From f4687fbbe76b4699e7cfd8315fb83cd00b666e3a Mon Sep 17 00:00:00 2001 From: engineer124 <47598039+engineer124@users.noreply.github.com> Date: Fri, 21 May 2021 11:24:47 +1000 Subject: [PATCH] General Cleanup (#155) * minor fixes * Consolidate into globalCtx * fix error * Fix Warnings Co-authored-by: engineer124 --- include/functions.h | 1048 ++++++++--------- include/initvars.h | 1 + include/variables.h | 3 - include/z64.h | 14 +- include/z64actor.h | 4 +- include/z64effect.h | 2 +- src/code/code_0x800A5AC0.c | 28 +- src/code/code_0x800AF710.c | 24 +- src/code/code_0x800CAE10.c | 4 +- src/code/code_0x800E8EA0.c | 30 +- src/code/z_actor.c | 96 +- src/code/z_bgcheck.c | 6 +- src/code/z_collision_check.c | 818 ++++++------- src/code/z_eff_footmark.c | 22 +- src/code/z_effect_soft_sprite.c | 36 +- src/code/z_en_item00.c | 14 +- src/code/z_kanfont.c | 6 +- src/code/z_rcp.c | 4 +- src/code/z_room.c | 66 +- src/code/z_snap.c | 14 +- .../ovl_Bg_Ctower_Gear/z_bg_ctower_gear.c | 6 +- .../ovl_Bg_Haka_Curtain/z_bg_haka_curtain.c | 4 +- .../actors/ovl_Bg_Ikana_Ray/z_bg_ikana_ray.c | 39 +- .../ovl_Bg_Ikana_Shutter/z_bg_ikana_shutter.c | 4 +- .../actors/ovl_Bg_Lbfshot/z_bg_lbfshot.c | 4 +- .../ovl_Bg_Mbar_Chair/z_bg_mbar_chair.c | 4 +- .../actors/ovl_En_Encount2/z_en_encount2.c | 4 +- .../actors/ovl_En_Jc_Mato/z_en_jc_mato.c | 6 +- src/overlays/actors/ovl_En_Nnh/z_en_nnh.c | 4 +- .../actors/ovl_En_Po_Fusen/z_en_po_fusen.c | 38 +- .../actors/ovl_En_Tag_Obj/z_en_tag_obj.c | 2 +- .../actors/ovl_En_Tanron6/z_en_tanron6.c | 4 +- .../actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c | 8 +- .../actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c | 16 +- src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c | 2 +- .../ovl_Obj_Kepn_Koya/z_obj_kepn_koya.c | 4 +- .../ovl_Obj_Visiblock/z_obj_visiblock.c | 4 +- 37 files changed, 1198 insertions(+), 1195 deletions(-) diff --git a/include/functions.h b/include/functions.h index fa05e5289e..ab3fdbddfd 100644 --- a/include/functions.h +++ b/include/functions.h @@ -503,12 +503,12 @@ void* func_80096880(void* param_1, u8 param_2, s32 param_3); s32 func_800968B0(const char* str1, const char* str2); char* func_800968f0(char* param_1, char* param_2); // void func_80096930(void); -void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt); -void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt); -void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt); -void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt); -void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt); -void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt); +void EnAObj_Init(ActorEnAObj* this, GlobalContext* globalCtx); +void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* globalCtx); +void EnAObj_Update1(ActorEnAObj* this, GlobalContext* globalCtx); +void EnAObj_Update2(ActorEnAObj* this, GlobalContext* globalCtx); +void EnAObj_Update(ActorEnAObj* this, GlobalContext* globalCtx); +void EnAObj_Draw(ActorEnAObj* this, GlobalContext* globalCtx); // void EnItem00_SetObject(EnItem00* this, GlobalContext* globalCtx, f32* shadowOffset, f32* shadowScale); // void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx); // void EnItem00_Destroy(Actor* thisx, GlobalContext* globalCtx); @@ -558,11 +558,11 @@ void EffectSpark_Destroy(EffSparkParams* params); s32 EffectSpark_Update(EffSparkParams* params); void EffectSpark_Draw(EffSparkParams* params, GraphicsContext* gCtxt); // void func_800AE2A0(void); -void func_800AE434(GlobalContext* ctxt, Color_RGBA8* color, s16 sParm3, s16 sParm4); -void func_800AE5A0(GlobalContext* ctxt); +void func_800AE434(GlobalContext* globalCtx, Color_RGBA8* color, s16 sParm3, s16 sParm4); +void func_800AE5A0(GlobalContext* globalCtx); // void func_800AE5E4(void); -void func_800AE778(GlobalContext* ctxt, Color_RGBA8* color, s16 param_3, s16 param_4); -void func_800AE8EC(GlobalContext* ctxt); +void func_800AE778(GlobalContext* globalCtx, Color_RGBA8* color, s16 param_3, s16 param_4); +void func_800AE8EC(GlobalContext* globalCtx); void func_800AE930(CollisionContext* bgCtxt, s32 param_2, float* param_3, f32 param_4, s16 param_5, CollisionPoly* param_6, s32 param_7); // void func_800AEF44(void); void EffectTireMark_InitParticle(EffTireMarkParticle* particle); @@ -574,29 +574,29 @@ void EffectTireMark_Draw(EffTireMarkParams* params, GraphicsContext* gCtxt); GlobalContext* Effect_GetContext(void); void* Effect_GetParams(s32 index); void Effect_InitCommon(EffCommon* common); -void Effect_Init(GlobalContext* ctxt); -void Effect_Add(GlobalContext* ctxt, s32* index, s32 type, u8 param_4, u8 param_5, void* initParams); +void Effect_Init(GlobalContext* globalCtx); +void Effect_Add(GlobalContext* globalCtx, s32* index, s32 type, u8 param_4, u8 param_5, void* initParams); void Effect_DrawAll(GraphicsContext* gCtxt); -void Effect_UpdateAll(GlobalContext* ctxt); -void Effect_Destroy(GlobalContext* ctxt, s32 index); -void Effect_DestroyAll(GlobalContext* ctxt); -void EffectSS_Init(GlobalContext* ctxt, s32 numEntries); -void EffectSS_Clear(GlobalContext* ctxt); +void Effect_UpdateAll(GlobalContext* globalCtx); +void Effect_Destroy(GlobalContext* globalCtx, s32 index); +void Effect_DestroyAll(GlobalContext* globalCtx); +void EffectSS_Init(GlobalContext* globalCtx, s32 numEntries); +void EffectSS_Clear(GlobalContext* globalCtx); EffectSs* EffectSS_GetTable(void); void EffectSS_Delete(EffectSs* param_1); void EffectSS_ResetEntry(EffectSs* particle); s32 EffectSS_FindFreeSpace(u32 priority, u32* tableEntry); -void EffectSS_Copy(GlobalContext* ctxt, EffectSs* particle); +void EffectSS_Copy(GlobalContext* globalCtx, EffectSs* particle); void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* initParams); -void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index); -void EffectSS_UpdateAllParticles(GlobalContext* ctxt); -void EffectSS_DrawParticle(GlobalContext* ctxt, s32 index); -void EffectSS_DrawAllParticles(GlobalContext* ctxt); +void EffectSS_UpdateParticle(GlobalContext* globalCtx, s32 index); +void EffectSS_UpdateAllParticles(GlobalContext* globalCtx); +void EffectSS_DrawParticle(GlobalContext* globalCtx, s32 index); +void EffectSS_DrawAllParticles(GlobalContext* globalCtx); s32 func_800B096C(s16 param_1, s16 param_2, s32 param_3); s16 func_800B09D0(s16 a0, s16 a1, f32 a2); u8 func_800B0A24(u8 a0, u8 a1, f32 a2); void EffectSs_DrawGEffect(GlobalContext* globalCtx, EffectSs* this, void* texture); -void EffectSsDust_Spawn(GlobalContext* ctxt, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode); +void EffectSsDust_Spawn(GlobalContext* globalCtx, u16 drawFlags, Vec3f* pos, Vec3f* velocity, Vec3f* accel, Color_RGBA8* primColor, Color_RGBA8* envColor, s16 scale, s16 scaleStep, s16 life, u8 updateMode); // void func_800B0DE0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8); // void func_800B0E48(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8); // void func_800B0EB0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE2 param_9); @@ -682,50 +682,50 @@ void DLF_LoadGameState(GameStateOverlay* gameState); void DLF_FreeGameState(GameStateOverlay* gameState); void Actor_PrintLists(ActorContext* actCtxt); void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc func, f32 scale); -void ActorShadow_Draw(Actor* actor, Lights* mapper, GlobalContext* ctxt, Gfx* displayList, Color_RGBA8* color); -void func_800B3FC0(Actor* actor, Lights* mapper, GlobalContext* ctxt); -void func_800B4024(Actor* actor, Lights* mapper, GlobalContext* ctxt); -void func_800B4088(Actor* actor, Lights* mapper, GlobalContext* ctxt); -void func_800B40B8(Actor* actor, Lights* mapper, GlobalContext* ctxt); +void ActorShadow_Draw(Actor* actor, Lights* mapper, GlobalContext* globalCtx, Gfx* displayList, Color_RGBA8* color); +void func_800B3FC0(Actor* actor, Lights* mapper, GlobalContext* globalCtx); +void func_800B4024(Actor* actor, Lights* mapper, GlobalContext* globalCtx); +void func_800B4088(Actor* actor, Lights* mapper, GlobalContext* globalCtx); +void func_800B40B8(Actor* actor, Lights* mapper, GlobalContext* globalCtx); void func_800B40E0(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, f32 arg4, f32 arg5, f32 arg6); -void func_800B42F8(Actor* actor, Lights* mapper, GlobalContext* ctxt); +void func_800B42F8(Actor* actor, Lights* mapper, GlobalContext* globalCtx); // void func_800B4A98(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); -void func_800B4AEC(GlobalContext* ctxt, Actor* actor, f32 param_3); -void func_800B4B50(Actor* actor, s32 iParm2, GlobalContext* pzParm3); -void func_800B4EDC(GlobalContext* ctxt, Vec3f* pzParm2, Vec3f* pzParm3, f32* pfParm4); +void func_800B4AEC(GlobalContext* globalCtx, Actor* actor, f32 param_3); +void func_800B4B50(Actor* actor, s32 iParm2, GlobalContext* globalCtx); +void func_800B4EDC(GlobalContext* globalCtx, Vec3f* pzParm2, Vec3f* pzParm3, f32* pfParm4); // void func_800B4F40(TargetContext* targetContext, s32 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4, UNK_TYPE4 param_5); -void func_800B4F78(TargetContext* targetContext, u8 type, GlobalContext* ctxt); -void func_800B5040(TargetContext* targetContext, Actor* actor, u8 type, GlobalContext* ctxt); -void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* ctxt); -void func_800B5208(TargetContext* targetCtxt, GlobalContext* ctxt); -void func_800B5814(TargetContext* targetContext, ActorPlayer* player, Actor* param_3, GlobalContext* ctxt); -u32 Flags_GetSwitch(GlobalContext* ctxt, s32 flag); -void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag); -void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag); -u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag); -void Actor_SetChestFlag(GlobalContext* ctxt, u32 flag); -void Actor_SetAllChestFlag(GlobalContext* ctxt, u32 flags); -u32 Actor_GetAllChestFlag(GlobalContext* ctxt); -u32 Actor_GetRoomCleared(GlobalContext* ctxt, u32 roomNumber); -void Actor_SetRoomCleared(GlobalContext* ctxt, u32 roomNumber); -void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber); -u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); -void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); -void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber); -u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index); -void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index); -void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt); -void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7); +void func_800B4F78(TargetContext* targetContext, u8 type, GlobalContext* globalCtx); +void func_800B5040(TargetContext* targetContext, Actor* actor, u8 type, GlobalContext* globalCtx); +void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* globalCtx); +void func_800B5208(TargetContext* targetCtxt, GlobalContext* globalCtx); +void func_800B5814(TargetContext* targetContext, ActorPlayer* player, Actor* param_3, GlobalContext* globalCtx); +u32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag); +void Actor_SetSwitchFlag(GlobalContext* globalCtx, s32 flag); +void Actor_UnsetSwitchFlag(GlobalContext* globalCtx, s32 flag); +u32 Actor_GetChestFlag(GlobalContext* globalCtx, u32 flag); +void Actor_SetChestFlag(GlobalContext* globalCtx, u32 flag); +void Actor_SetAllChestFlag(GlobalContext* globalCtx, u32 flags); +u32 Actor_GetAllChestFlag(GlobalContext* globalCtx); +u32 Actor_GetRoomCleared(GlobalContext* globalCtx, u32 roomNumber); +void Actor_SetRoomCleared(GlobalContext* globalCtx, u32 roomNumber); +void Actor_UnsetRoomCleared(GlobalContext* globalCtx, u32 roomNumber); +u32 Actor_GetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber); +void Actor_SetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber); +void Actor_UnsetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber); +u32 Actor_GetCollectibleFlag(GlobalContext* globalCtx, s32 index); +void Actor_SetCollectibleFlag(GlobalContext* globalCtx, s32 index); +void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCtxt); +void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7); // void Actor_Nop800B5E50(UNK_TYPE4 param_1, UNK_TYPE4 param_2, UNK_TYPE4 param_3, UNK_TYPE4 param_4); -void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt); -void Actor_TitleCardDraw(GlobalContext* ctxt, TitleCardContext* titleCtxt); -// UNK_TYPE4 func_800B6434(GlobalContext* ctxt, TitleCardContext* titleCtxt); +void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCtxt); +void Actor_TitleCardDraw(GlobalContext* globalCtx, TitleCardContext* titleCtxt); +// UNK_TYPE4 func_800B6434(GlobalContext* globalCtx, TitleCardContext* titleCtxt); // UNK_TYPE4 func_800B645C(void); -void func_800B6468(GlobalContext* ctxt); -void func_800B6474(GlobalContext* ctxt); -// UNK_TYPE4 func_800B648C(GlobalContext* ctxt, UNK_TYPE1 param_2, UNK_TYPE1 param_3, f32 param_4, Vec3f* param_5); -f32 func_800B64FC(GlobalContext* ctxt, f32 fParm2, Vec3f* pzParm3, u32* puParm4); -void* func_800B6584(GlobalContext* ctxt, s16 sParm2, void* pvParm3, u32 uParm4); +void func_800B6468(GlobalContext* globalCtx); +void func_800B6474(GlobalContext* globalCtx); +// UNK_TYPE4 func_800B648C(GlobalContext* globalCtx, UNK_TYPE1 param_2, UNK_TYPE1 param_3, f32 param_4, Vec3f* param_5); +f32 func_800B64FC(GlobalContext* globalCtx, f32 fParm2, Vec3f* pzParm3, u32* puParm4); +void* func_800B6584(GlobalContext* globalCtx, s16 sParm2, void* pvParm3, u32 uParm4); // UNK_TYPE4 func_800B6608(s32 iParm1, s16 sParm2); // void func_800B6680(void); void Actor_MarkForDeath(Actor* actor); @@ -734,9 +734,9 @@ void Actor_SetHeight(Actor* actor, f32 height); void Actor_SetRotationFromDrawRotation(Actor* actor); void Actor_InitDrawRotation(Actor* actor); void Actor_SetScale(Actor* actor, f32 scale); -void Actor_SetObjectSegment(GlobalContext* ctxt, Actor* actor); -void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt); -void Actor_FiniActor(Actor* actor, GlobalContext* ctxt); +void Actor_SetObjectSegment(GlobalContext* globalCtx, Actor* actor); +void Actor_InitToDefaultValues(Actor* actor, GlobalContext* globalCtx); +void Actor_FiniActor(Actor* actor, GlobalContext* globalCtx); void Actor_SetMovementScale(s32 scale); void Actor_ApplyMovement(Actor* actor); void Actor_SetVelocityYRotationAndGravity(Actor* actor); @@ -759,7 +759,7 @@ f32 Actor_XZDistanceBetweenActors(Actor* actor1, Actor* actor2); f32 Actor_XZDistanceToPoint(Actor* actor, Vec3f* point); void Actor_CalcOffsetOrientedToDrawRotation(Actor* actor, Vec3f* offset, Vec3f* point); f32 Actor_YDistance(Actor* actor1, Actor* actor2); -void func_800B6F20(GlobalContext* ctxt, s32 param_2, f32 param_3, s16 param_4); +void func_800B6F20(GlobalContext* globalCtx, s32 param_2, f32 param_3, s16 param_4); float func_800B6FC8(ActorPlayer* player); // void func_800B7090(void); // void func_800B7118(void); @@ -769,11 +769,11 @@ float func_800B6FC8(ActorPlayer* player); // void func_800B71DC(void); u32 func_800B7200(s32 param_1); // void func_800B722C(void); -// UNK_TYPE4 func_800B724C(GlobalContext* ctxt, UNK_TYPE4 param_2, u8 param_3); -u32 func_800B7298(GlobalContext* ctxt, UNK_TYPE4 param_2, u8 param_3); +// UNK_TYPE4 func_800B724C(GlobalContext* globalCtx, UNK_TYPE4 param_2, u8 param_3); +u32 func_800B7298(GlobalContext* globalCtx, UNK_TYPE4 param_2, u8 param_3); void func_800B72E0(s32 param_1); void func_800B72F8(DynaPolyActor* dpactor, f32 a1, s16 a2); -s32 Actor_IsLinkFacingActor(Actor* actor, s16 tolerance, GlobalContext* ctxt); +s32 Actor_IsLinkFacingActor(Actor* actor, s16 tolerance, GlobalContext* globalCtx); s32 Actor_IsActorFacedByActor(Actor* actor, Actor* other, s16 tolerance); s32 Actor_IsActorFacingLink(Actor* actor, s16 angle); s32 Actor_IsActorFacingActor(Actor* actor, Actor* other, s16 tolerance); @@ -781,36 +781,36 @@ s32 Actor_IsActorFacingLinkAndWithinRange(Actor* actor, f32 range, s16 tolerance s32 Actor_IsActorFacingActorAndWithinRange(Actor* actor, Actor* other, f32 range, s16 tolerance); void func_800B75A0(CollisionPoly* param_1, Vec3f* param_2, s16* param_3); // UNK_TYPE4 func_800B761C(Actor* param_1, UNK_TYPE4 param_2, u32 param_3); -// UNK_TYPE4 func_800B7678(GlobalContext* ctxt, Actor* param_2, s32 param_3, u32 param_4); -void func_800B78B8(GlobalContext* ctxt, Actor* actor, f32 uParm3, f32 uParm4, f32 param_5, u32 param_6); +// UNK_TYPE4 func_800B7678(GlobalContext* globalCtx, Actor* param_2, s32 param_3, u32 param_4); +void func_800B78B8(GlobalContext* globalCtx, Actor* actor, f32 uParm3, f32 uParm4, f32 param_5, u32 param_6); // void func_800B7E04(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); s32 func_800B7FE0(f32* param_1, f32* param_2, f32* param_3, GraphicsContext* gCtxt); // void func_800B8018(void); -void func_800B8050(Actor* actor, GlobalContext* ctxt, s32 iParm3); -void func_800B8118(Actor* actor, GlobalContext* ctxt, s32 iParm3); +void func_800B8050(Actor* actor, GlobalContext* globalCtx, s32 iParm3); +void func_800B8118(Actor* actor, GlobalContext* globalCtx, s32 iParm3); // void func_800B81E0(void); UNK_PTR func_800B8214(PosRot* param_1, Actor* param_2); f32* func_800B8248(PosRot* param_1, ActorPlayer* param_2); // void func_800B82EC(void); // void func_800B83BC(void); // void func_800B83F8(void); -s32 func_800B84D0(Actor* actor, GlobalContext* ctxt); -// UNK_TYPE4 func_800B8500(Actor* actor, GlobalContext* ctxt, f32 fParm3, f32 fParm4, s32 param_5); -void func_800B85E0(Actor* actor, GlobalContext* ctxt, f32 uParm3, s32 uParm4); -void func_800B8614(Actor* actor, GlobalContext* ctxt, f32 uParm3); -void func_800B863C(Actor* actor, GlobalContext* ctxt); -u32 func_800B867C(Actor* actor, GlobalContext* ctxt); -// UNK_TYPE4 func_800B86C8(UNK_TYPE4 param_1, GlobalContext* ctxt, UNK_TYPE4 param_3); -s32 func_800B8708(GlobalContext* ctxt); +s32 func_800B84D0(Actor* actor, GlobalContext* globalCtx); +// UNK_TYPE4 func_800B8500(Actor* actor, GlobalContext* globalCtx, f32 fParm3, f32 fParm4, s32 param_5); +void func_800B85E0(Actor* actor, GlobalContext* globalCtx, f32 uParm3, s32 uParm4); +void func_800B8614(Actor* actor, GlobalContext* globalCtx, f32 uParm3); +void func_800B863C(Actor* actor, GlobalContext* globalCtx); +u32 func_800B867C(Actor* actor, GlobalContext* globalCtx); +// UNK_TYPE4 func_800B86C8(UNK_TYPE4 param_1, GlobalContext* globalCtx, UNK_TYPE4 param_3); +s32 func_800B8708(GlobalContext* globalCtx); // void func_800B8718(void); // void func_800B874C(void); // void func_800B8804(void); // void func_800B882C(void); // void func_800B886C(void); -void func_800B8898(GlobalContext* ctxt, Actor* actor, UNK_PTR param_3, UNK_PTR param_4); +void func_800B8898(GlobalContext* globalCtx, Actor* actor, UNK_PTR param_3, UNK_PTR param_4); // void func_800B8934(void); -u32 Actor_HasParent(Actor* actor, GlobalContext* ctxt); -UNK_TYPE4 func_800B8A1C(Actor* actor, GlobalContext* ctxt, s32 iParm3, f32 fParm4, f32 param_5); +u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx); +UNK_TYPE4 func_800B8A1C(Actor* actor, GlobalContext* globalCtx, s32 iParm3, f32 fParm4, f32 param_5); // void func_800B8B84(void); // void func_800B8BB0(void); // void func_800B8BD0(void); @@ -834,44 +834,44 @@ void func_800B9098(Actor* actor); s32 func_800B90AC(GlobalContext* globalCtx, Actor* actor, UNK_TYPE arg2, UNK_TYPE arg3, UNK_TYPE arg4); // void func_800B90F4(void); void func_800B9120(ActorContext* actCtxt); -// void Actor_Init(GlobalContext* ctxt, ActorContext* actCtxt, UNK_TYPE4 uParm3); -void func_800B9334(GlobalContext* ctxt, ActorContext* actCtxt); +// void Actor_Init(GlobalContext* globalCtx, ActorContext* actCtxt, UNK_TYPE4 uParm3); +void func_800B9334(GlobalContext* globalCtx, ActorContext* actCtxt); Actor* Actor_UpdateActor(s800B948C* params); -void Actor_UpdateAll(GlobalContext* ctxt, ActorContext* actCtxt); -void Actor_DrawActor(GlobalContext* ctxt, Actor* actor); +void Actor_UpdateAll(GlobalContext* globalCtx, ActorContext* actCtxt); +void Actor_DrawActor(GlobalContext* globalCtx, Actor* actor); void func_800B9D1C(Actor* actor); -void Actor_DrawAllSetup(GlobalContext* ctxt); -s32 Actor_RecordUndrawnActor(GlobalContext* ctxt, Actor* actor); +void Actor_DrawAllSetup(GlobalContext* globalCtx); +s32 Actor_RecordUndrawnActor(GlobalContext* globalCtx, Actor* actor); // void func_800B9E84(void); -void func_800B9EF4(GlobalContext* ctxt, s32 numActors, Actor** actors); -s32 func_800BA2D8(GlobalContext* ctxt, Actor* actor); -s32 func_800BA2FC(GlobalContext* ctxt, Actor* actor, Vec3f* param_3, f32 param_4); -void Actor_DrawAll(GlobalContext* ctxt, ActorContext* aCtxt); -void func_800BA6FC(GlobalContext* ctxt, ActorContext* aCtxt); -void func_800BA798(GlobalContext* ctxt, ActorContext* aCtxt); -void func_800BA8B8(GlobalContext* ctxt, ActorContext* actCtxt); +void func_800B9EF4(GlobalContext* globalCtx, s32 numActors, Actor** actors); +s32 func_800BA2D8(GlobalContext* globalCtx, Actor* actor); +s32 func_800BA2FC(GlobalContext* globalCtx, Actor* actor, Vec3f* param_3, f32 param_4); +void Actor_DrawAll(GlobalContext* globalCtx, ActorContext* aCtxt); +void func_800BA6FC(GlobalContext* globalCtx, ActorContext* aCtxt); +void func_800BA798(GlobalContext* globalCtx, ActorContext* aCtxt); +void func_800BA8B8(GlobalContext* globalCtx, ActorContext* actCtxt); // void func_800BA9B4(void); void Actor_InsertIntoTypeList(ActorContext* actCtxt, Actor* actor, u8 type); -Actor* Actor_RemoveFromTypeList(GlobalContext* ctxt, ActorContext* actCtxt, Actor* actor); +Actor* Actor_RemoveFromTypeList(GlobalContext* globalCtx, ActorContext* actCtxt, Actor* actor); void Actor_FreeOverlay(ActorOverlay* entry); -Actor* Actor_Spawn(ActorContext* actCtxt, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10); +Actor* Actor_Spawn(ActorContext* actCtxt, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 sParm10); ActorInit* Actor_LoadOverlay(ActorContext* actCtxt, s16 index); -Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actCtxt, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent); -void Actor_SpawnWithParent(ActorContext* actCtxt, Actor* parent, GlobalContext* ctxt, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable); -void Actor_SpawnTransitionActors(GlobalContext* ctxt, ActorContext* actCtxt); -void func_800BB2D0(ActorContext* aCtxt, u16* param_2, GlobalContext* ctxt); -Actor* func_800BB498(ActorContext* actCtxt, Actor* actor, GlobalContext* ctxt); +Actor* Actor_SpawnWithParentAndCutscene(ActorContext* actCtxt, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable, u32 cutscene, s32 param_12, Actor* parent); +void Actor_SpawnWithParent(ActorContext* actCtxt, Actor* parent, GlobalContext* globalCtx, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s16 variable); +void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actCtxt); +void func_800BB2D0(ActorContext* aCtxt, u16* param_2, GlobalContext* globalCtx); +Actor* func_800BB498(ActorContext* actCtxt, Actor* actor, GlobalContext* globalCtx); // void func_800BB59C(void); // void func_800BB604(void); // void func_800BB8EC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); -void func_800BBA88(GlobalContext* ctxt, Actor* iParm2); +void func_800BBA88(GlobalContext* globalCtx, Actor* iParm2); // void func_800BBAC0(void); // void func_800BBB74(void); // void func_800BBC20(void); // void func_800BBCEC(void); // void func_800BBDAC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE1 param_9); -void func_800BBFB0(GlobalContext* gCtx, Vec3f* position, f32 param3, s32 param_4, s16 param_5, s16 param_6, u8 param_7); -void func_800BC154(GlobalContext* gCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory); +void func_800BBFB0(GlobalContext* globalCtx, Vec3f* position, f32 param3, s32 param_4, s16 param_5, s16 param_6, u8 param_7); +void func_800BC154(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory); // void func_800BC188(void); // void func_800BC1B4(void); // void func_800BC270(void); @@ -886,8 +886,8 @@ void