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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
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281 changed files with 1013 additions and 979 deletions
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@ -329,7 +329,7 @@ void func_80096680(GlobalContext* globalCtx, Room* room, u32 flags) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 628);
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camera = ACTIVE_CAM;
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camera = GET_ACTIVE_CAM(globalCtx);
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sp9C = (camera->setting == CAM_SET_PREREND0);
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polygon1 = &room->mesh->polygon1;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
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@ -384,7 +384,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
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BgImage* bgImage;
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s32 i;
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camera = ACTIVE_CAM;
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camera = GET_ACTIVE_CAM(globalCtx);
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camId = camera->camDataIdx;
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// jfifid
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camId2 = func_80041C10(&globalCtx->colCtx, camId, BGCHECK_SCENE)[2].y;
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@ -392,7 +392,7 @@ BgImage* func_80096A74(PolygonType1* polygon1, GlobalContext* globalCtx) {
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camId = camId2;
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}
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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player->actor.params = (player->actor.params & 0xFF00) | camId;
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bgImage = SEGMENTED_TO_VIRTUAL(polygon1->multi.list);
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@ -424,7 +424,7 @@ void func_80096B6C(GlobalContext* globalCtx, Room* room, u32 flags) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_room.c", 752);
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camera = ACTIVE_CAM;
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camera = GET_ACTIVE_CAM(globalCtx);
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sp98 = (camera->setting == CAM_SET_PREREND0);
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polygon1 = &room->mesh->polygon1;
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polygonDlist = SEGMENTED_TO_VIRTUAL(polygon1->dlist);
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@ -589,7 +589,7 @@ s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx) {
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gSegments[3] = VIRTUAL_TO_PHYSICAL(roomCtx->unk_34);
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Scene_ExecuteCommands(globalCtx, roomCtx->curRoom.segment);
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Player_SetBootData(globalCtx, PLAYER);
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Player_SetBootData(globalCtx, GET_PLAYER(globalCtx));
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Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
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return 1;
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