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Actor: BarrierField #90
Actor: BarrierField #90
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Reviewed 7 of 7 files at r1, all commit messages.
Reviewable status: all files reviewed, 5 unresolved discussions (waiting on @LynxDev2)
lib/al/Library/Nerve/NerveSetupUtil.h
line 36 at r1 (raw file):
} \ \ const char* getActionName() const { return #Action; } \
Might cause the four getActionName
functions to match? (will be inlined otherwise)
Suggestion:
virtual const char* getActionName() const { return #Action; }
src/MapObj/BarrierField.h
line 25 at r1 (raw file):
private: bool mIsDisappearByShineGet = false; bool mIsOnTheMoon = false;
Shorter name to align with other, similar names throughout the game
Suggestion:
bool mIsMoon = false;
src/MapObj/BarrierField.cpp
line 30 at r1 (raw file):
NERVE_MAKE(BarrierField, Hide); NERVE_MAKE(BarrierField, Disappear); void* padding[4];
sub_710000A098
explains this gap. The entire function seems like it could be another macro, not sure about it yet though. This function is referenced in the .init_array
section, so it is some kind of initializer that is called before the program even starts.
src/MapObj/BarrierField.cpp
line 45 at r1 (raw file):
if (al::isObjectName(initInfo, "WaterfallWorldHomeBarrier")) { GameDataHolderAccessor dataAccessor(this); if (GameDataFunction::isWorldMoon(dataAccessor))
Suggestion:
if (GameDataFunction::isWorldMoon(this))
src/Util/StageSceneFunction.h
line 12 at r1 (raw file):
class IJudge; class BarrierField;
Useless?
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Reviewable status: 2 of 7 files reviewed, 5 unresolved discussions (waiting on @MonsterDruide1)
lib/al/Library/Nerve/NerveSetupUtil.h
line 36 at r1 (raw file):
Previously, MonsterDruide1 wrote…
Might cause the four
getActionName
functions to match? (will be inlined otherwise)
Done.
src/MapObj/BarrierField.h
line 25 at r1 (raw file):
Previously, MonsterDruide1 wrote…
Shorter name to align with other, similar names throughout the game
Done.
src/MapObj/BarrierField.cpp
line 30 at r1 (raw file):
Previously, MonsterDruide1 wrote…
sub_710000A098
explains this gap. The entire function seems like it could be another macro, not sure about it yet though. This function is referenced in the.init_array
section, so it is some kind of initializer that is called before the program even starts.
interesting
src/MapObj/BarrierField.cpp
line 45 at r1 (raw file):
if (al::isObjectName(initInfo, "WaterfallWorldHomeBarrier")) { GameDataHolderAccessor dataAccessor(this); if (GameDataFunction::isWorldMoon(dataAccessor))
Done.
src/Util/StageSceneFunction.h
line 12 at r1 (raw file):
Previously, MonsterDruide1 wrote…
Useless?
Done.
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Reviewed 3 of 5 files at r2, all commit messages.
Reviewable status: 5 of 7 files reviewed, 2 unresolved discussions (waiting on @LynxDev2)
lib/al/Library/Nerve/NerveSetupUtil.h
line 36 at r1 (raw file):
Previously, LynxDev2 wrote…
Done.
Actually, it's something entirely different. Blocked by #91, then this can be rebased and use the new macros.
93cd105
to
f22fa7d
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Reviewable status: 3 of 7 files reviewed, 2 unresolved discussions (waiting on @MonsterDruide1)
lib/al/Library/Nerve/NerveSetupUtil.h
line 36 at r1 (raw file):
Previously, MonsterDruide1 wrote…
Actually, it's something entirely different. Blocked by #91, then this can be rebased and use the new macros.
Done.
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Reviewed 4 of 4 files at r4, all commit messages.
Reviewable status: all files reviewed, 2 unresolved discussions (waiting on @LynxDev2)
data/odyssey_functions.csv
line 0 at r4 (raw file):
Assign a name to 710000a098
according to tools/listsym
to get an additional match
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Reviewable status: all files reviewed, 4 unresolved discussions (waiting on @LynxDev2)
src/MapObj/BarrierField.h
line 6 at r4 (raw file):
namespace al { class LiveActor;
Useless forward-declare (already included + has to be included due to inheritance)
src/MapObj/BarrierField.cpp
line 17 at r4 (raw file):
namespace alNerveFunction { class NerveActionCollector; }
Useless forward-declare
Code quote:
namespace alNerveFunction {
class NerveActionCollector;
}
src/MapObj/BarrierField.cpp
line 38 at r4 (raw file):
if (GameDataFunction::isWorldMoon(this)) mIsMoon = true; }
Suggestion:
if (al::isObjectName(initInfo, "WaterfallWorldHomeBarrier") && GameDataFunction::isWorldMoon(this))
mIsMoon = true;
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Reviewable status: all files reviewed, 4 unresolved discussions (waiting on @MonsterDruide1)
data/odyssey_functions.csv
line at r4 (raw file):
Previously, MonsterDruide1 wrote…
Assign a name to
710000a098
according totools/listsym
to get an additional match
Done.
src/MapObj/BarrierField.h
line 6 at r4 (raw file):
Previously, MonsterDruide1 wrote…
Useless forward-declare (already included + has to be included due to inheritance)
Done.
src/MapObj/BarrierField.cpp
line 17 at r4 (raw file):
Previously, MonsterDruide1 wrote…
Useless forward-declare
Done.
src/MapObj/BarrierField.cpp
line 38 at r4 (raw file):
if (GameDataFunction::isWorldMoon(this)) mIsMoon = true; }
Done.
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Reviewed 3 of 3 files at r5, all commit messages.
Reviewable status: complete! all files reviewed, all discussions resolved (waiting on @LynxDev2)
Implements all functions for the barrier actor used in boss battles with The Broodals
This change is