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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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parent
f8498478c4
commit
1117783731
281 changed files with 1013 additions and 979 deletions
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@ -308,7 +308,7 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
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Vec3f sp44 = D_80AE4918;
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Color_RGBA8 sp40 = D_80AE4924;
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Color_RGBA8 sp3C = D_80AE4928;
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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 sp32 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
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@ -329,7 +329,7 @@ void func_80AE2C1C(EnRd* this, GlobalContext* globalCtx) {
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if (!(this->unk_312 & 0x80)) {
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player->actor.freezeTimer = 40;
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func_8008EEAC(globalCtx, &this->actor);
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PLAYER->unk_684 = &this->actor;
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GET_PLAYER(globalCtx)->unk_684 = &this->actor;
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func_800AA000(this->actor.xzDistToPlayer, 0xFF, 0x14, 0x96);
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}
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this->unk_306 = 0x3C;
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@ -374,7 +374,7 @@ void func_80AE2F50(EnRd* this, GlobalContext* globalCtx) {
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}
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void func_80AE2FD0(EnRd* 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 targetY = Actor_WorldYawTowardPoint(&this->actor, &this->actor.home.pos);
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@ -472,7 +472,7 @@ void func_80AE33F0(EnRd* this) {
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void func_80AE3454(EnRd* this, GlobalContext* globalCtx) {
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (SkelAnime_Update(&this->skelAnime)) {
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this->unk_304++;
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@ -551,7 +551,7 @@ void func_80AE3834(EnRd* this, GlobalContext* globalCtx) {
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Vec3f sp34 = D_80AE492C;
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Color_RGBA8 sp30 = D_80AE4938;
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Color_RGBA8 sp2C = D_80AE493C;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 temp_v0 = this->actor.yawTowardsPlayer - this->actor.shape.rot.y - this->unk_30E - this->unk_310;
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if (ABS(temp_v0) < 0x2008) {
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@ -608,7 +608,7 @@ void func_80AE3A8C(EnRd* this) {
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}
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void func_80AE3B18(EnRd* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (this->actor.speedXZ < 0.0f) {
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this->actor.speedXZ += 0.15f;
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@ -738,7 +738,7 @@ void func_80AE3F9C(EnRd* this, GlobalContext* globalCtx) {
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void func_80AE4114(EnRd* this, GlobalContext* globalCtx) {
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if ((gSaveContext.unk_1422 != 0) && (this->actor.shape.rot.x == 0) && (this->unk_318 == 0) &&
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(this->unk_31B != 9) && (this->unk_31B != 10) && (this->unk_31B != 1)) {
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@ -789,7 +789,7 @@ void func_80AE4114(EnRd* this, GlobalContext* globalCtx) {
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void EnRd_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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EnRd* this = THIS;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 pad2;
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func_80AE4114(this, globalCtx);
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