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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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6e78efd0c5
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12 changed files with 93 additions and 70 deletions
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@ -314,7 +314,7 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
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if ((this->unk_307 == 0) && (func_8002DB48(&this->actor, &player->actor) <= 45.0f) &&
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(func_8002E084(&this->actor, 0x38E3))) {
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player->actor.freezeTimer = 0;
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if (globalCtx->grabPlayer(globalCtx, &player->actor) != 0) {
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if (globalCtx->grabPlayer(globalCtx, player)) {
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this->actor.flags &= ~1;
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func_80AE33F0(this);
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}
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@ -854,9 +854,9 @@ void EnRd_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec
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}
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void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnRd* this = THIS;
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s32 pad;
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Vec3f thisPos = this->actor.posRot.pos;
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EnRd* this = THIS;
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Vec3f thisPos = thisx->posRot.pos;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_rd.c", 1679);
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@ -869,10 +869,10 @@ void EnRd_Draw(Actor* thisx, GlobalContext* globalCtx) {
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POLY_OPA_DISP);
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func_80033C30(&thisPos, &D_80AE4958, 255, globalCtx);
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if (this->unk_31A != 0) {
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this->actor.dmgEffectTimer++;
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THIS->unk_31A--;
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thisx->dmgEffectTimer++;
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this->unk_31A--;
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if (this->unk_31A % 4 == 0) {
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EffectSsEnFire_SpawnVec3s(globalCtx, &this->actor, &this->firePos[this->unk_31A >> 2], 0x4B, 0, 0,
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EffectSsEnFire_SpawnVec3s(globalCtx, thisx, &this->firePos[this->unk_31A >> 2], 0x4B, 0, 0,
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(this->unk_31A >> 2));
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}
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}
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