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Macros: PLAYER
-> GET_PLAYER(globalCtx)
, ACTIVE_CAM
-> GET_ACTIVE_CAM(globalCtx)
(#921)
* PLAYER -> GET_PLAYER(globalCtx) * ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * PR Suggestions * formatter * Add brackets * remove from actorfixer.py * Bring back actorfixer.py change
This commit is contained in:
parent
f8498478c4
commit
1117783731
281 changed files with 1013 additions and 979 deletions
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@ -189,7 +189,7 @@ void Inventory_ChangeEquipment(s16 equipment, u16 value) {
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}
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u8 Inventory_DeleteEquipment(GlobalContext* globalCtx, s16 equipment) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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u16 sp26 = gSaveContext.equips.equipment & gEquipMasks[equipment];
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@ -321,7 +321,7 @@ void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx) {
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f32 var2;
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s32 i;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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spCE = 0xFF;
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var1 = 1.0f;
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@ -986,19 +986,19 @@ s32 func_8002DD78(Player* player) {
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}
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s32 func_8002DDA8(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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return (player->stateFlags1 & 0x800) || func_8002DD78(player);
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}
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s32 func_8002DDE4(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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return player->stateFlags2 & 0x8;
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}
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s32 func_8002DDF4(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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return player->stateFlags2 & 0x1000;
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}
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@ -1035,7 +1035,7 @@ void func_8002DF18(GlobalContext* globalCtx, Player* player) {
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}
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s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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player->csMode = csMode;
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player->unk_448 = actor;
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@ -1045,7 +1045,7 @@ s32 func_8002DF38(GlobalContext* globalCtx, Actor* actor, u8 csMode) {
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}
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s32 func_8002DF54(GlobalContext* globalCtx, Actor* actor, u8 csMode) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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func_8002DF38(globalCtx, actor, csMode);
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player->unk_46A = 1;
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@ -1068,7 +1068,7 @@ void func_8002DFA4(DynaPolyActor* dynaActor, f32 arg1, s16 arg2) {
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* The maximum angle difference that qualifies as "facing" is specified by `maxAngle`.
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*/
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s32 Player_IsFacingActor(Actor* actor, s16 maxAngle, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 yawDiff = (s16)(actor->yawTowardsPlayer + 0x8000) - player->actor.shape.rot.y;
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if (ABS(yawDiff) < maxAngle) {
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@ -1515,7 +1515,7 @@ u32 func_8002F194(Actor* actor, GlobalContext* globalCtx) {
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}
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s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 exchangeItemId) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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// This is convoluted but it seems like it must be a single if statement to match
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if ((player->actor.flags & 0x100) || ((exchangeItemId != EXCH_ITEM_NONE) && Player_InCsMode(globalCtx)) ||
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@ -1555,7 +1555,7 @@ u32 func_8002F334(Actor* actor, GlobalContext* globalCtx) {
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}
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s8 func_8002F368(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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return player->exchangeItemId;
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}
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@ -1578,7 +1578,7 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
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}
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s32 func_8002F434(Actor* actor, GlobalContext* globalCtx, s32 getItemId, f32 xzRange, f32 yRange) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (!(player->stateFlags1 & 0x3C7080) && Player_GetExplosiveHeld(player) < 0) {
