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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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@ -10,11 +10,11 @@
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#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_3)
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void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx);
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void EnHs2_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx);
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void EnHs2_Draw(Actor* thisx, GlobalContext* globalCtx);
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void func_80A6F1A4(EnHs2* this, GlobalContext* globalCtx);
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void EnHs2_Init(Actor* thisx, PlayState* play);
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void EnHs2_Destroy(Actor* thisx, PlayState* play);
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void EnHs2_Update(Actor* thisx, PlayState* play);
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void EnHs2_Draw(Actor* thisx, PlayState* play);
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void func_80A6F1A4(EnHs2* this, PlayState* play);
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const ActorInit En_Hs2_InitVars = {
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ACTOR_EN_HS2,
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@ -48,16 +48,16 @@ static ColliderCylinderInit sCylinderInit = {
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{ 40, 40, 0, { 0, 0, 0 } },
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};
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void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
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void EnHs2_Init(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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s32 pad;
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ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
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SkelAnime_InitFlex(globalCtx, &this->skelAnime, &object_hs_Skel_006260, &object_hs_Anim_0005C0, this->jointTable,
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SkelAnime_InitFlex(play, &this->skelAnime, &object_hs_Skel_006260, &object_hs_Anim_0005C0, this->jointTable,
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this->morphTable, 16);
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Animation_PlayLoop(&this->skelAnime, &object_hs_Anim_0005C0);
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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_InitCylinder(play, &this->collider);
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Collider_SetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
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this->actor.colChkInfo.mass = MASS_IMMOVABLE;
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Actor_SetScale(&this->actor, 0.01f);
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osSyncPrintf(VT_FGCOL(CYAN) " ヒヨコの店(子人の時) \n" VT_RST);
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@ -66,14 +66,14 @@ void EnHs2_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.targetMode = 6;
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}
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void EnHs2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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void EnHs2_Destroy(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)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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s32 func_80A6F0B4(EnHs2* this, GlobalContext* globalCtx, u16 textId, EnHs2ActionFunc actionFunc) {
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if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
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s32 func_80A6F0B4(EnHs2* this, PlayState* play, u16 textId, EnHs2ActionFunc actionFunc) {
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if (Actor_ProcessTalkRequest(&this->actor, play)) {
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this->actionFunc = actionFunc;
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return 1;
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}
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@ -82,43 +82,43 @@ s32 func_80A6F0B4(EnHs2* this, GlobalContext* globalCtx, u16 textId, EnHs2Action
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if (ABS((s16)(this->actor.yawTowardsPlayer - this->actor.shape.rot.y)) < 0x2151 &&
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this->actor.xzDistToPlayer < 100.0f) {
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this->unk_2A8 |= 0x1;
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func_8002F2CC(&this->actor, globalCtx, 100.0f);
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func_8002F2CC(&this->actor, play, 100.0f);
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}
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return 0;
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}
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void func_80A6F164(EnHs2* this, GlobalContext* globalCtx) {
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if (Actor_TextboxIsClosing(&this->actor, globalCtx)) {
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void func_80A6F164(EnHs2* this, PlayState* play) {
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if (Actor_TextboxIsClosing(&this->actor, play)) {
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this->actionFunc = func_80A6F1A4;
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}
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this->unk_2A8 |= 0x1;
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}
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void func_80A6F1A4(EnHs2* this, GlobalContext* globalCtx) {
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void func_80A6F1A4(EnHs2* this, PlayState* play) {
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u16 textId;
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textId = Text_GetFaceReaction(globalCtx, 9);
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textId = Text_GetFaceReaction(play, 9);
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if (textId == 0) {
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textId = 0x5069;
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}
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func_80A6F0B4(this, globalCtx, textId, func_80A6F164);
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func_80A6F0B4(this, play, textId, func_80A6F164);
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}
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void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx) {
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void EnHs2_Update(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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s32 pad;
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Collider_UpdateCylinder(&this->actor, &this->collider);
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CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
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CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
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Actor_MoveForward(&this->actor);
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Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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Actor_UpdateBgCheckInfo(play, &this->actor, 0.0f, 0.0f, 0.0f, UPDBGCHECKINFO_FLAG_2);
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if (SkelAnime_Update(&this->skelAnime) != 0) {
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this->skelAnime.curFrame = 0.0f;
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}
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this->actionFunc(this, globalCtx);
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this->actionFunc(this, play);
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if (this->unk_2A8 & 0x1) {
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func_80038290(globalCtx, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.focus.pos);
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func_80038290(play, &this->actor, &this->unk_29C, &this->unk_2A2, this->actor.focus.pos);
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this->unk_2A8 &= ~1;
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} else {
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Math_SmoothStepToS(&this->unk_29C.x, 12800, 6, 6200, 100);
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@ -128,7 +128,7 @@ void EnHs2_Update(Actor* thisx, GlobalContext* globalCtx) {
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}
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}
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s32 EnHs2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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s32 EnHs2_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
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EnHs2* this = (EnHs2*)thisx;
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switch (limbIndex) {
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@ -150,7 +150,7 @@ s32 EnHs2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
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return false;
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}
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void EnHs2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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void EnHs2_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
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static Vec3f D_80A6F4CC = { 300.0f, 1000.0f, 0.0f };
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EnHs2* this = (EnHs2*)thisx;
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@ -159,10 +159,10 @@ void EnHs2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
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}
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}
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void EnHs2_Draw(Actor* thisx, GlobalContext* globalCtx) {
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void EnHs2_Draw(Actor* thisx, PlayState* play) {
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EnHs2* this = (EnHs2*)thisx;
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func_800943C8(globalCtx->state.gfxCtx);
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SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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func_800943C8(play->state.gfxCtx);
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SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
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EnHs2_OverrideLimbDraw, EnHs2_PostLimbDraw, this);
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}
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@ -6,7 +6,7 @@
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struct EnHs2;
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typedef void (*EnHs2ActionFunc)(struct EnHs2*, GlobalContext*);
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typedef void (*EnHs2ActionFunc)(struct EnHs2*, PlayState*);
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typedef struct EnHs2 {
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/* 0x0000 */ Actor actor;
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