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PlayState Rename (#1231)
* global context -> play * fix PlayState* PlayState
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154f44b6da
commit
2e6279bc8e
912 changed files with 40489 additions and 41078 deletions
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@ -10,18 +10,18 @@
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
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void EnDha_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnDha_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx);
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void EnDha_Init(Actor* thisx, PlayState* play);
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void EnDha_Destroy(Actor* thisx, PlayState* play);
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void EnDha_Update(Actor* thisx, PlayState* play);
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void EnDha_Draw(Actor* thisx, PlayState* play);
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void EnDha_SetupWait(EnDha* this);
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void EnDha_Wait(EnDha* this, GlobalContext* globalCtx);
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void EnDha_Wait(EnDha* this, PlayState* play);
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void EnDha_SetupTakeDamage(EnDha* this);
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void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx);
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void EnDha_TakeDamage(EnDha* this, PlayState* play);
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void EnDha_SetupDeath(EnDha* this);
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void EnDha_Die(EnDha* this, GlobalContext* globalCtx);
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void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx);
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void EnDha_Die(EnDha* this, PlayState* play);
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void EnDha_UpdateHealth(EnDha* this, PlayState* play);
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const ActorInit En_Dha_InitVars = {
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ACTOR_EN_DHA,
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@ -151,12 +151,12 @@ void EnDha_SetupAction(EnDha* this, EnDhaActionFunc actionFunc) {
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this->actionFunc = actionFunc;
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}
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void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnDha_Init(Actor* thisx, PlayState* play) {
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EnDha* this = (EnDha*)thisx;
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Actor_ProcessInitChain(&this->actor, sInitChain);
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this->actor.colChkInfo.damageTable = &sDamageTable;
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_dh_Skel_000BD8, &object_dh_Anim_0015B0, this->jointTable,
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SkelAnime_InitFlex(play, &this->skelAnime, &object_dh_Skel_000BD8, &object_dh_Anim_0015B0, this->jointTable,
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this->morphTable, 4);
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ActorShape_Init(&this->actor.shape, 0, ActorShadow_DrawFeet, 90.0f);
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this->actor.focus.pos = this->actor.world.pos;
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@ -164,18 +164,18 @@ void EnDha_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.colChkInfo.mass = MASS_HEAVY;
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this->actor.colChkInfo.health = 8;
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this->limbAngleX[0] = -0x4000;
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Collider_InitJntSph(globalCtx, &this->collider);
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Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
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Collider_InitJntSph(play, &this->collider);
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Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
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this->actor.flags &= ~ACTOR_FLAG_0;
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EnDha_SetupWait(this);
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}
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void EnDha_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnDha_Destroy(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDha* this = (EnDha*)thisx;
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Collider_DestroyJntSph(globalCtx, &this->collider);
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Collider_DestroyJntSph(play, &this->collider);
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}
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void EnDha_SetupWait(EnDha* this) {
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@ -188,11 +188,11 @@ void EnDha_SetupWait(EnDha* this) {
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EnDha_SetupAction(this, EnDha_Wait);
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}
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void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) {
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void EnDha_Wait(EnDha* this, PlayState* play) {
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f }; // unused
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Vec3f armPosMultiplier1 = { 0.0f, 0.0f, 55.0f };
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Vec3f armPosMultiplier2 = { 0.0f, 0.0f, -54.0f };
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Player* player = GET_PLAYER(globalCtx);
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Player* player = GET_PLAYER(play);
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s32 pad;
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s32 pad2;
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Vec3f playerPos = player->actor.world.pos;
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@ -213,7 +213,7 @@ void EnDha_Wait(EnDha* this, GlobalContext* globalCtx) {
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if (Math_Vec3f_DistXYZ(&playerPos, &this->handPos[0]) <= 12.0f) {
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if (this->unk_1CC == 0) {
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if (globalCtx->grabPlayer(globalCtx, player)) {
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if (play->grabPlayer(play, player)) {
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this->timer = 0;
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this->unk_1CC++;
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@ -300,8 +300,8 @@ void EnDha_SetupTakeDamage(EnDha* this) {
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EnDha_SetupAction(this, EnDha_TakeDamage);
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}
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void EnDha_TakeDamage(EnDha* this, GlobalContext* globalCtx) {
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Player* player = GET_PLAYER(globalCtx);
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void EnDha_TakeDamage(EnDha* this, PlayState* play) {
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags2 & PLAYER_STATE2_7) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~PLAYER_STATE2_7;
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@ -336,10 +336,10 @@ void EnDha_SetupDeath(EnDha* this) {
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EnDha_SetupAction(this, EnDha_Die);
