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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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@ -368,7 +368,7 @@ void EnTite_Attack(EnTite* this, GlobalContext* globalCtx) {
if (!(this->collider.base.atFlags & AT_HIT) && (this->actor.flags & 0x40)) {
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
} else {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
this->collider.base.atFlags &= ~AT_HIT;
Animation_MorphToLoop(&this->skelAnime, &object_tite_Anim_0012E4, 4.0f);
this->actor.speedXZ = -6.0f;
@ -449,7 +449,7 @@ void EnTite_TurnTowardPlayer(EnTite* this, GlobalContext* globalCtx) {
if ((this->actor.params == TEKTITE_BLUE) && (this->actor.bgCheckFlags & 0x20)) {
this->actor.world.pos.y += this->actor.yDistToWater;
}
angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &PLAYER->actor) - this->actor.world.rot.y;
angleToPlayer = Actor_WorldYawTowardActor(&this->actor, &GET_PLAYER(globalCtx)->actor) - this->actor.world.rot.y;
if (angleToPlayer > 0) {
turnVelocity = (angleToPlayer / 42.0f) + 10.0f;
this->actor.world.rot.y += (turnVelocity * 2);