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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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78 changed files with 1059 additions and 1078 deletions

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@ -1494,34 +1494,32 @@ void KaleidoScopeCall_Draw(GlobalContext* globalCtx);
void func_800BC490(GlobalContext* globalCtx, s16 point);
s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
void func_800BC590(GlobalContext* globalCtx);
void Gameplay_SetupTransition(GlobalContext* globalCtx, s32 transitionType);
Gfx* Gameplay_SetFog(GlobalContext* globalCtx, Gfx* gfx);
void Gameplay_Destroy(GameState* thisx);
void Gameplay_Init(GameState* thisx);
void Gameplay_Main(GameState* thisx);
s32 Gameplay_InCsMode(GlobalContext* globalCtx);
Gfx* Play_SetFog(GlobalContext* globalCtx, Gfx* gfx);
void Play_Destroy(GameState* thisx);
void Play_Init(GameState* thisx);
void Play_Main(GameState* thisx);
s32 Play_InCsMode(GlobalContext* globalCtx);
f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
void Gameplay_SpawnScene(GlobalContext* globalCtx, s32 sceneNum, s32 spawn);
void* Play_LoadFile(GlobalContext* globalCtx, RomFile* file);
void func_800C016C(GlobalContext* globalCtx, Vec3f* src, Vec3f* dest);
s16 Gameplay_CreateSubCamera(GlobalContext* globalCtx);
s16 Gameplay_GetActiveCamId(GlobalContext* globalCtx);
s16 Gameplay_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status);
void Gameplay_ClearCamera(GlobalContext* globalCtx, s16 camId);
void Gameplay_ClearAllSubCameras(GlobalContext* globalCtx);
Camera* Gameplay_GetCamera(GlobalContext* globalCtx, s16 camId);
s32 Gameplay_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye);
s32 Gameplay_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
s32 Gameplay_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
s32 Gameplay_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
void Gameplay_CopyCamera(GlobalContext* globalCtx, s16 destCamId, s16 srcCamId);
s16 Play_CreateSubCamera(GlobalContext* globalCtx);
s16 Play_GetActiveCamId(GlobalContext* globalCtx);
s16 Play_ChangeCameraStatus(GlobalContext* globalCtx, s16 camId, s16 status);
void Play_ClearCamera(GlobalContext* globalCtx, s16 camId);
void Play_ClearAllSubCameras(GlobalContext* globalCtx);
Camera* Play_GetCamera(GlobalContext* globalCtx, s16 camId);
s32 Play_CameraSetAtEye(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye);
s32 Play_CameraSetAtEyeUp(GlobalContext* globalCtx, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
s32 Play_CameraSetFov(GlobalContext* globalCtx, s16 camId, f32 fov);
s32 Play_SetCameraRoll(GlobalContext* globalCtx, s16 camId, s16 roll);
void Play_CopyCamera(GlobalContext* globalCtx, s16 destCamId, s16 srcCamId);
s32 func_800C0808(GlobalContext* globalCtx, s16 camId, Player* player, s16 setting);
s32 Gameplay_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
s32 Play_CameraChangeSetting(GlobalContext* globalCtx, s16 camId, s16 setting);
void func_800C08AC(GlobalContext* globalCtx, s16 camId, s16 arg2);
void Gameplay_SaveSceneFlags(GlobalContext* globalCtx);
void Gameplay_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
void Gameplay_TriggerVoidOut(GlobalContext* globalCtx);
void Gameplay_TriggerRespawn(GlobalContext* globalCtx);
void Play_SaveSceneFlags(GlobalContext* globalCtx);
void Play_SetupRespawnPoint(GlobalContext* globalCtx, s32 respawnMode, s32 playerParams);
void Play_TriggerVoidOut(GlobalContext* globalCtx);
void Play_TriggerRespawn(GlobalContext* globalCtx);
s32 func_800C0CB8(GlobalContext* globalCtx);
s32 FrameAdvance_IsEnabled(GlobalContext* globalCtx);
s32 func_800C0D34(GlobalContext* globalCtx, Actor* actor, s16* yaw);

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@ -108,7 +108,7 @@ GameStateOverlay* Graph_GetNextGameState(GameState* gameState) {
if (gameStateInitFunc == Title_Init) {
return &gGameStateOverlayTable[2];
}
if (gameStateInitFunc == Gameplay_Init) {
if (gameStateInitFunc == Play_Init) {
return &gGameStateOverlayTable[3];
}
if (gameStateInitFunc == Opening_Init) {

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@ -1010,7 +1010,7 @@ void func_8002DE04(GlobalContext* globalCtx, Actor* actorA, Actor* actorB) {
void func_8002DE74(GlobalContext* globalCtx, Player* player) {
if ((globalCtx->roomCtx.curRoom.unk_03 != 4) && func_800C0CB8(globalCtx)) {
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_HORSE);
}
}
@ -2564,7 +2564,7 @@ void func_80031C3C(ActorContext* actorCtx, GlobalContext* globalCtx) {
actorCtx->absoluteSpace = NULL;
}
Gameplay_SaveSceneFlags(globalCtx);
Play_SaveSceneFlags(globalCtx);
func_80030488(globalCtx);
ActorOverlayTable_Cleanup();
}
@ -2874,7 +2874,7 @@ Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalC
if ((player != NULL) && (actor == player->unk_664)) {
func_8008EDF0(player);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, Gameplay_GetActiveCamId(globalCtx)), 0);
Camera_ChangeMode(Play_GetCamera(globalCtx, Play_GetActiveCamId(globalCtx)), 0);
}
if (actor == actorCtx->targetCtx.arrowPointedActor) {

View file

@ -6111,7 +6111,7 @@ s32 Camera_Demo6(Camera* camera) {
s16 stateTimers[4];
Demo6ReadWriteData* rwData = &camera->paramData.demo6.rwData;
mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN);
camFocus = camera->target;
stateTimers[1] = 0x37;
stateTimers[2] = 0x46;
@ -6216,7 +6216,7 @@ s32 Camera_Demo9(Camera* camera) {
f32* camFOV = &camera->fov;
Demo9ReadWriteData* rwData = &camera->paramData.demo9.rwData;
mainCam = Gameplay_GetCamera(camera->globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(camera->globalCtx, CAM_ID_MAIN);
mainCamPlayerPosRot = &mainCam->playerPosRot;
if (RELOAD_PARAMS(camera) || R_RELOAD_CAM_PARAMS) {
values = sCameraSettings[camera->setting].cameraModes[camera->mode].values;
@ -7630,7 +7630,7 @@ void Camera_Finish(Camera* camera) {
Player* player = GET_PLAYER(camera->globalCtx);
if (camera->timer == 0) {
Gameplay_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(camera->globalCtx, camera->parentCamId, CAM_STAT_ACTIVE);
if ((camera->parentCamId == CAM_ID_MAIN) && (camera->csId != 0)) {
player->actor.freezeTimer = 0;
@ -7660,7 +7660,7 @@ void Camera_Finish(Camera* camera) {
camera->timer = -1;
camera->globalCtx->envCtx.fillScreen = false;
Gameplay_ClearCamera(camera->globalCtx, camera->camId);
Play_ClearCamera(camera->globalCtx, camera->camId);
}
}

View file

@ -1217,7 +1217,7 @@ void Cutscene_Command_Terminator(GlobalContext* globalCtx, CutsceneContext* csCt
break;
case 118:
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = ENTR_GANON_DEMO_0;
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
break;
@ -1346,11 +1346,11 @@ s32 Cutscene_Command_CameraEyePoints(GlobalContext* globalCtx, CutsceneContext*
if (csCtx->unk_1A != 0) {
csCtx->unk_18 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
}
}
@ -1383,11 +1383,11 @@ s32 Cutscene_Command_CameraLookAtPoints(GlobalContext* globalCtx, CutsceneContex
if (csCtx->unk_1B != 0) {
D_8015FCC0 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Gameplay_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Gameplay_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_CS_0);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Camera_ResetAnim(Play_GetCamera(globalCtx, csCtx->subCamId));
Camera_SetCSParams(Play_GetCamera(globalCtx, csCtx->subCamId), csCtx->subCamLookAtPoints,
csCtx->subCamEyePoints, GET_PLAYER(globalCtx), relativeToLink);
}
}
@ -1423,11 +1423,11 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
if (csCtx->unk_1A != 0) {
D_8015FCC2 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
subCam->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
sp28 = csCtx->subCamLookAtPoints->cameraRoll * 1.40625f;
Camera_SetParam(subCam, 64, &sp28);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
@ -1436,8 +1436,8 @@ s32 Cutscene_Command_07(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
sp30.x = csCtx->subCamEyePoints->pos.x;
sp30.y = csCtx->subCamEyePoints->pos.y;
sp30.z = csCtx->subCamEyePoints->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
}
}
}
@ -1466,19 +1466,19 @@ s32 Cutscene_Command_08(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cm
if (csCtx->unk_1B != 0) {
D_8015FCC4 = cmdBase->startFrame;
if (D_8015FCC8 != 0) {
subCam = Gameplay_GetCamera(globalCtx, csCtx->subCamId);
subCam = Play_GetCamera(globalCtx, csCtx->subCamId);
subCam->player = NULL;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Gameplay_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, csCtx->subCamId, CAM_STAT_ACTIVE);
Play_CameraChangeSetting(globalCtx, csCtx->subCamId, CAM_SET_FREE0);
sp3C.x = csCtx->subCamLookAtPoints->pos.x;
sp3C.y = csCtx->subCamLookAtPoints->pos.y;
sp3C.z = csCtx->subCamLookAtPoints->pos.z;
sp30.x = csCtx->subCamEyePoints->pos.x;
sp30.y = csCtx->subCamEyePoints->pos.y;
sp30.z = csCtx->subCamEyePoints->pos.z;
Gameplay_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Gameplay_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
Play_CameraSetAtEye(globalCtx, csCtx->subCamId, &sp3C, &sp30);
Play_CameraSetFov(globalCtx, csCtx->subCamId, csCtx->subCamEyePoints->viewAngle);
}
}
}
@ -1967,11 +1967,11 @@ void func_80068DC0(GlobalContext* globalCtx, CutsceneContext* csCtx) {
case 0x028E:
case 0x0292:
case 0x0476:
Gameplay_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
Play_CopyCamera(globalCtx, sReturnToCamId, csCtx->subCamId);
}
Gameplay_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, csCtx->subCamId);
Play_ChangeCameraStatus(globalCtx, sReturnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, csCtx->subCamId);
func_8005B1A4(globalCtx->cameraPtrs[sReturnToCamId]);
}
@ -2014,7 +2014,7 @@ void func_80068ECC(GlobalContext* globalCtx, CutsceneContext* csCtx) {
sReturnToCamId = globalCtx->activeCamId;
if (D_8015FCC8 != 0) {
csCtx->subCamId = Gameplay_CreateSubCamera(globalCtx);
csCtx->subCamId = Play_CreateSubCamera(globalCtx);
}
if (gSaveContext.cutsceneTrigger == 0) {

View file

@ -56,7 +56,7 @@ void func_80026608(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 159);
gDPPipeSync(POLY_OPA_DISP++);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 164);
}
@ -115,7 +115,7 @@ void func_80026A6C(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 217);
gDPPipeSync(POLY_XLU_DISP++);
POLY_XLU_DISP = Gameplay_SetFog(globalCtx, POLY_XLU_DISP);
POLY_XLU_DISP = Play_SetFog(globalCtx, POLY_XLU_DISP);
CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_eff_ss_dead.c", 222);
}

View file

@ -847,7 +847,7 @@ void EnItem00_DrawCollectible(EnItem00* this, GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_item00.c", 1594);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
if (this->actor.params == ITEM00_BOMBS_SPECIAL) {
texIndex = 1;

View file

@ -12,7 +12,7 @@ GameStateOverlay gGameStateOverlayTable[] = {
GAMESTATE_OVERLAY_INTERNAL(TitleSetup_Init, TitleSetup_Destroy, sizeof(GameState)),
GAMESTATE_OVERLAY(select, Select_Init, Select_Destroy, sizeof(SelectContext)),
GAMESTATE_OVERLAY(title, Title_Init, Title_Destroy, sizeof(TitleContext)),
GAMESTATE_OVERLAY_INTERNAL(Gameplay_Init, Gameplay_Destroy, sizeof(GlobalContext)),
GAMESTATE_OVERLAY_INTERNAL(Play_Init, Play_Destroy, sizeof(GlobalContext)),
GAMESTATE_OVERLAY(opening, Opening_Init, Opening_Destroy, sizeof(OpeningContext)),
GAMESTATE_OVERLAY(file_choose, FileChoose_Init, FileChoose_Destroy, sizeof(FileChooseContext)),
};

View file

@ -223,7 +223,7 @@ void func_8006D684(GlobalContext* globalCtx, Player* player) {
sp54.y = player->actor.world.pos.y + 100.0f;
sp54.z = player->actor.world.pos.z;
Gameplay_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54);
Play_CameraSetAtEye(globalCtx, globalCtx->activeCamId, &player->actor.world.pos, &sp54);
} else {
Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_HORSE, D_8011F9B8[i].pos.x,
D_8011F9B8[i].pos.y, D_8011F9B8[i].pos.z, 0, D_8011F9B8[i].angle, 0,

View file

@ -14,9 +14,9 @@ void KaleidoSetup_Update(GlobalContext* globalCtx) {
if (pauseCtx->state == 0 && pauseCtx->debugState == 0 && globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE &&
globalCtx->transitionTrigger == TRANS_TRIGGER_OFF && globalCtx->transitionMode == TRANS_MODE_OFF &&
gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 &&
!Gameplay_InCsMode(globalCtx) && globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 &&
gSaveContext.unk_13F0 != 9 && (globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
gSaveContext.cutsceneIndex < 0xFFF0 && gSaveContext.nextCutsceneIndex < 0xFFF0 && !Play_InCsMode(globalCtx) &&
globalCtx->shootingGalleryStatus <= 1 && gSaveContext.unk_13F0 != 8 && gSaveContext.unk_13F0 != 9 &&
(globalCtx->sceneNum != SCENE_BOWLING || !Flags_GetSwitch(globalCtx, 0x38))) {
if (CHECK_BTN_ALL(input->cur.button, BTN_L) && CHECK_BTN_ALL(input->press.button, BTN_CUP)) {
if (BREG(0)) {

View file

@ -507,7 +507,7 @@ void Health_UpdateBeatingHeart(GlobalContext* globalCtx) {
interfaceCtx->beatingHeartOscillator = 0;
interfaceCtx->beatingHeartOscillatorDirection = 0;
if (!Player_InCsMode(globalCtx) && (globalCtx->pauseCtx.state == 0) &&
(globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Gameplay_InCsMode(globalCtx)) {
(globalCtx->pauseCtx.debugState == 0) && Health_IsCritical() && !Play_InCsMode(globalCtx)) {
func_80078884(NA_SE_SY_HITPOINT_ALARM);
}
}

View file

@ -406,8 +406,8 @@ void Minimap_Draw(GlobalContext* globalCtx) {
}
}
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
osSyncPrintf("Game_play_demo_mode_check=%d\n", Gameplay_InCsMode(globalCtx));
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) {
osSyncPrintf("Game_play_demo_mode_check=%d\n", Play_InCsMode(globalCtx));
// clang-format off
if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
@ -493,7 +493,7 @@ void Minimap_Draw(GlobalContext* globalCtx) {
Minimap_DrawCompassIcons(globalCtx); // Draw icons for the player spawn and current position
}
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Gameplay_InCsMode(globalCtx)) {
if (CHECK_BTN_ALL(globalCtx->state.input[0].press.button, BTN_L) && !Play_InCsMode(globalCtx)) {
// clang-format off
if (!R_MINIMAP_DISABLED) { Audio_PlaySoundGeneral(NA_SE_SY_CAMERA_ZOOM_UP, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,

View file

@ -119,7 +119,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
break;
case 5010:
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_ATTENTION);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
Play_CameraSetAtEye(globalCtx, subCamId, &mainCam->at, &mainCam->eye);
subCam->roll = 0;
break;
case 9500:
@ -255,7 +255,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
csInfo->keyFrames = D_801211D4;
csInfo->keyFrameCnt = 2;
}
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
} break;
case 2290: {
@ -298,8 +298,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.pitch = 0x3E8;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
func_8002DF54(globalCtx, NULL, 8);
subCam->roll = 0;
subCam->fov = 50.0f;
@ -322,19 +322,19 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 1010:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
Gameplay_CameraSetFov(globalCtx, subCamId, childCam->fov);
Gameplay_SetCameraRoll(globalCtx, subCamId, childCam->roll);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &childCam->at, &childCam->eye);
Play_CameraSetFov(globalCtx, subCamId, childCam->fov);
Play_SetCameraRoll(globalCtx, subCamId, childCam->roll);
break;
case 9601:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120398);
break;
case 9602:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Gameplay_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, CAM_ID_MAIN, mainCam->prevSetting);
OnePointCutscene_SetCsCamPoints(subCam, D_80120430 | 0x1000, D_8012042C, D_80120308, D_80120434);
break;
case 4175:
@ -350,8 +350,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = -1979.0f;
spB4.y = 703.0f;
spB4.z = -269.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 6;
subCam->fov = 75.0f;
func_8002DF54(globalCtx, NULL, 8);
@ -422,7 +422,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Actor_GetFocus(&spA0, actor);
spC0 = spA0.pos;
func_800C0808(globalCtx, subCamId, player, CAM_SET_PIVOT_VERTICAL);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 70.0f;
func_8002DF54(globalCtx, NULL, 8);
@ -448,7 +448,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 3050:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF54(globalCtx, &player->actor, 5);
OnePointCutscene_SetCsCamPoints(subCam, D_80120304 | 0x2000, D_80120300, D_8012013C, D_8012021C);
func_80078884(NA_SE_SY_CORRECT_CHIME);
@ -506,8 +506,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = 1729.0f;
spB4.y = 995.0f;
spB4.z = -1405.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0x50;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -521,9 +521,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Actor_GetWorld(&spA0, &player->actor);
spD0.yaw = OnePointCutscene_Vec3fYaw(&spC0, &spA0.pos) - 0x7D0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, subCamId);
subCam->roll = -1;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, actor, 1);
@ -535,8 +535,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y;
spD0.r = 150.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 55.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -549,14 +549,14 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y;
spD0.pitch = -0xAF0;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 60.0f;
func_8002DF38(globalCtx, actor, 1);
break;
case 3190:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FOREST_DEFEAT_POE);
Camera_ChangeMode(mainCam, CAM_MODE_NORMAL);
func_8002DF38(globalCtx, actor, 0xC);
break;
@ -567,8 +567,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spB4.x = 80.0f;
spB4.y = 445.0f;
spB4.z = -1425.0f;
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0x1E;
subCam->fov = 75.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -581,7 +581,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.pitch = 0x5DC;
spD0.r = 120.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &spC0, &spB4);
i = Quake_Add(subCam, 3);
Quake_SetSpeed(i, 22000);
@ -596,8 +596,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.yaw = spA0.rot.y + 0x7FFF;
spD0.r = 300.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 45.0f;
func_8002DF38(globalCtx, &player->actor, 8);
@ -612,7 +612,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
spD0.r = 400.0f;
OnePointCutscene_AddVecSphToVec3f(&spB4, &spC0, &spD0);
spB4.y = spA0.pos.y + 60.0f;
Gameplay_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
Play_CameraSetAtEye(globalCtx, subCamId, &spC0, &spB4);
subCam->roll = 0;
subCam->fov = 75.0f;
player->actor.shape.rot.y = player->actor.world.rot.y = player->currentYaw = spD0.yaw + 0x7FFF;
@ -628,7 +628,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 6001:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF54(globalCtx, NULL, 8);
Actor_GetWorld(&spA0, actor);
if (spA0.pos.z > -750.0f) {
@ -643,7 +643,7 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
Quake_SetCountdown(i, D_801208E4 - 10);
break;
case 3400:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_CS_3);
func_8002DF38(globalCtx, &player->actor, 8);
OnePointCutscene_SetCsCamPoints(subCam, D_8012069C | 0x2000, D_80120698, D_801204D4, D_801205B4);
OnePointCutscene_Vec3sToVec3f(&mainCam->eye, &D_801205B4[D_80120694 - 2].pos);
@ -664,9 +664,9 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_CS_C);
break;
case 3310:
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FIRE_STAIRCASE);
func_8002DF54(globalCtx, NULL, 8);
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
i = Quake_Add(subCam, 1);
Quake_SetSpeed(i, 32000);
@ -958,8 +958,8 @@ s32 OnePointCutscene_SetInfo(GlobalContext* globalCtx, s16 subCamId, s16 csId, A
func_800C0808(globalCtx, subCamId, player, CAM_SET_TURN_AROUND);
subCam->data2 = 0xC;
} else {
Gameplay_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Gameplay_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
Play_CopyCamera(globalCtx, subCamId, CAM_ID_MAIN);
Play_CameraChangeSetting(globalCtx, subCamId, CAM_SET_FREE2);
}
break;
case 9908:
@ -1132,7 +1132,7 @@ s32 OnePointCutscene_RemoveCamera(GlobalContext* globalCtx, s16 subCamId) {
subCam->parentCamId = CAM_ID_MAIN;
subCam->childCamId = subCam->parentCamId;
subCam->timer = -1;
Gameplay_ClearCamera(subCam->globalCtx, subCam->camId);
Play_ClearCamera(subCam->globalCtx, subCam->camId);
return nextCamId;
}
@ -1155,7 +1155,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
if (parentCamId == CAM_ID_NONE) {
parentCamId = globalCtx->activeCamId;
}
subCamId = Gameplay_CreateSubCamera(globalCtx);
subCamId = Play_CreateSubCamera(globalCtx);
if (subCamId == CAM_ID_NONE) {
osSyncPrintf(VT_COL(RED, WHITE) "onepoint demo: error: too many cameras ... give up! type=%d\n" VT_RST, csId);
return CAM_ID_NONE;
@ -1185,12 +1185,12 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
subCam->csId = csId;
if (parentCamId == CAM_ID_MAIN) {
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_UNK3);
} else {
Gameplay_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, parentCamId, CAM_STAT_WAIT);
}
OnePointCutscene_SetInfo(globalCtx, subCamId, csId, actor, timer);
Gameplay_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
Play_ChangeCameraStatus(globalCtx, subCamId, vSubCamStatus);
// Removes all lower priority cutscenes in front of this cutscene from the queue.
vCurCamId = subCamId;
@ -1205,7 +1205,7 @@ s16 OnePointCutscene_Init(GlobalContext* globalCtx, s16 csId, s16 timer, Actor*
vNextCamId, nextCsId, thisCsId);
if (globalCtx->cameraPtrs[vNextCamId]->csId != 5010) {
if ((vNextCamId = OnePointCutscene_RemoveCamera(globalCtx, vNextCamId)) != CAM_ID_NONE) {
Gameplay_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, vNextCamId, CAM_STAT_ACTIVE);
}
} else {
vCurCamId = vNextCamId;

View file

@ -2485,7 +2485,7 @@ void Interface_UpdateMagicBar(GlobalContext* globalCtx) {
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && (globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) &&
!Gameplay_InCsMode(globalCtx)) {
!Play_InCsMode(globalCtx)) {
if ((gSaveContext.magic == 0) || ((func_8008F2F8(globalCtx) >= 2) && (func_8008F2F8(globalCtx) < 5)) ||
((gSaveContext.equips.buttonItems[1] != ITEM_LENS) &&
(gSaveContext.equips.buttonItems[2] != ITEM_LENS) &&
@ -3430,7 +3430,7 @@ void Interface_Draw(GlobalContext* globalCtx) {
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(globalCtx->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & PLAYER_STATE2_24) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) &&
(globalCtx->transitionMode == TRANS_MODE_OFF) && !Gameplay_InCsMode(globalCtx) &&
(globalCtx->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(globalCtx) &&
(gSaveContext.minigameState != 1) && (globalCtx->shootingGalleryStatus <= 1) &&
!((globalCtx->sceneNum == SCENE_BOWLING) && Flags_GetSwitch(globalCtx, 0x38))) {
svar6 = 0;
@ -3996,7 +3996,7 @@ void Interface_Update(GlobalContext* globalCtx) {
if ((gSaveContext.timer1State >= 3) && (globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0) &&
(msgCtx->msgMode == MSGMODE_NONE) && !(player->stateFlags2 & PLAYER_STATE2_24) &&
(globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) && (globalCtx->transitionMode == TRANS_MODE_OFF) &&
!Gameplay_InCsMode(globalCtx)) {}
!Play_InCsMode(globalCtx)) {}
if (gSaveContext.rupeeAccumulator != 0) {
if (gSaveContext.rupeeAccumulator > 0) {

File diff suppressed because it is too large Load diff

View file

@ -616,8 +616,8 @@ void func_8008EEAC(GlobalContext* globalCtx, Actor* actor) {
this->unk_664 = actor;
this->unk_684 = actor;
this->stateFlags1 |= PLAYER_STATE1_16;
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, actor);
Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FOLLOWTARGET);
}
s32 func_8008EF30(GlobalContext* globalCtx) {

View file

@ -2,7 +2,7 @@
void Sample_HandleStateChange(SampleContext* this) {
if (CHECK_BTN_ALL(this->state.input[0].press.button, BTN_START)) {
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
this->state.running = false;
}
}

View file

@ -239,7 +239,7 @@ void func_8009883C(GlobalContext* globalCtx, SceneCmd* cmd) {
}
if (cmd->specialFiles.cUpElfMsgNum != 0) {
globalCtx->cUpElfMsgs = Gameplay_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
globalCtx->cUpElfMsgs = Play_LoadFile(globalCtx, &sNaviMsgFiles[cmd->specialFiles.cUpElfMsgNum - 1]);
}
}

View file

@ -193,7 +193,7 @@ void func_8086C054(BgBdanObjects* this, GlobalContext* globalCtx) {
}
}
if (!Gameplay_InCsMode(globalCtx) && !BgBdanObjects_GetContactRu1(this, 0)) {
if (!Play_InCsMode(globalCtx) && !BgBdanObjects_GetContactRu1(this, 0)) {
this->dyna.actor.world.pos.y = this->dyna.actor.home.pos.y + -79.0f;
} else {
this->dyna.actor.world.pos.y = (this->dyna.actor.home.pos.y + -79.0f) - 5.0f;
@ -431,7 +431,7 @@ void func_8086CB8C(BgBdanObjects* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BUYOSTAND_STOP_U);
this->actionFunc = BgBdanObjects_DoNothing;
// Using `CAM_ID_NONE` here defaults to the active camera
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, CAM_ID_NONE);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, CAM_ID_NONE);
} else {
func_8002F974(&this->dyna.actor, NA_SE_EV_BUYOSTAND_FALL - SFX_FLAG);
}

View file

@ -248,7 +248,7 @@ void BgGanonOtyuka_Draw(Actor* thisx, GlobalContext* globalCtx) {
s16 i;
Gfx* phi_s2;
Gfx* phi_s1;
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
Actor* actor;
BgGanonOtyuka* platform;
BossGanon* ganondorf;

View file

@ -73,8 +73,7 @@ void BgGjyoBridge_TriggerCutscene(BgGjyoBridge* this, GlobalContext* globalCtx)
if (CHECK_QUEST_ITEM(QUEST_MEDALLION_SPIRIT) && CHECK_QUEST_ITEM(QUEST_MEDALLION_SHADOW) &&
(INV_CONTENT(ITEM_ARROW_LIGHT) == ITEM_ARROW_LIGHT) && (player->actor.world.pos.x > -70.0f) &&
(player->actor.world.pos.x < 300.0f) && (player->actor.world.pos.y > 1340.0f) &&
(player->actor.world.pos.z > 1340.0f) && (player->actor.world.pos.z < 1662.0f) &&
!Gameplay_InCsMode(globalCtx)) {
(player->actor.world.pos.z > 1340.0f) && (player->actor.world.pos.z < 1662.0f) && !Play_InCsMode(globalCtx)) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(gRainbowBridgeCs);
gSaveContext.cutsceneTrigger = 1;
this->actionFunc = BgGjyoBridge_SpawnBridge;

View file

@ -71,7 +71,7 @@ void func_8087B7E8(BgHaka* this, GlobalContext* globalCtx) {
if (globalCtx->sceneNum == SCENE_SPOT02 && !LINK_IS_ADULT && IS_DAY) {
this->dyna.unk_150 = 0.0f;
player->stateFlags2 &= ~PLAYER_STATE2_4;
if (!Gameplay_InCsMode(globalCtx)) {
if (!Play_InCsMode(globalCtx)) {
Message_StartTextbox(globalCtx, 0x5073, NULL);
this->dyna.actor.params = 100;
this->actionFunc = func_8087BAE4;

View file

@ -127,7 +127,7 @@ void BgHakaShip_Move(BgHakaShip* this, GlobalContext* globalCtx) {
this->dyna.actor.world.pos.x = this->dyna.actor.home.pos.x - 7650.0f;
this->dyna.actor.speedXZ = 0.0f;
}
if (distanceFromHome > 7600.0f && !Gameplay_InCsMode(globalCtx)) {
if (distanceFromHome > 7600.0f && !Play_InCsMode(globalCtx)) {
this->counter = 40;
this->dyna.actor.speedXZ = 0.0f;
Message_StartTextbox(globalCtx, 0x5071, NULL);
@ -179,7 +179,7 @@ void BgHakaShip_CrashFall(BgHakaShip* this, GlobalContext* globalCtx) {
} else {
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_BLOCKSINK - SFX_FLAG);
if ((this->dyna.actor.home.pos.y - this->dyna.actor.world.pos.y > 500.0f) && func_8004356C(&this->dyna)) {
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
}
}
}

View file

@ -172,7 +172,7 @@ void func_808A932C(BgRelayObjects* this, GlobalContext* globalCtx) {
if (this->timer == 0) {
if (!Player_InCsMode(globalCtx)) {
func_80078884(NA_SE_OC_ABYSS);
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
this->actionFunc = BgRelayObjects_DoNothing;
}
}

View file

@ -216,7 +216,7 @@ void BgSpot00Hanebasi_Update(Actor* thisx, GlobalContext* globalCtx) {
if ((player->actor.world.pos.x > -450.0f) && (player->actor.world.pos.x < 450.0f) &&
(player->actor.world.pos.z > 1080.0f) && (player->actor.world.pos.z < 1700.0f) &&
(!(Gameplay_InCsMode(globalCtx)))) {
(!(Play_InCsMode(globalCtx)))) {
SET_EVENTCHKINF(EVENTCHKINF_80);
Flags_SetEventChkInf(EVENTCHKINF_82);
this->actionFunc = BgSpot00Hanebasi_DoNothing;

View file

@ -94,7 +94,7 @@ void BgTokiSwd_Destroy(Actor* thisx, GlobalContext* globalCtx) {
void func_808BAF40(BgTokiSwd* this, GlobalContext* globalCtx) {
if (!GET_EVENTCHKINF(EVENTCHKINF_4F) && (gSaveContext.sceneSetupIndex < 4) &&
Actor_IsFacingAndNearPlayer(&this->actor, 800.0f, 0x7530) && !Gameplay_InCsMode(globalCtx)) {
Actor_IsFacingAndNearPlayer(&this->actor, 800.0f, 0x7530) && !Play_InCsMode(globalCtx)) {
SET_EVENTCHKINF(EVENTCHKINF_4F);
globalCtx->csCtx.segment = D_808BBD90;
gSaveContext.cutsceneTrigger = 1;

View file

@ -244,7 +244,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
Vec3f subCamAt;
Vec3f subCamUp;
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
if (this->unk_196 != 0) {
this->unk_196--;
@ -270,10 +270,10 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
case 1:
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
Gameplay_ClearAllSubCameras(globalCtx);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Play_ClearAllSubCameras(globalCtx);
this->subCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
this->csState = 2;
this->unk_196 = 0x3C;
this->unk_198 = 160;
@ -445,7 +445,7 @@ void BossDodongo_IntroCutscene(BossDodongo* this, GlobalContext* globalCtx) {
subCamUp.y = 1.0f;
subCamUp.z = this->unk_20C;
Gameplay_CameraSetAtEyeUp(globalCtx, this->subCamId, &subCamAt, &subCamEye, &subCamUp);
Play_CameraSetAtEyeUp(globalCtx, this->subCamId, &subCamAt, &subCamEye, &subCamUp);
}
}
@ -1136,7 +1136,7 @@ void BossDodongo_Draw(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, BossDodongo_OverrideLimbDraw,
BossDodongo_PostLimbDraw, 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_dodongo.c", 3981);
@ -1304,10 +1304,10 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
this->csState = 5;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
this->subCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
this->subCamEye.x = mainCam->eye.x;
this->subCamEye.y = mainCam->eye.y;
this->subCamEye.z = mainCam->eye.z;
@ -1604,7 +1604,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
Math_CosS(this->actor.shape.rot.y) * -50.0f + this->actor.world.pos.z, 0, 0, 0, 0);
}
if (this->unk_1DA == 600) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
@ -1612,7 +1612,7 @@ void BossDodongo_DeathCutscene(BossDodongo* this, GlobalContext* globalCtx) {
this->unk_1BC = 0;
this->subCamId = SUB_CAM_ID_DONE;
this->csState = 100;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
func_80064534(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 7);
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_WARP1, -890.0f, -1523.76f,
@ -1635,7 +1635,7 @@ void BossDodongo_DeathCutscene(BossDodongo* 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);
}
}

View file

@ -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);
}

View file

@ -631,7 +631,7 @@ void BossFd2_UpdateCamera(BossFd2* 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_ApproachF(&this->subCamAtYOffset, 0.0f, 1.0f, 0.1f);
}
}
@ -641,7 +641,7 @@ void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
Vec3f sp70;
Vec3f sp64;
BossFd* bossFd = (BossFd*)this->actor.parent;
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
f32 pad3;
f32 pad2;
f32 pad1;
@ -654,9 +654,9 @@ void BossFd2_Death(BossFd2* this, GlobalContext* globalCtx) {
this->deathState = DEATH_RETREAT;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
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->subCamEye = mainCam->eye;
this->subCamAt = mainCam->at;
this->subCamEyeVel.x = 100.0f;
@ -1211,7 +1211,7 @@ void BossFd2_Draw(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossFd2_OverrideLimbDraw, BossFd2_PostLimbDraw, &this->actor);
BossFd2_DrawMane(this, globalCtx);
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_fd2.c", 2688);
}

View file

@ -559,9 +559,9 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 8);
this->csCamIndex = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->csCamIndex, CAM_STAT_ACTIVE);
this->csCamIndex = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->csCamIndex, CAM_STAT_ACTIVE);
this->csCamFov = 60.0f;
if (GET_EVENTCHKINF(EVENTCHKINF_78)) {
@ -1122,7 +1122,7 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
}
if (this->csTimer == 120) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->csCamEye;
mainCam->eyeNext = this->csCamEye;
mainCam->at = this->csCamAt;
@ -1157,8 +1157,8 @@ void BossGanon_IntroCutscene(BossGanon* this, GlobalContext* globalCtx) {
this->csCamAtMaxStep.z * this->csCamMaxStepScale);
}
Gameplay_CameraSetAtEye(globalCtx, this->csCamIndex, &this->csCamAt, &this->csCamEye);
Gameplay_CameraSetFov(globalCtx, this->csCamIndex, this->csCamFov);
Play_CameraSetAtEye(globalCtx, this->csCamIndex, &this->csCamAt, &this->csCamEye);
Play_CameraSetFov(globalCtx, this->csCamIndex, this->csCamFov);
}
}
@ -1235,9 +1235,9 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
case 0:
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 8);
this->csCamIndex = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->csCamIndex, CAM_STAT_ACTIVE);
this->csCamIndex = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->csCamIndex, CAM_STAT_ACTIVE);
this->actor.world.pos.x = 0.0f;
this->actor.world.pos.y = 70.0f;
@ -1506,9 +1506,9 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
case 100:
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 8);
this->csCamIndex = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->csCamIndex, CAM_STAT_ACTIVE);
this->csCamIndex = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->csCamIndex, CAM_STAT_ACTIVE);
Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon_anime2_Anim_00ADDC, 0.0f);
this->fwork[1] = Animation_GetLastFrame(&object_ganon_anime2_Anim_00EA00);
this->csState = 101;
@ -1782,7 +1782,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
this->csCamAt.z = (sZelda->actor.world.pos.z - 25.0f) + 80.0f;
if (this->csTimer > 50) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->csCamEye;
mainCam->eyeNext = this->csCamEye;
@ -1824,7 +1824,7 @@ void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx)
sp64 = this->csCamAt;
sp64.y += this->unk_70C;
Gameplay_CameraSetAtEye(globalCtx, this->csCamIndex, &sp64, &this->csCamEye);
Play_CameraSetAtEye(globalCtx, this->csCamIndex, &sp64, &this->csCamEye);
}
}
@ -3807,7 +3807,7 @@ void BossGanon_Draw(Actor* thisx, GlobalContext* globalCtx) {
this->unk_2EC[0].y = this->unk_2EC[1].y + 30.0f;
this->unk_2EC[0].z = this->unk_2EC[1].z;
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
BossGanon_DrawEffects(globalCtx);
@ -4708,7 +4708,7 @@ void BossGanon_UpdateEffects(GlobalContext* globalCtx) {
}
} else if (eff->type == GDF_EFF_LIGHTNING) {
if (eff->unk_3C == 0.0f) {
eff->unk_44 = BINANG_TO_RAD_ALT(Camera_GetInputDirYaw(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN)));
eff->unk_44 = BINANG_TO_RAD_ALT(Camera_GetInputDirYaw(Play_GetCamera(globalCtx, CAM_ID_MAIN)));
} else {
eff->unk_44 = M_PI / 2;
}

View file

@ -196,9 +196,9 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
if (Object_IsLoaded(&globalCtx->objectCtx, objectIdx)) {
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->unk_39C = 1;
sZelda = (EnZl3*)Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_EN_ZL3, 970.0f,
1086.0f, -200.0f, 0, 0, 0, 1);
@ -313,7 +313,7 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->subCamEye.z, -20.0f, 0.1f, this->unk_410.x * 170.0f);
Math_ApproachF(&this->unk_410.x, 0.04f, 1.0f, 0.0005f);
if (this->unk_398 == 100) {
Camera* camera = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* camera = Play_GetCamera(globalCtx, CAM_ID_MAIN);
camera->eye = this->subCamEye;
camera->eyeNext = this->subCamEye;
@ -333,9 +333,9 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
this->unk_39C = 10;
this->unk_398 = 0;
func_80064520(globalCtx, &globalCtx->csCtx);
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);
} else {
break;
}
@ -539,7 +539,7 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
sp8D = true;
}
if (this->unk_398 >= 60) {
Camera* camera = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* camera = Play_GetCamera(globalCtx, CAM_ID_MAIN);
camera->eye = this->subCamEye;
camera->eyeNext = this->subCamEye;
@ -860,7 +860,7 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
Audio_PlayActorSound2(&this->actor, NA_SE_EN_MGANON_ROAR);
}
if (Animation_OnFrame(&this->skelAnime, this->unk_194)) {
Camera* camera = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* camera = Play_GetCamera(globalCtx, CAM_ID_MAIN);
camera->eye = this->subCamEye;
camera->eyeNext = this->subCamEye;
@ -889,7 +889,7 @@ void func_808FD5F4(BossGanon2* this, GlobalContext* globalCtx) {
osSyncPrintf(NULL, 0, 0);
}
this->subCamAt.y += this->unk_41C;
Gameplay_CameraSetAtEyeUp(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
Play_CameraSetAtEyeUp(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
}
}
@ -1278,7 +1278,7 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
f32 temp_f12;
f32 temp_f2;
mainCam1 = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam1 = Play_GetCamera(globalCtx, CAM_ID_MAIN);
player = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);
this->unk_398++;
@ -1287,9 +1287,9 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
switch (this->unk_39C) {
case 0:
func_80064520(globalCtx, &globalCtx->csCtx);
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);
func_8002DF54(globalCtx, &this->actor, 8);
this->unk_39C = 1;
this->subCamEye = mainCam1->eye;
@ -1331,7 +1331,7 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
Message_StartTextbox(globalCtx, 0x70D7, NULL);
}
if ((this->unk_1A2[1] < 30) && (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_NONE)) {
mainCam2 = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam2 = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam2->eye = this->subCamEye;
mainCam2->eyeNext = this->subCamEye;
mainCam2->at = this->subCamAt;
@ -1344,9 +1344,9 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
break;
case 10:
func_80064520(globalCtx, &globalCtx->csCtx);
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->unk_39C = 11;
this->unk_334 = 1;
func_8002DF54(globalCtx, &this->actor, 0x60);
@ -1362,7 +1362,7 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
this->subCamAt.y = (player->actor.world.pos.y + 60.0f) - 25.0f;
this->subCamAt.z = player->actor.world.pos.z;
if (this->unk_398 == 80) {
mainCam3 = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam3 = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam3->eye = this->subCamEye;
mainCam3->eyeNext = this->subCamEye;
mainCam3->at = this->subCamAt;
@ -1376,7 +1376,7 @@ void func_80900890(BossGanon2* this, GlobalContext* globalCtx) {
}
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);
}
switch (this->unk_1AC) {
@ -1472,9 +1472,9 @@ void func_8090120C(BossGanon2* this, GlobalContext* globalCtx) {
switch (this->unk_39C) {
case 0:
func_80064520(globalCtx, &globalCtx->csCtx);
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);
func_8002DF54(globalCtx, &this->actor, 8);
this->unk_39C = 1;
this->unk_398 = 0;
@ -1608,7 +1608,7 @@ void func_8090120C(BossGanon2* this, GlobalContext* globalCtx) {
this->subCamAt.y = player->actor.world.pos.y + 40.0f;
this->subCamAt.z = player->actor.world.pos.z;
if (this->unk_398 == 166) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
@ -1627,9 +1627,9 @@ void func_8090120C(BossGanon2* this, GlobalContext* globalCtx) {
if ((ABS(temp_a0_2) < 0x2000) && (sqrtf(SQ(temp_f14) + SQ(temp_f12)) < 70.0f) &&
(player->meleeWeaponState != 0) && (player->heldItemActionParam == PLAYER_AP_SWORD_MASTER)) {
func_80064520(globalCtx, &globalCtx->csCtx);
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->unk_39C = 7;
this->unk_398 = 0;
Animation_MorphToPlayOnce(&this->skelAnime, &object_ganon2_Anim_003B1C, 0.0f);
@ -1801,7 +1801,7 @@ void func_8090120C(BossGanon2* this, GlobalContext* globalCtx) {
}
if (this->subCamId != SUB_CAM_ID_DONE) {
Gameplay_CameraSetAtEyeUp(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
Play_CameraSetAtEyeUp(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
}
switch (this->unk_1AC) {
@ -2775,7 +2775,7 @@ void BossGanon2_Draw(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossGanon2_OverrideLimbDraw, BossGanon2_PostLimbDraw,
this);
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
BossGanon2_GenShadowTexture(shadowTexture, this, globalCtx);
BossGanon2_DrawShadowTexture(shadowTexture, this, globalCtx);
break;

View file

@ -942,7 +942,7 @@ void BossGanondrof_Death(BossGanondrof* this, GlobalContext* globalCtx) {
f32 camZ;
f32 pad;
Player* player = GET_PLAYER(globalCtx);
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
osSyncPrintf("PYP %f\n", player->actor.floorHeight);
SkelAnime_Update(&this->skelAnime);
@ -956,10 +956,10 @@ void BossGanondrof_Death(BossGanondrof* this, GlobalContext* globalCtx) {
case DEATH_START:
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
this->subCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
osSyncPrintf("7\n");
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
osSyncPrintf("8\n");
this->deathState = DEATH_THROES;
player->actor.speedXZ = 0.0f;
@ -1215,7 +1215,7 @@ void BossGanondrof_Death(BossGanondrof* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
}
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
}
@ -1516,7 +1516,7 @@ void BossGanondrof_Draw(Actor* thisx, GlobalContext* globalCtx) {
SkelAnime_DrawOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable, BossGanondrof_OverrideLimbDraw,
BossGanondrof_PostLimbDraw, this);
osSyncPrintf("DRAW 22\n");
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_ganondrof.c", 3814);
osSyncPrintf("DRAW END %d\n", this->actor.params);
}

