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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
12 changed files with 93 additions and 70 deletions

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@ -314,7 +314,7 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
if ((this->unk_307 == 0) && (func_8002DB48(&this->actor, &player->actor) <= 45.0f) &&
(func_8002E084(&this->actor, 0x38E3))) {
player->actor.freezeTimer = 0;
if (globalCtx->grabPlayer(globalCtx, &player->actor) != 0) {
if (globalCtx->grabPlayer(globalCtx, player)) {
this->actor.flags &= ~1;
func_80AE33F0(this);
}
@ -854,9 +854,9 @@ void EnRd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
}
void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx) {
EnRd* this = THIS;
s32 pad;
Vec3f thisPos = this->actor.posRot.pos;
EnRd* this = THIS;
Vec3f thisPos = thisx->posRot.pos;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_rd.c", 1679);
@ -869,10 +869,10 @@ void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx) {
POLY_OPA_DISP);
func_80033C30(&thisPos, &D_80AE4958, 255, globalCtx);
if (this->unk_31A != 0) {
this->actor.dmgEffectTimer++;
THIS->unk_31A--;
thisx->dmgEffectTimer++;
this->unk_31A--;
if (this->unk_31A % 4 == 0) {
EffectSsEnFire_SpawnVec3s(globalCtx, &this->actor, &this->firePos[this->unk_31A >> 2], 0x4B, 0, 0,
EffectSsEnFire_SpawnVec3s(globalCtx, thisx, &this->firePos[this->unk_31A >> 2], 0x4B, 0, 0,
(this->unk_31A >> 2));
}
}