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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
This commit is contained in:
fig02 2020-10-11 21:52:50 -04:00 committed by GitHub
parent b010db7c19
commit ed719f3da0
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GPG key ID: 4AEE18F83AFDEB23
7 changed files with 74 additions and 54 deletions

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