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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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@ -67,7 +67,7 @@ static struct_D_80AA1678 D_80AA3848[] = {
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};
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u16 func_80AA2AA0(GlobalContext* globalCtx, Actor* thisx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16* timer1ValuePtr; // weirdness with this necessary to match
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if (!(gSaveContext.infTable[11] & 0x100)) {
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@ -174,7 +174,7 @@ s16 func_80AA2BD4(GlobalContext* globalCtx, Actor* thisx) {
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}
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void func_80AA2E54(EnMa3* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 phi_a3;
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if ((this->unk_1E0.unk_00 == 0) && (this->skelAnime.animation == &object_ma2_Anim_009EE0)) {
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@ -359,7 +359,7 @@ void EnMa3_Draw(Actor* thisx, GlobalContext* globalCtx) {
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma3.c", 978);
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camera = ACTIVE_CAM;
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camera = GET_ACTIVE_CAM(globalCtx);
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someFloat = Math_Vec3f_DistXZ(&this->actor.world.pos, &camera->eye);
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func_800F6268(someFloat, 0x2F);
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func_80093D18(globalCtx->state.gfxCtx);
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