View file

@ -621,16 +621,16 @@ void BossGoma_UpdateCeilingMovement(BossGoma* this, GlobalContext* globalCtx, f3
void BossGoma_SetupEncounterState4(BossGoma* this, GlobalContext* globalCtx) {
Player* player;
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
player = GET_PLAYER(globalCtx);
this->actionState = 4;
this->actor.flags |= ACTOR_FLAG_0;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
this->subCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Animation_Change(&this->skelanime, &gGohmaEyeRollAnim, 1.0f, 0.0f, Animation_GetLastFrame(&gGohmaEyeRollAnim),
ANIMMODE_ONCE, 0.0f);
this->currentAnimFrameCount = Animation_GetLastFrame(&gGohmaEyeRollAnim);
@ -692,10 +692,10 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
case 1: // player entered the room
func_80064520(globalCtx, &globalCtx->csCtx);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
this->subCamId = Play_CreateSubCamera(globalCtx);
osSyncPrintf("MAKE CAMERA !!! 1 !!!!!!!!!!!!!!!!!!!!!!!!!!\n");
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
this->actionState = 2;
// ceiling center
this->actor.world.pos.x = -150.0f;
@ -742,7 +742,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
this->subCamAt.z = player->actor.world.pos.z;
}
Gameplay_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, CAM_ID_MAIN, &this->subCamAt, &this->subCamEye);
if (this->frameCount == 176) {
Actor_SpawnAsChild(&globalCtx->actorCtx, &this->actor, globalCtx, ACTOR_DOOR_SHUTTER, 164.72f, -480.0f,
@ -759,7 +759,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
}
if (this->frameCount >= 228) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
@ -942,7 +942,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
if (this->framesUntilNextAction == 0) {
this->framesUntilNextAction = 30;
this->actionState = 150;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
}
break;
@ -953,7 +953,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->subCamEye.z, this->actor.world.pos.z + 220.0f, 0.2f, 100.0f, 0.1f);
if (this->framesUntilNextAction == 0) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
@ -969,7 +969,7 @@ void BossGoma_Encounter(BossGoma* this, GlobalContext* globalCtx) {
}
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);
}
}
@ -1054,10 +1054,10 @@ void BossGoma_Defeated(BossGoma* this, GlobalContext* globalCtx) {
this->actionState = 1;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 1);
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
this->subCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
this->subCamEye.x = mainCam->eye.x;
this->subCamEye.y = mainCam->eye.y;
this->subCamEye.z = mainCam->eye.z;
@ -1113,7 +1113,7 @@ void BossGoma_Defeated(BossGoma* this, GlobalContext* globalCtx) {
if (this->timer == 0) {
this->actionState = 2;
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_UNK3);
this->timer = 70;
this->decayingProgress = 0;
this->subCamFollowSpeed = 0.0f;
@ -1123,7 +1123,7 @@ void BossGoma_Defeated(BossGoma* this, GlobalContext* globalCtx) {
break;
case 2:
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
Math_SmoothStepToF(&this->subCamEye.x, mainCam->eye.x, 0.2f, this->subCamFollowSpeed * 50.0f, 0.1f);
Math_SmoothStepToF(&this->subCamEye.y, mainCam->eye.y, 0.2f, this->subCamFollowSpeed * 50.0f, 0.1f);
Math_SmoothStepToF(&this->subCamEye.z, mainCam->eye.z, 0.2f, this->subCamFollowSpeed * 50.0f, 0.1f);
@ -1174,7 +1174,7 @@ void BossGoma_Defeated(BossGoma* this, GlobalContext* globalCtx) {
if (this->timer == 0) {
if (Math_SmoothStepToF(&this->actor.scale.y, 0, 1.0f, 0.00075f, 0.0f) <= 0.001f) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
@ -1191,7 +1191,7 @@ void BossGoma_Defeated(BossGoma* this, GlobalContext* globalCtx) {
}
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);
}
if (this->blinkTimer != 0) {

View file

@ -767,7 +767,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
Math_ApproachS(&player->actor.shape.rot.y, this->grabPosRot.rot.y, 2, 0x7D0);
Math_ApproachS(&player->actor.shape.rot.z, this->grabPosRot.rot.z, 2, 0x7D0);
if (this->timers[0] == 0) {
mainCam1 = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam1 = Play_GetCamera(globalCtx, CAM_ID_MAIN);
this->work[MO_TENT_ACTION_STATE] = MO_TENT_SHAKE;
this->tentMaxAngle = .001f;
this->fwork[MO_TENT_SWING_RATE_X] = this->fwork[MO_TENT_SWING_RATE_Z] =
@ -777,9 +777,9 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
this->sfxTimer = 30;
Audio_ResetIncreasingTranspose();
func_80064520(globalCtx, &globalCtx->csCtx);
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->subCamEye = mainCam1->eye;
this->subCamAt = mainCam1->at;
this->subCamYaw = Math_FAtan2F(this->subCamEye.x - this->actor.world.pos.x,
@ -859,7 +859,7 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->subCamAt.x, player->actor.world.pos.x, 0.5f, 50.0f);
Math_ApproachF(&this->subCamAt.y, player->actor.world.pos.y, 0.5f, 50.0f);
Math_ApproachF(&this->subCamAt.z, player->actor.world.pos.z, 0.5f, 50.0f);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
break;
case MO_TENT_CUT:
@ -895,9 +895,9 @@ void BossMo_Tentacle(BossMo* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->subCamAt.x, player->actor.world.pos.x, 0.5f, 50.0f);
Math_ApproachF(&this->subCamAt.y, player->actor.world.pos.y, 0.5f, 50.0f);
Math_ApproachF(&this->subCamAt.z, player->actor.world.pos.z, 0.5f, 50.0f);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
if (player->actor.world.pos.y <= 42.0f) {
mainCam2 = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam2 = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam2->eye = this->subCamEye;
mainCam2->eyeNext = this->subCamEye;
mainCam2->at = this->subCamAt;
@ -1201,7 +1201,7 @@ void BossMo_IntroCs(BossMo* this, GlobalContext* globalCtx) {
f32 sp7C;
f32 sp78;
Player* player = GET_PLAYER(globalCtx);
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
Vec3f bubblePos;
Vec3f bubblePos2;
Camera* mainCam2;
@ -1228,9 +1228,9 @@ void BossMo_IntroCs(BossMo* this, GlobalContext* globalCtx) {
// checks if Link is on one of the four platforms
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->actor.speedXZ = 0.0f;
this->csState = MO_INTRO_START;
this->timers[2] = 50;
@ -1440,7 +1440,7 @@ void BossMo_IntroCs(BossMo* this, GlobalContext* globalCtx) {
sMorphaTent1->timers[0] = 50;
}
if (this->timers[2] == 20) {
mainCam2 = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam2 = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam2->eye = this->subCamEye;
mainCam2->eyeNext = this->subCamEye;
mainCam2->at = this->subCamAt;
@ -1483,11 +1483,11 @@ void BossMo_IntroCs(BossMo* this, GlobalContext* globalCtx) {
this->subCamUp.x = this->subCamUp.z =
sinf(this->work[MO_TENT_VAR_TIMER] * 0.03f) * this->subCamYawShake * (-2.0f);
this->subCamUp.y = 1.0f;
Gameplay_CameraSetAtEyeUp(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
Play_CameraSetAtEyeUp(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye, &this->subCamUp);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
Gameplay_CameraSetFov(globalCtx, this->subCamId, this->subCamFov);
Play_CameraSetFov(globalCtx, this->subCamId, this->subCamFov);
}
if ((this->csState > MO_INTRO_START) && (this->work[MO_TENT_MOVE_TIMER] > 540)) {
@ -1506,7 +1506,7 @@ void BossMo_DeathCs(BossMo* this, GlobalContext* globalCtx) {
f32 sp7C;
Vec3f sp70;
Vec3f sp64;
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
Vec3f velocity;
Vec3f pos;
@ -1514,9 +1514,9 @@ void BossMo_DeathCs(BossMo* this, GlobalContext* globalCtx) {
case MO_DEATH_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);
this->csState = MO_DEATH_MO_CORE_BURST;
this->subCamEye = mainCam->eye;
this->timers[0] = 90;
@ -1727,7 +1727,7 @@ void BossMo_DeathCs(BossMo* this, GlobalContext* globalCtx) {
this->subCamAtVel.y * this->subCamVelFactor);
Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, this->subCamAccel);
}
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
}

View file

@ -374,15 +374,15 @@ void BossSst_HeadSetupIntro(BossSst* this, GlobalContext* globalCtx) {
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 8);
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
Math_Vec3f_Copy(&sSubCamAt, &player->actor.world.pos);
if (GET_EVENTCHKINF(EVENTCHKINF_77)) {
sSubCamEye.z = ROOM_CENTER_Z - 100.0f;
}
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
this->actionFunc = BossSst_HeadIntro;
}
@ -409,11 +409,11 @@ void BossSst_HeadIntro(BossSst* this, GlobalContext* globalCtx) {
func_8002DF54(globalCtx, &this->actor, 7);
sSubCamAt.y += 30.0f;
sSubCamAt.z += 300.0f;
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, sSubCamId);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, sSubCamId);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, sSubCamId);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, sSubCamId);
SET_EVENTCHKINF(EVENTCHKINF_77);
BossSst_HeadSetupNeutral(this);
this->colliderJntSph.base.ocFlags1 |= OC1_ON;
@ -612,7 +612,7 @@ void BossSst_HeadIntro(BossSst* this, GlobalContext* globalCtx) {
}
if (this->actionFunc != BossSst_HeadNeutral) {
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
}
}
@ -995,7 +995,7 @@ void BossSst_UpdateDeathCamera(BossSst* this, GlobalContext* globalCtx) {
subCamEye.x = this->actor.world.pos.x + (sSubCamEye.z * sn) + (sSubCamEye.x * cs);
subCamEye.y = this->actor.home.pos.y - 140.0f + sSubCamEye.y;
subCamEye.z = this->actor.world.pos.z + (sSubCamEye.z * cs) - (sSubCamEye.x * sn);
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &subCamAt, &subCamEye);
}
void BossSst_HeadSetupDeath(BossSst* this, GlobalContext* globalCtx) {
@ -1012,10 +1012,10 @@ void BossSst_HeadSetupDeath(BossSst* this, GlobalContext* globalCtx) {
sHands[LEFT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
sHands[RIGHT]->colliderJntSph.base.ocFlags1 &= ~OC1_ON;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
Gameplay_CopyCamera(globalCtx, sSubCamId, CAM_ID_MAIN);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
Play_CopyCamera(globalCtx, sSubCamId, CAM_ID_MAIN);
func_8002DF54(globalCtx, &player->actor, 8);
func_80064520(globalCtx, &globalCtx->csCtx);
Math_Vec3f_Copy(&sSubCamEye, &GET_ACTIVE_CAM(globalCtx)->eye);
@ -1034,7 +1034,7 @@ void BossSst_HeadDeath(BossSst* this, GlobalContext* globalCtx) {
BossSst_HandSetupThrash(sHands[RIGHT]);
BossSst_HeadSetupThrash(this);
} else if (this->timer > 48) {
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &this->actor.focus.pos, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &this->actor.focus.pos, &sSubCamEye);
Math_StepToF(&this->radius, -350.0f, 10.0f);
} else if (this->timer == 48) {
Player* player = GET_PLAYER(globalCtx);
@ -1175,10 +1175,10 @@ void BossSst_HeadFinish(BossSst* this, GlobalContext* globalCtx) {
if (this->effectMode == BONGO_NULL) {
if (this->timer < -170) {
BossSst_UpdateDeathCamera(this, globalCtx);
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, sSubCamId);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, sSubCamId);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, sSubCamId);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, sSubCamId);
func_8002DF54(globalCtx, &GET_PLAYER(globalCtx)->actor, 7);
func_80064534(globalCtx, &globalCtx->csCtx);
Actor_Kill(&this->actor);

View file

@ -1509,9 +1509,9 @@ void BossTw_TwinrovaMergeCS(BossTw* this, GlobalContext* globalCtx) {
this->csState2 = 1;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 0x39);
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->subCamDist = 800.0f;
this->subCamYaw = M_PI;
sKoumePtr->actor.world.rot.x = 0;
@ -1570,9 +1570,9 @@ void BossTw_TwinrovaMergeCS(BossTw* this, GlobalContext* globalCtx) {
if (this->subCamId != SUB_CAM_ID_DONE) {
if (this->unk_5F9 == 0) {
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
} else {
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt2, &this->subCamEye2);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt2, &this->subCamEye2);
}
}
@ -1715,7 +1715,7 @@ void BossTw_TwinrovaMergeCS(BossTw* this, GlobalContext* globalCtx) {
}
if (this->timers[2] == 1) {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
@ -1805,9 +1805,9 @@ void BossTw_TwinrovaIntroCS(BossTw* this, GlobalContext* globalCtx) {
this->csState2 = 1;
func_80064520(globalCtx, &globalCtx->csCtx);
func_8002DF54(globalCtx, &this->actor, 0x39);
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->subCamEye.x = 0.0f;
this->subCamEye.y = 350;
this->subCamEye.z = 200;
@ -2280,7 +2280,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, GlobalContext* globalCtx) {
}
if (this->work[CS_TIMER_1] == 260) {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
@ -2311,7 +2311,7 @@ void BossTw_TwinrovaIntroCS(BossTw* this, GlobalContext* globalCtx) {
this->subCamAtVel.z * this->subCamUpdateRate);
}
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
}
@ -2618,7 +2618,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, GlobalContext* globalCtx) {
s16 i;
Vec3f spD0;
Player* player = GET_PLAYER(globalCtx);
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
SkelAnime_Update(&this->skelAnime);
this->work[UNK_S8] += 20;
@ -2696,9 +2696,9 @@ void BossTw_TwinrovaDeathCS(BossTw* this, GlobalContext* globalCtx) {
this->csState2 = 1;
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->subCamEye = mainCam->eye;
this->subCamAt = mainCam->at;
Audio_QueueSeqCmd(0x1 << 28 | SEQ_PLAYER_BGM_MAIN << 24 | 0x100FF);
@ -2815,7 +2815,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, GlobalContext* globalCtx) {
Actor_SetScale(&sKoumePtr->actor, sKoumePtr->actor.scale.x);
Actor_SetScale(&sKotakePtr->actor, sKoumePtr->actor.scale.x);
if (this->work[CS_TIMER_2] >= 1020) {
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = this->subCamEye;
mainCam->eyeNext = this->subCamEye;
mainCam->at = this->subCamAt;
@ -2842,7 +2842,7 @@ void BossTw_TwinrovaDeathCS(BossTw* this, GlobalContext* globalCtx) {
if (this->subCamId != SUB_CAM_ID_DONE) {
if (1) {}
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
}
@ -3538,7 +3538,7 @@ void BossTw_Draw(Actor* thisx, GlobalContext* globalCtx2) {
SkelAnime_DrawFlexOpa(globalCtx, this->skelAnime.skeleton, this->skelAnime.jointTable,
this->skelAnime.dListCount, BossTw_OverrideLimbDraw, BossTw_PostLimbDraw, this);
Matrix_Pop();
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
}
if (this->actor.params == TW_KOTAKE) {

