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Remove THIS macro (#1047)

* remove THIS

* fix

* forgot dorf
This commit is contained in:
fig02 2021-12-04 11:33:00 -05:00 committed by GitHub
parent 68899c2e33
commit e635e34265
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GPG key ID: 4AEE18F83AFDEB23
433 changed files with 1996 additions and 2859 deletions

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@ -10,8 +10,6 @@
#define FLAGS 0x00000019
#define THIS ((EnGe2*)thisx)
#define GE2_STATE_ANIMCOMPLETE (1 << 1)
#define GE2_STATE_KO (1 << 2)
#define GE2_STATE_CAPTURING (1 << 3)
@ -115,7 +113,7 @@ void EnGe2_ChangeAction(EnGe2* this, s32 i) {
void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx) {
s32 pad;
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 36.0f);
SkelAnime_InitFlex(globalCtx, &this->skelAnime, &gGerudoPurpleSkel, NULL, this->jointTable, this->morphTable, 22);
@ -171,7 +169,7 @@ void EnGe2_Init(Actor* thisx, GlobalContext* globalCtx) {
}
void EnGe2_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
Collider_DestroyCylinder(globalCtx, &this->collider);
}
@ -513,7 +511,7 @@ void EnGe2_MoveAndBlink(EnGe2* this, GlobalContext* globalCtx) {
// Update functions
void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
this->actionFunc(this, globalCtx);
@ -536,7 +534,7 @@ void EnGe2_UpdateFriendly(Actor* thisx, GlobalContext* globalCtx) {
}
void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
this->stateFlags |= GE2_STATE_TALKED;
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
@ -545,7 +543,7 @@ void EnGe2_UpdateAfterTalk(Actor* thisx, GlobalContext* globalCtx) {
}
void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) {
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
s32 paramsType;
EnGe2_MaintainColliderAndSetAnimState(this, globalCtx);
@ -597,7 +595,7 @@ void EnGe2_Update(Actor* thisx, GlobalContext* globalCtx) {
void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
GlobalContext* globalCtx = globalCtx2;
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
Collider_UpdateCylinder(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider.base);
@ -624,7 +622,7 @@ void EnGe2_UpdateStunned(Actor* thisx, GlobalContext* globalCtx2) {
}
s32 EnGe2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
if (limbIndex == 3) {
rot->x += this->headRot.y;
@ -635,7 +633,7 @@ s32 EnGe2_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList,
void EnGe2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
static Vec3f D_80A343B0 = { 600.0f, 700.0f, 0.0f };
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
if (limbIndex == 6) {
Matrix_MultVec3f(&D_80A343B0, &this->actor.focus.pos);
@ -645,7 +643,7 @@ void EnGe2_PostLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Ve
void EnGe2_Draw(Actor* thisx, GlobalContext* globalCtx) {
static void* eyeTextures[] = { gGerudoPurpleEyeOpenTex, gGerudoPurpleEyeHalfTex, gGerudoPurpleEyeClosedTex };
s32 pad;
EnGe2* this = THIS;
EnGe2* this = (EnGe2*)thisx;
OPEN_DISPS(globalCtx->state.gfxCtx, "../z_en_ge2.c", 1274);