mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-21 06:21:16 +00:00
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
|
@ -4,28 +4,28 @@
|
|||
|
||||
#define FLAGS (ACTOR_FLAG_0 | ACTOR_FLAG_2 | ACTOR_FLAG_4)
|
||||
|
||||
void EnSkb_Init(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnSkb_Destroy(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnSkb_Update(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnSkb_Draw(Actor* thisx, GlobalContext* globalCtx);
|
||||
void EnSkb_Init(Actor* thisx, PlayState* play);
|
||||
void EnSkb_Destroy(Actor* thisx, PlayState* play);
|
||||
void EnSkb_Update(Actor* thisx, PlayState* play);
|
||||
void EnSkb_Draw(Actor* thisx, PlayState* play);
|
||||
|
||||
void func_80AFCD60(EnSkb* this);
|
||||
void func_80AFCDF8(EnSkb* this);
|
||||
void func_80AFCE5C(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFCE5C(EnSkb* this, PlayState* play);
|
||||
void func_80AFCF48(EnSkb* this);
|
||||
void func_80AFCFF0(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFCFF0(EnSkb* this, PlayState* play);
|
||||
void func_80AFD0A4(EnSkb* this);
|
||||
void EnSkb_Advance(EnSkb* this, GlobalContext* globalCtx);
|
||||
void EnSkb_Advance(EnSkb* this, PlayState* play);
|
||||
void func_80AFD33C(EnSkb* this);
|
||||
void EnSkb_SetupAttack(EnSkb* this, GlobalContext* globalCtx);
|
||||
void EnSkb_SetupAttack(EnSkb* this, PlayState* play);
|
||||
void func_80AFD47C(EnSkb* this);
|
||||
void func_80AFD508(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFD508(EnSkb* this, PlayState* play);
|
||||
void EnSkb_SetupStunned(EnSkb* this);
|
||||
void func_80AFD59C(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFD6CC(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFD880(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFD968(EnSkb* this, GlobalContext* globalCtx);
|
||||
void func_80AFD59C(EnSkb* this, PlayState* play);
|
||||
void func_80AFD6CC(EnSkb* this, PlayState* play);
|
||||
void func_80AFD7B4(EnSkb* this, PlayState* play);
|
||||
void func_80AFD880(EnSkb* this, PlayState* play);
|
||||
void func_80AFD968(EnSkb* this, PlayState* play);
|
||||
|
||||
static ColliderJntSphElementInit sJntSphElementsInit[2] = {
|
||||
{
|
||||
|
@ -116,7 +116,7 @@ void EnSkb_SetupAction(EnSkb* this, EnSkbActionFunc actionFunc) {
|
|||
this->actionFunc = actionFunc;
|
||||
}
|
||||
|
||||
void EnSkb_SpawnDebris(GlobalContext* globalCtx, EnSkb* this, Vec3f* spawnPos) {
|
||||
void EnSkb_SpawnDebris(PlayState* play, EnSkb* this, Vec3f* spawnPos) {
|
||||
Vec3f pos;
|
||||
Vec3f vel = { 0.0f, 8.0f, 0.0f };
|
||||
Vec3f accel = { 0.0f, -1.5f, 0.0f };
|
||||
|
@ -131,8 +131,8 @@ void EnSkb_SpawnDebris(GlobalContext* globalCtx, EnSkb* this, Vec3f* spawnPos) {
|
|||
accel.z = Rand_CenteredFloat(1.0f);
|
||||
vel.y += (Rand_ZeroOne() - 0.5f) * 4.0f;
|
||||
scale = (Rand_ZeroOne() * 5.0f) + 12.0f;
|
||||
EffectSsHahen_Spawn(globalCtx, &pos, &vel, &accel, 2, scale * 0.8f, -1, 10, 0);
|
||||
func_80033480(globalCtx, &pos, 10.0f, 1, 150, 0, 1);
|
||||
EffectSsHahen_Spawn(play, &pos, &vel, &accel, 2, scale * 0.8f, -1, 10, 0);
|
||||
func_80033480(play, &pos, 10.0f, 1, 150, 0, 1);
|
||||
}
|
||||
|
||||
static InitChainEntry sInitChain[] = {
|
||||
|
@ -140,7 +140,7 @@ static InitChainEntry sInitChain[] = {
|
|||
ICHAIN_F32_DIV1000(gravity, -2000, ICHAIN_STOP),
|
||||
};
|
||||
|
||||
void EnSkb_Init(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnSkb_Init(Actor* thisx, PlayState* play) {
