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Make Gamestates use thisx for entry point functions (#437)
* fix colliderinit typo * fix initchain * reloc * thisx * sample * review * forgot sample main
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7 changed files with 74 additions and 54 deletions
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@ -1210,7 +1210,7 @@ void Player_DrawGetItem(GlobalContext* globalCtx, Player* player);
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u32 func_80091738(GlobalContext* globalCtx, u8* segment, SkelAnime* skelAnime);
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void func_8009214C(GlobalContext* globalCtx, u8* segment, struct_80091A24_arg3* arg2, Vec3f* pos, Vec3s* rot, f32 scale,
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s32 sword, s32 tunic, s32 shield, s32 boots);
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void PreNMI_Init(PreNMIContext* prenmiCtx);
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void PreNMI_Init(GameState* thisx);
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Vec3f* Quake_AddVec(Vec3f* dst, Vec3f* arg1, VecSph* arg2);
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void Quake_UpdateShakeInfo(QuakeRequest* req, ShakeInfo* shake, f32 y, f32 x);
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s16 Quake_Callback1(QuakeRequest* req, ShakeInfo* shake);
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@ -1282,8 +1282,8 @@ s32 func_8009728C(GlobalContext* globalCtx, RoomContext* roomCtx, s32 roomNum);
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s32 func_800973FC(GlobalContext* globalCtx, RoomContext* roomCtx);
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void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags);
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void func_80097534(GlobalContext* globalCtx, RoomContext* roomCtx);
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void Sample_Destroy(SampleContext* this);
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void Sample_Init(SampleContext* this);
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void Sample_Destroy(GameState* thisx);
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void Sample_Init(GameState* thisx);
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void Inventory_ChangeEquipment(s16 equipment, u16 value);
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u8 Inventory_DeleteEquipment(GlobalContext* globalCtx, s16 equipment);
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void Inventory_ChangeUpgrade(s16 upgrade, s16 value);
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@ -1583,9 +1583,9 @@ s32 func_800BC56C(GlobalContext* globalCtx, s16 arg1);
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void func_800BC590(GlobalContext* globalCtx);
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void func_800BC5E0(GlobalContext* globalCtx, s32 arg1);
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Gfx* func_800BC8A0(GlobalContext* globalCtx, Gfx* gfx);
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void Gameplay_Destroy(GlobalContext* globalCtx);
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void Gameplay_Init(GlobalContext* globalCtx);
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void Gameplay_Main(GlobalContext* globalCtx);
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void Gameplay_Destroy(GameState* thisx);
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void Gameplay_Init(GameState* thisx);
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void Gameplay_Main(GameState* thisx);
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s32 Gameplay_InCsMode(GlobalContext* globalCtx);
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f32 func_800BFCB8(GlobalContext* globalCtx, MtxF* mf, Vec3f* vec);
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void* Gameplay_LoadFile(GlobalContext* globalCtx, RomFile* file);
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@ -2626,14 +2626,14 @@ void func_801109B0(GlobalContext* globalCtx);
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void func_80110F68(GlobalContext* globalCtx);
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void func_80112098(GlobalContext* globalCtx);
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void Title_Init(TitleContext*);
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void Title_Destroy(TitleContext* this);
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void Select_Init(SelectContext*);
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void Select_Destroy(SelectContext*);
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void Opening_Init(OpeningContext* this);
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void Opening_Destroy(OpeningContext* this);
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void func_80811A20(GameState*); // FileChoose_Init
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void func_80811A18(GameState*); // FileChoose_Destroy
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void Title_Init(GameState* thisx);
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void Title_Destroy(GameState* thisx);
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void Select_Init(GameState* thisx);
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void Select_Destroy(GameState* thisx);
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void Opening_Init(GameState* thisx);
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void Opening_Destroy(GameState* thisx);
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void func_80811A20(GameState* thisx); // FileChoose_Init
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void func_80811A18(GameState* thisx); // FileChoose_Destroy
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void func_80823994(PauseContext*, f32, f32, f32);
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void func_800949A8(GraphicsContext*);
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