func_800BC154(GlobalContext* gCtx, ActorContext* actorCtx, Actor* actor, u8 // void func_800BC8B8(void); // void func_800BCB50(void); // void func_800BCB70(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5); -void func_800BCBF4(Vec3f* uParm1, GlobalContext* ctxt); -void func_800BCC68(Vec3f* param_1, GlobalContext* ctxt); +void func_800BCBF4(Vec3f* uParm1, GlobalContext* globalCtx); +void func_800BCC68(Vec3f* param_1, GlobalContext* globalCtx); // void func_800BCCDC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_800BD2B4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800BD384(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6, UNK_TYPE2 param_7, UNK_TYPE2 param_8, UNK_TYPE1 param_9); @@ -900,8 +900,8 @@ void func_800BCC68(Vec3f* param_1, GlobalContext* ctxt); void func_800BDC5C(SkelAnime* skelAnime, ActorAnimationEntry animation[], s16 index); // void func_800BDCF4(void); void func_800BDFB0(void); -void func_800BDFC0(GlobalContext* ctxt, UNK_TYPE4 uParm2); -void func_800BE03C(GlobalContext* ctxt, Gfx* dl); +void func_800BDFC0(GlobalContext* globalCtx, UNK_TYPE4 uParm2); +void func_800BE03C(GlobalContext* globalCtx, Gfx* dl); // void func_800BE0B8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_800BE184(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5, UNK_TYPE2 param_6); // void func_800BE22C(void); @@ -923,8 +923,8 @@ void BgCheck_PolygonLinkedListNodeInit(SSNode* node, s16* polyIndex, u16 next); void BgCheck_PolygonLinkedListResetHead(u16* head); void BgCheck_ScenePolygonListsNodeInsert(SSNodeList* list, u16* head, s16* polyIndex); void BgCheck_PolygonLinkedListNodeInsert(DynaSSNodeList* list, u16* head, s16* polyIndex); -void BgCheck_PolygonLinkedListInit(GlobalContext* ctxt, DynaSSNodeList* list); -void BgCheck_PolygonLinkedListAlloc(GlobalContext* ctxt, DynaSSNodeList* list, u32 numNodes); +void BgCheck_PolygonLinkedListInit(GlobalContext* globalCtx, DynaSSNodeList* list); +void BgCheck_PolygonLinkedListAlloc(GlobalContext* globalCtx, DynaSSNodeList* list, u32 numNodes); void BgCheck_PolygonLinkedListReset(DynaSSNodeList* list); u16 BgCheck_AllocPolygonLinkedListNode(DynaSSNodeList* list); void BgCheck_CreateVec3fFromVertex(Vec3s* vertex, Vec3f* vector); @@ -962,12 +962,12 @@ void BgCheck_GetPolyMinSubdivisions(CollisionContext* bgCtxt, Vec3f* min, s32* x void BgCheck_GetPolyMaxSubdivisions(CollisionContext* bgCtxt, Vec3f* max, s32* xSubdivision, s32* ySubdivision, s32* zSubdivision); void BgCheck_GetPolyMinMaxSubdivisions(CollisionContext* bgCtxt, Vec3s* vertices, CollisionPoly* polygons, s32* minX, s32* minY, s32* minZ, s32* maxX, s32* maxY, s32* maxZ, s16 index); // UNK_TYPE4 func_800C2BE0(Vec3f* param_1, Vec3f* param_2, CollisionPoly* polygons, Vec3s* vertices, s16 index); -u32 BgCheck_SplitScenePolygonsIntoSubdivisions(CollisionContext* bgCtxt, GlobalContext* ctxt, StaticLookup* subdivisions); -s32 BgCheck_GetIsDefaultSpecialScene(GlobalContext* ctxt); +u32 BgCheck_SplitScenePolygonsIntoSubdivisions(CollisionContext* bgCtxt, GlobalContext* globalCtx, StaticLookup* subdivisions); +s32 BgCheck_GetIsDefaultSpecialScene(GlobalContext* globalCtx); s32 BgCheck_GetSpecialSceneMaxMemory(s32 sceneId, u32* maxMemory); void BgCheck_CalcSubdivisionSize(f32 min, s32 subdivisions, f32* max, f32* subdivisionSize, f32* inverseSubdivisionSize); -s32 BgCheck_GetSpecialSceneMaxObjects(GlobalContext* ctxt, u32* maxNodes, u32* maxPolygons, u32* maxVertices); -void BgCheck_Init(CollisionContext* bgCtxt, GlobalContext* ctxt, CollisionHeader* mesh); +s32 BgCheck_GetSpecialSceneMaxObjects(GlobalContext* globalCtx, u32* maxNodes, u32* maxPolygons, u32* maxVertices); +void BgCheck_Init(CollisionContext* bgCtxt, GlobalContext* globalCtx, CollisionHeader* mesh); void func_800C3C00(CollisionContext* bgCtxt, u32 param_2); void func_800C3C14(CollisionContext* bgCtxt, u32 param_2); CollisionHeader* BgCheck_GetActorMeshHeader(CollisionContext* bgCtxt, s32 index); @@ -1011,7 +1011,7 @@ s32 func_800C576C(CollisionContext*, Vec3f*, Vec3f*, Vec3f*, CollisionPoly**, u3 // void func_800C5A20(void); // void func_800C5A64(void); void BgCheck_ScenePolygonListsInit(SSNodeList* param_1); -void BgCheck_ScenePolygonListsAlloc(GlobalContext* ctxt, SSNodeList* lists, s32 numNodes, u32 numPolygons); +void BgCheck_ScenePolygonListsAlloc(GlobalContext* globalCtx, SSNodeList* lists, s32 numNodes, u32 numPolygons); s32 func_800C5B80(u16* param_1); u16 BgCheck_ScenePolygonListsReserveNode(SSNodeList* lists); void BgCheck_ActorMeshParamsInit(ScaleRotPos* params); @@ -1021,35 +1021,35 @@ void BgCheck_ActorMeshPolyListsHeadsInit(DynaLookup* lists); void BgCheck_ActorMeshPolyListsInit(DynaLookup* lists); void BgCheck_ActorMeshVerticesIndexInit(s16* index); void BgCheck_ActorMeshWaterboxesIndexInit(s16* index); -void BgCheck_ActorMeshInit(GlobalContext* ctxt, BgActor* mesh); +void BgCheck_ActorMeshInit(GlobalContext* globalCtx, BgActor* mesh); void BgCheck_ActorMeshInitFromActor(BgActor* actorMesh, DynaPolyActor* actor, CollisionHeader* header); s32 BgCheck_HasActorMeshChanged(BgActor* mesh); void BgCheck_PolygonsInit(CollisionPoly** polygons); -void BgCheck_PolygonsAlloc(GlobalContext* ctxt, CollisionPoly* polygons, u32 numPolygons); +void BgCheck_PolygonsAlloc(GlobalContext* globalCtx, CollisionPoly* polygons, u32 numPolygons); void BgCheck_VerticesInit(Vec3s** vertices); -void BgCheck_VerticesListAlloc(GlobalContext* ctxt, Vec3s** vertices, u32 numVertices); +void BgCheck_VerticesListAlloc(GlobalContext* globalCtx, Vec3s** vertices, u32 numVertices); void BgCheck_WaterboxListInit(DynaSSWaterboxList* waterboxList); -void BgCheck_WaterboxListAlloc(GlobalContext* ctxt, DynaSSWaterboxList* waterboxList, u32 numWaterboxes); -void BgCheck_ActorMeshUpdateParams(GlobalContext* ctxt, BgActor* mesh); +void BgCheck_WaterboxListAlloc(GlobalContext* globalCtx, DynaSSWaterboxList* waterboxList, u32 numWaterboxes); +void BgCheck_ActorMeshUpdateParams(GlobalContext* globalCtx, BgActor* mesh); s32 BgCheck_IsActorMeshIndexValid(s32 index); -void BgCheck_DynaInit(GlobalContext* ctxt, DynaCollisionContext* param_2); -void BgCheck_DynaAlloc(GlobalContext* ctxt, DynaCollisionContext* dyna); -s32 BgCheck_AddActorMesh(GlobalContext* ctxt, DynaCollisionContext* dyna, DynaPolyActor* actor, CollisionHeader* header); +void BgCheck_DynaInit(GlobalContext* globalCtx, DynaCollisionContext* param_2); +void BgCheck_DynaAlloc(GlobalContext* globalCtx, DynaCollisionContext* dyna); +s32 BgCheck_AddActorMesh(GlobalContext* globalCtx, DynaCollisionContext* dyna, DynaPolyActor* actor, CollisionHeader* header); DynaPolyActor* BgCheck_GetActorOfMesh(CollisionContext* bgCtxt, s32 index); -void func_800C62BC(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); -void func_800C6314(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); -void func_800C636C(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); -void func_800C63C4(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); -void func_800C641C(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); -void func_800C6474(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); -void BgCheck_RemoveActorMesh(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index); +void func_800C62BC(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); +void func_800C6314(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); +void func_800C636C(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); +void func_800C63C4(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); +void func_800C641C(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); +void func_800C6474(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); +void BgCheck_RemoveActorMesh(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index); // void func_800C6554(void); void BgCheck_CalcWaterboxDimensions(Vec3f* minPos, Vec3f* maxXPos, Vec3f* maxZPos, Vec3s* minPosOut, s16* xLength, s16* zLength); -void BgCheck_AddActorMeshToLists(GlobalContext* ctxt, DynaCollisionContext* dyna, s32 index, s32* currVertices, s32* currPolygons, s32* currWaterboxes); -void BgCheck_ResetFlagsIfLoadedActor(GlobalContext* ctxt, DynaCollisionContext* dyna, Actor* actor); -void BgCheck_Update(GlobalContext* ctxt, DynaCollisionContext* dyna); +void BgCheck_AddActorMeshToLists(GlobalContext* globalCtx, DynaCollisionContext* dyna, s32 index, s32* currVertices, s32* currPolygons, s32* currWaterboxes); +void BgCheck_ResetFlagsIfLoadedActor(GlobalContext* globalCtx, DynaCollisionContext* dyna, Actor* actor); +void BgCheck_Update(GlobalContext* globalCtx, DynaCollisionContext* dyna); void func_800C756C(s32 param_1, s32* param_2, s32* param_3, s32* param_4); -void BgCheck_UpdateAllActorMeshes(GlobalContext* ctxt, DynaCollisionContext* dyna); +void BgCheck_UpdateAllActorMeshes(GlobalContext* globalCtx, DynaCollisionContext* dyna); // void func_800C76EC(void); // void func_800C7974(void); // void func_800C7E40(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10, UNK_TYPE4 param_11, UNK_TYPE4 param_12); @@ -1064,7 +1064,7 @@ void BgCheck_UpdateAllActorMeshes(GlobalContext* ctxt, DynaCollisionContext* dyn // void func_800C9380(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE2 param_8); void BgCheck_RelocateMeshHeaderPointers(CollisionHeader* header); void BgCheck_RelocateMeshHeader(CollisionHeader* meshSegPtr, CollisionHeader** param_2); -void BgCheck_RelocateAllMeshHeaders(CollisionContext* bgCtxt, GlobalContext* ctxt); +void BgCheck_RelocateAllMeshHeaders(CollisionContext* bgCtxt, GlobalContext* globalCtx); // void func_800C9640(void); u32 BgCheck_GetPolygonAttributes(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index, s32 attributeIndex); u32 func_800C9704(CollisionContext* bgCtxt, CollisionPoly* polygon, s32 index); @@ -1117,7 +1117,7 @@ void BgCheck2_UpdateActorYRotation(CollisionContext* bgCtxt, s32 index, Actor* a void BgCheck2_AttachToMesh(CollisionContext* bgCtxt, Actor* actor, s32 index); u32 BgCheck2_UpdateActorAttachedToMesh(CollisionContext* bgCtxt, s32 index, Actor* actor); void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2); -void BgCheck3_LoadMesh(GlobalContext* ctxt, DynaPolyActor* actor, CollisionHeader* meshHeader); +void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader); void BgCheck3_ResetFlags(DynaPolyActor* actor); void func_800CAE88(DynaPolyActor* actor); void func_800CAE9C(DynaPolyActor* actor); @@ -1274,9 +1274,9 @@ s32 Camera_ModeSPEC6(Camera* camera); s32 Camera_ModeSPEC7(Camera* camera); s32 Camera_ModeSPEC8(Camera* camera); s32 Camera_ModeSPEC9(Camera* camera); -Camera* Camera_Alloc(View* view, CollisionContext* bg, GlobalContext* ctxt); +Camera* Camera_Alloc(View* view, CollisionContext* bg, GlobalContext* globalCtx); void Camera_Free(Camera* camera); -void Camera_Init(Camera* camera, View* view, CollisionContext* bg, GlobalContext* ctxt); +void Camera_Init(Camera* camera, View* view, CollisionContext* bg, GlobalContext* globalCtx); // void func_800DDFE0(void); void func_800DE0EC(Camera* camera, Actor* actor); // s32 func_800DE308(Camera* camera, UNK_TYPE2 uParm2); @@ -1323,221 +1323,221 @@ void DamageTable_Clear(DamageTable* damageTable); // func_800E03CC f32 CollisionCheck_GetDamageAndEffectOnBumper(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, u32* effect); f32 CollisionCheck_ApplyBumperDefense(f32 damage, ColliderInfo* ac); s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo); -s32 Collider_InitBase(GlobalContext* ctxt, Collider* collider); -s32 Collider_DestroyBase(GlobalContext* ctxt, Collider* collider); -s32 Collider_SetBaseToActor(GlobalContext* ctxt, Collider* collider, ColliderInitToActor* src); -s32 Collider_SetBaseType1(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInitType1* src); -s32 Collider_SetBase(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInit* src); -void Collider_ResetATBase(GlobalContext* ctxt, Collider* collider); -void Collider_ResetACBase(GlobalContext* ctxt, Collider* collider); -void