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Introduce OPEN_DISPS/CLOSE_DISPS macros (#360)
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1f1b5e39f5
commit
2a2fdf7f3e
134 changed files with 3133 additions and 3775 deletions
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@ -432,19 +432,20 @@ void EnMa1_Draw(Actor* thisx, GlobalContext* globalCtx) {
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EnMa1* this = THIS;
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Camera* camera;
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f32 someFloat;
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GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
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Gfx* dispRefs[5];
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s32 pad;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ma1.c", 1226);
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Graph_OpenDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_ma1.c", 1226);
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camera = ACTIVE_CAM;
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someFloat = Math_Vec3f_DistXZ(&this->actor.posRot.pos, &camera->eye);
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func_800F6268(someFloat, 0x2F);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPSegment(gfxCtx->polyOpa.p++, 0x09, SEGMENTED_TO_VIRTUAL(D_80AA16C4[this->unk_1E6]));
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gSPSegment(gfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_80AA16D0[this->unk_1E4]));
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gSPSegment(oGfxCtx->polyOpa.p++, 0x09, SEGMENTED_TO_VIRTUAL(D_80AA16C4[this->unk_1E6]));
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gSPSegment(oGfxCtx->polyOpa.p++, 0x08, SEGMENTED_TO_VIRTUAL(D_80AA16D0[this->unk_1E4]));
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SkelAnime_DrawSV(globalCtx, this->skelAnime.skeleton, this->skelAnime.limbDrawTbl, this->skelAnime.dListCount,
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EnMa1_OverrideLimbDraw, EnMa1_PostLimbDraw, &this->actor);
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Graph_CloseDisps(dispRefs, globalCtx->state.gfxCtx, "../z_en_ma1.c", 1261);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_ma1.c", 1261);
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}
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