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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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@ -194,7 +194,7 @@ void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) {
Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused
Vec3f armPosMultiplier1 = { 0.0f, 0.0f, 55.0f };
Vec3f armPosMultiplier2 = { 0.0f, 0.0f, -54.0f };
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 pad;
s32 pad2;
Vec3f playerPos = player->actor.world.pos;
@ -303,7 +303,7 @@ void EnDha_SetupTakeDamage(EnDha* this) {
}
void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;
@ -341,7 +341,7 @@ void EnDha_SetupDeath(EnDha* this) {
void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
s16 angle;
Vec3f vec;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags2 & 0x80) && (&this->actor == player->actor.parent)) {
player->stateFlags2 &= ~0x80;