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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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@ -266,7 +266,7 @@ void EnGeldB_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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}
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s32 EnGeldB_ReactToPlayer(GlobalContext* globalCtx, EnGeldB* this, s16 arg2) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Actor* thisx = &this->actor;
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s16 angleToWall;
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s16 angleToLink;
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@ -413,7 +413,7 @@ void EnGeldB_SetupReady(EnGeldB* this) {
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}
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void EnGeldB_Ready(EnGeldB* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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s16 angleToLink;
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@ -480,7 +480,7 @@ void EnGeldB_Advance(EnGeldB* this, GlobalContext* globalCtx) {
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s32 prevKeyFrame;
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s32 pad3C;
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s16 facingAngletoLink;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad30;
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s32 pad2C;
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f32 playSpeed;
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@ -566,7 +566,7 @@ void EnGeldB_SetupRollForward(EnGeldB* this) {
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}
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void EnGeldB_RollForward(EnGeldB* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 facingAngleToLink = player->actor.shape.rot.y - this->actor.shape.rot.y;
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if (SkelAnime_Update(&this->skelAnime)) {
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@ -647,7 +647,7 @@ void EnGeldB_Circle(EnGeldB* this, GlobalContext* globalCtx) {
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s32 thisKeyFrame;
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s32 pad;
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s32 prevKeyFrame;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
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if (!EnGeldB_DodgeRanged(globalCtx, this) && !EnGeldB_ReactToPlayer(globalCtx, this, 0)) {
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@ -731,7 +731,7 @@ void EnGeldB_Circle(EnGeldB* this, GlobalContext* globalCtx) {
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void EnGeldB_SetupSpinDodge(EnGeldB* this, GlobalContext* globalCtx) {
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s16 sp3E;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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f32 lastFrame = Animation_GetLastFrame(&gGerudoRedSidestepAnim);
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Animation_Change(&this->skelAnime, &gGerudoRedSidestepAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, 0.0f);
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@ -839,7 +839,7 @@ void EnGeldB_SetupSlash(EnGeldB* this) {
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}
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void EnGeldB_Slash(EnGeldB* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 angleFacingLink = player->actor.shape.rot.y - this->actor.shape.rot.y;
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s16 angleToLink = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
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@ -897,7 +897,7 @@ void EnGeldB_SetupSpinAttack(EnGeldB* this) {
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}
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void EnGeldB_SpinAttack(EnGeldB* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 angleFacingLink;
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s16 angleToLink;
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@ -1120,7 +1120,7 @@ void EnGeldB_SetupBlock(EnGeldB* this) {
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}
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void EnGeldB_Block(EnGeldB* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad;
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s16 angleToLink;
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s16 angleFacingLink;
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@ -1178,7 +1178,7 @@ void EnGeldB_SetupSidestep(EnGeldB* this, GlobalContext* globalCtx) {
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f32 lastFrame = Animation_GetLastFrame(&gGerudoRedSidestepAnim);
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Animation_Change(&this->skelAnime, &gGerudoRedSidestepAnim, 1.0f, 0.0f, lastFrame, ANIMMODE_LOOP_INTERP, 0.0f);
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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Math_SmoothStepToS(&this->actor.shape.rot.y, this->actor.yawTowardsPlayer, 1, 0xFA0, 1);
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linkAngle = player->actor.shape.rot.y;
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if (Math_SinS(linkAngle - this->actor.shape.rot.y) > 0.0f) {
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@ -1199,7 +1199,7 @@ void EnGeldB_SetupSidestep(EnGeldB* this, GlobalContext* globalCtx) {
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void EnGeldB_Sidestep(EnGeldB* this, GlobalContext* globalCtx) {
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s16 behindLinkAngle;
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s16 phi_v1;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 thisKeyFrame;
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s32 prevKeyFrame;
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f32 playSpeed;
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@ -1271,7 +1271,7 @@ void EnGeldB_Sidestep(EnGeldB* this, GlobalContext* globalCtx) {
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EnGeldB_SetupReady(this);
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this->timer = (Rand_ZeroOne() * 5.0f) + 1.0f;
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} else {
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Player* player2 = PLAYER;
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Player* player2 = GET_PLAYER(globalCtx);
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s16 angleFacingPlayer2 = player2->actor.shape.rot.y - this->actor.shape.rot.y;
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this->actor.world.rot.y = this->actor.shape.rot.y;
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