1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-22 06:52:03 +00:00

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
This commit is contained in:
engineer124 2021-08-31 20:22:03 +10:00 committed by GitHub
parent f8498478c4
commit 1117783731
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
281 changed files with 1013 additions and 979 deletions

View file

@ -260,7 +260,7 @@ void EnMb_SetupAction(EnMb* this, EnMbActionFunc actionFunc) {
void EnMb_Init(Actor* thisx, GlobalContext* globalCtx) {
EnMb* this = THIS;
s32 pad;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 relYawFromPlayer;
Actor_ProcessInitChain(&this->actor, sInitChain);
@ -372,7 +372,7 @@ void EnMb_NextWaypoint(EnMb* this, GlobalContext* globalCtx) {
* and they all are 100 units wide.
*/
s32 EnMb_IsPlayerInCorridor(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
f32 xFromPlayer;
f32 zFromPlayer;
f32 cos;
@ -601,7 +601,7 @@ void EnMb_SetupStunned(EnMb* this) {
}
void EnMb_Stunned(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if ((player->stateFlags2 & 0x80) && player->actor.parent == &this->actor) {
player->stateFlags2 &= ~0x80;
@ -715,7 +715,7 @@ void EnMb_ClubWaitAfterAttack(EnMb* this, GlobalContext* globalCtx) {
* Slow down, charge again if the player is near, or resume walking.
*/
void EnMb_SpearPatrolEndCharge(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
f32 lastFrame;
s16 relYawFromPlayer;
s16 yawPlayerToWaypoint;
@ -817,7 +817,7 @@ void EnMb_SpearGuardPrepareAndCharge(EnMb* this, GlobalContext* globalCtx) {
}
void EnMb_ClubAttack(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 pad;
Vec3f effSpawnPos;
Vec3f effWhiteShockwaveDynamics = { 0.0f, 0.0f, 0.0f };
@ -883,7 +883,7 @@ void EnMb_ClubAttack(EnMb* this, GlobalContext* globalCtx) {
* Prepare charge (animation), then charge to the end of the floor collision.
*/
void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 prevFrame;
s32 hasHitPlayer = false;
s32 endCharge = !Actor_TestFloorInDirection(&this->actor, globalCtx, 110.0f, this->actor.world.rot.y);
@ -963,7 +963,7 @@ void EnMb_SpearPatrolPrepareAndCharge(EnMb* this, GlobalContext* globalCtx) {
* Charge and follow the path, until hitting the player or, after some time, reaching home.
*/
void EnMb_SpearPatrolImmediateCharge(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 prevFrame;
s32 hasHitPlayer = false;
s32 endCharge = !Actor_TestFloorInDirection(&this->actor, globalCtx, 110.0f, this->actor.world.rot.y);
@ -1119,7 +1119,7 @@ void EnMb_SpearGuardWalk(EnMb* this, GlobalContext* globalCtx) {
s32 beforeCurFrame;
s32 pad1;
s32 pad2;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 relYawTowardsPlayer = this->actor.yawTowardsPlayer - this->actor.shape.rot.y;
s16 yawTowardsHome;
f32 playSpeedAbs;
@ -1232,7 +1232,7 @@ void EnMb_SpearPatrolWalkTowardsWaypoint(EnMb* this, GlobalContext* globalCtx) {
}
void EnMb_ClubWaitPlayerNear(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 pad;
s16 relYawFromPlayer = this->actor.world.rot.y - this->actor.yawTowardsPlayer;
@ -1293,7 +1293,7 @@ void EnMb_SetupSpearDead(EnMb* this) {
}
void EnMb_SpearDead(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
Math_SmoothStepToF(&this->actor.speedXZ, 0.0f, 1.0f, 0.5f, 0.0f);
@ -1371,7 +1371,7 @@ void EnMb_ClubUpdateAttackCollider(Actor* thisx, GlobalContext* globalCtx) {
}
void EnMb_CheckColliding(EnMb* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if (this->frontShielding.base.acFlags & AC_HIT) {
this->frontShielding.base.acFlags &= ~(AC_HIT | AC_BOUNCED);