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Use macros for oGfxCtx accesses (#465)
* fix colliderinit typo * fix initchain * reloc * add defines * add defines * missed some on merge * rename gfxCtx and add comment * remove space
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parent
92bb1fb210
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195 changed files with 2236 additions and 2229 deletions
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@ -325,9 +325,9 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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func_80090480(globalCtx, &this->collider, &this->hookInfo, &sp6C, &sp60);
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func_80093D18(globalCtx->state.gfxCtx);
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gSPMatrix(oGfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 895),
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 895),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(oGfxCtx->polyOpa.p++, D_0602B288);
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gSPDisplayList(POLY_OPA_DISP++, D_0602B288);
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Matrix_Translate(this->actor.posRot.pos.x, this->actor.posRot.pos.y, this->actor.posRot.pos.z, MTXMODE_NEW);
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Math_Vec3f_Diff(&player->unk_3C8, &this->actor.posRot.pos, &sp78);
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sp58 = SQ(sp78.x) + SQ(sp78.z);
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@ -335,9 +335,9 @@ void ArmsHook_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_RotateY(Math_atan2f(sp78.x, sp78.z), MTXMODE_APPLY);
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Matrix_RotateX(Math_atan2f(-sp78.y, sp5C), MTXMODE_APPLY);
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Matrix_Scale(0.015f, 0.015f, sqrtf(SQ(sp78.y) + sp58) * 0.01f, MTXMODE_APPLY);
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gSPMatrix(oGfxCtx->polyOpa.p++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 910),
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_arms_hook.c", 910),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(oGfxCtx->polyOpa.p++, D_0602AFF0);
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gSPDisplayList(POLY_OPA_DISP++, D_0602AFF0);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_arms_hook.c", 913);
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}
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