"
#include "assets/textures/do_action_static/do_action_static.h"
#include "assets/textures/icon_item_static/icon_item_static.h"

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@ -1,6 +1,6 @@
#include "global.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
void* D_8012D1F0 = NULL;
UNK_TYPE D_8012D1F4 = 0; // unused

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
void func_80092320(PreNMIState* this) {
this->state.running = false;

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@ -1,6 +1,6 @@
#include "global.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
typedef struct {
/* 0x00 */ s16 index;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
Vec3f D_801270A0 = { 0.0f, 0.0f, 0.0f };

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
RomFile sNaviQuestHintFiles[];

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#define ANIM_INTERP 1

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
// clang-format off
MtxF sMtxFClear = {

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
// these are the main substructs of save context.
// we are going to hold off on splitting save context until later on,

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
vu32 sLogOnNextViewInit = true;

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@ -1,5 +1,5 @@
#include "global.h"
#include "vt.h"
#include "terminal.h"
#include "z64environment.h"
u32 D_8012AC90[4] = {

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@ -7,7 +7,7 @@
#include "z_bg_bom_guard.h"
#include "overlays/actors/ovl_En_Bom_Bowl_Man/z_en_bom_bowl_man.h"
#include "assets/objects/object_bowl/object_bowl.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -9,7 +9,7 @@
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "assets/objects/object_bowl/object_bowl.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -6,7 +6,7 @@
#include "z_bg_dy_yoseizo.h"
#include "assets/objects/object_dy_obj/object_dy_obj.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#include "assets/scenes/indoors/yousei_izumi_yoko/yousei_izumi_yoko_scene.h"
#include "assets/scenes/indoors/daiyousei_izumi/daiyousei_izumi_scene.h"

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@ -6,7 +6,7 @@
#include "z_bg_ganon_otyuka.h"
#include "overlays/actors/ovl_Boss_Ganon/z_boss_ganon.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -6,7 +6,7 @@
#include "z_bg_gate_shutter.h"
#include "assets/objects/object_spot01_matoyab/object_spot01_matoyab.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS 0

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@ -7,7 +7,7 @@
#include "z_bg_heavy_block.h"
#include "assets/objects/object_heavy_object/object_heavy_object.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS 0

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@ -7,7 +7,7 @@
#include "z_bg_jya_bombiwa.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "assets/objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS 0

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@ -2,7 +2,7 @@
#include "overlays/actors/ovl_Bg_Jya_Bigmirror/z_bg_jya_bigmirror.h"
#include "overlays/actors/ovl_Mir_Ray/z_mir_ray.h"
#include "assets/objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -6,7 +6,7 @@
#include "z_bg_jya_zurerukabe.h"
#include "assets/objects/object_jya_obj/object_jya_obj.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -6,7 +6,7 @@
#include "z_bg_spot01_idohashira.h"
#include "assets/objects/object_spot01_objects/object_spot01_objects.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -6,7 +6,7 @@
#include "z_bg_spot16_doughnut.h"
#include "assets/objects/object_efc_doughnut/object_efc_doughnut.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS 0

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@ -1,6 +1,6 @@
#include "z_bg_spot18_basket.h"
#include "assets/objects/object_spot18_obj/object_spot18_obj.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -6,7 +6,7 @@
#include "z_bg_zg.h"
#include "assets/objects/object_zg/object_zg.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -8,7 +8,7 @@
#include "assets/objects/object_fd2/object_fd2.h"
#include "overlays/actors/ovl_Boss_Fd/z_boss_fd.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -8,7 +8,7 @@
#include "assets/objects/object_mo/object_mo.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -5,7 +5,7 @@
*/
#include "z_demo_6k.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_demo_6k/object_demo_6k.h"
#include "assets/objects/object_gnd_magic/object_gnd_magic.h"

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@ -2,7 +2,7 @@
#include "assets/objects/object_du/object_du.h"
#include "overlays/actors/ovl_Demo_Effect/z_demo_effect.h"
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -5,7 +5,7 @@
*/
#include "z_demo_ec.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_zo/object_zo.h"
#include "assets/objects/object_ec/object_ec.h"
#include "assets/objects/object_ma2/object_ma2.h"

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@ -1,5 +1,5 @@
#include "z_demo_effect.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "assets/objects/object_efc_crystal_light/object_efc_crystal_light.h"
#include "assets/objects/object_efc_fire_ball/object_efc_fire_ball.h"

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@ -5,7 +5,7 @@
*/
#include "z_demo_ext.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_fhg/object_fhg.h"
#define FLAGS ACTOR_FLAG_4

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@ -6,7 +6,7 @@
#include "z_demo_geff.h"
#include "assets/objects/object_geff/object_geff.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -6,7 +6,7 @@
#include "z_demo_gj.h"
#include "assets/objects/object_gj/object_gj.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -6,7 +6,7 @@
#include "z_demo_go.h"
#include "assets/objects/object_oF1d_map/object_oF1d_map.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -1,7 +1,7 @@
#include "z_demo_gt.h"
#include "assets/objects/object_gt/object_gt.h"
#include "assets/objects/object_geff/object_geff.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -1,5 +1,5 @@
#include "z_demo_ik.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_ik/object_ik.h"
#define FLAGS ACTOR_FLAG_4