|
||||
EnSkb* this = (EnSkb*)thisx;
|
||||
s16 paramOffsetBody;
|
||||
s16 paramOffsetArm;
|
||||
|
@ -152,12 +152,12 @@ void EnSkb_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
this->actor.colChkInfo.mass = 0xFE;
|
||||
this->actor.colChkInfo.health = 2;
|
||||
this->actor.shape.yOffset = -8000.0f;
|
||||
SkelAnime_Init(globalCtx, &this->skelAnime, &gStalchildSkel, &gStalchildUncurlingAnim, this->jointTable,
|
||||
SkelAnime_Init(play, &this->skelAnime, &gStalchildSkel, &gStalchildUncurlingAnim, this->jointTable,
|
||||
this->morphTable, 20);
|
||||
this->actor.naviEnemyId = NAVI_ENEMY_STALCHILD;
|
||||
|
||||
Collider_InitJntSph(globalCtx, &this->collider);
|
||||
Collider_SetJntSph(globalCtx, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
|
||||
Collider_InitJntSph(play, &this->collider);
|
||||
Collider_SetJntSph(play, &this->collider, &this->actor, &sJntSphInit, this->colliderItem);
|
||||
Actor_SetScale(&this->actor, ((this->actor.params * 0.1f) + 1.0f) * 0.01f);
|
||||
|
||||
paramOffsetBody = this->actor.params + 0xA;
|
||||
|
@ -172,7 +172,7 @@ void EnSkb_Init(Actor* thisx, GlobalContext* globalCtx) {
|
|||
func_80AFCDF8(this);
|
||||
}
|
||||
|
||||
void EnSkb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnSkb_Destroy(Actor* thisx, PlayState* play) {
|
||||
EnSkb* this = (EnSkb*)thisx;
|
||||
|
||||
if (this->actor.parent != NULL) {
|
||||
|
@ -184,7 +184,7 @@ void EnSkb_Destroy(Actor* thisx, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
}
|
||||
Collider_DestroyJntSph(globalCtx, &this->collider);
|
||||
Collider_DestroyJntSph(play, &this->collider);
|
||||
}
|
||||
|
||||
void func_80AFCD60(EnSkb* this) {
|
||||
|
@ -206,7 +206,7 @@ void func_80AFCDF8(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, func_80AFCE5C);
|
||||
}
|
||||
|
||||
void func_80AFCE5C(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFCE5C(EnSkb* this, PlayState* play) {
|
||||
if (this->skelAnime.curFrame < 4.0f) {
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
@ -215,8 +215,8 @@ void func_80AFCE5C(EnSkb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
Math_SmoothStepToF(&this->actor.shape.yOffset, 0.0f, 1.0f, 800.0f, 0.0f);
|
||||
Math_SmoothStepToF(&this->actor.shape.shadowScale, 25.0f, 1.0f, 2.5f, 0.0f);
|
||||
if ((globalCtx->gameplayFrames & 1) != 0) {
|
||||
EnSkb_SpawnDebris(globalCtx, this, &this->actor.world.pos);
|
||||
if ((play->gameplayFrames & 1) != 0) {
|
||||
EnSkb_SpawnDebris(play, this, &this->actor.world.pos);
|
||||
}
|
||||
if ((SkelAnime_Update(&this->skelAnime) != 0) && (0.0f == this->actor.shape.yOffset)) {
|
||||
func_80AFCD60(this);
|
||||
|
@ -234,10 +234,10 @@ void func_80AFCF48(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, func_80AFCFF0);
|
||||
}
|
||||
|
||||
void func_80AFCFF0(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFCFF0(EnSkb* this, PlayState* play) {
|
||||
if ((Math_SmoothStepToF(&this->actor.shape.yOffset, -8000.0f, 1.0f, 500.0f, 0.0f) != 0.0f) &&
|
||||
(globalCtx->gameplayFrames & 1)) {
|
||||
EnSkb_SpawnDebris(globalCtx, this, &this->actor.world.pos);
|
||||
(play->gameplayFrames & 1)) {
|
||||
EnSkb_SpawnDebris(play, this, &this->actor.world.pos);
|
||||
}
|
||||
Math_SmoothStepToF(&this->actor.shape.shadowScale, 0.0f, 1.0f, 2.5f, 0.0f);
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
|
@ -254,13 +254,13 @@ void func_80AFD0A4(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, EnSkb_Advance);
