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