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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
This commit is contained in:
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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@ -39,7 +39,7 @@ static Color_RGBA8 D_80B88B10[] = { { 50, 100, 150, 200 }, { 255, 200, 150, 100
void MagicDark_Init(Actor* thisx, GlobalContext* globalCtx) {
MagicDark* this = THIS;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
if (!LINK_IS_ADULT) {
this->scale = 0.4f;
@ -73,7 +73,7 @@ void MagicDark_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void MagicDark_DiamondUpdate(Actor* thisx, GlobalContext* globalCtx) {
MagicDark* this = THIS;
u8 phi_a0;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s16 pad;
s16 nayrusLoveTimer = gSaveContext.nayrusLoveTimer;
s32 msgMode = globalCtx->msgCtx.msgMode;
@ -124,7 +124,7 @@ void MagicDark_DiamondUpdate(Actor* thisx, GlobalContext* globalCtx) {
}
thisx->world.rot.y += 0x3E8;
thisx->shape.rot.y = thisx->world.rot.y + Camera_GetCamDirYaw(ACTIVE_CAM);
thisx->shape.rot.y = thisx->world.rot.y + Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx));
this->timer++;
gSaveContext.nayrusLoveTimer = nayrusLoveTimer + 1;
@ -168,7 +168,7 @@ void MagicDark_DimLighting(GlobalContext* globalCtx, f32 intensity) {
void MagicDark_OrbUpdate(Actor* thisx, GlobalContext* globalCtx) {
MagicDark* this = THIS;
s32 pad;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
func_8002F974(&this->actor, NA_SE_PL_MAGIC_SOUL_BALL - SFX_FLAG);
if (this->timer < 35) {
@ -203,7 +203,7 @@ void MagicDark_DiamondDraw(Actor* thisx, GlobalContext* globalCtx) {
func_80093D84(globalCtx->state.gfxCtx);
{
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
f32 heightDiff;
this->actor.world.pos.x = player->bodyPartsPos[0].x;
@ -234,7 +234,7 @@ void MagicDark_DiamondDraw(Actor* thisx, GlobalContext* globalCtx) {
void MagicDark_OrbDraw(Actor* thisx, GlobalContext* globalCtx) {
MagicDark* this = THIS;
Vec3f pos;
Player* player = PLAYER;
Player* player = GET_PLAYER(globalCtx);
s32 pad;
f32 sp6C = globalCtx->state.frames & 0x1F;
@ -252,11 +252,11 @@ void MagicDark_OrbDraw(Actor* thisx, GlobalContext* globalCtx) {
return;
}
pos.x -= (this->actor.scale.x * 300.0f * Math_SinS(Camera_GetCamDirYaw(ACTIVE_CAM)) *
Math_CosS(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.y -= (this->actor.scale.x * 300.0f * Math_SinS(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.z -= (this->actor.scale.x * 300.0f * Math_CosS(Camera_GetCamDirYaw(ACTIVE_CAM)) *
Math_CosS(Camera_GetCamDirPitch(ACTIVE_CAM)));
pos.x -= (this->actor.scale.x * 300.0f * Math_SinS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx))) *
Math_CosS(Camera_GetCamDirPitch(GET_ACTIVE_CAM(globalCtx))));
pos.y -= (this->actor.scale.x * 300.0f * Math_SinS(Camera_GetCamDirPitch(GET_ACTIVE_CAM(globalCtx))));
pos.z -= (this->actor.scale.x * 300.0f * Math_CosS(Camera_GetCamDirYaw(GET_ACTIVE_CAM(globalCtx))) *
Math_CosS(Camera_GetCamDirPitch(GET_ACTIVE_CAM(globalCtx))));
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_magic_dark.c", 619);