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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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@ -388,7 +388,7 @@ void BossTw_AddShieldDeflectEffect(GlobalContext* globalCtx, f32 arg1, s16 arg2)
s16 i;
s16 j;
BossTwEffect* eff;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
sShieldHitPos = player->bodyPartsPos[15];
sShieldHitYaw = player->actor.shape.rot.y;
@ -418,7 +418,7 @@ void BossTw_AddShieldHitEffect(GlobalContext* globalCtx, f32 arg1, s16 arg2) {
s16 i;
s16 j;
BossTwEffect* eff;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
sShieldHitPos = player->bodyPartsPos[15];
sShieldHitYaw = player->actor.shape.rot.y;
@ -707,7 +707,7 @@ void BossTw_FlyTo(BossTw* this, GlobalContext* globalCtx) {
}
void BossTw_SetupShootBeam(BossTw* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
this->actionFunc = BossTw_ShootBeam;
Animation_MorphToPlayOnce(&this->skelAnime, &object_tw_Anim_007688, -5.0f);
@ -789,7 +789,7 @@ void BossTw_SpawnGroundBlast(BossTw* this, GlobalContext* globalCtx, s16 blastTy
s32 BossTw_BeamHitPlayerCheck(BossTw* this, GlobalContext* globalCtx) {
Vec3f offset;
Vec3f beamDistFromPlayer;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 i;
offset.x = player->actor.world.pos.x - this->beamOrigin.x;
@ -835,7 +835,7 @@ s32 BossTw_BeamHitPlayerCheck(BossTw* this, GlobalContext* globalCtx) {
s32 BossTw_CheckBeamReflection(BossTw* this, GlobalContext* globalCtx) {
Vec3f offset;
Vec3f vec;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if (player->stateFlags1 & 0x400000 &&
(s16)(player->actor.shape.rot.y - this->actor.shape.rot.y + 0x8000) < 0x2000 &&
@ -968,7 +968,7 @@ void BossTw_ShootBeam(BossTw* this, GlobalContext* globalCtx) {
f32 floorY;
Vec3f sp130;
Vec3s sp128;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
BossTw* otherTw = (BossTw*)this->actor.parent;
Input* input = &globalCtx->state.input[0];
@ -1142,7 +1142,7 @@ void BossTw_ShootBeam(BossTw* this, GlobalContext* globalCtx) {
case 1:
if (CHECK_BTN_ALL(input->cur.button, BTN_R)) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
this->beamDist = sqrtf(SQ(xDiff) + SQ(yDiff) + SQ(zDiff));
Math_ApproachF(&this->beamReflectionDist, 2000.0f, 1.0f, 40.0f);
@ -1493,7 +1493,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, GlobalContext* globalCtx) {
s16 i;
Vec3f spB0;
Vec3f spA4;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
switch (this->csState2) {
case 0:
@ -1773,7 +1773,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, GlobalContext* globalCtx) {
s16 i;
Vec3f sp90;
Vec3f sp84;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if (this->csSfxTimer > 220 && this->csSfxTimer < 630) {
func_80078884(NA_SE_EN_TWINROBA_UNARI - SFX_FLAG);
@ -2607,7 +2607,7 @@ void BossTw_DeathCSMsgSfx(BossTw* this, GlobalContext* globalCtx) {
void BossTw_TwinrovaDeathCS(BossTw* this, GlobalContext* globalCtx) {
s16 i;
Vec3f spD0;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
Camera* mainCam = Gameplay_GetCamera(globalCtx, MAIN_CAM);
SkelAnime_Update(&this->skelAnime);
@ -2846,7 +2846,7 @@ static s16 D_8094A90C[] = {
void BossTw_Update(Actor* thisx, GlobalContext* globalCtx) {
BossTw* this = THIS;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 i;
s32 pad;
@ -2972,7 +2972,7 @@ void BossTw_TwinrovaUpdate(Actor* thisx, GlobalContext* globalCtx2) {
s16 i;
GlobalContext* globalCtx = globalCtx2;
BossTw* this = THIS;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
this->actor.flags &= ~0x400;
this->unk_5F8 = 0;
@ -3489,7 +3489,7 @@ void BossTw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
static Vec3f D_8094A9A4 = { 0.0f, 200.0f, 2000.0f };
GlobalContext* globalCtx = globalCtx2;
BossTw* this = THIS;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_boss_tw.c", 6947);
@ -3678,7 +3678,7 @@ void BossTw_TwinrovaPostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx**
void BossTw_ShieldChargeDraw(BossTw* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 temp_t0;
s16 temp_a0;
@ -3911,7 +3911,7 @@ void BossTw_BlastFire(BossTw* this, GlobalContext* globalCtx) {
f32 yDiff;
f32 zDiff;
f32 distXZ;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
Player* player2 = player;
switch (this->actor.params) {
@ -4102,7 +4102,7 @@ void BossTw_BlastIce(BossTw* this, GlobalContext* globalCtx) {
f32 yDiff;
f32 zDiff;
f32 xzDist;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
Player* player2 = player;
switch (this->actor.params) {
@ -4321,7 +4321,7 @@ void BossTw_BlastIce(BossTw* this, GlobalContext* globalCtx) {
}
s32 BossTw_BlastShieldCheck(BossTw* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 ret = false;
ColliderInfo* info;
@ -4562,7 +4562,7 @@ void BossTw_UpdateEffects(GlobalContext* globalCtx) {
};
Vec3f sp11C;
BossTwEffect* eff = globalCtx->specialEffects;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
u8 sp113 = 0;
s16 i;
s16 j;
@ -4900,7 +4900,7 @@ void BossTw_DrawEffects(GlobalContext* globalCtx) {
s16 i;
s16 j;
s32 pad;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 phi_s4;
BossTwEffect* currentEffect = globalCtx->specialEffects;
BossTwEffect* effectHead;
@ -5365,7 +5365,7 @@ void BossTw_TwinrovaSetupFly(BossTw* this, GlobalContext* globalCtx) {
f32 zDiff;
f32 yDiff;
f32 xzDist;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
do {
this->work[TW_PLLR_IDX] += (s16)(((s16)Rand_ZeroFloat(2.99f)) + 1);