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PlayerActionParam -> PlayerItemAction (#1394)

* `PLAYER_AP_` -> `PLAYER_IA_`

* Change temps, args, comments, members to "item action"

* Format
This commit is contained in:
Dragorn421 2022-10-09 15:59:57 +02:00 committed by GitHub
parent e7558cc305
commit b6d9a8183b
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GPG key ID: 4AEE18F83AFDEB23
13 changed files with 400 additions and 407 deletions

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@ -1013,13 +1013,13 @@ s32 Player_InBlockingCsMode(PlayState* play, Player* this);
s32 Player_InCsMode(PlayState* play);
s32 func_8008E9C4(Player* this);
s32 Player_IsChildWithHylianShield(Player* this);
s32 Player_ActionToModelGroup(Player* this, s32 actionParam);
s32 Player_ActionToModelGroup(Player* this, s32 itemAction);
void Player_SetModelsForHoldingShield(Player* this);
void Player_SetModels(Player* this, s32 modelGroup);
void Player_SetModelGroup(Player* this, s32 modelGroup);
void func_8008EC70(Player* this);
void Player_SetEquipmentData(PlayState* play, Player* this);
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 actionParam);
void Player_UpdateBottleHeld(PlayState* play, Player* this, s32 item, s32 itemAction);
void func_8008EDF0(Player* this);
void func_8008EE08(Player* this);
void func_8008EEAC(PlayState* play, Actor* actor);
@ -1030,18 +1030,18 @@ u8 Player_GetMask(PlayState* play);
Player* Player_UnsetMask(PlayState* play);
s32 Player_HasMirrorShieldEquipped(PlayState* play);
s32 Player_HasMirrorShieldSetToDraw(PlayState* play);
s32 Player_ActionToMagicSpell(Player* this, s32 actionParam);
s32 Player_ActionToMagicSpell(Player* this, s32 itemAction);
s32 Player_HoldsHookshot(Player* this);
s32 func_8008F128(Player* this);
s32 Player_ActionToMeleeWeapon(s32 actionParam);
s32 Player_ActionToMeleeWeapon(s32 itemAction);
s32 Player_GetMeleeWeaponHeld(Player* this);
s32 Player_HoldsTwoHandedWeapon(Player* this);
s32 Player_HoldsBrokenKnife(Player* this);
s32 Player_ActionToBottle(Player* this, s32 actionParam);
s32 Player_ActionToBottle(Player* this, s32 itemAction);
s32 Player_GetBottleHeld(Player* this);
s32 Player_ActionToExplosive(Player* this, s32 actionParam);
s32 Player_ActionToExplosive(Player* this, s32 itemAction);
s32 Player_GetExplosiveHeld(Player* this);
s32 func_8008F2BC(Player* this, s32 actionParam);
s32 func_8008F2BC(Player* this, s32 itemAction);
s32 func_8008F2F8(PlayState* play);
void Player_DrawImpl(PlayState* play, void** skeleton, Vec3s* jointTable, s32 dListCount, s32 lod, s32 tunic,
s32 boots, s32 face, OverrideLimbDrawOpa overrideLimbDraw, PostLimbDrawOpa postLimbDraw,