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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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engineer124 2021-08-31 20:22:03 +10:00 committed by GitHub
parent f8498478c4
commit 1117783731
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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) {
void BossFd2_Emerge(BossFd2* this, GlobalContext* globalCtx) {
s8 health;
BossFd* bossFd = (BossFd*)this->actor.parent;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 i;
s16 holeTime;
@ -402,7 +402,7 @@ void BossFd2_BreatheFire(BossFd2* this, GlobalContext* globalCtx) {
s16 angleY;
s16 breathOpacity = 0;
BossFd* bossFd = (BossFd*)this->actor.parent;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
f32 tempX;
f32 tempY;
@ -810,7 +810,7 @@ void BossFd2_CollisionCheck(BossFd2* this, GlobalContext* globalCtx) {
BossFd* bossFd = (BossFd*)this->actor.parent;
if (this->actionFunc == BossFd2_ClawSwipe) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
for (i = 0; i < ARRAY_COUNT(this->elements); i++) {
if (this->collider.elements[i].info.toucherFlags & TOUCH_HIT) {