Small Misc Clean (#1751)

* Fix z64item comment

* titleCtxt -> titleCtx

* combine gfx buffers bss into 1 file
This commit is contained in:
Derek Hensley
2024-12-01 02:01:42 -08:00
committed by GitHub
parent 009708773e
commit a8dbb5ac27
15 changed files with 24 additions and 29 deletions
+4 -4
View File
@@ -978,7 +978,7 @@ void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) {
// unused
s32 func_800B6434(PlayState* play, TitleCardContext* titleCtx) {
if ((play->actorCtx.titleCtxt.delayTimer != 0) || (play->actorCtx.titleCtxt.alpha != 0)) {
if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
return false;
@@ -2499,7 +2499,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
TitleCard_ContextInit(&play->state, &actorCtx->titleCtxt);
TitleCard_ContextInit(&play->state, &actorCtx->titleCtx);
Actor_InitPlayerImpact(play);
actorCtx->absoluteSpace = NULL;
@@ -2759,7 +2759,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
Attention_Update(&actorCtx->attention, player, actor, play);
}
TitleCard_Update(&play->state, &actorCtx->titleCtxt);
TitleCard_Update(&play->state, &actorCtx->titleCtx);
Actor_UpdatePlayerImpact(play);
DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
}
@@ -3130,7 +3130,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
Lights_DrawGlow(play);
}
TitleCard_Draw(&play->state, &actorCtx->titleCtxt);
TitleCard_Draw(&play->state, &actorCtx->titleCtx);
CLOSE_DISPS(play->state.gfxCtx);
}