View file

@ -649,16 +649,16 @@ void BossVa_Init(Actor* thisx, GlobalContext* globalCtx2) {
globalCtx->envCtx.screenFillColor[2] = 0xBE;
globalCtx->envCtx.screenFillColor[3] = 0xD2;
func_80064520(globalCtx, &globalCtx->csCtx);
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamEyeNext.x = sSubCamEye.x = 140.0f;
sSubCamEyeNext.y = sSubCamEye.y = 205.0f;
sSubCamEyeNext.z = sSubCamEye.z = -20.0f;
sSubCamAtNext.x = sSubCamAt.x = 10.0f;
sSubCamAtNext.y = sSubCamAt.y = 50.0f;
sSubCamAtNext.z = sSubCamAt.z = -220.0f;
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
this->timer = 20;
for (i = BOSSVA_BARI_LOWER_5; i >= BOSSVA_BARI_UPPER_1; i--) {
@ -791,10 +791,10 @@ void BossVa_BodyIntro(BossVa* this, GlobalContext* globalCtx) {
case INTRO_LOOK_DOOR:
func_80064520(globalCtx, &globalCtx->csCtx);
if (sSubCamId == SUB_CAM_ID_DONE) {
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
sSubCamId = Play_CreateSubCamera(globalCtx);
}
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamEyeNext.x = sSubCamEye.x = 13.0f;
sSubCamEyeNext.y = sSubCamEye.y = 124.0f;
@ -833,10 +833,10 @@ void BossVa_BodyIntro(BossVa* this, GlobalContext* globalCtx) {
case INTRO_SPAWN_BARI:
func_80064520(globalCtx, &globalCtx->csCtx);
if (sSubCamId == SUB_CAM_ID_DONE) {
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
sSubCamId = Play_CreateSubCamera(globalCtx);
}
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamEyeNext.x = sSubCamEye.x = 13.0f;
sSubCamEyeNext.y = sSubCamEye.y = 124.0f;
@ -1011,10 +1011,10 @@ void BossVa_BodyIntro(BossVa* this, GlobalContext* globalCtx) {
case INTRO_FINISH:
this->timer--;
if (this->timer == 0) {
Gameplay_ClearCamera(globalCtx, sSubCamId);
Play_ClearCamera(globalCtx, sSubCamId);
sSubCamId = SUB_CAM_ID_DONE;
func_80064534(globalCtx, &globalCtx->csCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
func_8002DF54(globalCtx, &this->actor, 7);
sCsState++;
SET_EVENTCHKINF(EVENTCHKINF_76);
@ -1042,7 +1042,7 @@ void BossVa_BodyIntro(BossVa* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&sSubCamAt.x, sSubCamAtNext.x, 0.3f, sSubCamAtMaxVelFrac.x, 0.075f);
Math_SmoothStepToF(&sSubCamAt.y, sSubCamAtNext.y, 0.3f, sSubCamAtMaxVelFrac.y, 0.075f);
Math_SmoothStepToF(&sSubCamAt.z, sSubCamAtNext.z, 0.3f, sSubCamAtMaxVelFrac.z, 0.075f);
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
}
}
@ -1526,7 +1526,7 @@ void BossVa_SetupBodyDeath(BossVa* this, GlobalContext* globalCtx) {
void BossVa_BodyDeath(BossVa* this, GlobalContext* globalCtx) {
s32 i;
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
s32 sp7C;
Player* player = GET_PLAYER(globalCtx);
s16 tmp16;
@ -1535,9 +1535,9 @@ void BossVa_BodyDeath(BossVa* this, GlobalContext* globalCtx) {
case DEATH_START:
func_8002DF54(globalCtx, &this->actor, 1);
func_80064520(globalCtx, &globalCtx->csCtx);
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamAtNext.x = this->actor.world.pos.x;
sSubCamAtNext.y = this->actor.world.pos.y;
@ -1628,10 +1628,10 @@ void BossVa_BodyDeath(BossVa* this, GlobalContext* globalCtx) {
this->timer--;
if (this->timer == 0) {
Gameplay_ClearCamera(globalCtx, sSubCamId);
Play_ClearCamera(globalCtx, sSubCamId);
sSubCamId = SUB_CAM_ID_DONE;
func_80064534(globalCtx, &globalCtx->csCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
mainCam->eyeNext = mainCam->eye = sSubCamEye;
@ -1666,7 +1666,7 @@ void BossVa_BodyDeath(BossVa* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&sSubCamAt.x, sSubCamAtNext.x, 0.3f, sSubCamAtMaxVelFrac.x, 0.15f);
Math_SmoothStepToF(&sSubCamAt.y, sSubCamAtNext.y, 0.3f, sSubCamAtMaxVelFrac.y, 0.15f);
Math_SmoothStepToF(&sSubCamAt.z, sSubCamAtNext.z, 0.3f, sSubCamAtMaxVelFrac.z, 0.15f);
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
}
SkelAnime_Update(&this->skelAnime);
@ -3511,7 +3511,7 @@ void BossVa_DrawEffects(BossVaEffect* effect, GlobalContext* globalCtx) {
GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
u8 materialFlag = 0;
BossVaEffect* effectHead = effect;
Camera* subCam = Gameplay_GetCamera(globalCtx, sSubCamId);
Camera* subCam = Play_GetCamera(globalCtx, sSubCamId);
OPEN_DISPS(gfxCtx, "../z_boss_va.c", 4953);

View file

@ -845,7 +845,7 @@ s32 func_80986A5C(DemoIm* this, GlobalContext* globalCtx) {
f32 playerPosX = player->actor.world.pos.x;
f32 thisPosX = this->actor.world.pos.x;
if ((thisPosX - (kREG(17) + 130.0f) < playerPosX) && (!Gameplay_InCsMode(globalCtx))) {
if ((thisPosX - (kREG(17) + 130.0f) < playerPosX) && (!Play_InCsMode(globalCtx))) {
return true;
} else {
return false;

View file

@ -131,7 +131,7 @@ void DoorAna_WaitOpen(DoorAna* this, GlobalContext* globalCtx) {
if ((this->actor.targetMode != 0) && (globalCtx->transitionTrigger == TRANS_TRIGGER_OFF) &&
(player->stateFlags1 & PLAYER_STATE1_31) && (player->unk_84F == 0)) {
destinationIdx = ((this->actor.params >> 0xC) & 7) - 1;
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_RETURN, 0x4FF);
Play_SetupRespawnPoint(globalCtx, RESPAWN_MODE_RETURN, 0x4FF);
gSaveContext.respawn[RESPAWN_MODE_RETURN].pos.y = this->actor.world.pos.y;
gSaveContext.respawn[RESPAWN_MODE_RETURN].yaw = this->actor.home.rot.y;
gSaveContext.respawn[RESPAWN_MODE_RETURN].data = this->actor.params & 0xFFFF;

View file

@ -549,7 +549,7 @@ void func_80997220(DoorShutter* this, GlobalContext* globalCtx) {
globalCtx->roomCtx.unk_30 ^= 1;
}
func_80097534(globalCtx, &globalCtx->roomCtx);
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0x0EFF);
Play_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0x0EFF);
}
this->unk_164 = 0;
this->dyna.actor.velocity.y = 0.0f;
@ -572,7 +572,7 @@ void func_809973E8(DoorShutter* this, GlobalContext* globalCtx) {
10, false);
}
Audio_PlayActorSound2(&this->dyna.actor, NA_SE_EV_STONE_BOUND);
quakeId = Quake_Add(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 3);
quakeId = Quake_Add(Play_GetCamera(globalCtx, CAM_ID_MAIN), 3);
Quake_SetSpeed(quakeId, -32536);
Quake_SetQuakeValues(quakeId, 2, 0, 0, 0);
Quake_SetCountdown(quakeId, 10);
@ -767,7 +767,7 @@ void DoorShutter_Draw(Actor* thisx, GlobalContext* globalCtx) {
}
void func_8099803C(GlobalContext* globalCtx, s16 y, s16 countdown, s16 camId) {
s16 quakeId = Quake_Add(Gameplay_GetCamera(globalCtx, camId), 3);
s16 quakeId = Quake_Add(Play_GetCamera(globalCtx, camId), 3);
func_800A9F6C(0.0f, 180, 20, 100);
Quake_SetSpeed(quakeId, 20000);

View file

@ -556,10 +556,10 @@ void func_80999EE0(DoorWarp1* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (this->rutoWarpState == WARP_BLUE_RUTO_STATE_3) {
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
sRutoWarpSubCamId = Gameplay_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
sRutoWarpSubCamId = Play_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, sRutoWarpSubCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, sRutoWarpSubCamId, CAM_STAT_ACTIVE);
at.x = this->actor.world.pos.x;
at.y = 49.0f;
at.z = this->actor.world.pos.z;
@ -567,8 +567,8 @@ void func_80999EE0(DoorWarp1* this, GlobalContext* globalCtx) {
eye.y = 43.0f;
eye.z = player->actor.world.pos.z;
Gameplay_CameraSetAtEye(globalCtx, sRutoWarpSubCamId, &at, &eye);
Gameplay_CameraSetFov(globalCtx, sRutoWarpSubCamId, 90.0f);
Play_CameraSetAtEye(globalCtx, sRutoWarpSubCamId, &at, &eye);
Play_CameraSetFov(globalCtx, sRutoWarpSubCamId, 90.0f);
this->rutoWarpState = WARP_BLUE_RUTO_STATE_TALKING;
Message_StartTextbox(globalCtx, 0x4022, NULL);
DoorWarp1_SetupAction(this, func_80999FE4);
@ -581,8 +581,8 @@ void func_80999FE4(DoorWarp1* this, GlobalContext* globalCtx) {
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
OnePointCutscene_Init(globalCtx, 0x25E9, 999, &this->actor, CAM_ID_MAIN);
// Using `CAM_ID_NONE` here defaults to the active camera
Gameplay_CopyCamera(globalCtx, CAM_ID_NONE, sRutoWarpSubCamId);
Gameplay_ChangeCameraStatus(globalCtx, sRutoWarpSubCamId, CAM_STAT_WAIT);
Play_CopyCamera(globalCtx, CAM_ID_NONE, sRutoWarpSubCamId);
Play_ChangeCameraStatus(globalCtx, sRutoWarpSubCamId, CAM_STAT_WAIT);
this->rutoWarpState = WARP_BLUE_RUTO_STATE_WARPING;
DoorWarp1_SetupAction(this, DoorWarp1_RutoWarpOut);
}

View file

@ -70,9 +70,9 @@ void EnBomBowlPit_DetectHit(EnBomBowlPit* this, GlobalContext* globalCtx) {
func_8002DF54(globalCtx, NULL, 8);
chu->timer = 1;
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->subCamAtMaxVelFrac.x = this->subCamAtMaxVelFrac.y = this->subCamAtMaxVelFrac.z = 0.1f;
this->subCamEyeMaxVelFrac.x = this->subCamEyeMaxVelFrac.y = this->subCamEyeMaxVelFrac.z = 0.1f;
@ -101,7 +101,7 @@ void EnBomBowlPit_DetectHit(EnBomBowlPit* this, GlobalContext* globalCtx) {
this->subCamAtVel.y = fabsf(this->subCamAt.y - this->subCamAtNext.y) * 0.02f;
this->subCamAtVel.z = fabsf(this->subCamAt.z - this->subCamAtNext.z) * 0.02f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
this->actor.textId = 0xF;
Message_StartTextbox(globalCtx, this->actor.textId, NULL);
this->unk_154 = TEXT_STATE_EVENT;
@ -127,7 +127,7 @@ void EnBomBowlPit_CameraDollyIn(EnBomBowlPit* this, GlobalContext* globalCtx) {
Math_ApproachF(&this->subCamEye.z, this->subCamEyeNext.z, this->subCamEyeMaxVelFrac.z, this->subCamEyeVel.z);
}
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
if ((this->unk_154 == Message_GetState(&globalCtx->msgCtx)) && Message_ShouldAdvance(globalCtx)) {
Message_CloseTextbox(globalCtx);
@ -167,8 +167,8 @@ void EnBomBowlPit_SetupGivePrize(EnBomBowlPit* this, GlobalContext* globalCtx) {
break;
}
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
func_8002DF54(globalCtx, NULL, 8);
this->actionFunc = EnBomBowlPit_GivePrize;
}

View file

@ -590,9 +590,9 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
// Initializes Arwing cutscene camera data.
this->cutsceneMode = CLEAR_TAG_CUTSCENE_MODE_PLAY;
func_80064520(globalCtx, &globalCtx->csCtx);
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);
case CLEAR_TAG_CUTSCENE_MODE_PLAY:
// Update the Arwing cutscene camera to spin around in a circle.
cutsceneTimer = this->frameCounter * 128;
@ -613,7 +613,7 @@ void EnClearTag_Update(Actor* thisx, GlobalContext* globalCtx2) {
Math_ApproachF(&this->subCamAt.x, subCamAtNext.x, 0.2f, 500.0f);
Math_ApproachF(&this->subCamAt.y, subCamAtNext.y, 0.2f, 500.0f);
Math_ApproachF(&this->subCamAt.z, subCamAtNext.z, 0.2f, 500.0f);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
// Cutscene has finished.

View file

@ -463,12 +463,12 @@ void EnDaiku_InitSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
if (1) {}
this->subCamAtNext.z = this->subCamAt.z = this->actor.world.pos.z;
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);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Gameplay_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
func_8002DF54(globalCtx, &this->actor, 1);
}
@ -483,7 +483,7 @@ void EnDaiku_UpdateSubCamera(EnDaiku* this, GlobalContext* globalCtx) {
Math_SmoothStepToF(&this->subCamAt.y, this->subCamAtNext.y, 1.0f, 1000.0f, 0.0f);
Math_SmoothStepToF(&this->subCamAt.z, this->subCamAtNext.z, 1.0f, 1000.0f, 0.0f);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) {
@ -491,8 +491,8 @@ void EnDaiku_EscapeSuccess(EnDaiku* this, GlobalContext* globalCtx) {
Actor* gerudoGuard;
Vec3f vec;
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
this->subCamActive = false;
if (CHECK_FLAG_ALL(gSaveContext.eventChkInf[EVENTCHKINF_90_91_92_93_INDEX],

View file

@ -125,7 +125,7 @@ void EnDivingGame_SpawnRuppy(EnDivingGame* this, GlobalContext* globalCtx) {
}
s32 EnDivingGame_HasMinigameFinished(EnDivingGame* this, GlobalContext* globalCtx) {
if (gSaveContext.timer1State == 10 && !Gameplay_InCsMode(globalCtx)) {
if (gSaveContext.timer1State == 10 && !Play_InCsMode(globalCtx)) {
// Failed.
gSaveContext.timer1State = 0;
func_800F5B58();
@ -297,9 +297,9 @@ void func_809EE194(EnDivingGame* this, GlobalContext* globalCtx) {
void EnDivingGame_SetupRupeeThrow(EnDivingGame* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
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->spawnRuppyTimer = 10;
this->subCamAtNext.x = -210.0f;
this->subCamAtNext.y = -80.0f;
@ -326,8 +326,8 @@ void EnDivingGame_SetupRupeeThrow(EnDivingGame* this, GlobalContext* globalCtx)
this->subCamAtVel.x = fabsf(this->subCamAt.x - this->subCamAtNext.x) * 0.04f;
this->subCamAtVel.y = fabsf(this->subCamAt.y - this->subCamAtNext.y) * 0.04f;
this->subCamAtVel.z = fabsf(this->subCamAt.z - this->subCamAtNext.z) * 0.04f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Gameplay_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetFov(globalCtx, this->subCamId, globalCtx->mainCamera.fov);
this->subCamTimer = 60;
this->actionFunc = EnDivingGame_RupeeThrow;
this->subCamVelFactor = 0.0f;
@ -352,7 +352,7 @@ void EnDivingGame_RupeeThrow(EnDivingGame* this, GlobalContext* globalCtx) {
this->subCamAtVel.z * this->subCamVelFactor);
Math_ApproachF(&this->subCamVelFactor, 1.0f, 1.0f, 0.02f);
}
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
if (!this->allRupeesThrown && this->spawnRuppyTimer == 0) {
this->spawnRuppyTimer = 5;
EnDivingGame_SpawnRuppy(this, globalCtx);
@ -403,8 +403,8 @@ void EnDivingGame_SetupUnderwaterViewCs(EnDivingGame* this, GlobalContext* globa
void func_809EE780(EnDivingGame* this, GlobalContext* globalCtx) {
SkelAnime_Update(&this->skelAnime);
if (this->subCamTimer == 0) {
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
this->actor.textId = 0x405A;
Message_ContinueTextbox(globalCtx, this->actor.textId);
this->unk_292 = TEXT_STATE_EVENT;

View file

@ -116,7 +116,7 @@ void EnDntJiji_Wait(EnDntJiji* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
SkelAnime_Update(&this->skelAnime);
if ((this->timer == 1) && (this->actor.xzDistToPlayer < 150.0f) && !Gameplay_InCsMode(globalCtx) &&
if ((this->timer == 1) && (this->actor.xzDistToPlayer < 150.0f) && !Play_InCsMode(globalCtx) &&
!(player->stateFlags1 & PLAYER_STATE1_11)) {
OnePointCutscene_Init(globalCtx, 2230, -99, &this->actor, CAM_ID_MAIN);
this->timer = 0;

