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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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GPG key ID: 4AEE18F83AFDEB23
281 changed files with 1013 additions and 979 deletions

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@ -181,7 +181,7 @@ static struct_80034EC0_Entry sAnimationEntries[] = {
#include "z_en_zl4_cutscene_data.c"
void EnZl4_SetCsCameraAngle(GlobalContext* globalCtx, s16 index) {
Camera* activeCam = ACTIVE_CAM;
Camera* activeCam = GET_ACTIVE_CAM(globalCtx);
Camera_ChangeSetting(activeCam, CAM_SET_FREE0);
activeCam->at = sCsCameraAngle[index].at;
@ -191,8 +191,8 @@ void EnZl4_SetCsCameraAngle(GlobalContext* globalCtx, s16 index) {
}
void EnZl4_SetCsCameraMove(GlobalContext* globalCtx, s16 index) {
Camera* activeCam = ACTIVE_CAM;
Player* player = PLAYER;
Camera* activeCam = GET_ACTIVE_CAM(globalCtx);
Player* player = GET_PLAYER(globalCtx);
Camera_ChangeSetting(activeCam, CAM_SET_DEMO0);
Camera_ResetAnim(activeCam);
@ -305,7 +305,7 @@ void EnZl4_SetMove(EnZl4* this, GlobalContext* globalCtx) {
}
void func_80B5BB78(EnZl4* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
this->unk_1E0.unk_18 = player->actor.world.pos;
func_80034A14(&this->actor, &this->unk_1E0, 2, 2);
@ -318,8 +318,8 @@ void EnZl4_GetActionStartPos(CsCmdActorAction* action, Vec3f* vec) {
}
s32 EnZl4_SetupFromLegendCs(EnZl4* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Actor* playerx = &PLAYER->actor;
Player* player = GET_PLAYER(globalCtx);
Actor* playerx = &GET_PLAYER(globalCtx)->actor;
s16 rotY;
func_8002DF54(globalCtx, &this->actor, 8);
@ -419,8 +419,8 @@ void EnZl4_ReverseAnimation(EnZl4* this) {
}
s32 EnZl4_CsWaitForPlayer(EnZl4* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Actor* playerx = &PLAYER->actor;
Player* player = GET_PLAYER(globalCtx);
Actor* playerx = &GET_PLAYER(globalCtx)->actor;
s16 rotY;
s16 yawDiff;
s16 absYawDiff;
@ -786,7 +786,7 @@ s32 EnZl4_CsAskName(EnZl4* this, GlobalContext* globalCtx) {
}
s32 EnZl4_CsTellLegend(EnZl4* this, GlobalContext* globalCtx) {
Camera* activeCam = ACTIVE_CAM;
Camera* activeCam = GET_ACTIVE_CAM(globalCtx);
switch (this->talkState) {
case 0:
@ -932,7 +932,7 @@ s32 EnZl4_CsLookWindow(EnZl4* this, GlobalContext* globalCtx) {
}
s32 EnZl4_CsWarnAboutGanon(EnZl4* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 rotY;
switch (this->talkState) {
@ -1098,7 +1098,7 @@ s32 EnZl4_CsMakePlan(EnZl4* this, GlobalContext* globalCtx) {
if (!((func_8010BDBC(&globalCtx->msgCtx) == 5) && func_80106BC8(globalCtx))) {
break;
} else {
Camera_ChangeSetting(ACTIVE_CAM, 1);
Camera_ChangeSetting(GET_ACTIVE_CAM(globalCtx), 1);
this->talkState = 7;
globalCtx->talkWithPlayer(globalCtx, &this->actor);
func_8002F434(&this->actor, globalCtx, GI_LETTER_ZELDA, fabsf(this->actor.xzDistToPlayer) + 1.0f,
@ -1121,7 +1121,7 @@ s32 EnZl4_CsMakePlan(EnZl4* this, GlobalContext* globalCtx) {
}
void EnZl4_Cutscene(EnZl4* this, GlobalContext* globalCtx) {
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
switch (this->csState) {
case ZL4_CS_WAIT: