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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
This commit is contained in:
petrie911 2020-12-17 16:49:41 -06:00 committed by GitHub
parent 6e78efd0c5
commit 0376242365
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GPG key ID: 4AEE18F83AFDEB23
12 changed files with 93 additions and 70 deletions

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@ -454,21 +454,22 @@ void EnKz_Update(Actor* thisx, GlobalContext* globalCtx) {
}
s32 EnKz_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
s32 limb = limbIndex;
EnKz* this = THIS;
if (limb == 8 || limb == 9 || limb == 10) {
rot->y += Math_Sins(THIS->unk_2A6[limb]) * 200.0f;
rot->z += Math_Coss(THIS->unk_2BE[limb]) * 200.0f;
if (limbIndex == 8 || limbIndex == 9 || limbIndex == 10) {
rot->y += Math_Sins(this->unk_2A6[limbIndex]) * 200.0f;
rot->z += Math_Coss(this->unk_2BE[limbIndex]) * 200.0f;
}
if (limbIndex) {}
return 0;
}
void EnKz_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
s32 limb = limbIndex;
EnKz* this = THIS;
Vec3f mult = { 2600.0f, 0.0f, 0.0f };
if (limb == 11) {
Matrix_MultVec3f(&mult, &THIS->actor.posRot2.pos);
if (limbIndex == 11) {
Matrix_MultVec3f(&mult, &this->actor.posRot2.pos);
}
}