View file

@ -50,7 +50,7 @@ void EnEg_Init(Actor* thisx, GlobalContext* globalCtx) {
void func_809FFDC8(EnEg* this, GlobalContext* globalCtx) {
if (!voided && (gSaveContext.timer2Value < 1) && Flags_GetSwitch(globalCtx, 0x36) && (kREG(0) == 0)) {
// Void the player out
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
gSaveContext.respawnFlag = -2;
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
globalCtx->transitionType = TRANS_TYPE_FADE_BLACK;

View file

@ -1418,7 +1418,7 @@ void func_80A053F0(Actor* thisx, GlobalContext* globalCtx) {
LOG_NUM("z_common_data.memory.information.room_inf[127][ 0 ]", HIGH_SCORE(HS_HBA), "../z_en_elf.c", 2595);
}
if (!Gameplay_InCsMode(globalCtx)) {
if (!Play_InCsMode(globalCtx)) {
if (gSaveContext.naviTimer < 25800) {
gSaveContext.naviTimer++;
} else if (!(this->fairyFlags & 0x80)) {

View file

@ -177,7 +177,7 @@ void EnFhgFire_Destroy(Actor* thisx, GlobalContext* globalCtx) {
}
void EnFhgFire_LightningStrike(EnFhgFire* this, GlobalContext* globalCtx) {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
s16 i;
switch (this->work[FHGFIRE_FIRE_MODE]) {

View file

@ -1460,9 +1460,9 @@ void EnGo2_GoronLinkAnimation(EnGo2* this, GlobalContext* globalCtx) {
void EnGo2_GoronFireCamera(EnGo2* this, GlobalContext* globalCtx) {
s16 yaw;
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);
Path_CopyLastPoint(this->path, &this->subCamAt);
yaw = Math_Vec3f_Yaw(&this->actor.world.pos, &this->subCamAt) + 0xE38;
this->subCamEye.x = Math_SinS(yaw) * 100.0f + this->actor.world.pos.x;
@ -1471,12 +1471,12 @@ void EnGo2_GoronFireCamera(EnGo2* this, GlobalContext* globalCtx) {
this->subCamAt.x = this->actor.world.pos.x;
this->subCamAt.y = this->actor.world.pos.y + 40.0f;
this->subCamAt.z = this->actor.world.pos.z;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamAt, &this->subCamEye);
}
void EnGo2_GoronFireClearCamera(EnGo2* this, GlobalContext* globalCtx) {
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
}
void EnGo2_BiggoronAnimation(EnGo2* this) {

View file

@ -220,7 +220,7 @@ void func_80A4E910(EnGs* this, GlobalContext* globalCtx) {
this->unk_1EC = 0.0f;
} else if ((this->unk_19F == 1) && (func_80A4E754(this, globalCtx, &this->unk_1E8, &this->unk_1EC, &this->unk_200,
0.8f, 0.007f, 0.001f, 7, 0) == 0.0f)) {
if (!Gameplay_InCsMode(globalCtx)) {
if (!Play_InCsMode(globalCtx)) {
Message_StartTextbox(globalCtx, 0x71B1, NULL);
}
this->unk_19C = 0;

View file

@ -308,9 +308,9 @@ void func_80A5372C(EnHeishi2* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
this->unk_2F2[0] = 200;
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->subCamEye.x = 947.0f;
this->subCamEye.y = 1195.0f;
this->subCamEye.z = 2682.0f;
@ -319,7 +319,7 @@ void func_80A5372C(EnHeishi2* this, GlobalContext* globalCtx) {
this->subCamAt.y = 1145.0f;
this->subCamAt.z = 3014.0f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
this->actionFunc = func_80A53850;
}
@ -327,11 +327,11 @@ void func_80A53850(EnHeishi2* this, GlobalContext* globalCtx) {
BgSpot15Saku* gate;
SkelAnime_Update(&this->skelAnime);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
gate = (BgSpot15Saku*)this->gate;
if ((this->unk_2F2[0] == 0) || (gate->unk_168 == 0)) {
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Message_CloseTextbox(globalCtx);
this->unk_30C = 1;
func_8002DF54(globalCtx, NULL, 7);
@ -472,9 +472,9 @@ void func_80A53DF8(EnHeishi2* this, GlobalContext* globalCtx) {
Animation_Change(&this->skelAnime, &gEnHeishiIdleAnim, 1.0f, 0.0f, (s16)frameCount, ANIMMODE_LOOP, -10.0f);
this->unk_2F2[0] = 200;
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->subCamEyeInit.x = -71.0f;
this->subCamEye.x = -71.0f;
this->subCamEyeInit.y = 571.0f;
@ -487,7 +487,7 @@ void func_80A53DF8(EnHeishi2* this, GlobalContext* globalCtx) {
this->subCamAt.y = 417.0f;
this->subCamAtInit.z = -1079.0f;
this->subCamAt.z = -1079.0f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
this->actionFunc = func_80A53F30;
}
@ -495,11 +495,11 @@ void func_80A53F30(EnHeishi2* this, GlobalContext* globalCtx) {
BgGateShutter* gate;
SkelAnime_Update(&this->skelAnime);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
Play_CameraSetAtEye(globalCtx, this->subCamId, &this->subCamEye, &this->subCamAt);
gate = (BgGateShutter*)this->gate;
if ((this->unk_2F2[0] == 0) || (gate->openingState == 0)) {
Gameplay_ClearCamera(globalCtx, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
if (this->unk_30A != 2) {
if (this->unk_30A == 0) {
this->actor.textId = 0x2015;

View file

@ -1424,7 +1424,7 @@ void func_80A78160(EnIk* this, GlobalContext* globalCtx) {
void func_80A781CC(Actor* thisx, GlobalContext* globalCtx) {
EnIk* this = (EnIk*)thisx;
if (!Gameplay_InCsMode(globalCtx)) {
if (!Play_InCsMode(globalCtx)) {
this->actor.update = EnIk_Update;
this->actor.draw = EnIk_Draw;
Cutscene_SetSegment(globalCtx, gSpiritBossNabooruKnuckleDefeatCs);

View file

@ -446,16 +446,16 @@ void func_80A79C78(EnIn* this, GlobalContext* globalCtx) {
Vec3f subCamEye;
Vec3s zeroVec = { 0, 0, 0 };
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);
subCamAt.x = this->actor.world.pos.x;
subCamAt.y = this->actor.world.pos.y + 60.0f;
subCamAt.z = this->actor.world.pos.z;
subCamEye.x = subCamAt.x;
subCamEye.y = subCamAt.y - 22.0f;
subCamEye.z = subCamAt.z + 40.0f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
this->actor.shape.rot.y = Math_Vec3f_Yaw(&this->actor.world.pos, &subCamEye);
this->unk_308.unk_08 = zeroVec;
this->unk_308.unk_0E = zeroVec;
@ -762,10 +762,10 @@ void func_80A7AA40(EnIn* this, GlobalContext* globalCtx) {
Vec3f subCamAt;
Vec3f subCamEye;
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
this->subCamId = Play_CreateSubCamera(globalCtx);
this->returnToCamId = globalCtx->activeCamId;
Gameplay_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
this->subCamAtOffset.x = 0.0f;
this->subCamAtOffset.y = 50.0f;
@ -785,7 +785,7 @@ void func_80A7AA40(EnIn* this, GlobalContext* globalCtx) {
subCamEye.y += this->subCamEyeOffset.y;
subCamEye.z += this->subCamEyeOffset.z;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
this->actor.textId = 0x203B;
Message_StartTextbox(globalCtx, this->actor.textId, NULL);
this->unk_308.unk_00 = 1;
@ -849,13 +849,13 @@ void func_80A7ABD4(EnIn* this, GlobalContext* globalCtx) {
subCamEye.x += this->subCamEyeOffset.x;
subCamEye.y += this->subCamEyeOffset.y;
subCamEye.z += this->subCamEyeOffset.z;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
}
}
void func_80A7AE84(EnIn* this, GlobalContext* globalCtx) {
Gameplay_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
func_8002DF54(globalCtx, &this->actor, 7);
Interface_ChangeAlpha(0x32);
this->actionFunc = func_80A7AEF0;

View file

@ -367,16 +367,16 @@ void EnKz_SetupMweep(EnKz* this, GlobalContext* globalCtx) {
Vec3f subCamAt;
Vec3f subCamEye;
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
this->subCamId = Play_CreateSubCamera(globalCtx);
this->returnToCamId = globalCtx->activeCamId;
Gameplay_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
subCamAt = this->actor.world.pos;
subCamEye = this->actor.home.pos;
subCamAt.y += 60.0f;
subCamEye.y += -100.0f;
subCamEye.z += 260.0f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
func_8002DF54(globalCtx, &this->actor, 8);
this->actor.speedXZ = 0.1f;
this->actionFunc = EnKz_Mweep;
@ -392,7 +392,7 @@ void EnKz_Mweep(EnKz* this, GlobalContext* globalCtx) {
subCamAt.y += 60.0f;
subCamEye.y += -100.0f;
subCamEye.z += 260.0f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
if ((EnKz_FollowPath(this, globalCtx) == 1) && (this->waypoint == 0)) {
Animation_ChangeByInfo(&this->skelanime, sAnimationInfo, ENKZ_ANIM_1);
Inventory_ReplaceItem(globalCtx, ITEM_LETTER_RUTO, ITEM_BOTTLE);
@ -407,8 +407,8 @@ void EnKz_Mweep(EnKz* this, GlobalContext* globalCtx) {
}
void EnKz_StopMweep(EnKz* this, GlobalContext* globalCtx) {
Gameplay_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
func_8002DF54(globalCtx, &this->actor, 7);
this->actionFunc = EnKz_Wait;
}

View file

@ -245,7 +245,7 @@ void func_80A9F408(EnMThunder* this, GlobalContext* globalCtx) {
func_800F4254(&player->actor.projectedPos, 0);
}
if (Gameplay_InCsMode(globalCtx)) {
if (Play_InCsMode(globalCtx)) {
Actor_Kill(&this->actor);
}
}
@ -295,7 +295,7 @@ void func_80A9F9B4(EnMThunder* this, GlobalContext* globalCtx) {
func_80A9F938(this, globalCtx);
if (Gameplay_InCsMode(globalCtx)) {
if (Play_InCsMode(globalCtx)) {
Actor_Kill(&this->actor);
}
}

View file

@ -928,7 +928,7 @@ void func_80ACC00C(EnOwl* this, GlobalContext* globalCtx) {
this->actor.shape.rot.y = this->actor.world.rot.y;
if (this->actor.xzDistToPlayer < 50.0f) {
if (!Gameplay_InCsMode(globalCtx)) {
if (!Play_InCsMode(globalCtx)) {
owlType = (this->actor.params & 0xFC0) >> 6;
osSyncPrintf(VT_FGCOL(CYAN));
osSyncPrintf("%dのフクロウ\n", owlType); // "%d owl"

View file

@ -134,7 +134,7 @@ void EnPoDesert_WaitForPlayer(EnPoDesert* this, GlobalContext* globalCtx) {
func_8002F974(&this->actor, NA_SE_EN_PO_FLY - SFX_FLAG);
if (this->actor.xzDistToPlayer < 200.0f && (this->currentPathPoint != 2 || globalCtx->actorCtx.lensActive)) {
if (this->currentPathPoint == 2) {
if (Gameplay_InCsMode(globalCtx)) {
if (Play_InCsMode(globalCtx)) {
this->actor.shape.rot.y += 0x800;
return;
}

View file

@ -855,7 +855,7 @@ void func_80AEC780(EnRu1* this, GlobalContext* globalCtx) {
s32 pad;
Player* player = GET_PLAYER(globalCtx);
if ((func_80AEC5FC(this, globalCtx)) && (!Gameplay_InCsMode(globalCtx)) &&
if ((func_80AEC5FC(this, globalCtx)) && (!Play_InCsMode(globalCtx)) &&
(!(player->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_21))) &&
(player->actor.bgCheckFlags & BGCHECKFLAG_GROUND)) {

View file

@ -631,7 +631,7 @@ s32 func_80AF383C(EnRu2* this, GlobalContext* globalCtx) {
}
void func_80AF3878(EnRu2* this, GlobalContext* globalCtx) {
if (func_80AF383C(this, globalCtx) && !Gameplay_InCsMode(globalCtx)) {
if (func_80AF383C(this, globalCtx) && !Play_InCsMode(globalCtx)) {
this->action = 16;
OnePointCutscene_Init(globalCtx, 3130, -99, &this->actor, CAM_ID_MAIN);
}

View file

@ -616,7 +616,7 @@ void func_80AF67D0(EnSa* this, GlobalContext* globalCtx) {
void func_80AF683C(EnSa* this, GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
if (!(player->actor.world.pos.z >= -2220.0f) && !Gameplay_InCsMode(globalCtx)) {
if (!(player->actor.world.pos.z >= -2220.0f) && !Play_InCsMode(globalCtx)) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(spot05_scene_Cs_005730);
gSaveContext.cutsceneTrigger = 1;
this->actionFunc = func_80AF68E4;

View file

@ -991,7 +991,7 @@ void func_80B0EEA4(GlobalContext* globalCtx) {
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_sw.c", 2205);
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_sw.c", 2207);
}

View file

@ -522,10 +522,10 @@ void func_80B14E28(EnTa* this, GlobalContext* globalCtx) {
Vec3f subCamEye;
Vec3f subCamAt;
this->subCamId = Gameplay_CreateSubCamera(globalCtx);
this->subCamId = Play_CreateSubCamera(globalCtx);
this->returnToCamId = globalCtx->activeCamId;
Gameplay_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
Play_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, this->subCamId, CAM_STAT_ACTIVE);
subCamEye.x = 1053.0f;
subCamEye.y = 11.0f;
@ -535,12 +535,12 @@ void func_80B14E28(EnTa* this, GlobalContext* globalCtx) {
subCamAt.y = 45.0f;
subCamAt.z = -40.0f;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
}
void func_80B14EDC(EnTa* this, GlobalContext* globalCtx) {
Gameplay_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, this->subCamId);
Play_ChangeCameraStatus(globalCtx, this->returnToCamId, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
}
void func_80B14F20(EnTa* this, EnTaActionFunc arg1) {
@ -737,7 +737,7 @@ void func_80B154FC(EnTa* this, GlobalContext* globalCtx) {
func_800F5918();
}
if (gSaveContext.timer1Value == 0 && !Gameplay_InCsMode(globalCtx)) {
if (gSaveContext.timer1Value == 0 && !Play_InCsMode(globalCtx)) {
Audio_QueueSeqCmd(SEQ_PLAYER_BGM_MAIN << 24 | NA_BGM_STOP);
this->unk_2E0 &= ~0x200;
func_80078884(NA_SE_SY_FOUND);

View file

@ -215,7 +215,7 @@ void EnTorch2_Update(Actor* thisx, GlobalContext* globalCtx2) {
sp5A = player->actor.shape.rot.y - this->actor.shape.rot.y;
input->cur.button = 0;
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
attackItem = EnTorch2_GetAttackItem(globalCtx, this);
switch (sActionState) {
case ENTORCH2_WAIT:

View file

@ -467,7 +467,7 @@ void EnWallmas_TakePlayer(EnWallmas* this, GlobalContext* globalCtx) {
if (this->timer == 0x1E) {
func_80078884(NA_SE_OC_ABYSS);
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
}
}