|
||||
}
|
||||
|
||||
void EnSkb_Advance(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void EnSkb_Advance(EnSkb* this, PlayState* play) {
|
||||
s32 thisKeyFrame;
|
||||
s32 prevKeyFrame;
|
||||
f32 playSpeed;
|
||||
Player* player = GET_PLAYER(globalCtx);
|
||||
Player* player = GET_PLAYER(play);
|
||||
|
||||
if ((this->unk_283 != 0) && ((globalCtx->gameplayFrames & 0xF) == 0)) {
|
||||
if ((this->unk_283 != 0) && ((play->gameplayFrames & 0xF) == 0)) {
|
||||
this->unk_288 = Rand_CenteredFloat(50000.0f);
|
||||
}
|
||||
Math_SmoothStepToS(&this->actor.shape.rot.y, (this->actor.yawTowardsPlayer + this->unk_288), 1, 0x2EE, 0);
|
||||
|
@ -302,7 +302,7 @@ void func_80AFD33C(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, EnSkb_SetupAttack);
|
||||
}
|
||||
|
||||
void EnSkb_SetupAttack(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void EnSkb_SetupAttack(EnSkb* this, PlayState* play) {
|
||||
s32 frameData;
|
||||
|
||||
frameData = this->skelAnime.curFrame;
|
||||
|
@ -329,7 +329,7 @@ void func_80AFD47C(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, func_80AFD508);
|
||||
}
|
||||
|
||||
void func_80AFD508(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFD508(EnSkb* this, PlayState* play) {
|
||||
if (SkelAnime_Update(&this->skelAnime) != 0) {
|
||||
func_80AFCD60(this);
|
||||
}
|
||||
|
@ -345,7 +345,7 @@ void EnSkb_SetupStunned(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, func_80AFD59C);
|
||||
}
|
||||
|
||||
void func_80AFD59C(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFD59C(EnSkb* this, PlayState* play) {
|
||||
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND_TOUCH) {
|
||||
this->actor.speedXZ = 0.0f;
|
||||
}
|
||||
|
@ -356,7 +356,7 @@ void func_80AFD59C(EnSkb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
if ((this->actor.colorFilterTimer == 0) && (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {
|
||||
if (this->actor.colChkInfo.health == 0) {
|
||||
func_80AFD7B4(this, globalCtx);
|
||||
func_80AFD7B4(this, play);
|
||||
} else {
|
||||
func_80AFCD60(this);
|
||||
}
|
||||
|
@ -374,12 +374,12 @@ void func_80AFD644(EnSkb* this) {
|
|||
EnSkb_SetupAction(this, func_80AFD6CC);
|
||||
}
|
||||
|
||||
void func_80AFD6CC(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFD6CC(EnSkb* this, PlayState* play) {
|
||||
// this cast is likely not real, but allows for a match
|
||||
u8* new_var;
|
||||
|
||||
new_var = &this->unk_283;
|
||||
if ((this->unk_283 != 1) || BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, 1)) {
|
||||
if ((this->unk_283 != 1) || BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) {
|
||||
if ((*new_var) != 0) {
|
||||
this->unk_283 = (*new_var) | 2;
|
||||
}
|
||||
|
@ -399,7 +399,7 @@ void func_80AFD6CC(EnSkb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFD7B4(EnSkb* this, PlayState* play) {
|
||||
Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDyingAnim, -4.0f);
|
||||
this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
|
||||
this->actor.world.rot.y = this->actor.yawTowardsPlayer;
|
||||
|
@ -408,22 +408,22 @@ void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
this->unk_280 = 1;
|
||||
this->actor.flags &= ~ACTOR_FLAG_0;
|
||||
BodyBreak_Alloc(&this->bodyBreak, 18, globalCtx);
|
||||
BodyBreak_Alloc(&this->bodyBreak, 18, play);
|
||||
this->unk_283 |= 4;
|
||||
EffectSsDeadSound_SpawnStationary(globalCtx, &this->actor.projectedPos, NA_SE_EN_STALKID_DEAD, 1, 1, 0x28);
|
||||
EffectSsDeadSound_SpawnStationary(play, &this->actor.projectedPos, NA_SE_EN_STALKID_DEAD, 1, 1, 0x28);
|
||||
EnSkb_SetupAction(this, func_80AFD880);
|
||||
}
|
||||
|
||||
void func_80AFD880(EnSkb* this, GlobalContext* globalCtx) {
|
||||
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, globalCtx, 1)) {
|
||||
void func_80AFD880(EnSkb* this, PlayState* play) {
|
||||
if (BodyBreak_SpawnParts(&this->actor, &this->bodyBreak, play, 1)) {
|
||||
if (this->actor.scale.x == 0.01f) {
|
||||
Item_DropCollectibleRandom(globalCtx, &this->actor, &this->actor.world.pos, 0x10);
|
||||
Item_DropCollectibleRandom(play, &this->actor, &this->actor.world.pos, 0x10);
|
||||
} else if (this->actor.scale.x <= 0.015f) {
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_BLUE);
|
||||
Item_DropCollectible(play, &this->actor.world.pos, ITEM00_RUPEE_BLUE);
|
||||
} else {
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
Item_DropCollectible(globalCtx, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
Item_DropCollectible(play, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
Item_DropCollectible(play, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
Item_DropCollectible(play, &this->actor.world.pos, ITEM00_RUPEE_RED);
|
||||
}
|
||||
|
||||
this->unk_283 |= 8;
|
||||
|
@ -431,7 +431,7 @@ void func_80AFD880(EnSkb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
|
||||
void func_80AFD968(EnSkb* this, PlayState* play) {
|
||||
s16 pad;
|
||||
s32 i;
|
||||
Vec3f flamePos;
|
||||
|
@ -443,7 +443,7 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
|
|||
(this->actor.yDistToWater >= 40.0f)) {
|
||||
this->actor.colChkInfo.health = 0;
|
||||
this->unk_281 = 0;
|
||||
func_80AFD7B4(this, globalCtx);
|
||||
func_80AFD7B4(this, play);
|
||||
} else if (this->unk_280 >= 3) {
|
||||
if ((this->collider.base.acFlags & 2) != 0) {
|
||||
this->collider.base.acFlags &= ~2;
|
||||
|
@ -466,16 +466,16 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
|
|||
flamePos.x += Rand_CenteredFloat(20.0f);
|
||||
flamePos.z += Rand_CenteredFloat(20.0f);
|
||||
flamePos.y += (Rand_ZeroOne() * 25.0f);
|
||||
EffectSsEnFire_SpawnVec3f(globalCtx, &this->actor, &flamePos, scale, 0, 0, -1);
|
||||
EffectSsEnFire_SpawnVec3f(play, &this->actor, &flamePos, scale, 0, 0, -1);
|
||||
}
|
||||
phi_v1 = 25;
|
||||
}
|
||||
Actor_SetColorFilter(&this->actor, 0x4000, 0xFF, 0, phi_v1);
|
||||
if (!Actor_ApplyDamage(&this->actor)) {
|
||||
func_80AFD7B4(this, globalCtx);
|
||||
func_80AFD7B4(this, play);
|
||||
return;
|
||||
}
|
||||
player = GET_PLAYER(globalCtx);
|
||||
player = GET_PLAYER(play);
|
||||
if (this->unk_283 == 0) {
|
||||
if ((this->actor.colChkInfo.damageEffect == 0xD) ||
|
||||
((this->actor.colChkInfo.damageEffect == 0xE) &&
|
||||
|
@ -483,7 +483,7 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
|
|||
player->meleeWeaponAnimation <= PLAYER_MWA_LEFT_COMBO_2H) ||
|
||||
(player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_RIGHT ||
|
||||
player->meleeWeaponAnimation == PLAYER_MWA_BACKSLASH_LEFT)))) {
|
||||
BodyBreak_Alloc(&this->bodyBreak, 2, globalCtx);
|
||||
BodyBreak_Alloc(&this->bodyBreak, 2, play);
|
||||
this->unk_283 = 1;
|
||||
}
|
||||
}
|
||||
|
@ -494,43 +494,43 @@ void func_80AFD968(EnSkb* this, GlobalContext* globalCtx) {
|
|||
}
|
||||
}
|
||||
|
||||
void EnSkb_Update(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnSkb_Update(Actor* thisx, PlayState* play) {
|
||||
EnSkb* this = (EnSkb*)thisx;
|
||||
s32 pad;
|
||||
|
||||
func_80AFD968(this, globalCtx);
|
||||
func_80AFD968(this, play);
|
||||
Actor_MoveForward(&this->actor);
|
||||
Actor_UpdateBgCheckInfo(globalCtx, &this->actor, 15.0f, 30.0f, 60.0f,
|
||||
Actor_UpdateBgCheckInfo(play, &this->actor, 15.0f, 30.0f, 60.0f,
|
||||
UPDBGCHECKINFO_FLAG_0 | UPDBGCHECKINFO_FLAG_2 | UPDBGCHECKINFO_FLAG_3 |
|
||||
UPDBGCHECKINFO_FLAG_4);
|
||||
this->actionFunc(this, globalCtx);
|
||||
this->actionFunc(this, play);
|
||||
this->actor.focus.pos = this->actor.world.pos;
|
||||
this->actor.focus.pos.y += (3000.0f * this->actor.scale.y);
|
||||
if (this->unk_281 != 0) {
|
||||
CollisionCheck_SetAT(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetAT(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
if (this->unk_280 >= 3) {
|
||||
if ((this->actor.colorFilterTimer == 0) || ((this->actor.colorFilterParams & 0x4000) == 0)) {
|
||||
|
||||
CollisionCheck_SetAC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetAC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
}
|
||||
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
|
||||
CollisionCheck_SetOC(play, &play->colChkCtx, &this->collider.base);
|
||||
}
|
||||
|
||||
s32 EnSkb_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
s32 EnSkb_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
|
||||
EnSkb* this = (EnSkb*)thisx;
|
||||
s16 color;
|
||||
s16 pad[2];
|
||||
|
||||
if (limbIndex == 11) {
|
||||
if ((this->unk_283 & 2) == 0) {
|
||||
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_skb.c", 972);
|
||||
color = ABS((s16)(Math_SinS(globalCtx->gameplayFrames * 0x1770) * 95.0f)) + 160;
|
||||
OPEN_DISPS(play->state.gfxCtx, "../z_en_skb.c", 972);
|
||||
color = ABS((s16)(Math_SinS(play->gameplayFrames * 0x1770) * 95.0f)) + 160;
|
||||
gDPPipeSync(POLY_OPA_DISP++);
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, color, color, color, 255);
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_skb.c", 978);
|
||||
CLOSE_DISPS(play->state.gfxCtx, "../z_en_skb.c", 978);
|
||||
} else {
|
||||
*dList = NULL;
|
||||
}
|
||||
|
@ -540,7 +540,7 @@ s32 EnSkb_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
|
|||
return 0;
|
||||
}
|
||||
|
||||
void EnSkb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
void EnSkb_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
|
||||
EnSkb* this = (EnSkb*)thisx;
|
||||
|
||||
Collider_UpdateSpheres(limbIndex, &this->collider);
|
||||
|
@ -552,9 +552,9 @@ void EnSkb_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
|
|||
}
|
||||
}
|
||||
|
||||
void EnSkb_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
void EnSkb_Draw(Actor* thisx, PlayState* play) {
|
||||
EnSkb* this = (EnSkb*)thisx;
|
||||
func_80093D18(globalCtx->state.gfxCtx);
|
||||
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, EnSkb_OverrideLimbDraw,
|
||||
func_80093D18(play->state.gfxCtx);
|
||||
SkelAnime_DrawOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, EnSkb_OverrideLimbDraw,
|
||||
EnSkb_PostLimbDraw, &this->actor);
|
||||
}
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
struct EnSkb;
|
||||
|
||||
typedef void (*EnSkbActionFunc)(struct EnSkb*, GlobalContext*);
|
||||
typedef void (*EnSkbActionFunc)(struct EnSkb*, PlayState*);
|
||||
|
||||
typedef struct EnSkb {
|
||||
/* 0x0000 */ Actor actor;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue