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Remove inline THIS-> from actors (#538)
* Darkmeiro decompilation Bg_Gnd_Darkmeiro decompiled, matched, and documented. * give this a shot * fix conflict * one more try * could be useful * whoops * ZAP2 stuff * ZAP why * ZAP again * THIS * PLAYER
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12 changed files with 93 additions and 70 deletions
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@ -454,21 +454,22 @@ void EnKz_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 limb = limbIndex;
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EnKz* this = THIS;
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if (limb == 8 || limb == 9 || limb == 10) {
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rot->y += Math_Sins(THIS->unk_2A6[limb]) * 200.0f;
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rot->z += Math_Coss(THIS->unk_2BE[limb]) * 200.0f;
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if (limbIndex == 8 || limbIndex == 9 || limbIndex == 10) {
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rot->y += Math_Sins(this->unk_2A6[limbIndex]) * 200.0f;
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rot->z += Math_Coss(this->unk_2BE[limbIndex]) * 200.0f;
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}
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if (limbIndex) {}
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return 0;
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}
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void EnKz_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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s32 limb = limbIndex;
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EnKz* this = THIS;
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Vec3f mult = { 2600.0f, 0.0f, 0.0f };
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if (limb == 11) {
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Matrix_MultVec3f(&mult, &THIS->actor.posRot2.pos);
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if (limbIndex == 11) {
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Matrix_MultVec3f(&mult, &this->actor.posRot2.pos);
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}
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}
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