View file

@ -218,7 +218,7 @@ void func_80B3A4F8(EnWonderTalk2* this, GlobalContext* globalCtx) {
}
if (((this->actor.xzDistToPlayer < (40.0f + this->triggerRange)) &&
(fabsf(player->actor.world.pos.y - this->actor.world.pos.y) < 100.0f)) &&
!Gameplay_InCsMode(globalCtx)) {
!Play_InCsMode(globalCtx)) {
if (this->unk_158 >= 2) {
osSyncPrintf("\n\n");
// "Transparent Message Kimi Seto"

View file

@ -288,7 +288,7 @@ s32 EnXc_MinuetCS(EnXc* this, GlobalContext* globalCtx) {
f32 z = player->actor.world.pos.z;
if (z < -2225.0f) {
if (!Gameplay_InCsMode(globalCtx)) {
if (!Play_InCsMode(globalCtx)) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(&gMinuetCs);
gSaveContext.cutsceneTrigger = 1;
SET_EVENTCHKINF(EVENTCHKINF_50);
@ -319,7 +319,7 @@ s32 EnXc_BoleroCS(EnXc* this, GlobalContext* globalCtx) {
posRot = &player->actor.world;
if ((posRot->pos.x > -784.0f) && (posRot->pos.x < -584.0f) && (posRot->pos.y > 447.0f) &&
(posRot->pos.y < 647.0f) && (posRot->pos.z > -446.0f) && (posRot->pos.z < -246.0f) &&
!Gameplay_InCsMode(globalCtx)) {
!Play_InCsMode(globalCtx)) {
globalCtx->csCtx.segment = SEGMENTED_TO_VIRTUAL(&gDeathMountainCraterBoleroCs);
gSaveContext.cutsceneTrigger = 1;
SET_EVENTCHKINF(EVENTCHKINF_51);
@ -349,7 +349,7 @@ s32 EnXc_SerenadeCS(EnXc* this, GlobalContext* globalCtx) {
s32 stateFlags = player->stateFlags1;
if (CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, EQUIP_INV_BOOTS_IRON) && !GET_EVENTCHKINF(EVENTCHKINF_52) &&
!(stateFlags & PLAYER_STATE1_29) && !Gameplay_InCsMode(globalCtx)) {
!(stateFlags & PLAYER_STATE1_29) && !Play_InCsMode(globalCtx)) {
Cutscene_SetSegment(globalCtx, &gIceCavernSerenadeCs);
gSaveContext.cutsceneTrigger = 1;
SET_EVENTCHKINF(EVENTCHKINF_52); // Learned Serenade of Water Flag

View file

@ -169,17 +169,17 @@ void func_80B4B010(EnZl1* this, GlobalContext* globalCtx) {
if (Actor_ProcessTalkRequest(&this->actor, globalCtx)) {
Animation_Change(&this->skelAnime, &gChildZelda1Anim_10B38, 1.0f, 0.0f,
Animation_GetLastFrame(&gChildZelda1Anim_10B38), ANIMMODE_ONCE_INTERP, -10.0f);
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);
func_800C0808(globalCtx, this->subCamId, player, CAM_SET_FREE0);
globalCtx->envCtx.screenFillColor[0] = 255;
globalCtx->envCtx.screenFillColor[1] = 255;
globalCtx->envCtx.screenFillColor[2] = 255;
globalCtx->envCtx.screenFillColor[3] = 24;
globalCtx->envCtx.fillScreen = true;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Gameplay_CameraSetFov(globalCtx, this->subCamId, 30.0f);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetFov(globalCtx, this->subCamId, 30.0f);
ShrinkWindow_SetVal(0x20);
Interface_ChangeAlpha(2);
player->actor.world.pos = playerPos;
@ -232,8 +232,8 @@ void func_80B4B240(EnZl1* this, GlobalContext* globalCtx) {
case 1:
if ((Message_GetState(msgCtx) == TEXT_STATE_EVENT) && Message_ShouldAdvance(globalCtx)) {
globalCtx->envCtx.fillScreen = false;
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Gameplay_CameraSetFov(globalCtx, this->subCamId, 25.0f);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetFov(globalCtx, this->subCamId, 25.0f);
player->actor.world.pos = sp58;
this->actor.textId = 0x702F;
Message_ContinueTextbox(globalCtx, this->actor.textId);
@ -411,8 +411,8 @@ void func_80B4B8B4(EnZl1* this, GlobalContext* globalCtx) {
this->actor.velocity.z = (sp68.z - sp74.z) / actionLength;
}
func_80038290(globalCtx, &this->actor, &this->unk_200, &this->unk_206, this->actor.focus.pos);
Gameplay_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Gameplay_CameraSetFov(globalCtx, this->subCamId, 70.0f);
Play_CameraSetAtEye(globalCtx, this->subCamId, &subCamAt, &subCamEye);
Play_CameraSetFov(globalCtx, this->subCamId, 70.0f);
}
}
@ -520,9 +520,9 @@ void func_80B4BF2C(EnZl1* this, GlobalContext* globalCtx) {
}
case 2:
if (Actor_HasParent(&this->actor, globalCtx)) {
Gameplay_CopyCamera(globalCtx, CAM_ID_MAIN, this->subCamId);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Gameplay_ClearCamera(globalCtx, this->subCamId);
Play_CopyCamera(globalCtx, CAM_ID_MAIN, this->subCamId);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_ACTIVE);
Play_ClearCamera(globalCtx, this->subCamId);
this->actor.parent = NULL;
this->unk_1E2++;
} else {

View file

@ -1786,7 +1786,7 @@ void func_80B5764C(EnZl3* this, GlobalContext* globalCtx) {
if ((sceneNum == SCENE_GANON_SONOGO) && (func_80B54DB4(this) == 0x26)) {
s32 unk_314 = this->unk_314 + 1;
if ((unk_314 == 1) && !Gameplay_InCsMode(globalCtx)) {
if ((unk_314 == 1) && !Play_InCsMode(globalCtx)) {
OnePointCutscene_Init(globalCtx, 1000, 40, &this->actor, CAM_ID_MAIN);
}
}
@ -2019,7 +2019,7 @@ void func_80B57F1C(EnZl3* this, GlobalContext* globalCtx) {
}
s32 func_80B57F84(EnZl3* this, GlobalContext* globalCtx) {
if (func_80B575D0(this, globalCtx) && func_80B57C7C(this, globalCtx) && !Gameplay_InCsMode(globalCtx)) {
if (func_80B575D0(this, globalCtx) && func_80B57C7C(this, globalCtx) && !Play_InCsMode(globalCtx)) {
func_80B54E14(this, &gZelda2Anime2Anim_009FBC, 0, -8.0f, 0);
this->action = 36;
this->unk_2EC = 0.0f;
@ -2041,7 +2041,7 @@ void func_80B58014(EnZl3* this, GlobalContext* globalCtx) {
} else if (func_80B57C8C(this) && func_80B57F84(this, globalCtx)) {
OnePointCutscene_Init(globalCtx, 4000, -99, &this->actor, CAM_ID_MAIN);
this->unk_3D0 = 0;
} else if (func_80B576C8(this, globalCtx) && func_80B575B0(this, globalCtx) && !Gameplay_InCsMode(globalCtx)) {
} else if (func_80B576C8(this, globalCtx) && func_80B575B0(this, globalCtx) && !Play_InCsMode(globalCtx)) {
this->action = 0x1F;
this->unk_3CC = 0.0f;
func_80B537E8(this);
@ -2116,7 +2116,7 @@ void func_80B584B4(EnZl3* this, GlobalContext* globalCtx) {
Actor* nearbyEnTest = Actor_FindNearby(globalCtx, &this->actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 8000.0f);
if (D_80B5A4BC == 0) {
if ((nearbyEnTest == NULL) && (!Gameplay_InCsMode(globalCtx))) {
if ((nearbyEnTest == NULL) && (!Play_InCsMode(globalCtx))) {
this->action = 33;
OnePointCutscene_Init(globalCtx, 4011, -99, &this->actor, CAM_ID_MAIN);
} else if (invincibilityTimer > 0) {
@ -2125,7 +2125,7 @@ void func_80B584B4(EnZl3* this, GlobalContext* globalCtx) {
func_80B56DC8(this);
}
} else {
if ((nearbyEnTest == NULL) && (!Gameplay_InCsMode(globalCtx))) {
if ((nearbyEnTest == NULL) && (!Play_InCsMode(globalCtx))) {
func_80B54E14(this, &gZelda2Anime2Anim_007664, 0, -12.0f, 0);
D_80B5A4BC = 0;
this->action = 33;

View file

@ -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);
}

View file

@ -5235,10 +5235,10 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
case 1: {
Camera* mainCam;
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
sSubCamEye.x = mainCam->eye.x;
sSubCamEye.y = mainCam->eye.y;
sSubCamEye.z = mainCam->eye.z;
@ -5346,7 +5346,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
break;
case 3: {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = sSubCamEye;
mainCam->eyeNext = sSubCamEye;
@ -5366,11 +5366,11 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
Camera* mainCam;
func_80064520(globalCtx, &globalCtx->csCtx);
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
func_8002DF54(globalCtx, &this->actor, 5);
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
sSubCamEye.x = mainCam->eye.x;
sSubCamEye.y = mainCam->eye.y;
sSubCamEye.z = mainCam->eye.z;
@ -5388,7 +5388,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
player->actor.speedXZ = 0.0f;
if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_NONE) {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam->eye = sSubCamEye;
mainCam->eyeNext = sSubCamEye;
@ -5408,11 +5408,11 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
Camera* mainCam;
func_80064520(globalCtx, &globalCtx->csCtx);
sSubCamId = Gameplay_CreateSubCamera(globalCtx);
Gameplay_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Gameplay_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
sSubCamId = Play_CreateSubCamera(globalCtx);
Play_ChangeCameraStatus(globalCtx, CAM_ID_MAIN, CAM_STAT_WAIT);
Play_ChangeCameraStatus(globalCtx, sSubCamId, CAM_STAT_ACTIVE);
func_8002DF54(globalCtx, &this->actor, 5);
mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
sSubCamEye.x = mainCam->eye.x;
sSubCamEye.y = mainCam->eye.y;
sSubCamEye.z = mainCam->eye.z;
@ -5486,7 +5486,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
if ((Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CHOICE) ||
(Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_NONE)) {
if (Message_ShouldAdvance(globalCtx)) {
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
Message_CloseTextbox(globalCtx);
if (globalCtx->msgCtx.choiceIndex == 0) {
@ -5518,7 +5518,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
}
if (sSubCamId != SUB_CAM_ID_DONE) {
Gameplay_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Play_CameraSetAtEye(globalCtx, sSubCamId, &sSubCamAt, &sSubCamEye);
Math_ApproachF(&sSubCamVelFactor, 1.0f, 1.0f, 0.02f);
if (sSubCamEye.y <= (WATER_SURFACE_Y(globalCtx) + 1.0f)) {
@ -5646,7 +5646,7 @@ void Fishing_UpdateOwner(Actor* thisx, GlobalContext* globalCtx2) {
if ((u8)D_80B7A650 > 0) {
s32 pad;
Camera* mainCam = Gameplay_GetCamera(globalCtx, CAM_ID_MAIN);
Camera* mainCam = Play_GetCamera(globalCtx, CAM_ID_MAIN);
s16 i;
s32 pad1;
Vec3f pos;

View file

@ -76,7 +76,7 @@ void func_80B9D0B0(ObjRoomtimer* this, GlobalContext* globalCtx) {
if ((this->actor.params != 0x3FF) && (gSaveContext.timer1Value == 0)) {
Audio_PlaySoundGeneral(NA_SE_OC_ABYSS, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
Actor_Kill(&this->actor);
}
}