Collider_ResetOCBase(GlobalContext* ctxt, Collider* collider); -s32 Collider_InitTouch(GlobalContext* ctxt, ColliderTouch* touch); -s32 Collider_DestroyTouch(GlobalContext* ctxt, ColliderTouch* touch); -s32 Collider_SetTouch(GlobalContext* ctxt, ColliderTouch* touch, ColliderTouchInit* src); -void Collider_ResetATInfoUnk(GlobalContext* ctxt, ColliderInfo* info); -s32 Collider_InitBump(GlobalContext* ctxt, ColliderBump* bump); -s32 Collider_DestroyBump(GlobalContext* ctxt, ColliderBump* bump); -s32 Collider_SetBump(GlobalContext* ctxt, ColliderBump* bump, ColliderBumpInit* src); -s32 Collider_InitInfo(GlobalContext* ctxt, ColliderInfo* info); -s32 Collider_DestroyInfo(GlobalContext* ctxt, ColliderInfo* info); -s32 Collider_SetInfo(GlobalContext* ctxt, ColliderInfo* info, ColliderInfoInit* src); -void Collider_ResetATInfo(GlobalContext* ctxt, ColliderInfo* info); -void Collider_ResetACInfo(GlobalContext* ctxt, ColliderInfo* info); -void Collider_ResetOCInfo(GlobalContext* ctxt, ColliderInfo* info); -s32 Collider_InitJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim); -s32 Collider_DestroyJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim); -s32 Collider_SetJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dest, ColliderJntSphElementDimInit* src); -s32 Collider_InitJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element); -s32 Collider_DestroyJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element); -s32 Collider_SetJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* dest, ColliderJntSphElementInit* src); -s32 Collider_ResetJntSphElementAT(GlobalContext* ctxt, ColliderJntSphElement* collider); -s32 Collider_ResetJntSphElementAC(GlobalContext* ctxt, ColliderJntSphElement* collider); -s32 Collider_ResetJntSphElementOC(GlobalContext* ctxt, ColliderJntSphElement* collider); -s32 Collider_InitJntSph(GlobalContext* ctxt, ColliderJntSph* collider); -s32 Collider_FreeJntSph(GlobalContext* ctxt, ColliderJntSph* collider); -s32 Collider_DestroyJntSph(GlobalContext* ctxt, ColliderJntSph* collider); -s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, ColliderJntSphInitToActor* src); -s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInitType1* src); -s32 Collider_SetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements); -s32 Collider_InitAndSetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements); -s32 Collider_ResetJntSphAT(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetJntSphAC(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetJntSphOC(GlobalContext* ctxt, Collider* collider); -s32 Collider_InitCylinderDim(GlobalContext* ctxt, Cylinder16* dim); -s32 Collider_DestroyCylinderDim(GlobalContext* ctxt, Cylinder16* dim); -s32 Collider_SetCylinderDim(GlobalContext* ctxt, Cylinder16* dim, Cylinder16* src); -s32 Collider_InitCylinder(GlobalContext* ctxt, ColliderCylinder* collider); -s32 Collider_DestroyCylinder(GlobalContext* ctxt, ColliderCylinder* collider); -s32 Collider_SetCylinderToActor(GlobalContext* ctxt, ColliderCylinder* collider, ColliderCylinderInitToActor* src); -s32 Collider_SetCylinderType1(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, ColliderCylinderInitType1* src); -s32 Collider_SetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src); -s32 Collider_InitAndSetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src); -s32 Collider_ResetCylinderAT(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetCylinderAC(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetCylinderOC(GlobalContext* ctxt, Collider* collider); -s32 Collider_InitTrisElementDim(GlobalContext* ctxt, TriNorm* dim); -s32 Collider_DestroyTrisElementDim(GlobalContext* ctxt, TriNorm* dim); -s32 Collider_SetTrisElementDim(GlobalContext* ctxt, TriNorm* dim, ColliderTrisElementDimInit* src); -s32 Collider_InitTrisElement(GlobalContext* ctxt, ColliderTrisElement* element); -s32 Collider_DestroyTrisElement(GlobalContext* ctxt, ColliderTrisElement* element); -s32 Collider_SetTrisElement(GlobalContext* ctxt, ColliderTrisElement* element, ColliderTrisElementInit* src); -s32 Collider_ResetTrisElementAT(GlobalContext* ctxt, ColliderTrisElement* element); -s32 Collider_ResetTrisElementAC(GlobalContext* ctxt, ColliderTrisElement* element); -s32 Collider_ResetTrisElementOC(GlobalContext* ctxt, ColliderTrisElement* element); -s32 Collider_InitTris(GlobalContext* ctxt, ColliderTris* tris); -s32 Collider_FreeTris(GlobalContext* ctxt, ColliderTris* tris); -s32 Collider_DestroyTris(GlobalContext* ctxt, ColliderTris* tris); -s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src); -s32 Collider_SetTris(GlobalContext* ctxt, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris); -s32 Collider_InitAndSetTris(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements); -s32 Collider_ResetTrisAT(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetTrisAC(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetTrisOC(GlobalContext* ctxt, Collider* collider); -s32 Collider_InitQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim); -s32 Collider_DestroyQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim); -s32 Collider_ResetQuadACDist(GlobalContext* ctxt, ColliderQuadDim* dim); +s32 Collider_InitBase(GlobalContext* globalCtx, Collider* collider); +s32 Collider_DestroyBase(GlobalContext* globalCtx, Collider* collider); +s32 Collider_SetBaseToActor(GlobalContext* globalCtx, Collider* collider, ColliderInitToActor* src); +s32 Collider_SetBaseType1(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInitType1* src); +s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit* src); +void Collider_ResetATBase(GlobalContext* globalCtx, Collider* collider); +void Collider_ResetACBase(GlobalContext* globalCtx, Collider* collider); +void Collider_ResetOCBase(GlobalContext* globalCtx, Collider* collider); +s32 Collider_InitTouch(GlobalContext* globalCtx, ColliderTouch* touch); +s32 Collider_DestroyTouch(GlobalContext* globalCtx, ColliderTouch* touch); +s32 Collider_SetTouch(GlobalContext* globalCtx, ColliderTouch* touch, ColliderTouchInit* src); +void Collider_ResetATInfoUnk(GlobalContext* globalCtx, ColliderInfo* info); +s32 Collider_InitBump(GlobalContext* globalCtx, ColliderBump* bump); +s32 Collider_DestroyBump(GlobalContext* globalCtx, ColliderBump* bump); +s32 Collider_SetBump(GlobalContext* globalCtx, ColliderBump* bump, ColliderBumpInit* src); +s32 Collider_InitInfo(GlobalContext* globalCtx, ColliderInfo* info); +s32 Collider_DestroyInfo(GlobalContext* globalCtx, ColliderInfo* info); +s32 Collider_SetInfo(GlobalContext* globalCtx, ColliderInfo* info, ColliderInfoInit* src); +void Collider_ResetATInfo(GlobalContext* globalCtx, ColliderInfo* info); +void Collider_ResetACInfo(GlobalContext* globalCtx, ColliderInfo* info); +void Collider_ResetOCInfo(GlobalContext* globalCtx, ColliderInfo* info); +s32 Collider_InitJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dim); +s32 Collider_DestroyJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dim); +s32 Collider_SetJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dest, ColliderJntSphElementDimInit* src); +s32 Collider_InitJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element); +s32 Collider_DestroyJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element); +s32 Collider_SetJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* dest, ColliderJntSphElementInit* src); +s32 Collider_ResetJntSphElementAT(GlobalContext* globalCtx, ColliderJntSphElement* collider); +s32 Collider_ResetJntSphElementAC(GlobalContext* globalCtx, ColliderJntSphElement* collider); +s32 Collider_ResetJntSphElementOC(GlobalContext* globalCtx, ColliderJntSphElement* collider); +s32 Collider_InitJntSph(GlobalContext* globalCtx, ColliderJntSph* collider); +s32 Collider_FreeJntSph(GlobalContext* globalCtx, ColliderJntSph* collider); +s32 Collider_DestroyJntSph(GlobalContext* globalCtx, ColliderJntSph* collider); +s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* collider, ColliderJntSphInitToActor* src); +s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInitType1* src); +s32 Collider_SetJntSph(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements); +s32 Collider_InitAndSetJntSph(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements); +s32 Collider_ResetJntSphAT(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetJntSphAC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetJntSphOC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_InitCylinderDim(GlobalContext* globalCtx, Cylinder16* dim); +s32 Collider_DestroyCylinderDim(GlobalContext* globalCtx, Cylinder16* dim); +s32 Collider_SetCylinderDim(GlobalContext* globalCtx, Cylinder16* dim, Cylinder16* src); +s32 Collider_InitCylinder(GlobalContext* globalCtx, ColliderCylinder* collider); +s32 Collider_DestroyCylinder(GlobalContext* globalCtx, ColliderCylinder* collider); +s32 Collider_SetCylinderToActor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInitToActor* src); +s32 Collider_SetCylinderType1(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInitType1* src); +s32 Collider_SetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src); +s32 Collider_InitAndSetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src); +s32 Collider_ResetCylinderAT(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetCylinderAC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetCylinderOC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_InitTrisElementDim(GlobalContext* globalCtx, TriNorm* dim); +s32 Collider_DestroyTrisElementDim(GlobalContext* globalCtx, TriNorm* dim); +s32 Collider_SetTrisElementDim(GlobalContext* globalCtx, TriNorm* dim, ColliderTrisElementDimInit* src); +s32 Collider_InitTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element); +s32 Collider_DestroyTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element); +s32 Collider_SetTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element, ColliderTrisElementInit* src); +s32 Collider_ResetTrisElementAT(GlobalContext* globalCtx, ColliderTrisElement* element); +s32 Collider_ResetTrisElementAC(GlobalContext* globalCtx, ColliderTrisElement* element); +s32 Collider_ResetTrisElementOC(GlobalContext* globalCtx, ColliderTrisElement* element); +s32 Collider_InitTris(GlobalContext* globalCtx, ColliderTris* tris); +s32 Collider_FreeTris(GlobalContext* globalCtx, ColliderTris* tris); +s32 Collider_DestroyTris(GlobalContext* globalCtx, ColliderTris* tris); +s32 Collider_SetTrisAllocType1(GlobalContext* globalCtx, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src); +s32 Collider_SetTris(GlobalContext* globalCtx, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris); +s32 Collider_InitAndSetTris(GlobalContext* globalCtx, ColliderTris* tris, Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements); +s32 Collider_ResetTrisAT(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetTrisAC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetTrisOC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim); +s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim); +s32 Collider_ResetQuadACDist(GlobalContext* globalCtx, ColliderQuadDim* dim); void Collider_SetQuadMidpoints(ColliderQuadDim* dim); -s32 Collider_SetQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim, ColliderQuadDimInit* init); -s32 Collider_InitQuad(GlobalContext* ctxt, ColliderQuad* collider); -s32 Collider_DestroyQuad(GlobalContext* ctxt, ColliderQuad* collider); -s32 Collider_SetQuadType1(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src); -s32 Collider_SetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src); -s32 Collider_InitAndSetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src); -s32 Collider_ResetQuadAT(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetQuadAC(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetQuadOC(GlobalContext* ctxt, Collider* collider); -s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hitPos); -s32 