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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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@ -86,13 +86,13 @@ void ArmsHook_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void ArmsHook_Wait(ArmsHook* this, GlobalContext* globalCtx) {
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if (this->actor.parent == NULL) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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// get correct timer length for hookshot or longshot
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s32 length = (player->heldItemActionParam == PLAYER_AP_HOOKSHOT) ? 13 : 26;
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ArmsHook_SetupAction(this, ArmsHook_Shoot);
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func_8002D9A4(&this->actor, 20.0f);
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this->actor.parent = &PLAYER->actor;
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this->actor.parent = &GET_PLAYER(globalCtx)->actor;
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this->timer = length;
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}
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}
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@ -142,7 +142,7 @@ void ArmsHook_AttachHookToActor(ArmsHook* this, Actor* actor) {
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}
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void ArmsHook_Shoot(ArmsHook* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Actor* touchedActor;
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Actor* grabbed;
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Vec3f bodyDistDiffVec;
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@ -301,7 +301,7 @@ void ArmsHook_Update(Actor* thisx, GlobalContext* globalCtx) {
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void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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ArmsHook* this = THIS;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Vec3f sp78;
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Vec3f sp6C;
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Vec3f sp60;
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