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https://github.com/zeldaret/mm.git
synced 2026-05-28 08:24:55 -04:00
Remove THIS macro (#1756)
* Remove THIS macro * Revert changes to the documentation * Undo revert to STYLE.md
This commit is contained in:
@@ -3,8 +3,6 @@
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#define FLAGS (ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY)
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#define THIS ((EnAObj*)thisx)
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void EnAObj_Init(Actor* thisx, PlayState* play);
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void EnAObj_Destroy(Actor* thisx, PlayState* play);
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void EnAObj_Update(Actor* thisx, PlayState* play);
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@@ -50,7 +48,7 @@ static InitChainEntry sInitChain[] = {
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};
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void EnAObj_Init(Actor* thisx, PlayState* play) {
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EnAObj* this = THIS;
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EnAObj* this = (EnAObj*)thisx;
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this->actor.textId = AOBJ_GET_TEXTID(&this->actor);
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this->actor.params = AOBJ_GET_TYPE(&this->actor);
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@@ -63,7 +61,7 @@ void EnAObj_Init(Actor* thisx, PlayState* play) {
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}
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void EnAObj_Destroy(Actor* thisx, PlayState* play) {
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EnAObj* this = THIS;
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EnAObj* this = (EnAObj*)thisx;
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Collider_DestroyCylinder(play, &this->collision);
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}
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@@ -89,7 +87,7 @@ void EnAObj_Talk(EnAObj* this, PlayState* play) {
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}
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void EnAObj_Update(Actor* thisx, PlayState* play) {
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EnAObj* this = THIS;
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EnAObj* this = (EnAObj*)thisx;
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this->actionFunc(this, play);
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Actor_SetFocus(&this->actor, 45.0f);
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@@ -8,8 +8,6 @@
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#define FLAGS 0x00000000
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#define THIS ((EnItem00*)thisx)
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void EnItem00_Init(Actor* thisx, PlayState* play);
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void EnItem00_Destroy(Actor* thisx, PlayState* play);
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void EnItem00_Update(Actor* thisx, PlayState* play);
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@@ -74,7 +72,7 @@ void EnItem00_SetObject(EnItem00* this, PlayState* play, f32* shadowOffset, f32*
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}
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void EnItem00_Init(Actor* thisx, PlayState* play) {
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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s32 pad;
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f32 shadowOffset = 980.0f;
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f32 shadowScale = 6.0f;
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@@ -312,7 +310,7 @@ void EnItem00_Init(Actor* thisx, PlayState* play) {
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}
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void EnItem00_Destroy(Actor* thisx, PlayState* play) {
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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Collider_DestroyCylinder(play, &this->collider);
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}
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@@ -489,7 +487,7 @@ void func_800A6A40(EnItem00* this, PlayState* play) {
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}
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void EnItem00_Update(Actor* thisx, PlayState* play) {
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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s32 pad;
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Player* player = GET_PLAYER(play);
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s32 sp38 = player->stateFlags3 & PLAYER_STATE3_1000;
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@@ -703,7 +701,7 @@ void EnItem00_Update(Actor* thisx, PlayState* play) {
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void EnItem00_Draw(Actor* thisx, PlayState* play) {
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s32 pad;
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EnItem00* this = THIS;
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EnItem00* this = (EnItem00*)thisx;
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if (!(this->unk14E & this->unk150)) {
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switch (this->actor.params) {
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@@ -6,8 +6,6 @@
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#include "z64math.h"
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#include "z64save.h"
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#define THIS ((TransitionFade*)thisx)
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typedef enum TransitionFadeDirection {
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/* 0 */ TRANS_FADE_DIR_IN,
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/* 1 */ TRANS_FADE_DIR_OUT
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@@ -37,7 +35,7 @@ TransitionProfile TransitionFade_Profile = {
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};
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void TransitionFade_Start(void* thisx) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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switch (this->type) {
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case TRANS_FADE_TYPE_NONE:
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@@ -59,7 +57,7 @@ void TransitionFade_Start(void* thisx) {
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}
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void* TransitionFade_Init(void* thisx) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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bzero(this, sizeof(TransitionFade));
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return this;
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@@ -71,7 +69,7 @@ void TransitionFade_Destroy(void* thisx) {
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void TransitionFade_Update(void* thisx, s32 updateRate) {
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s32 alpha;
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s16 newAlpha;
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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switch (this->type) {
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case TRANS_FADE_TYPE_NONE:
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@@ -79,7 +77,7 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
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case TRANS_FADE_TYPE_ONE_WAY:
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//! FAKE:
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THIS->timer += updateRate;
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((TransitionFade*)thisx)->timer += updateRate;
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if (this->timer >= ((void)0, gSaveContext.transFadeDuration)) {
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this->timer = ((void)0, gSaveContext.transFadeDuration);
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@@ -114,7 +112,7 @@ void TransitionFade_Update(void* thisx, s32 updateRate) {
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}
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void TransitionFade_Draw(void* thisx, Gfx** gfxP) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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Gfx* gfx;
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Color_RGBA8_u32* color = &this->color;
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@@ -128,19 +126,19 @@ void TransitionFade_Draw(void* thisx, Gfx** gfxP) {
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}
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s32 TransitionFade_IsDone(void* thisx) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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return this->isDone;
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}
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void TransitionFade_SetColor(void* thisx, u32 color) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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this->color.rgba = color;
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}
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void TransitionFade_SetType(void* thisx, s32 type) {
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TransitionFade* this = THIS;
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TransitionFade* this = (TransitionFade*)thisx;
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if (type == TRANS_INSTANCE_TYPE_FILL_OUT) {
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this->type = TRANS_FADE_TYPE_ONE_WAY;
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