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Split SaveContext into sub-structs (#1393)

* Split SaveContext struct

* run formatter

* Remove temporary-until-split stuff in z_sram

* .

* run formatter
This commit is contained in:
Dragorn421 2023-08-13 21:24:26 +02:00 committed by GitHub
parent e272186b5f
commit 6e7a6d4181
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GPG key ID: 4AEE18F83AFDEB23
107 changed files with 1819 additions and 1751 deletions

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@ -101,13 +101,13 @@ void EnSth_Init(Actor* thisx, PlayState* play) {
osSyncPrintf(VT_FGCOL(BLUE) "金スタル屋 no = %d\n" VT_RST, params); // "Gold Skulltula Shop"
if (this->actor.params == 0) {
if (gSaveContext.inventory.gsTokens < 100) {
if (gSaveContext.save.info.inventory.gsTokens < 100) {
Actor_Kill(&this->actor);
// "Gold Skulltula Shop I still can't be a human"
osSyncPrintf("金スタル屋 まだ 人間に戻れない \n");
return;
}
} else if (gSaveContext.inventory.gsTokens < (this->actor.params * 10)) {
} else if (gSaveContext.save.info.inventory.gsTokens < (this->actor.params * 10)) {
Actor_Kill(&this->actor);
// "Gold Skulltula Shop I still can't be a human"
osSyncPrintf(VT_FGCOL(BLUE) "金スタル屋 まだ 人間に戻れない \n" VT_RST);
@ -157,7 +157,7 @@ void EnSth_SetupAfterObjectLoaded(EnSth* this, PlayState* play) {
this->eventFlag = sEventFlags[this->actor.params];
params = &this->actor.params;
if (gSaveContext.eventChkInf[EVENTCHKINF_DA_DB_DC_DD_DE_INDEX] & this->eventFlag) {
if (gSaveContext.save.info.eventChkInf[EVENTCHKINF_DA_DB_DC_DD_DE_INDEX] & this->eventFlag) {
EnSth_SetupAction(this, sRewardObtainedWaitActions[*params]);
} else {
EnSth_SetupAction(this, EnSth_RewardUnobtainedWait);
@ -257,7 +257,7 @@ void EnSth_GiveReward(EnSth* this, PlayState* play) {
if (Actor_HasParent(&this->actor, play)) {
this->actor.parent = NULL;
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
gSaveContext.eventChkInf[EVENTCHKINF_DA_DB_DC_DD_DE_INDEX] |= this->eventFlag;
gSaveContext.save.info.eventChkInf[EVENTCHKINF_DA_DB_DC_DD_DE_INDEX] |= this->eventFlag;
} else {
EnSth_GivePlayerItem(this, play);
}
@ -293,7 +293,7 @@ void EnSth_ChildRewardObtainedWait(EnSth* this, PlayState* play) {
if (Actor_ProcessTalkRequest(&this->actor, play)) {
EnSth_SetupAction(this, EnSth_RewardObtainedTalk);
} else {
if (gSaveContext.inventory.gsTokens < 50) {
if (gSaveContext.save.info.inventory.gsTokens < 50) {
this->actor.textId = 0x20;
} else {
this->actor.textId = 0x1F;