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
This commit is contained in:
engineer124
2021-10-13 03:27:29 +11:00
committed by GitHub
parent 4c43661cf3
commit 3aeadb42b8
74 changed files with 301 additions and 300 deletions
+3 -3
View File
@@ -444,7 +444,7 @@ void Quake2_Update(void) {
Player* player;
GlobalContext* globalCtx = sQuake2Context.globalCtx;
PosRot playerPosRot;
Camera* camera = globalCtx->cameraPtrs[globalCtx->activeCamera];
Camera* camera = GET_ACTIVE_CAM(globalCtx);
f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f);
if (sQuake2Context.type != 0) {
@@ -605,7 +605,7 @@ void Quake2_Update(void) {
angle1 = 0x3F0;
angle2 = 0x156;
sQuake2Context.countdown = 2;
player = PLAYER;
player = GET_PLAYER(globalCtx);
if (&player->actor != NULL) {
func_800B8248(&playerPosRot, player);
@@ -654,7 +654,7 @@ void Quake2_Update(void) {
angle1 = 0x3F0;
angle2 = 0x156;
sQuake2Context.countdown = 2;
player = PLAYER;
player = GET_PLAYER(globalCtx);
angle1Speed = 359.2f;
angle2Speed = -18.5f;
rotX = 0.0f;