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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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@ -227,7 +227,7 @@ void BossFd2_SetupEmerge(BossFd2* this, GlobalContext* globalCtx) {
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void BossFd2_Emerge(BossFd2* this, GlobalContext* globalCtx) {
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s8 health;
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BossFd* bossFd = (BossFd*)this->actor.parent;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 i;
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s16 holeTime;
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@ -402,7 +402,7 @@ void BossFd2_BreatheFire(BossFd2* this, GlobalContext* globalCtx) {
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s16 angleY;
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s16 breathOpacity = 0;
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BossFd* bossFd = (BossFd*)this->actor.parent;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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f32 tempX;
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f32 tempY;
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@ -810,7 +810,7 @@ void BossFd2_CollisionCheck(BossFd2* this, GlobalContext* globalCtx) {
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BossFd* bossFd = (BossFd*)this->actor.parent;
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if (this->actionFunc == BossFd2_ClawSwipe) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
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if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {
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