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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:
engineer124 2021-08-31 20:22:03 +10:00 committed by GitHub
parent f8498478c4
commit 1117783731
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GPG key ID: 4AEE18F83AFDEB23
281 changed files with 1013 additions and 979 deletions

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@ -161,7 +161,7 @@ void func_800647C0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
// Command 3: Misc. Actions
void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
f32 temp;
u8 sp3F;
@ -267,7 +267,7 @@ void func_80064824(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase*
break;
case 16:
if (sp3F != 0) {
D_8015FCCA = Quake_Add(ACTIVE_CAM, 6);
D_8015FCCA = Quake_Add(GET_ACTIVE_CAM(globalCtx), 6);
Quake_SetSpeed(D_8015FCCA, 0x7FFF);
Quake_SetQuakeValues(D_8015FCCA, 4, 0, 1000, 0);
Quake_SetCountdown(D_8015FCCA, 800);
@ -440,7 +440,7 @@ void func_80065134(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdDayTim
// Command 0x3E8: Code Execution (& Terminates Cutscene?)
void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 temp = 0;
if ((gSaveContext.gameMode != 0) && (gSaveContext.gameMode != 3) && (globalCtx->sceneNum != SCENE_SPOT00) &&
@ -1297,7 +1297,7 @@ s32 Cutscene_Command_CameraPositions(GlobalContext* globalCtx, CutsceneContext*
Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
csCtx->cameraPosition, PLAYER, relativeToLink);
csCtx->cameraPosition, GET_PLAYER(globalCtx), relativeToLink);
}
}
}
@ -1334,7 +1334,7 @@ s32 Cutscene_Command_CameraFocus(GlobalContext* globalCtx, CutsceneContext* csCt
Gameplay_ChangeCameraStatus(globalCtx, csCtx->unk_14, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->unk_14));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->unk_14), csCtx->cameraFocus,
csCtx->cameraPosition, PLAYER, relativeToLink);
csCtx->cameraPosition, GET_PLAYER(globalCtx), relativeToLink);
}
}
}