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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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@ -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;