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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
This commit is contained in:
Roman971 2020-05-04 21:02:51 +02:00 committed by GitHub
parent 8efddb0fe0
commit f114df8929
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GPG key ID: 4AEE18F83AFDEB23
429 changed files with 3689 additions and 2523 deletions

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@ -8,9 +8,11 @@
#define FLAGS 0x00000000
void EnIt_Init(EnIt* this, GlobalContext* globalCtx);
void EnIt_Destroy(EnIt* this, GlobalContext* globalCtx);
void EnIt_Update(EnIt* this, GlobalContext* globalCtx);
#define THIS ((EnIt*)thisx)
void EnIt_Init(Actor* thisx, GlobalContext* globalCtx);
void EnIt_Destroy(Actor* thisx, GlobalContext* globalCtx);
void EnIt_Update(Actor* thisx, GlobalContext* globalCtx);
static ColliderCylinderInit cylinderInitData = {
{ COLTYPE_UNK10, 0x00, 0x00, 0x05, 0x10, COLSHAPE_CYLINDER },
@ -34,25 +36,25 @@ const ActorInit En_It_InitVars = {
(ActorFunc)NULL,
};
void EnIt_Init(EnIt* this, GlobalContext* globalCtx) {
EnIt* it = this;
void EnIt_Init(Actor* thisx, GlobalContext* globalCtx) {
EnIt* this = THIS;
it->actor.params = 0x0D05;
Collider_InitCylinder(globalCtx, &it->collider);
Collider_SetCylinder(globalCtx, &it->collider, &it->actor, &cylinderInitData);
func_80061EFC(&it->actor.colChkInfo, 0, &colChkInfoInit); // Init Damage Chart
this->actor.params = 0x0D05;
Collider_InitCylinder(globalCtx, &this->collider);
Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &cylinderInitData);
func_80061EFC(&this->actor.colChkInfo, 0, &colChkInfoInit); // Init Damage Chart
}
void EnIt_Destroy(EnIt* this, GlobalContext* globalCtx) {
EnIt* it = this;
void EnIt_Destroy(Actor* thisx, GlobalContext* globalCtx) {
EnIt* this = THIS;
Collider_DestroyCylinder(globalCtx, &it->collider);
Collider_DestroyCylinder(globalCtx, &this->collider);
}
void EnIt_Update(EnIt* this, GlobalContext* globalCtx) {
void EnIt_Update(Actor* thisx, GlobalContext* globalCtx) {
EnIt* this = THIS;
s32 pad;
EnIt* it = this;
Collider_CylinderUpdate(&it->actor, &it->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &it->collider);
Collider_CylinderUpdate(&this->actor, &this->collider);
CollisionCheck_SetOC(globalCtx, &globalCtx->colChkCtx, &this->collider);
}