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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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@ -152,9 +152,9 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
}
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);
this->cutsceneState = INTRO_FENCE;
this->timers[0] = 60;
this->actor.world.pos.y = GND_BOSSROOM_CENTER_Y - 7.0f;
@ -391,7 +391,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->subCamAt.y, (this->actor.world.pos.y + 70.0f) - 20.0f, 0.1f,
this->subCamVelFactor * 10.0f);
if (this->timers[1] == 0) {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
@ -405,7 +405,7 @@ void EnfHG_Intro(EnfHG* this, GlobalContext* globalCtx) {
break;
}
if (this->subCamId != SUB_CAM_ID_DONE) {
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
}
@ -723,6 +723,6 @@ void EnfHG_Draw(Actor* thisx, GlobalContext* globalCtx) {
(u32)this->warpColorFilterB, 0, (s32)this->warpColorFilterUnk1 + 995,
(s32)this->warpColorFilterUnk2 + 1000);
func_800A6330(&this->actor, globalCtx, &this->skin, EnfHG_PostDraw, SKIN_TRANSFORM_IS_FHG);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_fhg.c", 2480);
}