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