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| author | fusion32 <marcopuzziello@gmail.com> | 2025-06-01 01:54:49 -0300 |
|---|---|---|
| committer | fusion32 <marcopuzziello@gmail.com> | 2025-06-01 01:56:31 -0300 |
| commit | 9b49eec185d94d91ae958aca7b0dfcb4b211cff9 (patch) | |
| tree | f1387897442364dbab16a4368eb745a86e047787 /TODO.md | |
| parent | da5672b1e903cce47b9d76b2ffd19b0c42bd80f3 (diff) | |
| download | game-9b49eec185d94d91ae958aca7b0dfcb4b211cff9.tar.gz game-9b49eec185d94d91ae958aca7b0dfcb4b211cff9.zip | |
magic init functions
Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 7 |
1 files changed, 4 insertions, 3 deletions
@@ -1,8 +1,9 @@ ## TODO NEXT - MAGIC.CC -- TCreature -- TPlayer -- TNonPlayer +- merge creature headers into a single one CR.HH + - this should help preventing dependency cycles and centralize creature data + structures and globals in a single place +- CRMAIN.CC ## Stack allocations Any functions that use `alloca` or some other form of dynamic stack allocations will cause decompiled functions to be an absolute mess. It usually shows up in the decompiled code as both a size computation like `-(VAR + CONST & 0xfffffff0)`, followed by some assignment. It doesn't make total sense without looking at the disassembly. I've encountered ~30 such computations and expect the functions containing them to be amongt the most challenging/annoying to be properly decompiled. |
