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https://github.com/ACreTeam/ac-decomp
synced 2026-05-22 22:24:16 -04:00
Adjust function signatures on item equip draw functions.
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@@ -210,8 +210,10 @@ static int Player_actor_Item_main_net_stop(ACTOR* actor, GAME* game) {
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return ret;
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}
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static void Player_actor_Item_draw_net_After_dummy_net(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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static void Player_actor_Item_draw_net_After_dummy_net(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe,
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Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot,
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xyz_t* joint_pos) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)arg;
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Matrix_rotateXYZ(player->net_angle.x, player->net_angle.y, player->net_angle.z, MTX_MULT);
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}
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@@ -223,7 +225,7 @@ static int Player_actor_Item_draw_net_After(GAME* game, cKF_SkeletonInfo_R_c* ke
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Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot,
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xyz_t* joint_pos) {
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static const mPlayer_item_net_draw_proc proc[] = {
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NULL, NULL, NULL, (mPlayer_item_net_draw_proc)Player_actor_Item_draw_net_After_dummy_net, NULL, NULL,
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NULL, NULL, NULL, Player_actor_Item_draw_net_After_dummy_net, NULL, NULL,
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};
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if (joint_idx >= 0 && joint_idx < 6) {
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@@ -328,8 +328,10 @@ static int Player_actor_Item_main_rod_putaway(ACTOR* actor, GAME* game) {
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return 0;
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}
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static void Player_actor_Item_draw_net_After_main4_sao(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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static void Player_actor_Item_draw_net_After_main4_sao(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe,
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Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot,
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xyz_t* joint_pos) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)arg;
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Matrix_Position_VecX(1050.0f, &player->item_rod_top_pos);
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}
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@@ -341,7 +343,7 @@ static int Player_actor_Item_draw_rod_After(GAME* game, cKF_SkeletonInfo_R_c* ke
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Gfx** joint_shape, u8* joint_flags, void* arg, s_xyz* joint_rot,
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xyz_t* joint_pos) {
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static const mPlayer_item_net_draw_proc proc[] = {
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NULL, NULL, NULL, NULL, (mPlayer_item_rod_draw_proc)Player_actor_Item_draw_net_After_main4_sao,
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NULL, NULL, NULL, NULL, Player_actor_Item_draw_net_After_main4_sao,
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};
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if (joint_idx >= 0 && joint_idx < 5) {
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@@ -108,8 +108,10 @@ static int Player_actor_Item_main_windmill_normal(ACTOR* actor, GAME* game) {
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return 0;
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}
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static void Player_actor_Item_draw_windmill_After_kaza1_fan(ACTOR* actor) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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static void Player_actor_Item_draw_windmill_After_kaza1_fan(void* arg, GAME* game, cKF_SkeletonInfo_R_c* keyframe,
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Gfx** joint_shape, u8* joint_flags, s_xyz* joint_rot,
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xyz_t* joint_pos) {
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)arg;
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s_xyz* angle = &player->windmill_angle;
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xyz_t* item_end = &player->other_item_end_pos;
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@@ -132,7 +134,7 @@ static int Player_actor_Item_draw_windmill_After(GAME* game, cKF_SkeletonInfo_R_
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static const mPlayer_item_windmill_draw_proc proc[] = {
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NULL,
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NULL,
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(mPlayer_item_windmill_draw_proc)Player_actor_Item_draw_windmill_After_kaza1_fan,
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Player_actor_Item_draw_windmill_After_kaza1_fan,
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};
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if (joint_idx >= 0 && joint_idx < 3) {
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