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Gameplay_ -> Play_ and this (#1229)

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fig02 2022-05-17 18:41:50 -04:00 committed by GitHub
parent f6c472ae5e
commit aadb5f9c47
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GPG key ID: 4AEE18F83AFDEB23
78 changed files with 1059 additions and 1078 deletions

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@ -165,7 +165,7 @@ void BossFd_UpdateCamera(BossFd* this, GlobalContext* globalCtx) {
this->subCamAtVel.z * this->subCamVelFactor);
Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
this->subCamAt.y += this->subCamAtYOffset;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Math_ApproachZeroF(&this->subCamAtYOffset, 1.0f, 0.1f);
}
}
@ -300,7 +300,7 @@ void BossFd_Fly(BossFd* this, GlobalContext* globalCtx) {
if (this->introState != BFD_CS_NONE) {
Player* player2 = GET_PLAYER(globalCtx);
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
switch (this->introState) {
case BFD_CS_WAIT:
@ -316,9 +316,9 @@ void BossFd_Fly(BossFd* this, GlobalContext* globalCtx) {
this->introState = BFD_CS_START;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 8);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
this->subCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
player2->actor.world.pos.x = 380.0f;
player2->actor.world.pos.y = 100.0f;
player2->actor.world.pos.z = 0.0f;
@ -1648,7 +1648,7 @@ void BossFd_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
BossFd_DrawBody(globalCtx, this);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_boss_fd.c", 4243);
}