Rename tons of structs because we aren't using the z_ prefix anymore ;_;

This commit is contained in:
rozlette
2019-11-14 00:52:31 -06:00
parent b1938991fa
commit a09a799eef
15 changed files with 748 additions and 748 deletions
+11 -11
View File
@@ -6,23 +6,23 @@
// This file is most likely En_A_Obj
UNK_RET EnAObj_Init(void* a0, UNK_TYPE a1) {
z_ActorEnAObj* s0 = (z_ActorEnAObj*)a0;
ActorEnAObj* s0 = (ActorEnAObj*)a0;
s0->base.textId = ((s0->base.variable >> 8) & 0xFF) | 0x300;
s0->base.variable = (s0->base.variable & 0xFF) - 9;
Lib_ApplyActorInitVars((z_Actor*)s0, (z_ActorInitVar*)&D_801ADEAC);
Lib_ApplyActorInitVars((Actor*)s0, (ActorInitVar*)&D_801ADEAC);
func_800B3BA4(&s0->base.unkBC, 0, (UNK_PTR)&func_800B3FC0, 12);
Collision_InitCylinder(a1, &s0->collision, (z_Actor*)s0, &D_801ADE80);
Collision_CylinderMoveToActor((z_Actor*)s0, &s0->collision);
Collision_InitCylinder(a1, &s0->collision, (Actor*)s0, &D_801ADE80);
Collision_CylinderMoveToActor((Actor*)s0, &s0->collision);
s0->base.unkA0.unk16 = 255;
s0->update = (actor_func)EnAObj_Update1;
}
UNK_RET EnAObj_Fini(z_ActorEnAObj* a0, z_GlobalContext* a1) {
z_ColCylinder* a2 = &a0->collision;
UNK_RET EnAObj_Fini(ActorEnAObj* a0, GlobalContext* a1) {
ColCylinder* a2 = &a0->collision;
Collision_FiniCylinder(a1, a2);
}
UNK_RET EnAObj_Update1(z_ActorEnAObj* a0, UNK_TYPE a1) {
UNK_RET EnAObj_Update1(ActorEnAObj* a0, UNK_TYPE a1) {
s16 v0;
s32 v1;
if (func_800B84D0(a0, a1) != 0) {
@@ -36,18 +36,18 @@ UNK_RET EnAObj_Update1(z_ActorEnAObj* a0, UNK_TYPE a1) {
}
}
UNK_RET EnAObj_Update2(z_ActorEnAObj* a0) {
UNK_RET EnAObj_Update2(ActorEnAObj* a0) {
if (func_800B867C(a0) != 0) {
a0->update = (actor_func)EnAObj_Update1;
}
}
UNK_RET EnAObj_Main(z_ActorEnAObj* a0, UNK_TYPE a1) {
(a0->update)((z_Actor*)a0, (z_GlobalContext*)a1);
UNK_RET EnAObj_Main(ActorEnAObj* a0, UNK_TYPE a1) {
(a0->update)((Actor*)a0, (GlobalContext*)a1);
func_800B675C(a0, 0x42340000);
Collision_AddOT(a1, a1 + 0x18884, &a0->collision);
}
UNK_RET EnAObj_Draw(z_ActorEnAObj* a0, UNK_TYPE a1) {
UNK_RET EnAObj_Draw(ActorEnAObj* a0, UNK_TYPE a1) {
func_800BDFC0(a1, D_801ADEB0[a0->base.variable], a1, a0);
}