Collider_InitSphere(GlobalContext* ctxt, ColliderSphere* collider); -s32 Collider_DestroySphere(GlobalContext* ctxt, ColliderSphere* collider); -s32 Collider_SetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src); -s32 Collider_InitAndSetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src); -s32 Collider_ResetSphereAT(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetSphereAC(GlobalContext* ctxt, Collider* collider); -s32 Collider_ResetSphereOC(GlobalContext* ctxt, Collider* collider); -s32 Collider_InitLine(GlobalContext* ctxt, OcLine* line); -s32 Collider_DestroyLine(GlobalContext* ctxt, OcLine* line); -s32 Collider_SetLinePoints(GlobalContext* ctxt, OcLine* line, Vec3f* a, Vec3f* b); -s32 Collider_SetLine(GlobalContext* ctxt, OcLine* line, OcLine* src); -s32 Collider_ResetLineOC(GlobalContext* ctxt, OcLine* line); -void CollisionCheck_InitContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt); -void CollisionCheck_DestroyContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt); -void CollisionCheck_ClearContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt); -void CollisionCheck_EnableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt); -void CollisionCheck_DisableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt); -s32 CollisionCheck_SetAT(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -s32 CollisionCheck_SetAT_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index); -s32 CollisionCheck_SetAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -s32 CollisionCheck_SetAC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index); -s32 CollisionCheck_SetOC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -s32 CollisionCheck_SetOC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index); -s32 CollisionCheck_SetOCLine(GlobalContext* ctxt, CollisionCheckContext* colCtxt, OcLine* line); +s32 Collider_SetQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim, ColliderQuadDimInit* init); +s32 Collider_InitQuad(GlobalContext* globalCtx, ColliderQuad* collider); +s32 Collider_DestroyQuad(GlobalContext* globalCtx, ColliderQuad* collider); +s32 Collider_SetQuadType1(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src); +s32 Collider_SetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src); +s32 Collider_InitAndSetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src); +s32 Collider_ResetQuadAT(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetQuadAC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_QuadSetNearestAC(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* hitPos); +s32 Collider_InitSphere(GlobalContext* globalCtx, ColliderSphere* collider); +s32 Collider_DestroySphere(GlobalContext* globalCtx, ColliderSphere* collider); +s32 Collider_SetSphere(GlobalContext* globalCtx, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src); +s32 Collider_InitAndSetSphere(GlobalContext* globalCtx, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src); +s32 Collider_ResetSphereAT(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetSphereAC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_ResetSphereOC(GlobalContext* globalCtx, Collider* collider); +s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line); +s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line); +s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* line, Vec3f* a, Vec3f* b); +s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* line, OcLine* src); +s32 Collider_ResetLineOC(GlobalContext* globalCtx, OcLine* line); +void CollisionCheck_InitContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); +void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); +void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); +void CollisionCheck_EnableSAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); +void CollisionCheck_DisableSAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); +s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index); +s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index); +s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +s32 CollisionCheck_SetOC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index); +s32 CollisionCheck_SetOCLine(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, OcLine* line); s32 CollisionCheck_SkipTouch(ColliderInfo* info); s32 CollisionCheck_SkipBump(ColliderInfo* info); s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper); -void CollisionCheck_NoBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v); -void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v); -void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v); -void CollisionCheck_WaterBurst(GlobalContext* ctxt, Collider* collider, Vec3f* v); -void CollisionCheck_RedBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v); -void CollisionCheck_RedBloodUnused(GlobalContext* ctxt, Collider* collider, Vec3f* v); -void CollisionCheck_HitSolid(GlobalContext* ctxt, ColliderInfo* info, Collider* collider, Vec3f* hitPos); +void CollisionCheck_NoBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v); +void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v); +void CollisionCheck_GreenBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v); +void CollisionCheck_WaterBurst(GlobalContext* globalCtx, Collider* collider, Vec3f* v); +void CollisionCheck_RedBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v); +void CollisionCheck_RedBloodUnused(GlobalContext* globalCtx, Collider* collider, Vec3f* v); +void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Collider* collider, Vec3f* hitPos); s32 CollisionCheck_SwordHitAudio(Collider* at, ColliderInfo* acInfo); -void CollisionCheck_HitEffects(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos); +void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos); void CollisionCheck_SetBounce(Collider* at, Collider* ac); -s32 CollisionCheck_SetATvsAC(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos); +s32 CollisionCheck_SetATvsAC(GlobalContext* globalCtx, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos); void CollisionCheck_TrisAvgPoint(ColliderTrisElement* tri, Vec3f* avg); void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg); -void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_SphereVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_AC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); -void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_SetSphereHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_SetHitEffects(GlobalContext* ctxt, CollisionCheckContext* colCtxt); -void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT); -void CollisionCheck_AT(GlobalContext* ctxt, CollisionCheckContext* colCtxt); +void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_JntSphVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_JntSphVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_JntSphVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_CylVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_CylVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_TrisVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_TrisVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_TrisVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_TrisVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_QuadVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_QuadVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_QuadVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_QuadVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_SphereVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_SphereVsCylinder(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_SphereVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_SphereVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_AC_SphereVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC); +void CollisionCheck_SetJntSphHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_SetCylHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_SetTrisHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_SetQuadHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_SetSphereHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_SetHitEffects(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); +void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT); +void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); s32 CollisionCheck_GetMassType(u8 mass); -void CollisionCheck_SetOCvsOC(GlobalContext* ctxt, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap); -void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_SphereVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); -void CollisionCheck_OC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_SetOCvsOC(GlobalContext* globalCtx, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap); +void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_JntSphVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_CylVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_SphereVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_SphereVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); +void CollisionCheck_OC_SphereVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r); s32 CollisionCheck_SkipOC(Collider* collider); s32 CollisionCheck_Incompatible(Collider* left, Collider* right); -void CollisionCheck_OC(GlobalContext* ctxt, CollisionCheckContext* colCtxt); +void CollisionCheck_OC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); void CollisionCheck_InitInfo(CollisionCheckInfo* info); void CollisionCheck_ResetDamage(CollisionCheckInfo* info); void CollisionCheck_SetInfoNoDamageTable(CollisionCheckInfo* info, CollisionCheckInfoInit* init); void CollisionCheck_SetInfo(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit* init); void CollisionCheck_SetInfo2(CollisionCheckInfo* info, DamageTable* damageTable, CollisionCheckInfoInit2* init); void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, CollisionCheckInfoInit2* init); -void CollisionCheck_ApplyDamage(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, ColliderInfo* info); -void CollisionCheck_ApplyDamageJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_ApplyDamageCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_ApplyDamageTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_ApplyDamageQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_ApplyDamageSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider); -void CollisionCheck_Damage(GlobalContext* ctxt, CollisionCheckContext* colCtxt); +void CollisionCheck_ApplyDamage(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, ColliderInfo* info); +void CollisionCheck_ApplyDamageJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_ApplyDamageCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_ApplyDamageTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_ApplyDamageQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_ApplyDamageSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider); +void CollisionCheck_Damage(GlobalContext* globalCtx, CollisionCheckContext* colCtxt); s32 CollisionCheck_LineOC_JntSph(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b); s32 CollisionCheck_LineOC_Cyl(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b); s32 CollisionCheck_LineOC_Sphere(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Collider* collider, Vec3f* a, Vec3f* b); s32 CollisionCheck_LineOC(GlobalContext* globalCtx, CollisionCheckContext* colChkCtx, Vec3f* a, Vec3f* b, Actor** exclusions, s32 numExclusions); -s32 CollisionCheck_LineOCCheckAll(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b); -s32 CollisionCheck_LineOCCheck(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, Actor** exclusions, s32 numExclusions); +s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b); +s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, Actor** exclusions, s32 