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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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@ -372,7 +372,7 @@ void EnAm_Sleep(EnAm* this, GlobalContext* globalCtx) {
s32 pad;
f32 rand;
f32 sin;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if ((this->unk_258 != 0) ||
((this->hurtCollider.base.ocFlags1 & OC1_HIT) && (this->hurtCollider.base.oc == &player->actor)) ||
@ -665,7 +665,7 @@ void EnAm_Lunge(EnAm* this, GlobalContext* globalCtx) {
}
void EnAm_Statue(EnAm* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
f32 temp158f = this->dyna.unk_158;
s16 moveDir = 0;
@ -907,7 +907,7 @@ void EnAm_Update(Actor* thisx, GlobalContext* globalCtx) {
if ((this->behavior >= 4) && (this->unk_264 > 0)) {
if (!(this->hitCollider.base.atFlags & AT_BOUNCED)) {
if (this->hitCollider.base.atFlags & AT_HIT) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if (this->hitCollider.base.at == &player->actor) {
Audio_PlayActorSound2(&player->actor, NA_SE_PL_BODY_HIT);