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PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
This commit is contained in:
parent
154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
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@ -9,10 +9,10 @@
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#define FLAGS ACTOR_FLAG_4
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void EnBx_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnBx_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnBx_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnBx_Init(Actor* thisx, PlayState* play);
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void EnBx_Destroy(Actor* thisx, PlayState* play);
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void EnBx_Update(Actor* thisx, PlayState* play);
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void EnBx_Draw(Actor* thisx, PlayState* play);
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const ActorInit En_Bx_InitVars = {
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ACTOR_EN_BX,
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@ -66,7 +66,7 @@ static ColliderQuadInit sQuadInit = {
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{ { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } } },
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};
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void EnBx_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnBx_Init(Actor* thisx, PlayState* play) {
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EnBx* this = (EnBx*)thisx;
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Vec3f sp48 = { 0.015f, 0.015f, 0.015f };
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Vec3f sp3C = { 0.0f, 0.0f, 0.0f };
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@ -91,26 +91,26 @@ void EnBx_Init(Actor* thisx, GlobalContext* globalCtx) {
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}
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ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 48.0f);
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Collider_InitCylinder(globalCtx, &this->collider);
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Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
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Collider_InitQuad(globalCtx, &this->colliderQuad);
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Collider_SetQuad(globalCtx, &this->colliderQuad, &this->actor, &sQuadInit);
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Collider_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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Collider_InitQuad(play, &this->colliderQuad);
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Collider_SetQuad(play, &this->colliderQuad, &this->actor, &sQuadInit);
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thisx->colChkInfo.mass = MASS_IMMOVABLE;
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this->unk_14C = 0;
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thisx->uncullZoneDownward = 2000.0f;
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if (Flags_GetSwitch(globalCtx, (thisx->params >> 8) & 0xFF)) {
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if (Flags_GetSwitch(play, (thisx->params >> 8) & 0xFF)) {
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Actor_Kill(&this->actor);
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}
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thisx->params &= 0xFF;
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}
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void EnBx_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnBx_Destroy(Actor* thisx, PlayState* play) {
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EnBx* this = (EnBx*)thisx;
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Collider_DestroyCylinder(globalCtx, &this->collider);
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Collider_DestroyCylinder(play, &this->collider);
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}
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void func_809D1D0C(Actor* thisx, GlobalContext* globalCtx) {
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void func_809D1D0C(Actor* thisx, PlayState* play) {
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Vec3f sp5C = { 8000.0f, 15000.0f, 2500.0f };
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Vec3f sp50 = { 8000.0f, 10000.0f, 2500.0f };
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static Vec3f D_809D2540 = { -8000.0f, 15000.0f, 2500.0f };
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@ -127,9 +127,9 @@ void func_809D1D0C(Actor* thisx, GlobalContext* globalCtx) {
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&this->colliderQuad.dim.quad[1]);
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}
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void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnBx_Update(Actor* thisx, PlayState* play) {
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EnBx* this = (EnBx*)thisx;
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Player* player = GET_PLAYER(globalCtx);
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Player* player = GET_PLAYER(play);
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s32 i;
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s16 tmp32;
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s32 tmp33;
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@ -149,10 +149,10 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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player->invincibilityTimer = 0;
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} else {
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player->invincibilityTimer = 0;
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globalCtx->damagePlayer(globalCtx, -4);
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play->damagePlayer(play, -4);
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}
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}
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func_8002F71C(globalCtx, &this->actor, 6.0f, tmp32, 6.0f);
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func_8002F71C(play, &this->actor, 6.0f, tmp32, 6.0f);
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player->invincibilityTimer = tmp33;
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}
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@ -179,7 +179,7 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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pos.x = Rand_CenteredFloat(5.0f) + thisx->world.pos.x;
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pos.y = Rand_CenteredFloat(30.0f) + thisx->world.pos.y + 170.0f;
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pos.z = Rand_CenteredFloat(5.0f) + thisx->world.pos.z;
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EffectSsLightning_Spawn(globalCtx, &pos, &primColor, &envColor, 230, yaw, 6, 0);
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EffectSsLightning_Spawn(play, &pos, &primColor, &envColor, 230, yaw, 6, 0);
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}
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}
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@ -187,14 +187,14 @@ void EnBx_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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thisx->focus.pos = thisx->world.pos;
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Collider_UpdateCylinder(thisx, &this->collider);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
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if (thisx->params & 0x80) {
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CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->colliderQuad.base);
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CollisionCheck_SetAT(play, &play->colChkCtx, &this->colliderQuad.base);
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}
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}
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void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx) {
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void EnBx_Draw(Actor* thisx, PlayState* play) {
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static void* D_809D2560[] = {
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object_bxa_Tex_0024F0,
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object_bxa_Tex_0027F0,
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@ -202,23 +202,22 @@ void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx) {
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};
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EnBx* this = (EnBx*)thisx;
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s32 pad;
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Mtx* mtx = Graph_Alloc(globalCtx->state.gfxCtx, 4 * sizeof(Mtx));
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Mtx* mtx = Graph_Alloc(play->state.gfxCtx, 4 * sizeof(Mtx));
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s16 i;
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OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_bx.c", 464);
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OPEN_DISPS(play->state.gfxCtx, "../z_en_bx.c", 464);
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func_80093D18(globalCtx->state.gfxCtx);
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func_80093D18(play->state.gfxCtx);
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gSPSegment(POLY_OPA_DISP++, 0x0C, mtx);
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gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(D_809D2560[this->actor.params & 0x7F]));
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gSPSegment(POLY_OPA_DISP++, 0x09,
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Gfx_TwoTexScroll(globalCtx->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (globalCtx->gameplayFrames * -10) % 128,
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32, 32));
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_en_bx.c", 478),
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Gfx_TwoTexScroll(play->state.gfxCtx, 0, 0, 0, 16, 16, 1, 0, (play->gameplayFrames * -10) % 128, 32, 32));
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, "../z_en_bx.c", 478),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (this->actor.params & 0x80) {
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func_809D1D0C(&this->actor, globalCtx);
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func_809D1D0C(&this->actor, play);
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}
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this->unk_14E -= 0xBB8;
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@ -242,5 +241,5 @@ void EnBx_Draw(Actor* thisx, GlobalContext* globalCtx) {
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gSPDisplayList(POLY_OPA_DISP++, object_bxa_DL_0022F0);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_bx.c", 511);
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CLOSE_DISPS(play->state.gfxCtx, "../z_en_bx.c", 511);
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}
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