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if ((((player->heldActor != NULL) || (actor == player->targetActor)) && (getItemId > GI_NONE) &&
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@ -1633,7 +1633,7 @@ void func_8002F5C4(Actor* actorA, Actor* actorB, GlobalContext* globalCtx) {
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}
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void func_8002F5F0(Actor* actor, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (actor->xyzDistToPlayerSq < player->unk_6A4) {
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player->unk_6A4 = actor->xyzDistToPlayerSq;
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@ -1649,7 +1649,7 @@ s32 Actor_IsMounted(GlobalContext* globalCtx, Actor* horse) {
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}
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u32 Actor_SetRideActor(GlobalContext* globalCtx, Actor* horse, s32 mountSide) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (!(player->stateFlags1 & 0x003C7880)) {
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player->rideActor = horse;
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@ -1669,7 +1669,7 @@ s32 Actor_NotMounted(GlobalContext* globalCtx, Actor* horse) {
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}
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void func_8002F698(GlobalContext* globalCtx, Actor* actor, f32 arg2, s16 arg3, f32 arg4, u32 arg5, u32 arg6) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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player->unk_8A0 = arg6;
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player->unk_8A1 = arg5;
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@ -2027,7 +2027,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
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ActorEntry* actorEntry;
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s32 i;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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if (0) {
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// This ASSERT is optimized out but it exists due to its presence in rodata
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@ -2050,7 +2050,7 @@ void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actorCtx) {
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}
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if (KREG(0) == -100) {
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refActor = &PLAYER->actor;
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refActor = &GET_PLAYER(globalCtx)->actor;
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KREG(0) = 0;
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Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, refActor->world.pos.x,
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refActor->world.pos.y + 100.0f, refActor->world.pos.z, 0, 0, 0, 1);
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@ -2856,7 +2856,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
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Actor* newHead;
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ActorOverlay* overlayEntry;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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overlayEntry = actor->overlayEntry;
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name = overlayEntry->name != NULL ? overlayEntry->name : "";
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@ -3425,7 +3425,7 @@ s16 Actor_TestFloorInDirection(Actor* actor, GlobalContext* globalCtx, f32 dista
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* Returns true if the player is targeting the provided actor
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*/
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s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if ((player->stateFlags1 & 0x10) && actor->isTargeted) {
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return true;
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@ -3438,7 +3438,7 @@ s32 Actor_IsTargeted(GlobalContext* globalCtx, Actor* actor) {
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* Returns true if the player is targeting an actor other than the provided actor
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*/
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s32 Actor_OtherIsTargeted(GlobalContext* globalCtx, Actor* actor) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if ((player->stateFlags1 & 0x10) && !actor->isTargeted) {
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return true;
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@ -3870,7 +3870,7 @@ void func_80034CC4(GlobalContext* globalCtx, SkelAnime* skelAnime, OverrideLimbD
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}
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s16 func_80034DD4(Actor* actor, GlobalContext* globalCtx, s16 arg2, f32 arg3) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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f32 var;
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if ((globalCtx->csCtx.state != CS_STATE_IDLE) || (gDbgCamEnabled)) {
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@ -3951,7 +3951,7 @@ s32 func_80035124(Actor* actor, GlobalContext* globalCtx) {
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#include "z_cheap_proc.c"
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u8 func_800353E8(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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return player->unk_845;