numExclusions); void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider); void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos); void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d); void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c); -void Collider_SetTrisDim(GlobalContext* ctxt, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init); +void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init); void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider); void Collider_UpdateSpheresElement(ColliderJntSph* collider, s32 index, Actor* actor); void Collider_UpdateSphere(s32 limb, ColliderSphere* collider); -void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v); -void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v); -void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v); -void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* ctxt, Vec3f* v); -void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* ctxt, Vec3f* v, Vec3f* pos); -void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* ctxt, Vec3f* v); -void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3f* pos); +void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v); +void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v); +void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v); +void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v); +void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos); +void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v); +void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos); s32 CollisionCheck_CylSideVsLineSeg(f32 radius, f32 height, f32 offset, Vec3f* actorPos, Vec3f* itemPos, Vec3f* itemProjPos, Vec3f* out1, Vec3f* out2); -void func_800E8EA0(GlobalContext* ctxt, Actor* actor, u16 param_3); +void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 param_3); s32 nop_800E8ED0(UNK_TYPE4 param_1); void nop_800E8EE0(UNK_TYPE4 param_1); s32 nop_800E8EEC(UNK_TYPE4 param_1); void nop_800E8EFC(UNK_TYPE4 param_1); s32 func_800E8F08(Vec3s* param_1, Vec3s* param_2); s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4); -s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5); -s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5); +s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5); +s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5); u8 func_800E9360(void); // void static_context_init(void); // void func_800E9470(void); @@ -1553,87 +1553,87 @@ void DebugDisplay_DrawObjects(GlobalContext* globalCtx); // void func_800E9DBC(void); // void func_800E9E94(void); void func_800E9F78(GraphicsContext* gCtxt); -void Cutscene_Init(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EA0D4(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EA0EC(GlobalContext* ctxt, CutsceneContext* csCtx); -void Cutscene_StepCutscene1(GlobalContext* ctxt, CutsceneContext* csCtx); -void Cutscene_StepCutscene2(GlobalContext* ctxt, CutsceneContext* csCtx); -void Cutscene_Nop800EA210(GlobalContext* ctxt, CutsceneContext* csCtx); -s32 func_800EA220(GlobalContext* ctxt, CutsceneContext* csCtx, f32 target); -void func_800EA258(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EA2B8(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EA324(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EABAC(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdEnvLighting* cmd); -void func_800EAC08(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdMusicChange* cmd); -void func_800EAC44(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdMusicChange* cmd); -void func_800EAC94(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdMusicFade* cmd); -void func_800EAD14(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EAD48(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EAD7C(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EADB0(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EAECC(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EAF20(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdUnk190* cmd); -void func_800EAFE0(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdUnk9B* cmd); -void func_800EB1DC(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdDayTime* cmd); -void func_800EB364(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EB4B4(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EB6F8(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EBB68(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EBCD0(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -void func_800EBD60(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdBase* cmd); -s32 func_800EC678(GlobalContext* ctxt, CsCmdUnk5A* cmd); +void Cutscene_Init(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EA0D4(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EA0EC(GlobalContext* globalCtx, CutsceneContext* csCtx); +void Cutscene_StepCutscene1(GlobalContext* globalCtx, CutsceneContext* csCtx); +void Cutscene_StepCutscene2(GlobalContext* globalCtx, CutsceneContext* csCtx); +void Cutscene_Nop800EA210(GlobalContext* globalCtx, CutsceneContext* csCtx); +s32 func_800EA220(GlobalContext* globalCtx, CutsceneContext* csCtx, f32 target); +void func_800EA258(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EA2B8(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EA324(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EABAC(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdEnvLighting* cmd); +void func_800EAC08(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdMusicChange* cmd); +void func_800EAC44(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdMusicChange* cmd); +void func_800EAC94(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdMusicFade* cmd); +void func_800EAD14(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EAD48(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EAD7C(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EADB0(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EAECC(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EAF20(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdUnk190* cmd); +void func_800EAFE0(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdUnk9B* cmd); +void func_800EB1DC(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdDayTime* cmd); +void func_800EB364(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EB4B4(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EB6F8(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EBB68(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EBCD0(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +void func_800EBD60(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdBase* cmd); +s32 func_800EC678(GlobalContext* globalCtx, CsCmdUnk5A* cmd); // u32 func_800EC6D4(void); -void func_800EC924(GlobalContext* ctxt, CutsceneContext* csCtx, CsCmdTextbox* cmd); +void func_800EC924(GlobalContext* globalCtx, CutsceneContext* csCtx, CsCmdTextbox* cmd); void func_800ECD7C(CutsceneContext* csCtx, u8** cutscenePtr, s16 index); -void Cutscene_ProcessCommands(GlobalContext* ctxt, CutsceneContext* csCtx, u8* cutscenePtr, u16* commandReadHead); -void func_800ED980(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800ED9C4(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EDA04(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EDA84(GlobalContext* ctxt, CutsceneContext* csCtx); -void func_800EDBE0(GlobalContext* ctxt); -void nop_800EDDB0(GlobalContext* ctxt); +void Cutscene_ProcessCommands(GlobalContext* globalCtx, CutsceneContext* csCtx, u8* cutscenePtr, u16* commandReadHead); +void func_800ED980(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800ED9C4(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EDA04(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EDA84(GlobalContext* globalCtx, CutsceneContext* csCtx); +void func_800EDBE0(GlobalContext* globalCtx); +void nop_800EDDB0(GlobalContext* globalCtx); // void func_800EDDBC(void); -void func_800EDDCC(GlobalContext* ctxt, u32 uParm2); -void func_800EDE34(Actor* actor, GlobalContext* ctxt, s32 param_3); +void func_800EDDCC(GlobalContext* globalCtx, u32 uParm2); +void func_800EDE34(Actor* actor, GlobalContext* globalCtx, s32 param_3); // void func_800EDF24(void); -void func_800EDF78(Actor* actor, GlobalContext* ctxt, s32 iParm3); -void func_800EE0CC(Actor* actor, GlobalContext* ctxt, s32 iParm3); +void func_800EDF78(Actor* actor, GlobalContext* globalCtx, s32 iParm3); +void func_800EE0CC(Actor* actor, GlobalContext* globalCtx, s32 iParm3); // void func_800EE1D8(void); -u32 func_800EE200(GlobalContext* ctxt, u32 uParm2); -u32 func_800EE29C(GlobalContext* ctxt, u32 uParm2); -u32 func_800EE2F4(GlobalContext* ctxt); -void GetItem_Draw(GlobalContext* ctxt, s16 index); -void func_800EE364(GlobalContext* ctxt, s16 index); -void func_800EE400(GlobalContext* ctxt, s16 index); -void func_800EE5FC(GlobalContext* ctxt, s16 index); -void func_800EE7D8(GlobalContext* ctxt, s16 index); -void func_800EE940(GlobalContext* ctxt, s16 index); -void func_800EEA48(GlobalContext* ctxt, s16 index); -void func_800EEC18(GlobalContext* ctxt, s16 index); -void func_800EED20(GlobalContext* ctxt, s16 index); -void func_800EEE34(GlobalContext* ctxt, s16 index); -void func_800EEF4C(GlobalContext* ctxt, s16 index); -void func_800EF054(GlobalContext* ctxt, s16 index); -void func_800EF0F0(GlobalContext* ctxt, s16 index); -void func_800EF1F4(GlobalContext* ctxt, s16 index); -void func_800EF2AC(GlobalContext* ctxt, s16 index); -void func_800EF364(GlobalContext* ctxt, s16 index); -void func_800EF4D4(GlobalContext* ctxt, s16 index); -void func_800EF65C(GlobalContext* ctxt, s16 index); -void func_800EF780(GlobalContext* ctxt, s16 index); -void func_800EF89C(GlobalContext* ctxt, s16 index); -void func_800EF984(GlobalContext* ctxt, s16 index); -void func_800EFAB8(GlobalContext* ctxt, s16 index); -void func_800EFBFC(GlobalContext* ctxt, s16 index); -void func_800EFD44(GlobalContext* ctxt, s16 index); -void EffFootmark_Init(GlobalContext* ctxt); -void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay); -void EffFootmark_Update(GlobalContext* ctxt); -void EffFootmark_Draw(GlobalContext* ctxt); -void func_800F0390(GlobalContext* ctxt); -void func_800F03C0(GlobalContext* ctxt); -void func_800F048C(GlobalContext* ctxt, Vec3f* param_2, u8 param_3, u16 param_4, u8 param_5); -void func_800F0568(GlobalContext* ctxt, Vec3f* position, s32 param_3, s16 sfxId); +u32 func_800EE200(GlobalContext* globalCtx, u32 uParm2); +u32 func_800EE29C(GlobalContext* globalCtx, u32 uParm2); +u32 func_800EE2F4(GlobalContext* globalCtx); +void GetItem_Draw(GlobalContext* globalCtx, s16 index); +void func_800EE364(GlobalContext* globalCtx, s16 index); +void func_800EE400(GlobalContext* globalCtx, s16 index); +void func_800EE5FC(GlobalContext* globalCtx, s16 index); +void func_800EE7D8(GlobalContext* globalCtx, s16 index); +void func_800EE940(GlobalContext* globalCtx, s16 index); +void func_800EEA48(GlobalContext* globalCtx, s16 index); +void func_800EEC18(GlobalContext* globalCtx, s16 index); +void func_800EED20(GlobalContext* globalCtx, s16 index); +void func_800EEE34(GlobalContext* globalCtx, s16 index); +void func_800EEF4C(GlobalContext* globalCtx, s16 index); +void func_800EF054(GlobalContext* globalCtx, s16 index); +void func_800EF0F0(GlobalContext* globalCtx, s16 index); +void func_800EF1F4(GlobalContext* globalCtx, s16 index); +void func_800EF2AC(GlobalContext* globalCtx, s16 index); +void func_800EF364(GlobalContext* globalCtx, s16 index); +void func_800EF4D4(GlobalContext* globalCtx, s16 index); +void func_800EF65C(GlobalContext* globalCtx, s16 index); +void func_800EF780(GlobalContext* globalCtx, s16 index); +void func_800EF89C(GlobalContext* globalCtx, s16 index); +void func_800EF984(GlobalContext* globalCtx, s16 index); +void func_800EFAB8(GlobalContext* globalCtx, s16 index); +void func_800EFBFC(GlobalContext* globalCtx, s16 