Move player-related function declarations to z64player.h (#1480)

* Move player function declarations to z64player.h

* rename Actor_MountHorse to Player_MountHorse and similar functions

* whoops

* add missing includes

* format

* whoops
This commit is contained in:
Anghelo Carvajal
2023-11-21 12:13:29 -03:00
committed by GitHub
parent 76f81833b6
commit 2b4610670f
9 changed files with 134 additions and 122 deletions
+4 -4
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@@ -1377,7 +1377,7 @@ bool func_800B715C(PlayState* play) {
return player->stateFlags2 & PLAYER_STATE2_8;
}
void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
void Player_SetCameraHorseSetting(PlayState* play, Player* player) {
if ((play->roomCtx.curRoom.behaviorType1 != ROOM_BEHAVIOR_TYPE1_4) && (player->actor.id == ACTOR_PLAYER)) {
EnHorse* rideActor = (EnHorse*)player->rideActor;
@@ -1387,7 +1387,7 @@ void Actor_SetCameraHorseSetting(PlayState* play, Player* player) {
}
}
void Actor_MountHorse(PlayState* play, Player* player, Actor* horse) {
void Player_MountHorse(PlayState* play, Player* player, Actor* horse) {
player->rideActor = horse;
player->stateFlags1 |= PLAYER_STATE1_800000;
horse->child = &player->actor;
@@ -1398,7 +1398,7 @@ bool func_800B7200(Player* player) {
(player->csAction != PLAYER_CSACTION_NONE);
}
void Actor_SpawnHorse(PlayState* play, Player* player) {
void Player_SpawnHorse(PlayState* play, Player* player) {
Horse_Spawn(play, player);
}
@@ -2445,7 +2445,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
Target_Init(&actorCtx->targetCtx, actorCtx->actorLists[ACTORCAT_PLAYER].first, play);
Actor_InitHalfDaysBit(actorCtx);
Fault_AddClient(&sActorFaultClient, (void*)Actor_PrintLists, actorCtx, NULL);
Actor_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
Player_SpawnHorse(play, (Player*)actorCtx->actorLists[ACTORCAT_PLAYER].first);
}
/**
+6 -6
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@@ -137,8 +137,8 @@ void Horse_SpawnOverworld(PlayState* play, Player* player) {
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, player->actor.world.pos.x, yIntersect,
player->actor.world.pos.z, player->actor.shape.rot.x, player->actor.shape.rot.y,
player->actor.shape.rot.z, ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_11));
Actor_MountHorse(play, player, player->rideActor);
Actor_SetCameraHorseSetting(play, player);
Player_MountHorse(play, player, player->rideActor);
Player_SetCameraHorseSetting(play, player);
} else if ((play->sceneId == gSaveContext.save.saveInfo.horseData.sceneId) && CHECK_QUEST_ITEM(QUEST_SONG_EPONA)) {
if (Horse_IsValidSpawn(gSaveContext.save.saveInfo.horseData.sceneId)) {
Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, gSaveContext.save.saveInfo.horseData.pos.x,
@@ -162,8 +162,8 @@ void Horse_SpawnMinigame(PlayState* play, Player* player) {
(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_START)) {
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1262.0f, -106.0f, 470.0f, 0, 0x7FFF, 0,
ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_13));
Actor_MountHorse(play, player, player->rideActor);
Actor_SetCameraHorseSetting(play, player);
Player_MountHorse(play, player, player->rideActor);
Player_SetCameraHorseSetting(play, player);
} else if ((play->sceneId == SCENE_KOEPONARACE) &&
((GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_3) ||
(GET_WEEKEVENTREG_HORSE_RACE_STATE == WEEKEVENTREG_HORSE_RACE_STATE_2))) {
@@ -173,8 +173,8 @@ void Horse_SpawnMinigame(PlayState* play, Player* player) {
(player->transformation == PLAYER_FORM_HUMAN)) {
player->rideActor = Actor_Spawn(&play->actorCtx, play, ACTOR_EN_HORSE, -1106.0f, 260.0f, -1185.0f, 0, 0x13, 0,
ENHORSE_PARAMS(ENHORSE_PARAM_4000, ENHORSE_7));
Actor_MountHorse(play, player, player->rideActor);
Actor_SetCameraHorseSetting(play, player);
Player_MountHorse(play, player, player->rideActor);
Player_SetCameraHorseSetting(play, player);
}
}
-5
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@@ -10,11 +10,6 @@ ActorFunc sPlayerCallDestroyFunc;
ActorFunc sPlayerCallUpdateFunc;
ActorFunc sPlayerCallDrawFunc;
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
ActorInit Player_InitVars = {
/**/ ACTOR_PLAYER,
/**/ ACTORCAT_PLAYER,
-5
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@@ -44,11 +44,6 @@
// Assets for other actors
#include "overlays/actors/ovl_En_Arrow/z_en_arrow.h"
void PlayerCall_Init(Actor* thisx, PlayState* play);
void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
typedef struct {
/* 0x00 */ Vec3f unk_00;
/* 0x0C */ Vec3f unk_0C;