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More actor cleanup Part 2 (#116)
* Change all main actor functions to take a 'Actor* thisx' argument * Change all actor callbacks to also take a 'Actor* thisx' argument
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429 changed files with 3689 additions and 2523 deletions
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@ -10,10 +10,12 @@
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#define FLAGS 0x02000010
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void ArrowLight_Init(ArrowLight* this, GlobalContext* globalCtx);
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void ArrowLight_Destroy(ArrowLight* this, GlobalContext* globalCtx);
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void ArrowLight_Update(ArrowLight* this, GlobalContext* globalCtx);
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void ArrowLight_Draw(ArrowLight* this, GlobalContext* globalCtx);
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#define THIS ((ArrowLight*)thisx)
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void ArrowLight_Init(Actor* thisx, GlobalContext* globalCtx);
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void ArrowLight_Destroy(Actor* thisx, GlobalContext* globalCtx);
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void ArrowLight_Update(Actor* thisx, GlobalContext* globalCtx);
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void ArrowLight_Draw(Actor* thisx, GlobalContext* globalCtx);
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void ArrowLight_Charge(ArrowLight* this, GlobalContext* globalCtx);
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void ArrowLight_Fly(ArrowLight* this, GlobalContext* globalCtx);
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@ -41,7 +43,9 @@ void ArrowLight_SetupAction(ArrowLight* this, ActorFunc* actionFunc) {
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this->actionFunc = actionFunc;
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}
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void ArrowLight_Init(ArrowLight* this, GlobalContext* globalCtx) {
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void ArrowLight_Init(Actor* thisx, GlobalContext* globalCtx) {
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ArrowLight* this = THIS;
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Actor_ProcessInitChain(&this->actor, initChain);
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this->radius = 0;
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this->unk_160 = 1.0f;
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@ -52,7 +56,7 @@ void ArrowLight_Init(ArrowLight* this, GlobalContext* globalCtx) {
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this->unk_164 = 0.0f;
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}
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void ArrowLight_Destroy(ArrowLight* this, GlobalContext* globalCtx) {
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void ArrowLight_Destroy(Actor* thisx, GlobalContext* globalCtx) {
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func_800876C8(globalCtx);
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// Translates to: "Disappearance"
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LOG_STRING("消滅", "../z_arrow_light.c", 403);
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@ -177,7 +181,9 @@ void ArrowLight_Fly(ArrowLight* this, GlobalContext* globalCtx) {
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}
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}
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void ArrowLight_Update(ArrowLight* this, GlobalContext* globalCtx) {
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void ArrowLight_Update(Actor* thisx, GlobalContext* globalCtx) {
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ArrowLight* this = THIS;
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if (globalCtx->msgCtx.msgMode == 0xD || globalCtx->msgCtx.msgMode == 0x11) {
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Actor_Kill(&this->actor);
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} else {
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@ -185,9 +191,9 @@ void ArrowLight_Update(ArrowLight* this, GlobalContext* globalCtx) {
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}
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}
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void ArrowLight_Draw(ArrowLight* this, GlobalContext* globalCtx) {
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s32 pad1;
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s32 pad2;
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void ArrowLight_Draw(Actor* thisx, GlobalContext* globalCtx) {
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ArrowLight* this = THIS;
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s32 pad;
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u32 stateFrames;
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GraphicsContext* gfxCtx;
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Actor* tranform;
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