index); +void func_800EFD44(GlobalContext* globalCtx, s16 index); +void EffFootmark_Init(GlobalContext* globalCtx); +void EffFootmark_Add(GlobalContext* globalCtx, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay); +void EffFootmark_Update(GlobalContext* globalCtx); +void EffFootmark_Draw(GlobalContext* globalCtx); +void func_800F0390(GlobalContext* globalCtx); +void func_800F03C0(GlobalContext* globalCtx); +void func_800F048C(GlobalContext* globalCtx, Vec3f* param_2, u8 param_3, u16 param_4, u8 param_5); +void func_800F0568(GlobalContext* globalCtx, Vec3f* position, s32 param_3, s16 sfxId); // void func_800F0590(void); // void func_800F05C0(void); // void func_800F07C0(void); @@ -1652,13 +1652,13 @@ void func_800F0568(GlobalContext* ctxt, Vec3f* position, s32 param_3, s16 sfxId) // void func_800F10AC(void); // void func_800F112C(void); // void func_800F1250(void); -void func_800F12D0(GlobalContext* ctxt); -void func_800F1304(GlobalContext* ctxt, s16 param_2); +void func_800F12D0(GlobalContext* globalCtx); +void func_800F1304(GlobalContext* globalCtx, s16 param_2); void func_800F1374(s32 param_1, s16 param_2); -s16 func_800F13E8(GlobalContext* ctxt, s16 param_2); +s16 func_800F13E8(GlobalContext* globalCtx, s16 param_2); s16 func_800F1460(s16 param_1); ActorCutscene* ActorCutscene_GetCutsceneImpl(s16 index); -void ActorCutscene_Init(GlobalContext* ctxt, ActorCutscene* cutscenes, s32 num); +void ActorCutscene_Init(GlobalContext* globalCtx, ActorCutscene* cutscenes, s32 num); void func_800F15D8(Camera* camera); // void ActorCutscene_ClearWaiting(void); // void ActorCutscene_ClearNextCutscenes(void); @@ -1690,19 +1690,19 @@ void ActorCutscene_SetReturnCamera(s16 index); // void func_800F2728(void); // void func_800F29A0(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // void func_800F2CD8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); -void FireObj_InitWithParams(GlobalContext* ctxt, FireObj* fire, FireObjInitParams* init); +void FireObj_InitWithParams(GlobalContext* globalCtx, FireObj* fire, FireObjInitParams* init); void FireObj_SetState(FireObj* fire, f32 dynamicSizeStep, u8 newState); void FireObj_SetPosition(FireObj* fire, Vec3f* pos); void FireObj_StepSize(FireObj* fire); -void FireObj_UpdateStateTransitions(GlobalContext* ctxt, FireObj* fire); -void FireObj_Draw(GlobalContext* ctxt, FireObj* fire); -void FireObj_InitLight(GlobalContext* ctxt, FireObjLight* light, u8* param_3, Vec3f* pos); -void FireObj_FiniLight(GlobalContext* ctxt, FireObjLight* light); -void FireObj_UpdateLight(GlobalContext* ctxt, FireObjLight* light, FireObj* fire); -void FireObj_Init(GlobalContext* ctxt, FireObj* fire, FireObjInitParams* init, Actor* actor); -void FireObj_Fini(GlobalContext* ctxt, FireObj* fire); +void FireObj_UpdateStateTransitions(GlobalContext* globalCtx, FireObj* fire); +void FireObj_Draw(GlobalContext* globalCtx, FireObj* fire); +void FireObj_InitLight(GlobalContext* globalCtx, FireObjLight* light, u8* param_3, Vec3f* pos); +void FireObj_FiniLight(GlobalContext* globalCtx, FireObjLight* light); +void FireObj_UpdateLight(GlobalContext* globalCtx, FireObjLight* light, FireObj* fire); +void FireObj_Init(GlobalContext* globalCtx, FireObj* fire, FireObjInitParams* init, Actor* actor); +void FireObj_Fini(GlobalContext* globalCtx, FireObj* fire); void FireObj_SetState2(FireObj* fire, f32 dynamicSizeStep, u8 newState); -void FireObj_Update(GlobalContext* ctxt, FireObj* fire); +void FireObj_Update(GlobalContext* globalCtx, FireObj* fire); // void func_800F3940(void); // void func_800F39B4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_800F3A64(void); @@ -1710,7 +1710,7 @@ void FireObj_Update(GlobalContext* ctxt, FireObj* fire); // void func_800F3B68(void); // void func_800F3C44(void); // void func_800F3ED4(void); -void func_800F40A0(GlobalContext* ctxt, s32 param_2); +void func_800F40A0(GlobalContext* globalCtx, s32 param_2); // void func_800F415C(void); // void func_800F41E4(void); // void func_800F42A0(void); @@ -1718,17 +1718,17 @@ void func_800F40A0(GlobalContext* ctxt, s32 param_2); // void func_800F44F4(void); // void func_800F4540(void); // s32 func_800F470C(UNK_TYPE4 param_1, UNK_TYPE4 param_2, s32 param_3, u32 param_4); -void func_800F4A10(GlobalContext* ctxt); -void func_800F4C0C(GlobalContext* ctxt); -void func_800F4E20(GlobalContext* ctxt); -void func_800F4F28(GlobalContext* ctxt); -void Kanfont_Nop800F4F40(GlobalContext* ctxt, UNK_TYPE4 param_2, UNK_TYPE4 param_3); -void Kanfont_LoadAsciiChar(GlobalContext* ctxt, u8 character, s32 iParm3); +void func_800F4A10(GlobalContext* globalCtx); +void func_800F4C0C(GlobalContext* globalCtx); +void func_800F4E20(GlobalContext* globalCtx); +void func_800F4F28(GlobalContext* globalCtx); +void Kanfont_Nop800F4F40(GlobalContext* globalCtx, UNK_TYPE4 param_2, UNK_TYPE4 param_3); +void Kanfont_LoadAsciiChar(GlobalContext* globalCtx, u8 character, s32 iParm3); void Kanfont_LoadMessageBoxEnd(Font* font, u16 type); void Kanfont_LoadOrderedFont(Font* font); // void func_800F5090(void); // void func_800F50D4(void); -void Kankyo_Init(GlobalContext* ctxt, KankyoContext* kanCtxt); +void Kankyo_Init(GlobalContext* globalCtx, KankyoContext* kanCtxt); u32 func_800F5954(u8* param_1, u32 param_2, u32 param_3, u8 param_4, u8 param_5); // void func_800F5A8C(void); // void func_800F5B10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5); @@ -1738,16 +1738,16 @@ u32 func_800F5954(u8* param_1, u32 param_2, u32 param_3, u8 param_4, u8 param_5) // void func_800F6A04(void); // void func_800F6A40(void); // void func_800F6AB8(void); -void func_800F6B44(GlobalContext* ctxt, KankyoContext* kanCtxt, s32 iParm3, s32 iParm4, s16* param_5); +void func_800F6B44(GlobalContext* globalCtx, KankyoContext* kanCtxt, s32 iParm3, s32 iParm4, s16* param_5); // void func_800F6CEC(void); // void func_800F6EA4(void); -// UNK_TYPE4 Kankyo_IsSceneUpsideDown(GlobalContext* ctxt); -void func_800F6FF8(GlobalContext* ctxt, KankyoContext* kanCtxt, LightContext* lCtxt); +// UNK_TYPE4 Kankyo_IsSceneUpsideDown(GlobalContext* globalCtx); +void func_800F6FF8(GlobalContext* globalCtx, KankyoContext* kanCtxt, LightContext* lCtxt); // void func_800F8554(void); // void func_800F88C4(void); // void func_800F8970(void); // void func_800F8A9C(void); -// void func_800F8CD4(GlobalContext* ctxt, KankyoContext* kanCtxt, LightContext* lCtxt, s32 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); +// void func_800F8CD4(GlobalContext* globalCtx, KankyoContext* kanCtxt, LightContext* lCtxt, s32 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6); // void func_800F8D84(void); // void func_800F9728(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7); // void func_800F9824(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE2 param_10, UNK_TYPE1 param_11); @@ -1758,30 +1758,30 @@ void func_800F6FF8(GlobalContext* ctxt, KankyoContext* kanCtxt, LightContext* lC // void func_800FAC20(void); // void func_800FAF74(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE1 param_5); // void func_800FB010(void); -void func_800FB320(GlobalContext* ctxt, u8 param_2); +void func_800FB320(GlobalContext* globalCtx, u8 param_2); // void func_800FB388(void); // void func_800FB758(void); // void func_800FB9B4(void); // void func_800FBCBC(void); // void func_800FBDEC(void); -void func_800FBF3C(GlobalContext* ctxt); +void func_800FBF3C(GlobalContext* globalCtx); // void func_800FC158(void); // void func_800FC3DC(void); // void func_800FC444(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE1 param_5, UNK_TYPE1 param_6); // void func_800FC64C(void); // void func_800FD2B4(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); void func_800FD538(Color_RGB8* param_1, Color_RGB8* param_2, f32 param_3, Vec3s* param_4); -void func_800FD59C(GlobalContext* ctxt, Color_RGB8* pzParm2, f32 fParm3); -void func_800FD5E0(GlobalContext* ctxt, Color_RGB8* pzParm2, f32 fParm3); -void func_800FD654(GlobalContext* ctxt, Color_RGB8* pzParm2, f32 fParm3); +void func_800FD59C(GlobalContext* globalCtx, Color_RGB8* pzParm2, f32 fParm3); +void func_800FD5E0(GlobalContext* globalCtx, Color_RGB8* pzParm2, f32 fParm3); +void func_800FD654(GlobalContext* globalCtx, Color_RGB8* pzParm2, f32 fParm3); // void func_800FD698(void); // u32 get_days_elapsed(void); // void reset_days_elapsed(void); // u32 get_current_day(void); // void func_800FD750(void); // void func_800FD768(void); -void func_800FD78C(GlobalContext* ctxt); -void func_800FD858(GlobalContext* ctxt); +void func_800FD78C(GlobalContext* globalCtx); +void func_800FD858(GlobalContext* globalCtx); void func_800FD928(s32 param_1); // void func_800FD980(void); // void func_800FDAF8(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); @@ -1791,7 +1791,7 @@ void func_800FD928(s32 param_1); // void func_800FE484(void); // void func_800FE498(void); // void func_800FE4A8(void); -u32 func_800FE4B8(GlobalContext* ctxt); +u32 func_800FE4B8(GlobalContext* globalCtx); // void func_800FE590(void); // void func_800FE5D0(void); // UNK_TYPE4 func_800FE610(void); @@ -1876,13 +1876,13 @@ void* Lib_SegmentedToVirtual(void* ptr); void* Lib_SegmentedToVirtualNull(void* ptr); void* Lib_PhysicalToVirtual(void* ptr); void* Lib_PhysicalToVirtualNull(void* ptr); -void LifeMeter_Init(GlobalContext* ctxt); -void LifeMeter_UpdateColors(GlobalContext* ctxt); -// UNK_TYPE4 func_80100A80(GlobalContext* ctxt); -// UNK_TYPE4 func_80100AA0(GlobalContext* ctxt); -// UNK_TYPE4 func_80100AF0(GlobalContext* ctxt); -void LifeMeter_Draw(GlobalContext* ctxt); -void LifeMeter_UpdateSizeAndBeep(GlobalContext* ctxt); +void LifeMeter_Init(GlobalContext* globalCtx); +void LifeMeter_UpdateColors(GlobalContext* globalCtx); +// UNK_TYPE4 func_80100A80(GlobalContext* globalCtx); +// UNK_TYPE4 func_80100AA0(GlobalContext* globalCtx); +// UNK_TYPE4 func_80100AF0(GlobalContext* globalCtx); +void LifeMeter_Draw(GlobalContext* globalCtx); +void LifeMeter_UpdateSizeAndBeep(GlobalContext* globalCtx); // s32 LifeMeter_IsCritical(void); void Lights_PointSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius, s32 type); void Lights_PointNoGlowSetInfo(LightInfo* info, s16 x, s16 y, s16 z, u8 r, u8 g, u8 b, s16 radius); @@ -1939,15 +1939,15 @@ void func_80102ED0(u32 param_1); // void func_801045AC(void); // void func_80104AE8(void); // void func_80104C80(void); -void func_80104CF4(GlobalContext* ctxt); +void func_80104CF4(GlobalContext* globalCtx); // void func_80104F34(void); // void func_80105294(void); // void func_80105318(void); // void func_80105328(void); // void func_8010534C(void); -void func_8010549C(GlobalContext* ctxt, void* segmentAddress); -void func_8010565C(GlobalContext* ctxt, u8 num, void* segmentAddress); -void func_80105818(GlobalContext* ctxt, u32 uParm2, TransitionActorEntry* puParm3); +void func_8010549C(GlobalContext* globalCtx, void* segmentAddress); +void func_8010565C(GlobalContext* globalCtx, u8 num, void* segmentAddress); +void func_80105818(GlobalContext* globalCtx, u32 uParm2, TransitionActorEntry* puParm3); // void func_80105A40(void); // void func_80105B34(void); // void func_80105C40(void); @@ -2014,7 +2014,7 @@ void func_80105818(GlobalContext* ctxt, u32 uParm2, TransitionActorEntry* puParm // void func_80109E70(void); // void func_80109EF8(void); // void func_80109F78(void); -s32 func_8010A000(GlobalContext* ctxt); +s32 func_8010A000(GlobalContext* globalCtx); // void func_8010A074(void); // void func_8010A0A4(void); // void func_8010A0F0(void); @@ -2023,8 +2023,8 @@ s32 func_8010A000(GlobalContext* ctxt); // void func_8010A208(void); // void func_8010A238(void); // void func_8010A2AC(void); -void func_8010A2DC(GlobalContext* ctxt); -void func_8010A33C(GlobalContext* ctxt, s16 param_2); +void func_8010A2DC(GlobalContext* globalCtx); +void func_8010A33C(GlobalContext* globalCtx, s16 param_2); // void func_8010A410(void); // void func_8010A430(void); // void func_8010A54C(void); @@ -2131,7 +2131,7 @@ void