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}
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void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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void EnDha_Die(EnDha* this, PlayState* play) {
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s16 angle;
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Vec3f vec;
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Player* player = GET_PLAYER(globalCtx);
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Player* player = GET_PLAYER(play);
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if ((player->stateFlags2 & PLAYER_STATE2_7) && (&this->actor == player->actor.parent)) {
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player->stateFlags2 &= ~PLAYER_STATE2_7;
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@ -357,7 +357,7 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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if (this->actionTimer != 0) {
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if (-12000.0f < this->actor.shape.yOffset) {
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this->actor.shape.yOffset -= 1000.0f;
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func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1);
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func_80033480(play, &vec, 7.0f, 1, 0x5A, 0x14, 1);
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} else {
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this->actionTimer--;
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@ -367,7 +367,7 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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}
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} else {
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this->actor.shape.yOffset += 500.0f;
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func_80033480(globalCtx, &vec, 7.0f, 1, 0x5A, 0x14, 1);
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func_80033480(play, &vec, 7.0f, 1, 0x5A, 0x14, 1);
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if (this->actor.shape.yOffset == 0.0f) {
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EnDha_SetupWait(this);
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@ -376,7 +376,7 @@ void EnDha_Die(EnDha* this, GlobalContext* globalCtx) {
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}
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}
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void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
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void EnDha_UpdateHealth(EnDha* this, PlayState* play) {
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if (!((this->unk_1C0 >= 8) || !(this->collider.base.acFlags & AC_HIT))) {
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this->collider.base.acFlags &= ~AC_HIT;
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@ -387,7 +387,7 @@ void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
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if (Actor_ApplyDamage(&this->actor) == 0) {
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EnDha_SetupDeath(this);
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this->actor.colChkInfo.health = 8;
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Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0xE0);
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Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0xE0);
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} else {
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_DEADHAND_DAMAGE);
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this->unk_1C0 = 9;
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@ -401,21 +401,21 @@ void EnDha_UpdateHealth(EnDha* this, GlobalContext* globalCtx) {
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}
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}
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void EnDha_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnDha_Update(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDha* this = (EnDha*)thisx;
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if (this->actor.parent == NULL) {
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this->actor.parent = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_DH, ACTORCAT_ENEMY, 10000.0f);
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this->actor.parent = Actor_FindNearby(play, &this->actor, ACTOR_EN_DH, ACTORCAT_ENEMY, 10000.0f);
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}
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EnDha_UpdateHealth(this, globalCtx);
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this->actionFunc(this, globalCtx);
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CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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EnDha_UpdateHealth(this, play);
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this->actionFunc(this, play);
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CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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}
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s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnDha_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnDha* this = (EnDha*)thisx;
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if (limbIndex == 1) {
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@ -432,7 +432,7 @@ s32 EnDha_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return false;
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}
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void EnDha_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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void EnDha_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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Vec3f handVec = { 1100.0f, 0.0f, 0.0f };
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Vec3f zeroVec = { 0.0f, 0.0f, 0.0f };
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EnDha* this = (EnDha*)thisx;
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@ -455,11 +455,11 @@ void EnDha_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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}
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}
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void EnDha_Draw(Actor* thisx, GlobalContext* globalCtx) {
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void EnDha_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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EnDha* this = (EnDha*)thisx;
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func_80093D18(globalCtx->state.gfxCtx);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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func_80093D18(play->state.gfxCtx);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnDha_OverrideLimbDraw, EnDha_PostLimbDraw, this);
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}
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@ -6,7 +6,7 @@
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struct EnDha;
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typedef void (*EnDhaActionFunc)(struct EnDha*, GlobalContext*);
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typedef void (*EnDhaActionFunc)(struct EnDha*, PlayState*);
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typedef struct EnDha {
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/* 0x0000 */ Actor actor;
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