View file

@ -1390,7 +1390,7 @@ void func_80832440(GlobalContext* globalCtx, Player* this) {
this->unk_6AD = 0;
func_80832340(globalCtx, this);
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
this->stateFlags1 &= ~(PLAYER_STATE1_13 | PLAYER_STATE1_14 | PLAYER_STATE1_20 | PLAYER_STATE1_21);
this->stateFlags2 &= ~(PLAYER_STATE2_4 | PLAYER_STATE2_7 | PLAYER_STATE2_18);
@ -2428,7 +2428,7 @@ s32 func_80834E7C(GlobalContext* globalCtx) {
s32 func_80834EB8(Player* this, GlobalContext* globalCtx) {
if ((this->unk_6AD == 0) || (this->unk_6AD == 2)) {
if (func_80833BCC(this) ||
(Camera_CheckValidMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_BOWARROW) == 0)) {
(Camera_CheckValidMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_BOWARROW) == 0)) {
return 1;
}
this->unk_6AD = 2;
@ -2838,13 +2838,13 @@ void func_80835E44(GlobalContext* globalCtx, s16 camSetting) {
Interface_ChangeAlpha(2);
}
} else {
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), camSetting);
Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), camSetting);
}
}
void func_80835EA4(GlobalContext* globalCtx, s32 arg1) {
func_80835E44(globalCtx, CAM_SET_TURN_AROUND);
Camera_SetCameraData(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 4, 0, 0, arg1, 0, 0);
Camera_SetCameraData(Play_GetCamera(globalCtx, CAM_ID_MAIN), 4, 0, 0, arg1, 0, 0);
}
void func_80835EFC(Player* this) {
@ -3786,7 +3786,7 @@ s32 func_808382DC(Player* this, GlobalContext* globalCtx) {
func_80832698(this, NA_SE_VO_LI_DAMAGE_S);
if (sp68) {
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
Scene_SetTransitionForNextEntrance(globalCtx);
} else {
// Special case for getting crushed in Forest Temple's Checkboard Ceiling Hall or Shadow Temple's
@ -3803,12 +3803,12 @@ s32 func_808382DC(Player* this, GlobalContext* globalCtx) {
respawnInfo = &fallingSpikeTrapRespawn;
}
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
Play_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
gSaveContext.respawn[RESPAWN_MODE_DOWN].pos = respawnInfo->pos;
gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = respawnInfo->yaw;
}
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
}
func_80832698(this, NA_SE_VO_LI_TAKEN_AWAY);
@ -4066,7 +4066,7 @@ void func_80838F5C(GlobalContext* globalCtx, Player* this) {
this->stateFlags1 |= PLAYER_STATE1_29 | PLAYER_STATE1_31;
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_FREE0);
Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_FREE0);
}
s32 func_80838FB8(GlobalContext* globalCtx, Player* this) {
@ -4158,7 +4158,7 @@ s32 func_80839034(GlobalContext* globalCtx, Player* this, CollisionPoly* poly, u
}
if (exitIndex == 0) {
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
Scene_SetTransitionForNextEntrance(globalCtx);
} else {
globalCtx->nextEntranceIndex = globalCtx->setupExitList[exitIndex - 1];
@ -4176,7 +4176,7 @@ s32 func_80839034(GlobalContext* globalCtx, Player* this, CollisionPoly* poly, u
} else {
if (SurfaceType_GetSlope(&globalCtx->colCtx, poly, bgId) == 2) {
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = globalCtx->nextEntranceIndex;
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
gSaveContext.respawnFlag = -2;
}
gSaveContext.unk_13C3 = 1;
@ -4238,9 +4238,9 @@ s32 func_80839034(GlobalContext* globalCtx, Player* this, CollisionPoly* poly, u
if (this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) {
if (this->unk_A7A == 5) {
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
} else {
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
}
globalCtx->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
func_80078884(NA_SE_OC_ABYSS);
@ -4444,7 +4444,7 @@ s32 func_80839800(Player* this, GlobalContext* globalCtx) {
gSaveContext.entranceSound = NA_SE_OC_DOOR_OPEN;
}
} else {
Camera_ChangeDoorCam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), doorActor,
Camera_ChangeDoorCam(Play_GetCamera(globalCtx, CAM_ID_MAIN), doorActor,
globalCtx->transiActorCtx.list[(u16)doorActor->params >> 10]
.sides[(doorDirection > 0) ? 0 : 1]
.effects,
@ -4834,7 +4834,7 @@ s32 func_8083AD4C(GlobalContext* globalCtx, Player* this) {
cameraMode = CAM_MODE_FIRSTPERSON;
}
return Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), cameraMode);
return Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), cameraMode);
}
s32 func_8083ADD4(GlobalContext* globalCtx, Player* this) {
@ -5019,7 +5019,7 @@ s32 func_8083B040(Player* this, GlobalContext* globalCtx) {
func_80835EA4(globalCtx, (this->unk_6A8 != NULL) ? 0x5B : 0x5A);
if (this->unk_6A8 != NULL) {
this->stateFlags2 |= PLAYER_STATE2_25;
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, this->unk_6A8);
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, this->unk_6A8);
}
}
} else if (func_8083AD4C(globalCtx, this)) {
@ -5126,7 +5126,7 @@ s32 func_8083B644(Player* this, GlobalContext* globalCtx) {
s32 func_8083B8F4(Player* this, GlobalContext* globalCtx) {
if (!(this->stateFlags1 & (PLAYER_STATE1_11 | PLAYER_STATE1_23)) &&
Camera_CheckValidMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FIRSTPERSON)) {
Camera_CheckValidMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_FIRSTPERSON)) {
if ((this->actor.bgCheckFlags & BGCHECKFLAG_GROUND) ||
(func_808332B8(this) && (this->actor.yDistToWater < this->ageProperties->unk_2C))) {
this->unk_6AD = 1;
@ -6168,7 +6168,7 @@ s32 func_8083E5A8(Player* this, GlobalContext* globalCtx) {
func_808322D0(globalCtx, this, this->ageProperties->unk_98);
func_80832F54(globalCtx, this, 0x28F);
chest->unk_1F4 = 1;
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_SLOW_CHEST_CS);
Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_SLOW_CHEST_CS);
} else {
func_80832264(globalCtx, this, &gPlayerAnim_002DF8);
chest->unk_1F4 = -1;
@ -7621,7 +7621,7 @@ void func_8084279C(Player* this, GlobalContext* globalCtx) {
}
this->actor.flags &= ~ACTOR_FLAG_8;
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
}
}
@ -7652,7 +7652,7 @@ s32 func_80842964(Player* this, GlobalContext* globalCtx) {
}
void func_808429B4(GlobalContext* globalCtx, s32 speed, s32 y, s32 countdown) {
s32 quakeIdx = Quake_Add(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 3);
s32 quakeIdx = Quake_Add(Play_GetCamera(globalCtx, CAM_ID_MAIN), 3);
Quake_SetSpeed(quakeIdx, speed);
Quake_SetQuakeValues(quakeIdx, y, 0, 0, 0);
@ -8824,7 +8824,7 @@ s32 func_80845BA0(GlobalContext* arg0, Player* arg1, f32* arg2, s32 arg3) {
s32 func_80845C68(GlobalContext* globalCtx, s32 arg1) {
if (arg1 == 0) {
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
Play_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
}
gSaveContext.respawn[RESPAWN_MODE_DOWN].data = 0;
return arg1;
@ -8876,9 +8876,9 @@ void func_80845CA4(Player* this, GlobalContext* globalCtx) {
temp = func_80845BA0(globalCtx, this, &sp34, sp30);
if ((this->unk_850 == 0) || ((temp == 0) && (this->linearVelocity == 0.0f) &&
(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN)->unk_14C & 0x10))) {
(Play_GetCamera(globalCtx, CAM_ID_MAIN)->unk_14C & 0x10))) {
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
func_80845C68(globalCtx, gSaveContext.respawn[RESPAWN_MODE_DOWN].data);
if (!func_8083B644(this, globalCtx)) {
@ -8912,8 +8912,8 @@ void func_80845EF8(Player* this, GlobalContext* globalCtx) {
if (globalCtx->roomCtx.prevRoom.num >= 0) {
func_80097534(globalCtx, &globalCtx->roomCtx);
}
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
Play_SetupRespawnPoint(globalCtx, RESPAWN_MODE_DOWN, 0xDFF);
}
return;
}
@ -9897,11 +9897,11 @@ void Player_UpdateCamAndSeqModes(GlobalContext* globalCtx, Player* this) {
seqMode = SEQ_MODE_DEFAULT;
if (this->csMode != 0) {
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_NORMAL);
Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_NORMAL);
} else if (!(this->stateFlags1 & PLAYER_STATE1_20)) {
if ((this->actor.parent != NULL) && (this->stateFlags3 & PLAYER_STATE3_7)) {
camMode = CAM_MODE_HOOKSHOT;
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, this->actor.parent);
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, this->actor.parent);
} else if (func_8084377C == this->func_674) {
camMode = CAM_MODE_STILL;
} else if (this->stateFlags2 & PLAYER_STATE2_8) {
@ -9918,12 +9918,12 @@ void Player_UpdateCamAndSeqModes(GlobalContext* globalCtx, Player* this) {
} else {
camMode = CAM_MODE_BATTLE;
}
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, unk_664);
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, unk_664);
} else if (this->stateFlags1 & PLAYER_STATE1_12) {
camMode = CAM_MODE_CHARGE;
} else if (this->stateFlags1 & PLAYER_STATE1_25) {
camMode = CAM_MODE_FOLLOWBOOMERANG;
Camera_SetParam(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), 8, this->boomerangActor);
Camera_SetParam(Play_GetCamera(globalCtx, CAM_ID_MAIN), 8, this->boomerangActor);
} else if (this->stateFlags1 & (PLAYER_STATE1_13 | PLAYER_STATE1_14)) {
if (func_80833B2C(this)) {
camMode = CAM_MODE_HANGZ;
@ -9958,7 +9958,7 @@ void Player_UpdateCamAndSeqModes(GlobalContext* globalCtx, Player* this) {
}
}
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), camMode);
Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), camMode);
} else {
// First person mode
seqMode = SEQ_MODE_STILL;
@ -10736,7 +10736,7 @@ void Player_Draw(Actor* thisx, GlobalContext* globalCtx2) {
Player_DrawGameplay(globalCtx, this, lod, gCullBackDList, overrideLimbDraw);
if (this->invincibilityTimer > 0) {
POLY_OPA_DISP = Gameplay_SetFog(globalCtx, POLY_OPA_DISP);
POLY_OPA_DISP = Play_SetFog(globalCtx, POLY_OPA_DISP);
}
if (this->stateFlags2 & PLAYER_STATE2_14) {
@ -10977,7 +10977,7 @@ void func_8084B530(Player* this, GlobalContext* globalCtx) {
this->stateFlags2 &= ~PLAYER_STATE2_13;
}
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
if (!func_8084B4D4(globalCtx, this) && !func_8084B3CC(globalCtx, this) && !func_8083ADD4(globalCtx, this)) {
if ((this->targetActor != this->interactRangeActor) || !func_8083E5A8(this, globalCtx)) {
@ -11798,7 +11798,7 @@ void func_8084D3E4(Player* this, GlobalContext* globalCtx) {
gSaveContext.horseData.angle = rideActor->actor.shape.rot.y;
}
} else {
Camera_ChangeSetting(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_NORMAL0);
Camera_ChangeSetting(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_SET_NORMAL0);
if (this->mountSide < 0) {
D_808549C4[0].field = 0x2828;
@ -12047,7 +12047,7 @@ void func_8084DF6C(GlobalContext* globalCtx, Player* this) {
this->unk_862 = 0;
this->stateFlags1 &= ~(PLAYER_STATE1_10 | PLAYER_STATE1_11);
this->getItemId = GI_NONE;
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
}
void func_8084DFAC(GlobalContext* globalCtx, Player* this) {
@ -12170,7 +12170,7 @@ void func_8084E3C4(Player* this, GlobalContext* globalCtx) {
}
if (globalCtx->msgCtx.ocarinaMode == OCARINA_MODE_04) {
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
if ((this->targetActor != NULL) && (this->targetActor == this->unk_6A8)) {
func_80853148(globalCtx, this->targetActor);
@ -12380,7 +12380,7 @@ void func_8084EAC0(Player* this, GlobalContext* globalCtx) {
}
func_8083C0E8(this, globalCtx);
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
} else if (this->unk_850 == 1) {
if ((gSaveContext.healthAccumulator == 0) && (gSaveContext.unk_13F0 != 9)) {
func_80832B78(globalCtx, this, &gPlayerAnim_002660);
@ -12417,7 +12417,7 @@ void func_8084ECA4(Player* this, GlobalContext* globalCtx) {
this->unk_850 = 1;
} else if (Message_GetState(&globalCtx->msgCtx) == TEXT_STATE_CLOSING) {
this->unk_84F = 0;
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
}
} else {
func_8083C0E8(this, globalCtx);
@ -12467,7 +12467,7 @@ static Vec3f D_80854A1C = { 0.0f, 0.0f, 5.0f };
void func_8084EED8(Player* this, GlobalContext* globalCtx) {
if (LinkAnimation_Update(globalCtx, &this->skelAnime)) {
func_8083C0E8(this, globalCtx);
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
return;
}
@ -12497,7 +12497,7 @@ void func_8084EFC0(Player* this, GlobalContext* globalCtx) {
if (LinkAnimation_Update(globalCtx, &this->skelAnime)) {
func_8083C0E8(this, globalCtx);
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
return;
}
@ -12565,7 +12565,7 @@ void func_8084F104(Player* this, GlobalContext* globalCtx) {
func_8083C0E8(this, globalCtx);
}
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
}
}
} else if (this->unk_850 >= 0) {
@ -12709,12 +12709,12 @@ void func_8084F88C(Player* this, GlobalContext* globalCtx) {
if (this->unk_84F != 0) {
if (globalCtx->sceneNum == 9) {
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
globalCtx->nextEntranceIndex = ENTR_ICE_DOUKUTO_0;
} else if (this->unk_84F < 0) {
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
} else {
Gameplay_TriggerVoidOut(globalCtx);
Play_TriggerVoidOut(globalCtx);
}
globalCtx->transitionType = TRANS_TYPE_FADE_BLACK_FAST;
@ -12813,7 +12813,7 @@ s32 func_8084FCAC(Player* this, GlobalContext* globalCtx) {
D_808535D0 ^= 1;
if (D_808535D0) {
Camera_ChangeMode(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_BOWARROWZ);
Camera_ChangeMode(Play_GetCamera(globalCtx, CAM_ID_MAIN), CAM_MODE_BOWARROWZ);
}
}
@ -13059,7 +13059,7 @@ void func_8085063C(Player* this, GlobalContext* globalCtx) {
}
func_80853080(this, globalCtx);
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
}
}
@ -13125,7 +13125,7 @@ void func_808507F4(Player* this, GlobalContext* globalCtx) {
if (this->unk_84F < 0) {
if ((this->itemActionParam == PLAYER_AP_NAYRUS_LOVE) || (gSaveContext.unk_13F0 == 0)) {
func_80839FFC(this, globalCtx);
func_8005B1A4(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
func_8005B1A4(Play_GetCamera(globalCtx, CAM_ID_MAIN));
}
} else {
if (this->unk_850 == 0) {
@ -13155,7 +13155,7 @@ void func_808507F4(Player* this, GlobalContext* globalCtx) {
if (this->unk_850 == 0) {
gSaveContext.respawn[RESPAWN_MODE_TOP].data = 1;
Gameplay_SetupRespawnPoint(globalCtx, RESPAWN_MODE_TOP, 0x6FF);
Play_SetupRespawnPoint(globalCtx, RESPAWN_MODE_TOP, 0x6FF);
gSaveContext.fw.set = 1;
gSaveContext.fw.pos.x = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.x;
gSaveContext.fw.pos.y = gSaveContext.respawn[RESPAWN_MODE_DOWN].pos.y;

View file

@ -92,7 +92,7 @@ void EffectSsSibuki_Update(GlobalContext* globalCtx, u32 index, EffectSs* this)
this->rMoveDelay--;
if (this->rMoveDelay == 0) {
yaw = Camera_GetInputDirYaw(Gameplay_GetCamera(globalCtx, CAM_ID_MAIN));
yaw = Camera_GetInputDirYaw(Play_GetCamera(globalCtx, CAM_ID_MAIN));
xzVelScale = ((200.0f + KREG(20)) * 0.01f) + ((0.1f * Rand_ZeroOne()) * (KREG(23) + 20.0f));
if (this->rDirection != 0) {

View file

@ -1454,7 +1454,7 @@ void FileChoose_LoadGame(GameState* thisx) {
gSaveContext.fileNum = this->buttonIndex;
Sram_OpenSave(&this->sramCtx);
gSaveContext.gameMode = 0;
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
this->state.running = false;
}

View file

@ -13,7 +13,7 @@ void Opening_SetupTitleScreen(OpeningContext* this) {
Sram_InitDebugSave();
gSaveContext.cutsceneIndex = 0xFFF3;
gSaveContext.sceneSetupIndex = 7;
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
}
void func_80803C5C(OpeningContext* this) {

View file

@ -37,7 +37,7 @@ void Select_LoadGame(SelectContext* this, s32 entranceIndex) {
gSaveContext.showTitleCard = true;
gWeatherMode = 0;
this->state.running = false;
SET_NEXT_GAMESTATE(&this->state, Gameplay_Init, GlobalContext);
SET_NEXT_GAMESTATE(&this->state, Play_Init, GlobalContext);
}
// "Translation" (Actual name)

View file

@ -3056,7 +3056,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultReverb);
Gameplay_SaveSceneFlags(globalCtx);
Play_SaveSceneFlags(globalCtx);
gSaveContext.savedSceneNum = globalCtx->sceneNum;
Sram_WriteSave(&globalCtx->sramCtx);
pauseCtx->unk_1EC = 4;
@ -3294,7 +3294,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
pauseCtx->promptChoice = 0;
Gameplay_SaveSceneFlags(globalCtx);
Play_SaveSceneFlags(globalCtx);
gSaveContext.savedSceneNum = globalCtx->sceneNum;
Sram_WriteSave(&globalCtx->sramCtx);
pauseCtx->state = 0xF;
@ -3321,7 +3321,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
if (pauseCtx->promptChoice == 0) {
Audio_PlaySoundGeneral(NA_SE_SY_PIECE_OF_HEART, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
Gameplay_SaveSceneFlags(globalCtx);
Play_SaveSceneFlags(globalCtx);
switch (gSaveContext.entranceIndex) {
case ENTR_YDAN_0:
@ -3397,7 +3397,7 @@ void KaleidoScope_Update(GlobalContext* globalCtx) {
func_800981B8(&globalCtx->objectCtx);
func_800418D0(&globalCtx->colCtx, globalCtx);
if (pauseCtx->promptChoice == 0) {
Gameplay_TriggerRespawn(globalCtx);
Play_TriggerRespawn(globalCtx);
gSaveContext.respawnFlag = -2;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK;
gSaveContext.health = 0x30;