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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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@ -245,7 +245,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
Vec3f sp54;
Vec3f sp48;
player = PLAYER;
player = GET_PLAYER(globalCtx);
camera = Gameplay_GetCamera(globalCtx, MAIN_CAM);
if (this->unk_196 != 0) {
@ -819,8 +819,8 @@ void BossDodongo_Update(Actor* thisx, GlobalContext* globalCtx2) {
BossDodongo* this = THIS;
f32 temp_f0;
s16 i;
Player* player = PLAYER;
Player* player2 = PLAYER;
Player* player = GET_PLAYER(globalCtx);
Player* player2 = GET_PLAYER(globalCtx);
s32 pad;
this->unk_1E2 = 0;
@ -1150,7 +1150,7 @@ f32 func_808C4F6C(BossDodongo* this, GlobalContext* globalCtx) {
s32 pad;
f32 temp_f2;
f32 rotation;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
xDiff = player->actor.world.pos.x - this->actor.world.pos.x;
zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
@ -1173,7 +1173,7 @@ f32 func_808C50A8(BossDodongo* this, GlobalContext* globalCtx) {
s32 pad;
f32 temp_f2;
f32 rotation;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
xDiff = player->actor.world.pos.x - this->actor.world.pos.x;
zDiff = player->actor.world.pos.z - this->actor.world.pos.z;
@ -1191,7 +1191,7 @@ f32 func_808C50A8(BossDodongo* this, GlobalContext* globalCtx) {
}
void BossDodongo_PlayerYawCheck(BossDodongo* this, GlobalContext* globalCtx) {
s16 yawDiff = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor) - this->actor.world.rot.y;
s16 yawDiff = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) - this->actor.world.rot.y;
if ((yawDiff < 0x38E3) && (-0x38E3 < yawDiff)) {
this->playerYawInRange = true;
@ -1295,7 +1295,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
s16 i;
Vec3f effectPos;
Camera* camera;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);