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "assets/scenes/indoors/nakaniwa/nakaniwa_scene.h"
#include "assets/objects/object_im/object_im.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_4)

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@ -9,7 +9,7 @@
#include "overlays/actors/ovl_Door_Warp1/z_door_warp1.h"
#include "assets/objects/object_sa/object_sa.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -5,7 +5,7 @@
*/
#include "z_elf_msg.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
#define FLAGS ACTOR_FLAG_4

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@ -5,7 +5,7 @@
*/
#include "z_elf_msg2.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -8,7 +8,7 @@
#include "assets/objects/object_anubice/object_anubice.h"
#include "overlays/actors/ovl_En_Anubice_Tag/z_en_anubice_tag.h"
#include "overlays/actors/ovl_Bg_Hidan_Curtain/z_bg_hidan_curtain.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)

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@ -5,7 +5,7 @@
*/
#include "z_en_anubice_tag.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -1,5 +1,5 @@
#include "z_en_bom_bowl_man.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Syateki_Niw/z_en_syateki_niw.h"
#include "overlays/actors/ovl_En_Ex_Item/z_en_ex_item.h"
#include "assets/objects/object_bg/object_bg.h"

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@ -1,5 +1,5 @@
#include "z_en_bom_bowl_pit.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Bom_Chu/z_en_bom_chu.h"
#include "overlays/actors/ovl_En_Ex_Item/z_en_ex_item.h"

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@ -5,7 +5,7 @@
*/
#include "z_en_changer.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_Item_Etcetera/z_item_etcetera.h"
#include "overlays/actors/ovl_En_Ex_Item/z_en_ex_item.h"

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@ -7,7 +7,7 @@
#include "z_en_diving_game.h"
#include "overlays/actors/ovl_En_Ex_Ruppy/z_en_ex_ruppy.h"
#include "assets/objects/object_zo/object_zo.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)

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@ -6,7 +6,7 @@
#include "z_en_dns.h"
#include "assets/objects/object_shopnuts/object_shopnuts.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)

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@ -8,7 +8,7 @@
#include "overlays/actors/ovl_En_Dnt_Jiji/z_en_dnt_jiji.h"
#include "overlays/actors/ovl_En_Dnt_Nomal/z_en_dnt_nomal.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS 0

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@ -8,7 +8,7 @@
#include "assets/objects/object_dns/object_dns.h"
#include "overlays/actors/ovl_En_Dnt_Demo/z_en_dnt_demo.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4)

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@ -11,7 +11,7 @@
#include "overlays/actors/ovl_En_Ex_Item/z_en_ex_item.h"
#include "overlays/effects/ovl_Effect_Ss_Hahen/z_eff_ss_hahen.h"
#include "assets/objects/object_hintnuts/object_hintnuts.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -6,7 +6,7 @@
#include "z_en_dy_extra.h"
#include "assets/objects/object_dy_obj/object_dy_obj.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -5,7 +5,7 @@
*/
#include "z_en_eg.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS ACTOR_FLAG_4

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@ -1,5 +1,5 @@
#include "z_en_encount1.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Tite/z_en_tite.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_27)

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@ -1,7 +1,7 @@
#include "z_en_encount2.h"
#include "overlays/actors/ovl_En_Fire_Rock/z_en_fire_rock.h"
#include "quake.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_efc_star_field/object_efc_star_field.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -7,7 +7,7 @@
#include "z_en_ex_item.h"
#include "overlays/actors/ovl_En_Bom_Bowl_Pit/z_en_bom_bowl_pit.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -1,5 +1,5 @@
#include "z_en_ex_ruppy.h"
#include "vt.h"
#include "terminal.h"
#include "../ovl_En_Diving_Game/z_en_diving_game.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"

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@ -1,6 +1,6 @@
#include "z_en_fire_rock.h"
#include "overlays/actors/ovl_En_Encount2/z_en_encount2.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_efc_star_field/object_efc_star_field.h"
#define FLAGS (ACTOR_FLAG_4 | ACTOR_FLAG_5)

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@ -6,7 +6,7 @@
#include "z_en_fish.h"
#include "assets/objects/gameplay_keep/gameplay_keep.h"
#include "vt.h"
#include "terminal.h"
#define FLAGS 0

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@ -1,6 +1,6 @@
#include "z_en_fr.h"
#include "assets/objects/gameplay_field_keep/gameplay_field_keep.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_fr/object_fr.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3 | ACTOR_FLAG_4 | ACTOR_FLAG_25)

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@ -5,7 +5,7 @@
*/
#include "z_en_g_switch.h"
#include "vt.h"
#include "terminal.h"
#include "overlays/actors/ovl_En_Syateki_Itm/z_en_syateki_itm.h"
#include "overlays/effects/ovl_Effect_Ss_Kakera/z_eff_ss_kakera.h"
#include "overlays/effects/ovl_Effect_Ss_HitMark/z_eff_ss_hitmark.h"

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@ -5,7 +5,7 @@
*/
#include "z_en_ge1.h"
#include "vt.h"
#include "terminal.h"
#include "assets/objects/object_ge1/object_ge1.h"
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)

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