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}
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@ -3980,7 +3980,7 @@ Actor* Actor_FindNearby(GlobalContext* globalCtx, Actor* refActor, s16 actorId,
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}
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s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 var1;
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s16 var2;
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@ -4025,7 +4025,7 @@ void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1) {
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}
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u8 func_800355E4(GlobalContext* globalCtx, Collider* collider) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if ((collider->acFlags & AC_TYPE_PLAYER) && (player->swordState != 0) && (player->swordAnimation == 0x16)) {
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return true;
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@ -5510,7 +5510,7 @@ s32 func_80037FC8(Actor* actor, Vec3f* arg1, Vec3s* arg2, Vec3s* arg3) {
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}
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s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* arg3, f32 arg4) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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Vec3f sp2C;
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s16 var;
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@ -5540,7 +5540,7 @@ s32 func_80038154(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* ar
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}
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s32 func_80038290(GlobalContext* globalCtx, Actor* actor, Vec3s* arg2, Vec3s* arg3, Vec3f arg4) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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Vec3f sp24;
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s16 var;
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@ -4493,7 +4493,7 @@ void BgCheck_DrawStaticPolyList(GlobalContext* globalCtx, CollisionContext* colC
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* Draw scene collision
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*/
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void BgCheck_DrawStaticCollision(GlobalContext* globalCtx, CollisionContext* colCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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StaticLookup* lookup = BgCheck_GetNearestStaticLookup(colCtx, colCtx->lookupTbl, &player->actor.world.pos);
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if (AREG(23) != 0) {
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@ -3463,12 +3463,10 @@ s32 Camera_KeepOn4(Camera* camera) {
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KeepOn4_Unk20* unk20 = &keep4->unk_20;
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s32 pad;
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f32 playerHeight;
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Player* player;
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Player* player = GET_PLAYER(camera->globalCtx);
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s16 angleCnt;
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s32 i;
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player = (Player*)camera->globalCtx->actorCtx.actorLists[ACTORCAT_PLAYER].head;
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if (camera->animState == 0 || camera->animState == 0xA || camera->animState == 0x14) {
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if (camera->globalCtx->view.unk_124 == 0) {
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camera->unk_14C |= 0x20;
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@ -7528,7 +7526,7 @@ Vec3s Camera_Update(Camera* camera) {
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*/
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void Camera_Finish(Camera* camera) {
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Camera* mainCam = camera->globalCtx->cameraPtrs[MAIN_CAM];
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Player* player = (Player*)camera->globalCtx->actorCtx.actorLists[ACTORCAT_PLAYER].head;
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Player* player = GET_PLAYER(camera->globalCtx);
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if (camera->timer == 0) {
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Gameplay_ChangeCameraStatus(camera->globalCtx, camera->parentCamIdx, CAM_STAT_ACTIVE);
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@ -8098,7 +8096,7 @@ s16 func_8005B1A4(Camera* camera) {
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camera->unk_14C |= 0x8;
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if ((camera->thisIdx == MAIN_CAM) && (camera->globalCtx->activeCamera != MAIN_CAM)) {
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camera->globalCtx->cameraPtrs[camera->globalCtx->activeCamera]->unk_14C |= 0x8;
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GET_ACTIVE_CAM(camera->globalCtx)->unk_14C |= 0x8;
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return camera->globalCtx->activeCamera;
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}
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@ -2621,8 +2621,8 @@ void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colChkCt
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/**
