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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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f8498478c4
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281 changed files with 1013 additions and 979 deletions
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@ -129,7 +129,7 @@ void MirRay_SetupCollider(MirRay* this) {
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// Set up a light point between source point and reflection point. Reflection point is the pool point (for windows) or
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// at the player position (for mirrors)
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void MirRay_MakeShieldLight(MirRay* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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MirRayDataEntry* dataEntry = &sMirRayData[this->actor.params];
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Vec3f reflectionPt;
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Vec3s lightPt;
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@ -241,7 +241,7 @@ void MirRay_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void MirRay_Update(Actor* thisx, GlobalContext* globalCtx) {
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s32 pad;
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MirRay* this = THIS;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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D_80B8E670 = 0;
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@ -269,7 +269,7 @@ void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
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f32 temp_f0_2;
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f32 temp_f2_2;
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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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MtxF* shieldMtx = &player->shieldMf;
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this->reflectIntensity = 0.0f;
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@ -308,7 +308,7 @@ void MirRay_SetIntensity(MirRay* this, GlobalContext* globalCtx) {
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// Draws six images, one for each corner of the shield, by finding the intersection of a line segment from the corner
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// perpendicular to the shield with the nearest collision (if any).
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void MirRay_SetupReflectionPolys(MirRay* this, GlobalContext* globalCtx, MirRayShieldReflection* reflection) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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MtxF* shieldMtx;
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s32 i;
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Vec3f posA;
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@ -365,7 +365,7 @@ void MirRay_RemoveSimilarReflections(MirRayShieldReflection* reflection) {
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// Creates the reflected beam's collider (to interact with objects) and places and orients the shield images
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void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldReflection* reflection) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 i;
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f32 temp_f0;
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Vec3f vecB;
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@ -483,7 +483,7 @@ void MirRay_ReflectedBeam(MirRay* this, GlobalContext* globalCtx, MirRayShieldRe
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void MirRay_Draw(Actor* thisx, GlobalContext* globalCtx) {
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MirRay* this = THIS;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 i;
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MirRayShieldReflection reflection[6];
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s32 temp;
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