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Move PlayState
to a new z64play.h
(#1966)
* ActorContext * frameadvance * SfxSource * GameOverContext * RoomContext * TransitionActorContext * fix bss * Move PlayState * Move play functions to new header * SAC_ENABLE * no longer needed * SAC_ENABLE again * z_demo being silly * comment * format headers * fix retail bss * actually fix bss * Cutscene_ProcessScript comment * bss again * Update src/code/z_demo.c Co-authored-by: cadmic <cadmic24@gmail.com> * rename to frame_advance and remove it from z64.h * move macros too * review * Rename SequenceContext to SceneSequences --------- Co-authored-by: cadmic <cadmic24@gmail.com>
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32 changed files with 443 additions and 329 deletions
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@ -757,9 +757,7 @@ void Cutscene_HandleConditionalTriggers(PlayState* play);
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void Cutscene_SetScript(PlayState* play, void* script);
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void* MemCpy(void* dest, const void* src, s32 len);
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void GetItem_Draw(PlayState* play, s16 drawId);
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void SfxSource_InitAll(PlayState* play);
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void SfxSource_UpdateAll(PlayState* play);
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void SfxSource_PlaySfxAtFixedWorldPos(PlayState* play, Vec3f* worldPos, s32 duration, u16 sfxId);
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u16 QuestHint_GetSariaTextId(PlayState* play);
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u16 QuestHint_GetNaviTextId(PlayState* play);
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u16 MaskReaction_GetTextId(PlayState* play, u32 maskReactionSet);
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@ -932,8 +930,7 @@ void Interface_Update(PlayState* play);
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Path* Path_GetByIndex(PlayState* play, s16 index, s16 max);
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f32 Path_OrientAndGetDistSq(Actor* actor, Path* path, s16 waypoint, s16* yaw);
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void Path_CopyLastPoint(Path* path, Vec3f* dest);
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void FrameAdvance_Init(FrameAdvanceContext* frameAdvCtx);
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s32 FrameAdvance_Update(FrameAdvanceContext* frameAdvCtx, Input* input);
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void Player_SetBootData(PlayState* play, Player* this);
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int Player_InBlockingCsMode(PlayState* play, Player* this);
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int Player_InCsMode(PlayState* play);
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@ -1204,37 +1201,7 @@ void KaleidoScopeCall_Init(PlayState* play);
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void KaleidoScopeCall_Destroy(PlayState* play);
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void KaleidoScopeCall_Update(PlayState* play);
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void KaleidoScopeCall_Draw(PlayState* play);
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void Play_SetViewpoint(PlayState* this, s16 viewpoint);
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s32 Play_CheckViewpoint(PlayState* this, s16 viewpoint);
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void Play_SetShopBrowsingViewpoint(PlayState* this);
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Gfx* Play_SetFog(PlayState* this, Gfx* gfx);
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void Play_Destroy(GameState* thisx);
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void Play_Init(GameState* thisx);
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void Play_Main(GameState* thisx);
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int Play_InCsMode(PlayState* this);
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f32 func_800BFCB8(PlayState* this, MtxF* mf, Vec3f* pos);
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void* Play_LoadFile(PlayState* this, RomFile* file);
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void Play_GetScreenPos(PlayState* this, Vec3f* src, Vec3f* dest);
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s16 Play_CreateSubCamera(PlayState* this);
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s16 Play_GetActiveCamId(PlayState* this);
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s16 Play_ChangeCameraStatus(PlayState* this, s16 camId, s16 status);
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void Play_ClearCamera(PlayState* this, s16 camId);
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void Play_ClearAllSubCameras(PlayState* this);
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Camera* Play_GetCamera(PlayState* this, s16 camId);
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s32 Play_SetCameraAtEye(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye);
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s32 Play_SetCameraAtEyeUp(PlayState* this, s16 camId, Vec3f* at, Vec3f* eye, Vec3f* up);
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s32 Play_SetCameraFov(PlayState* this, s16 camId, f32 fov);
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s32 Play_SetCameraRoll(PlayState* this, s16 camId, s16 roll);
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void Play_CopyCamera(PlayState* this, s16 destCamId, s16 srcCamId);
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s32 Play_InitCameraDataUsingPlayer(PlayState* this, s16 camId, Player* player, s16 setting);
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s32 Play_RequestCameraSetting(PlayState* this, s16 camId, s16 setting);
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void Play_ReturnToMainCam(PlayState* this, s16 camId, s16 duration);
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void Play_SaveSceneFlags(PlayState* this);
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void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams);
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void Play_TriggerVoidOut(PlayState* this);
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void Play_TriggerRespawn(PlayState* this);
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int Play_CamIsNotFixed(PlayState* this);
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int FrameAdvance_IsEnabled(PlayState* this);
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s32 func_800C0D34(PlayState* this, Actor* actor, s16* yaw);
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s32 func_800C0DB4(PlayState* this, Vec3f* pos);
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void PreRender_SetValuesSave(PreRender* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg);
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@ -1777,9 +1744,7 @@ u8 Message_GetState(MessageContext* msgCtx);
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void Message_Draw(PlayState* play);
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void Message_Update(PlayState* play);
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void Message_SetTables(void);
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void GameOver_Init(PlayState* play);
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void GameOver_FadeInLights(PlayState* play);
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void GameOver_Update(PlayState* play);
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void Interface_Destroy(PlayState* play);
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void Interface_Init(PlayState* play);
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void Message_Init(PlayState* play);
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