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* Iterates through all AT colliders, testing them for AC collisions with each AC collider, setting the info regarding
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* the collision for each AC and AT collider that collided. Then spawns hitmarks and plays sound effects for each
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* successful collision. To collide, an AT collider must share a type (PLAYER, ENEMY, or BOMB) with the AC collider and
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* the toucher and bumper elements that overlapped must share a dmgFlag.
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* successful collision. To collide, an AT collider must share a type (AC_TYPE_PLAYER, AC_TYPE_ENEMY, or AC_TYPE_OTHER)
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* with the AC collider and the toucher and bumper elements that overlapped must share a dmgFlag.
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*/
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void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx) {
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Collider** col;
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@ -161,7 +161,7 @@ void func_800647C0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
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// Command 3: Misc. Actions
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void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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f32 temp;
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u8 sp3F;
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@ -267,7 +267,7 @@ void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase*
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break;
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case 16:
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if (sp3F != 0) {
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D_8015FCCA = Quake_Add(ACTIVE_CAM, 6);
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D_8015FCCA = Quake_Add(GET_ACTIVE_CAM(globalCtx), 6);
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Quake_SetSpeed(D_8015FCCA, 0x7FFF);
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Quake_SetQuakeValues(D_8015FCCA, 4, 0, 1000, 0);
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Quake_SetCountdown(D_8015FCCA, 800);
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@ -440,7 +440,7 @@ void func_80065134(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdDayTim
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// Command 0x3E8: Code Execution (& Terminates Cutscene?)
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void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 temp = 0;
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if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (globalCtx->sceneNum != SCENE_SPOT00) &&
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@ -1297,7 +1297,7 @@ s32 Cutscene_Command_CameraPositions(GlobalContext* globalCtx, CutsceneContext*
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
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csCtx->cameraPosition, PLAYER, relativeToLink);
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csCtx->cameraPosition, GET_PLAYER(globalCtx), relativeToLink);
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}
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}
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}
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@ -1334,7 +1334,7 @@ s32 Cutscene_Command_CameraFocus(GlobalContext* globalCtx, CutsceneContext* csCt
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Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
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Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
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Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
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csCtx->cameraPosition, PLAYER, relativeToLink);
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csCtx->cameraPosition, GET_PLAYER(globalCtx), relativeToLink);
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}
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}
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}
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@ -977,7 +977,7 @@ void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, Actor* actor, Vec3f*
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}
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void EffectSsFireTail_SpawnFlameOnPlayer(GlobalContext* globalCtx, f32 scale, s16 bodyPart, f32 colorIntensity) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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EffectSsFireTail_SpawnFlame(globalCtx, &player->actor, &player->bodyPartsPos[bodyPart], scale, bodyPart,
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colorIntensity);
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@ -138,7 +138,7 @@ u16 ElfMessage_GetTextFromMsgs(ElfMessage* msg) {
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}
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u16 ElfMessage_GetSariaText(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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ElfMessage* msgs;
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if (!LINK_IS_ADULT) {
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@ -688,7 +688,7 @@ void func_8001E304(EnItem00* this, GlobalContext* globalCtx) {
