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Macros: PLAYER -> GET_PLAYER(globalCtx) and ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) (#283)
* PLAYER -> GET_PLAYER(globalCtx), ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * formatter * PR Suggestions * `FIRST_ENEMY` -> `GET_FIRST_ENEMY(globalCtx)` * Fix merge conflicts
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@@ -54,7 +54,7 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4)
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}
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s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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@@ -83,7 +83,7 @@ s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s*
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}
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s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s16 sVar3;
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Vec3f local_14;
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s16 sVar3A;
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@@ -2913,8 +2913,8 @@ void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt,
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/**
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* Iterates through all AT colliders, testing them for AC collisions with each AC collider, setting the info regarding
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* the collision for each AC and AT collider that collided. Then spawns hitmarks and plays sound effects for each
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* successful collision. To collide, an AT collider must share a type (PLAYER, ENEMY, or BOMB) with the AC collider and
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* the toucher and bumper elements that overlapped must share a dmgFlag.
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* successful collision. To collide, an AT collider must share a type (AC_TYPE_PLAYER, AC_TYPE_ENEMY, or AC_TYPE_OTHER)
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* with the AC collider and the toucher and bumper elements that overlapped must share a dmgFlag.
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*/
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void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
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Collider** col;
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@@ -899,7 +899,7 @@ void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, Actor* actor, Vec3f*
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#endif
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void EffectSsFireTail_SpawnFlameOnPlayer(GlobalContext* globalCtx, f32 scale, s16 bodyPart, f32 colorIntensity) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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EffectSsFireTail_SpawnFlame(globalCtx, &player->actor, &player->bodyPartsPos[bodyPart], scale, bodyPart,
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colorIntensity);
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@@ -403,7 +403,7 @@ void func_800A6780(EnItem00* this, GlobalContext* globalCtx) {
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}
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void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) {
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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if (this->unk14A != 0) {
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if (Actor_HasParent(&this->actor, globalCtx) == 0) {
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@@ -439,7 +439,7 @@ void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) {
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void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) {
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EnItem00* this = THIS;
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s32 pad;
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Player* player = PLAYER;
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Player* player = GET_PLAYER(globalCtx);
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s32 sp38 = player->stateFlags3 & 0x1000;
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s32 getItemId = GI_NONE;
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s32 pad2;
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+3
-3
@@ -444,7 +444,7 @@ void Quake2_Update(void) {
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Player* player;
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GlobalContext* globalCtx = sQuake2Context.globalCtx;
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PosRot playerPosRot;
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Camera* camera = globalCtx->cameraPtrs[globalCtx->activeCamera];
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Camera* camera = GET_ACTIVE_CAM(globalCtx);
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f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f);
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if (sQuake2Context.type != 0) {
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@@ -605,7 +605,7 @@ void Quake2_Update(void) {
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angle1 = 0x3F0;
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angle2 = 0x156;
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sQuake2Context.countdown = 2;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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if (&player->actor != NULL) {
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func_800B8248(&playerPosRot, player);
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@@ -654,7 +654,7 @@ void Quake2_Update(void) {
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angle1 = 0x3F0;
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angle2 = 0x156;
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sQuake2Context.countdown = 2;
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player = PLAYER;
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player = GET_PLAYER(globalCtx);
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angle1Speed = 359.2f;
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angle2Speed = -18.5f;
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rotX = 0.0f;
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+1
-1
@@ -114,7 +114,7 @@ s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx) {
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gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram);
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Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtx->currRoom.segment);
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func_80123140(globalCtx, PLAYER);
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func_80123140(globalCtx, GET_PLAYER(globalCtx));
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Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
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if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) &&
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+2
-2
@@ -119,7 +119,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
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s32 ret = 0;
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u32 unk2;
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camera = ACTIVE_CAM;
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camera = GET_ACTIVE_CAM(globalCtx);
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distance = OLib_Vec3fDist(pos, &camera->eye);
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if ((distance < distanceMin) || (distanceMax < distance)) {
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@@ -148,7 +148,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
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}
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actors[0] = actor;
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actors[1] = &PLAYER->actor;
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actors[1] = &GET_PLAYER(globalCtx)->actor;
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if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colChkCtx, pos, &camera->eye, actors, 2) != 0) {
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func_8013A41C(0x3b);
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ret |= 0x3b;
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