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PlayState Rename (#1231)

* global context -> play

* fix PlayState* PlayState
This commit is contained in:
fig02 2022-05-21 14:23:43 -04:00 committed by GitHub
parent 154f44b6da
commit 2e6279bc8e
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GPG key ID: 4AEE18F83AFDEB23
912 changed files with 40489 additions and 41078 deletions

View file

@ -15,15 +15,15 @@ typedef struct {
s16 angle;
} Mure2sScatteredShrubInfo;
void ObjMure2_Init(Actor* thisx, GlobalContext* globalCtx);
void ObjMure2_Update(Actor* thisx, GlobalContext* globalCtx);
void ObjMure2_Init(Actor* thisx, PlayState* play);
void ObjMure2_Update(Actor* thisx, PlayState* play);
void ObjMure2_SetPosShrubCircle(Vec3f* vec, ObjMure2* this);
void ObjMure2_SetPosShrubScattered(Vec3f* vec, ObjMure2* this);
void ObjMure2_SetPosRockCircle(Vec3f* vec, ObjMure2* this);
void ObjMure2_Wait(ObjMure2* this, GlobalContext* globalCtx);
void func_80B9A668(ObjMure2* this, GlobalContext* globalCtx);
void func_80B9A6F8(ObjMure2* this, GlobalContext* globalCtx);
void ObjMure2_Wait(ObjMure2* this, PlayState* play);
void func_80B9A668(ObjMure2* this, PlayState* play);
void func_80B9A6F8(ObjMure2* this, PlayState* play);
void ObjMure2_SetupWait(ObjMure2* this);
void func_80B9A658(ObjMure2* this);
void func_80B9A6E8(ObjMure2* this);
@ -95,7 +95,7 @@ void ObjMure2_SetActorSpawnParams(s16* params, ObjMure2* this) {
*params |= (dropTable << 8);
}
void ObjMure2_SpawnActors(ObjMure2* this, GlobalContext* globalCtx) {
void ObjMure2_SpawnActors(ObjMure2* this, PlayState* play) {
static ObjMure2SetPosFunc setPosFunc[] = {
ObjMure2_SetPosShrubCircle,
ObjMure2_SetPosShrubScattered,
@ -119,7 +119,7 @@ void ObjMure2_SpawnActors(ObjMure2* this, GlobalContext* globalCtx) {
if (((this->currentActorNum >> i) & 1) == 0) {
this->actorSpawnPtrList[i] =
Actor_Spawn(&globalCtx->actorCtx, globalCtx, sActorSpawnIDs[actorNum], spawnPos[i].x, spawnPos[i].y,
Actor_Spawn(&play->actorCtx, play, sActorSpawnIDs[actorNum], spawnPos[i].x, spawnPos[i].y,
spawnPos[i].z, this->actor.world.rot.x, 0, this->actor.world.rot.z, params);
if (this->actorSpawnPtrList[i] != NULL) {
this->actorSpawnPtrList[i]->room = this->actor.room;
@ -128,13 +128,13 @@ void ObjMure2_SpawnActors(ObjMure2* this, GlobalContext* globalCtx) {
}
}
void ObjMure2_CleanupAndDie(ObjMure2* this, GlobalContext* globalCtx) {
void ObjMure2_CleanupAndDie(ObjMure2* this, PlayState* play) {
s32 i;
for (i = 0; i < D_80B9A818[this->actor.params & 3]; i++) {
if (((this->currentActorNum >> i) & 1) == 0) {
if (this->actorSpawnPtrList[i] != NULL) {
if (Actor_HasParent(this->actorSpawnPtrList[i], globalCtx)) {
if (Actor_HasParent(this->actorSpawnPtrList[i], play)) {
this->currentActorNum |= (1 << i);
} else {
Actor_Kill(this->actorSpawnPtrList[i]);
@ -165,11 +165,11 @@ static InitChainEntry sInitChain[] = {
ICHAIN_F32(uncullZoneDownward, 100, ICHAIN_STOP),
};
void ObjMure2_Init(Actor* thisx, GlobalContext* globalCtx) {
void ObjMure2_Init(Actor* thisx, PlayState* play) {
ObjMure2* this = (ObjMure2*)thisx;
Actor_ProcessInitChain(&this->actor, sInitChain);
if (globalCtx->csCtx.state != CS_STATE_IDLE) {
if (play->csCtx.state != CS_STATE_IDLE) {
this->actor.uncullZoneForward += 1200.0f;
}
ObjMure2_SetupWait(this);
@ -179,7 +179,7 @@ void ObjMure2_SetupWait(ObjMure2* this) {
this->actionFunc = ObjMure2_Wait;
}
void ObjMure2_Wait(ObjMure2* this, GlobalContext* globalCtx) {
void ObjMure2_Wait(ObjMure2* this, PlayState* play) {
func_80B9A658(this);
}
@ -187,11 +187,11 @@ void func_80B9A658(ObjMure2* this) {
this->actionFunc = func_80B9A668;
}
void func_80B9A668(ObjMure2* this, GlobalContext* globalCtx) {
void func_80B9A668(ObjMure2* this, PlayState* play) {
if (Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z) <
(sDistSquared1[this->actor.params & 3] * this->unk_184)) {
this->actor.flags |= ACTOR_FLAG_4;
ObjMure2_SpawnActors(this, globalCtx);
ObjMure2_SpawnActors(this, play);
func_80B9A6E8(this);
}
}
@ -200,23 +200,23 @@ void func_80B9A6E8(ObjMure2* this) {
this->actionFunc = func_80B9A6F8;
}
void func_80B9A6F8(ObjMure2* this, GlobalContext* globalCtx) {
void func_80B9A6F8(ObjMure2* this, PlayState* play) {
func_80B9A534(this);
if ((sDistSquared2[this->actor.params & 3] * this->unk_184) <=
Math3D_Dist1DSq(this->actor.projectedPos.x, this->actor.projectedPos.z)) {
this->actor.flags &= ~ACTOR_FLAG_4;
ObjMure2_CleanupAndDie(this, globalCtx);
ObjMure2_CleanupAndDie(this, play);
func_80B9A658(this);
}
}
void ObjMure2_Update(Actor* thisx, GlobalContext* globalCtx) {
void ObjMure2_Update(Actor* thisx, PlayState* play) {
ObjMure2* this = (ObjMure2*)thisx;
if (globalCtx->csCtx.state == CS_STATE_IDLE) {
if (play->csCtx.state == CS_STATE_IDLE) {
this->unk_184 = 1.0f;
} else {
this->unk_184 = 4.0f;
}
this->actionFunc(this, globalCtx);
this->actionFunc(this, play);
}

View file

@ -6,7 +6,7 @@
struct ObjMure2;
typedef void (*ObjMure2ActionFunc)(struct ObjMure2*, GlobalContext*);
typedef void (*ObjMure2ActionFunc)(struct ObjMure2*, PlayState*);
typedef struct ObjMure2 {
/* 0x0000 */ Actor actor;