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}
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void func_8001E5C8(EnItem00* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (this->getItemId != GI_NONE) {
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if (!Actor_HasParent(&this->actor, globalCtx)) {
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@ -11,7 +11,7 @@ s16 sPlayerInitialDirection = 0;
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s16 sEntranceIconMapIndex = 0;
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void Map_SavePlayerInitialInfo(GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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sPlayerInitialPosX = player->actor.world.pos.x;
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sPlayerInitialPosZ = player->actor.world.pos.z;
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@ -312,7 +312,7 @@ void Map_Init(GlobalContext* globalCtx) {
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void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 tempX, tempZ;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_map_exp.c", 565);
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||||
|
@ -506,7 +506,7 @@ s16 Map_GetFloorTextIndexOffset(s32 mapIndex, s32 floor) {
|
|||
|
||||
void Map_Update(GlobalContext* globalCtx) {
|
||||
static s16 sLastRoomNum = 99;
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
s32 mapIndex = gSaveContext.mapIndex;
|
||||
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
|
||||
s16 floor;
|
||||
|
|
|
@ -598,7 +598,7 @@ void func_80082850(GlobalContext* globalCtx, s16 maxAlpha) {
|
|||
|
||||
void func_80083108(GlobalContext* globalCtx) {
|
||||
MessageContext* msgCtx = &globalCtx->msgCtx;
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
|
||||
s16 i;
|
||||
s16 sp28 = 0;
|
||||
|
@ -2654,7 +2654,7 @@ void Interface_DrawItemButtons(GlobalContext* globalCtx) {
|
|||
static void* cUpLabelTextures[] = { gNaviCUpENGTex, gNaviCUpENGTex, gNaviCUpENGTex };
|
||||
static s16 startButtonLeftPos[] = { 132, 130, 130 };
|
||||
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
PauseContext* pauseCtx = &globalCtx->pauseCtx;
|
||||
s16 temp; // Used as both an alpha value and a button index
|
||||
s16 dxdy;
|
||||
|
@ -3018,7 +3018,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
|
|||
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
|
||||
PauseContext* pauseCtx = &globalCtx->pauseCtx;
|
||||
MessageContext* msgCtx = &globalCtx->msgCtx;
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
s16 svar1;
|
||||
s16 svar2;
|
||||
s16 svar3;
|
||||
|
@ -3806,7 +3806,7 @@ void Interface_Update(GlobalContext* globalCtx) {
|
|||
static s16 D_80125B64 = 0;
|
||||
MessageContext* msgCtx = &globalCtx->msgCtx;
|
||||
InterfaceContext* interfaceCtx = &globalCtx->interfaceCtx;
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
s16 alpha;
|
||||
s16 alpha1;
|
||||
u16 action;
|
||||
|
|
|
@ -14,7 +14,7 @@ s16 D_801614C8;
|
|||
u64 D_801614D0[0xA00];
|
||||
|
||||
void func_800BC450(GlobalContext* globalCtx) {
|
||||
Camera_ChangeDataIdx(ACTIVE_CAM, globalCtx->unk_1242B - 1);
|
||||
Camera_ChangeDataIdx(GET_ACTIVE_CAM(globalCtx), globalCtx->unk_1242B - 1);
|
||||
}
|
||||
|
||||
void func_800BC490(GlobalContext* globalCtx, s16 point) {
|
||||
|
@ -142,7 +142,7 @@ Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx) {
|
|||
|
||||
void Gameplay_Destroy(GameState* thisx) {
|
||||
GlobalContext* globalCtx = (GlobalContext*)thisx;
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
|
||||
globalCtx->state.gfxCtx->callback = NULL;
|
||||
globalCtx->state.gfxCtx->callbackParam = 0;
|
||||
|
@ -372,7 +372,7 @@ void Gameplay_Init(GameState* thisx) {
|
|||
; // Empty Loop
|
||||
}
|
||||
|
||||
player = PLAYER;
|
||||
player = GET_PLAYER(globalCtx);
|
||||
Camera_InitPlayerSettings(&globalCtx->mainCamera, player);
|
||||
Camera_ChangeMode(&globalCtx->mainCamera, CAM_MODE_NORMAL);
|
||||
|
||||
|
@ -394,7 +394,7 @@ void Gameplay_Init(GameState* thisx) {
|
|||
func_800758AC(globalCtx);
|
||||
gSaveContext.seqIndex = globalCtx->soundCtx.seqIndex;
|
||||
gSaveContext.nightSeqIndex = globalCtx->soundCtx.nightSeqIndex;
|
||||
func_8002DF18(globalCtx, PLAYER);
|
||||
func_8002DF18(globalCtx, GET_PLAYER(globalCtx));
|
||||
AnimationContext_Update(globalCtx, &globalCtx->animationCtx);
|
||||
gSaveContext.respawnFlag = 0;
|
||||
|
||||
|
@ -1210,10 +1210,11 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if ((HREG(80) != 10) || (HREG(83) != 0)) {
|
||||
if ((globalCtx->skyboxCtx.unk_140 != 0) && (ACTIVE_CAM->setting != CAM_SET_PREREND0)) {
|
||||
if ((globalCtx->skyboxCtx.unk_140 != 0) &&
|
||||
(GET_ACTIVE_CAM(globalCtx)->setting != CAM_SET_PREREND0)) {
|
||||
Vec3f sp74;
|
||||
|
||||
Camera_GetSkyboxOffset(&sp74, ACTIVE_CAM);
|
||||
Camera_GetSkyboxOffset(&sp74, GET_ACTIVE_CAM(globalCtx));
|
||||
SkyboxDraw_Draw(&globalCtx->skyboxCtx, gfxCtx, globalCtx->skyboxId, 0,
|
||||
globalCtx->view.eye.x + sp74.x, globalCtx->view.eye.y + sp74.y,
|
||||
globalCtx->view.eye.z + sp74.z);
|
||||
|
@ -1295,7 +1296,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
if (globalCtx->view.unk_124 != 0) {
|
||||
Camera_Update(ACTIVE_CAM);
|
||||
Camera_Update(GET_ACTIVE_CAM(globalCtx));
|
||||
func_800AB944(&globalCtx->view);
|
||||
globalCtx->view.unk_124 = 0;
|
||||
if (globalCtx->skyboxId && (globalCtx->skyboxId != SKYBOX_UNSET_1D) && !globalCtx->envCtx.skyDisabled) {
|
||||
|
@ -1304,7 +1305,7 @@ void Gameplay_Draw(GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
Camera_Finish(ACTIVE_CAM);
|
||||
Camera_Finish(GET_ACTIVE_CAM(globalCtx));
|
||||
|
||||
CLOSE_DISPS(gfxCtx, "../z_play.c", 4508);
|
||||
}
|
||||
|
@ -1726,7 +1727,7 @@ void Gameplay_SetRespawnData(GlobalContext* globalCtx, s32 respawnMode, s16 entr
|
|||
}
|
||||
|
||||
void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams) {
|
||||
Player* player = PLAYER;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
s32 entranceIndex;
|
||||
s8 roomIndex;
|
||||
|
||||
|
|
|
@ -304,7 +304,7 @@ s32 Player_InBlockingCsMode(GlobalContext* globalCtx, Player* this) {
|
|||
}
|
||||
|
||||
s32 Player_InCsMode(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
return Player_InBlockingCsMode(globalCtx, this) || (this->unk_6AD == 4);
|
||||
}
|
||||
|
@ -419,7 +419,7 @@ void func_8008EE08(Player* this) {
|
|||
}
|
||||
|
||||
void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
func_8008EE08(this);
|
||||
this->unk_664 = actor;
|
||||
|
@ -430,7 +430,7 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
|
|||
}
|
||||
|
||||
s32 func_8008EF30(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
return (this->stateFlags1 & 0x800000);
|
||||
}
|
||||
|
@ -441,7 +441,7 @@ s32 func_8008EF44(GlobalContext* globalCtx, s32 ammo) {
|
|||
}
|
||||
|
||||
s32 Player_IsBurningStickInRange(GlobalContext* globalCtx, Vec3f* pos, f32 xzRange, f32 yRange) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
Vec3f diff;
|
||||
s32 pad;
|
||||
|
||||
|
@ -466,13 +466,13 @@ s32 Player_GetStrength(void) {
|
|||
}
|
||||
|
||||
u8 Player_GetMask(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
return this->currentMask;
|
||||
}
|
||||
|
||||
Player* Player_UnsetMask(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
this->currentMask = PLAYER_MASK_NONE;
|
||||
|
||||
|
@ -480,13 +480,13 @@ Player* Player_UnsetMask(GlobalContext* globalCtx) {
|
|||
}
|
||||
|
||||
s32 Player_HasMirrorShieldEquipped(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
return (this->currentShield == PLAYER_SHIELD_MIRROR);
|
||||
}
|
||||
|
||||
s32 Player_HasMirrorShieldSetToDraw(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
|
||||
return (this->rightHandType == 10) && (this->currentShield == PLAYER_SHIELD_MIRROR);
|
||||
}
|
||||
|
@ -580,7 +580,7 @@ return_neg:
|
|||
}
|
||||
|
||||
s32 func_8008F2F8(GlobalContext* globalCtx) {
|
||||
Player* this = PLAYER;
|
||||
Player* this = GET_PLAYER(globalCtx);
|
||||
TextTriggerEntry* triggerEntry;
|
||||
s32 var;
|
||||
|
||||
|
|
|
@ -329,7 +329,7 @@ void func_80096680(GlobalContext* globalCtx, Room* room, u32 flags) {
|
|||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 628);
|
||||
|
||||
camera = ACTIVE_CAM;
|
||||
camera = GET_ACTIVE_CAM(globalCtx);
|
||||
sp9C = (camera->setting == CAM_SET_PREREND0);
|
||||
polygon1 = &room->mesh->polygon1;
|
||||
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
|
||||
|
@ -384,7 +384,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
|
|||
BgImage* bgImage;
|
||||
s32 i;
|
||||
|
||||
camera = ACTIVE_CAM;
|
||||
camera = GET_ACTIVE_CAM(globalCtx);
|
||||
camId = camera->camDataIdx;
|
||||
// jfifid
|
||||
camId2 = func_80041C10(&globalCtx->colCtx, camId, BGCHECK_SCENE)[2].y;
|
||||
|
@ -392,7 +392,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
|
|||
camId = camId2;
|
||||
}
|
||||
|
||||
player = PLAYER;
|
||||
player = GET_PLAYER(globalCtx);
|
||||
player->actor.params = (player->actor.params & 0xFF00) | camId;
|
||||
|
||||
bgImage = SEGMENTED_TO_VIRTUAL(polygon1->multi.list);
|
||||
|
@ -424,7 +424,7 @@ void func_80096B6C(GlobalContext* globalCtx, Room* room, u32 flags) {
|
|||
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 752);
|
||||
|
||||
camera = ACTIVE_CAM;
|
||||
camera = GET_ACTIVE_CAM(globalCtx);
|
||||
sp98 = (camera->setting == CAM_SET_PREREND0);
|
||||
polygon1 = &room->mesh->polygon1;
|
||||
polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
|
||||
|
@ -589,7 +589,7 @@ s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx) {
|
|||
gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
|
||||
|
||||
Scene_ExecuteCommands(globalCtx, roomCtx->curRoom.segment);
|
||||
Player_SetBootData(globalCtx, PLAYER);
|
||||
Player_SetBootData(globalCtx, GET_PLAYER(globalCtx));
|
||||
Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
|
||||
|
||||
return 1;
|
||||
|
|
|
@ -1437,14 +1437,14 @@ void func_8009BEEC(GlobalContext* globalCtx) {
|
|||
s32 var;
|
||||
|
||||
if (globalCtx->gameplayFrames % 128 == 13) {
|
||||
var = Quake_Add(ACTIVE_CAM, 2);
|
||||
var = Quake_Add(GET_ACTIVE_CAM(globalCtx), 2);
|
||||
Quake_SetSpeed(var, 10000);
|
||||
Quake_SetQuakeValues(var, 4, 0, 0, 0);
|
||||
Quake_SetCountdown(var, 127);
|
||||
}
|
||||
|
||||
if ((globalCtx->gameplayFrames % 64 == 0) && (Rand_ZeroOne() > 0.6f)) {
|
||||
var = Quake_Add(ACTIVE_CAM, 3);
|
||||
var = Quake_Add(GET_ACTIVE_CAM(globalCtx), 3);
|
||||
Quake_SetSpeed(var, 32000.0f + (Rand_ZeroOne() * 3000.0f));
|
||||
Quake_SetQuakeValues(var, 10.0f - (Rand_ZeroOne() * 9.0f), 0, 0, 0);
|
||||
Quake_SetCountdown(var, 48.0f - (Rand_ZeroOne() * 15.0f));
|
||||
|
@ -2081,7 +2081,7 @@ void func_8009EE44(GlobalContext* globalCtx) {
|
|||
|
||||
if ((globalCtx->roomCtx.unk_74[0] == 0) && (INV_CONTENT(ITEM_COJIRO) == ITEM_COJIRO)) {
|
||||
if (globalCtx->roomCtx.unk_74[1] == 50) {
|
||||
func_8002F7DC(&PLAYER->actor, NA_SE_EV_CHICKEN_CRY_M);
|
||||
func_8002F7DC(&GET_PLAYER(globalCtx)->actor, NA_SE_EV_CHICKEN_CRY_M);
|
||||
globalCtx->roomCtx.unk_74[0] = 1;
|
||||
}
|
||||
globalCtx->roomCtx.unk_74[1]++;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue