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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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@ -410,7 +410,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
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s16 tentXrot;
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s16 sp1B4 = 0; // real
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s32 buttons;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 indS0;
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s16 indS1;
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Camera* camera1;
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@ -1196,7 +1196,7 @@ void BossMo_IntroCs(BossMo* this, GlobalContext* globalCtx) {
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f32 sp80;
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f32 sp7C;
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f32 sp78;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Camera* camera = Gameplay_GetCamera(globalCtx, MAIN_CAM);
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Vec3f bubblePos;
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Vec3f bubblePos2;
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@ -1728,7 +1728,7 @@ void BossMo_DeathCs(BossMo* this, GlobalContext* globalCtx) {
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void BossMo_CoreCollisionCheck(BossMo* this, GlobalContext* globalCtx) {
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s16 i;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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osSyncPrintf(VT_FGCOL(YELLOW));
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osSyncPrintf("Core_Damage_check START\n");
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@ -1832,8 +1832,8 @@ void BossMo_Core(BossMo* this, GlobalContext* globalCtx) {
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0.1f, 0.15f, 0.2f, 0.3f, 0.4f, 0.43f, 0.4f, 0.3f, 0.2f, 0.15f, 0.1f,
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};
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u8 nearLand;
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s16 i; // not on stack
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Player* player = PLAYER; // not on stack
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s16 i; // not on stack
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Player* player = GET_PLAYER(globalCtx); // not on stack
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f32 spDC;
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f32 spD8;
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f32 spD4;
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@ -2203,7 +2203,7 @@ void BossMo_UpdateCore(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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BossMo* this = THIS;
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s16 i;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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osSyncPrintf("CORE mode = <%d>\n", this->work[MO_TENT_ACTION_STATE]);
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if (sMorphaTent2 == NULL) {
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@ -2250,7 +2250,7 @@ void BossMo_UpdateTent(Actor* thisx, GlobalContext* globalCtx) {
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s16 index;
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s32 pad;
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BossMo* this = THIS;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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f32 phi_f0;
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if ((this == sMorphaTent2) && (this->tent2KillTimer != 0)) {
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