Interface_ChangeAlpha(u16 param_1); // void func_80112B40(void); // void func_80112BE4(void); // void func_80112C0C(void); -u32 Item_Give(GlobalContext* ctxt, u8 param_2); +u32 Item_Give(GlobalContext* globalCtx, u8 param_2); // void func_801143CC(void); // void func_80114978(void); // void func_801149A0(void); @@ -2148,8 +2148,8 @@ u32 Item_Give(GlobalContext* ctxt, u8 param_2); // void func_8011552C(void); // void func_801155B4(void); // void func_80115764(void); -void func_80115844(GlobalContext* ctxt, s16 param_2); -void func_80115908(GlobalContext* ctxt, u8 param_2); +void func_80115844(GlobalContext* globalCtx, s16 param_2); +void func_80115908(GlobalContext* globalCtx, u8 param_2); void func_801159c0(s16 param_1); // void func_801159EC(void); // void func_80115A14(void); @@ -2175,7 +2175,7 @@ void func_801159c0(s16 param_1); // void func_8011B9E0(void); // void func_8011BF70(void); // void func_8011C4C4(void); -void func_8011C808(GlobalContext* ctxt); +void func_8011C808(GlobalContext* globalCtx); // void func_8011C898(void); // void func_8011CA64(void); // void func_8011E3B4(void); @@ -2186,7 +2186,7 @@ void func_8011C808(GlobalContext* ctxt); // void func_80121064(void); // void func_801210E0(void); // void func_80121F94(void); -void func_80121FC4(GlobalContext* ctxt); +void func_80121FC4(GlobalContext* globalCtx); s32 func_801224E0(s32 param_1, s16 param_2, s16 param_3); // void func_80122524(void); // void func_801225CC(void); @@ -2208,16 +2208,16 @@ void func_80122F28(ActorPlayer* player, GlobalContext* globalCtx, Actor* actor); // void func_80122F9C(void); // void func_80122FCC(void); // void func_8012300C(void); -void func_8012301C(s32 iParm1, GlobalContext* ctxt); -void func_80123140(GlobalContext* ctxt, ActorPlayer* param_2); -u32 func_80123358(GlobalContext* ctxt, ActorPlayer* player); -u32 func_801233E4(GlobalContext* ctxt); +void func_8012301C(s32 iParm1, GlobalContext* globalCtx); +void func_80123140(GlobalContext* globalCtx, ActorPlayer* param_2); +u32 func_80123358(GlobalContext* globalCtx, ActorPlayer* player); +u32 func_801233E4(GlobalContext* globalCtx); // void func_80123420(void); // void func_80123434(void); // void func_80123448(void); // void func_801234B0(void); // void func_801234D4(void); -s32 func_80123590(GlobalContext* ctxt, Actor* actor); +s32 func_80123590(GlobalContext* globalCtx, Actor* actor); // void func_8012364C(void); // void func_80123810(void); // void func_80123960(void); @@ -2233,8 +2233,8 @@ void func_80123DA4(ActorPlayer* player); // void func_80123F2C(void); // void func_80123F48(void); // void func_80124020(void); -u32 func_8012403C(GlobalContext* ctxt); -void func_8012404C(GlobalContext* ctxt); +u32 func_8012403C(GlobalContext* globalCtx); +void func_8012404C(GlobalContext* globalCtx); // void func_8012405C(void); // void func_80124088(void); s32 func_801240C8(ActorPlayer* player); @@ -2320,7 +2320,7 @@ u32 Quake_SetUnkValues(s16 idx, s16 arg1); s16 Quake_Add(Camera* cam, u32 callbackIdx); u32 Quake_RemoveFromIdx(s16 idx); s16 Quake_Calc(Camera* camera, UnkQuakeCalcStruct* camData); -void Quake2_Init(GlobalContext* ctxt); +void Quake2_Init(GlobalContext* globalCtx); void Quake2_SetCountdown(s16 countdown); // s32 Quake2_GetCountdown(void); // s16 Quake2_GetType(void); @@ -2351,7 +2351,7 @@ void func_8012C1C0(GraphicsContext* gCtxt); Gfx* func_8012C1EC(Gfx* gfx); void func_8012C214(GraphicsContext* gCtxt); void func_8012C240(GraphicsContext* gCtxt); -void func_8012C268(GlobalContext* ctxt); +void func_8012C268(GlobalContext* globalCtx); void func_8012C28C(GraphicsContext* gCtxt); Gfx* func_8012C2B4(Gfx* gfx); void func_8012C2DC(GraphicsContext* gCtxt); @@ -2409,21 +2409,21 @@ Gfx* Gfx_PrimColor(GraphicsContext* gfxCtx, s32 lodfrac, s32 r, s32 g, s32 b, s3 void func_8012CF0C(GraphicsContext* gCtxt, s32 iParm2, s32 iParm3, u8 r, u8 g, u8 b); void func_8012D374(GraphicsContext* gCtxt, u8 r, u8 g, u8 b); void func_8012D40C(f32* param_1, f32* param_2, s16* param_3); -void Room_nop8012D510(GlobalContext* ctxt, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4); -void Room_DrawType3Mesh(GlobalContext* ctxt, Room* room, u32 flags); -void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags); -void Room_DrawType2Mesh(GlobalContext* ctxt, Room* room, u32 flags); -void func_8012DEE8(GlobalContext* ctxt, Room* room, u32 flags); -u32 func_8012E254(s32 param_1, GlobalContext* ctxt); -void func_8012E32C(GlobalContext* ctxt, Room* room, u32 flags); -void Room_DrawType1Mesh(GlobalContext* ctxt, Room* room, u32 flags); -void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt); -u32 Room_AllocateAndLoad(GlobalContext* ctxt, RoomContext* roomCtxt); -s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 index); -s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt); -void Room_Draw(GlobalContext* ctxt, Room* room, u32 flags); -void func_8012EBF8(GlobalContext* ctxt, RoomContext* roomCtxt); -u32 func_8012EC80(GlobalContext* ctxt); +void Room_nop8012D510(GlobalContext* globalCtx, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4); +void Room_DrawType3Mesh(GlobalContext* globalCtx, Room* room, u32 flags); +void Room_DrawType0Mesh(GlobalContext* globalCtx, Room* room, u32 flags); +void Room_DrawType2Mesh(GlobalContext* globalCtx, Room* room, u32 flags); +void func_8012DEE8(GlobalContext* globalCtx, Room* room, u32 flags); +u32 func_8012E254(s32 param_1, GlobalContext* globalCtx); +void func_8012E32C(GlobalContext* globalCtx, Room* room, u32 flags); +void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags); +void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtxt); +u32 Room_AllocateAndLoad(GlobalContext* globalCtx, RoomContext* roomCtxt); +s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s32 index); +s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtxt); +void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags); +void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtxt); +u32 func_8012EC80(GlobalContext* globalCtx); void func_8012ED34(s16 param_1); // void func_8012ED78(void); // void func_8012EDE8(void); @@ -2667,12 +2667,12 @@ void SkinMatrix_MulXRotation(MtxF* mf, s16 a); void SkinMatrix_SetYRotation(MtxF* mf, s16 a); void SkinMatrix_MulYRotation(MtxF* mf, s16 a); void SkinMatrix_SetZRotation(MtxF* mf, s16 a); -s32 func_8013A240(GlobalContext* ctxt); +s32 func_8013A240(GlobalContext* globalCtx); void func_8013A41C(s32 flag); void func_8013A46C(s32 flag); u32 func_8013A4C4(s32 flag); s16 func_8013A504(s16 val); -s32 func_8013A530(GlobalContext* ctxt, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleError); +s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleError); // void func_8013A7C0(void); // void func_8013A860(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10); // void func_8013AB00(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9); @@ -2807,7 +2807,7 @@ void func_801434E4(GameState* state, SkyboxContext* skyboxCtx, s16 skyType); // // void func_80143A10(void); // void func_80143A54(void); // void func_80143AC4(void); -void func_80143B0C(GlobalContext* ctxt); +void func_80143B0C(GlobalContext* globalCtx); // void Sram_IncrementDay(void); u32 Sram_CalcChecksum(u8* data, u32 length); // void func_80144628(void); @@ -2838,14 +2838,14 @@ void func_80147198(SramContext* param_1); // void func_80147414(void); // void Sram_nop8014750C(UNK_TYPE4 param_1); // void func_80147520(void); -void func_80147564(GlobalContext* ctxt); -u32 func_80147624(GlobalContext* ctxt); -u32 func_80147734(GlobalContext* ctxt); -void func_801477B4(GlobalContext* ctxt); -// void func_80147818(GlobalContext* ctxt, UNK_PTR puParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4); -// void func_80147F18(GlobalContext* ctxt, UNK_PTR puParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4); -// void func_80148558(GlobalContext* ctxt, UNK_PTR puParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4); -void func_80148B98(GlobalContext* ctxt, u8 bParm2); +void func_80147564(GlobalContext* globalCtx); +u32 func_80147624(GlobalContext* globalCtx); +u32 func_80147734(GlobalContext* globalCtx); +void func_801477B4(GlobalContext* globalCtx); +// void func_80147818(GlobalContext* globalCtx, UNK_PTR puParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4); +// void func_80147F18(GlobalContext* globalCtx, UNK_PTR puParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4); +// void func_80148558(GlobalContext* globalCtx, UNK_PTR puParm2, UNK_TYPE4 uParm3, UNK_TYPE4 uParm4); +void func_80148B98(GlobalContext* globalCtx, u8 bParm2); // void func_80148CBC(void); // void func_80148D64(void); // void func_80149048(void); @@ -2867,11 +2867,11 @@ void func_8014ADBC(GlobalContext* globalCtx, UNK_PTR puParm2); // void func_8014D62C(void); // void func_8014D7B4(void); // void func_80150A84(void); -void func_80150D08(GlobalContext* ctxt, u32 uParm2); +void func_80150D08(GlobalContext* globalCtx, u32 uParm2); // void func_801514B0(void); -void func_801518B0(GlobalContext* ctxt, u32 uParm2, Actor* uParm3); -void func_80151938(GlobalContext* ctxt, u16 param_2); -void func_80151A68(GlobalContext* ctxt, u16 param_2); +void func_801518B0(GlobalContext* globalCtx, u32 uParm2, Actor* uParm3); +void func_80151938(GlobalContext* globalCtx, u16 param_2); +void func_80151A68(GlobalContext* globalCtx, u16 param_2); void func_80151BB4(s32 iParm1, u32 uParm2); // void func_80151C9C(void); // void func_80151DA4(void); @@ -2888,10 +2888,10 @@ void func_80151BB4(s32 iParm1, u32 uParm2); // void func_80153EF0(void); // void func_801541D4(void); // void func_80156758(void); -void func_8015680C(GlobalContext* param_1); -void func_801586A4(GlobalContext* ctxt); -void Message_Init(GlobalContext* ctxt); -void func_801588D0(GlobalContext* ctxt, s16 param_2); +void func_8015680C(GlobalContext* globalCtx); +void func_801586A4(GlobalContext* globalCtx); +void Message_Init(GlobalContext* globalCtx); +void func_801588D0(GlobalContext* globalCtx, s16 param_2); // void func_80158988(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE2 param_5); // void func_80158A24(void); // void func_80158C04(void); @@ -2921,7 +2921,7 @@ void ShrinkWindow_SetPillarboxMagnitude(u8 magnitude); // void ShrinkWindow_Init(void); // void ShrinkWindow_Fini(void); void ShrinkWindow_Step(s32 framerateDivisor); -void ShrinkWindow_Draw(GlobalContext* ctxt); +void ShrinkWindow_Draw(GlobalContext* globalCtx); // void func_80161180(void); // void func_8016119C(void); // void func_8016122C(void); @@ -2946,12 +2946,12 @@ void ShrinkWindow_Draw(GlobalContext* ctxt); // void func_80163700(void); // void func_80163758(void); // void func_801637B4(void); -void func_80163804(GlobalContext* ctxt); +void func_80163804(GlobalContext* globalCtx); // void func_8016388C(void); // void func_801638D8(void); // void func_801639A0(void); -void func_801639EC(GlobalContext* ctxt); -void func_80163A38(GlobalContext* ctxt); +void func_801639EC(GlobalContext* globalCtx); +void func_80163A38(GlobalContext* globalCtx); // void func_80163A58(void); // void func_80163C0C(void); // void func_80163C90(void); @@ -3001,59 +3001,59 @@ void func_80165438(UNK_PTR param_1); // void func_80165E7C(void); // void func_80165EC0(void); // void func_80166060(void); -UNK_TYPE4 func_801660B8(GlobalContext* ctxt, UNK_TYPE4 param_2); -void Play_Fini(GlobalContext* ctxt); +UNK_TYPE4 func_801660B8(GlobalContext* globalCtx, UNK_TYPE4 param_2); +void Play_Fini(GlobalContext* globalCtx); // void func_801663C4(void); // void func_80166644(void); // void func_801668B4(void); -void func_80166968(GlobalContext* ctxt, Camera* camera); -void func_80166B30(GlobalContext* param_1); -void func_80167814(GlobalContext* ctxt); -void func_80167DE4(GlobalContext* ctxt); +void func_80166968(GlobalContext* globalCtx, Camera* camera); +void func_80166B30(GlobalContext* globalCtx); +void func_80167814(GlobalContext* globalCtx); +void func_80167DE4(GlobalContext* globalCtx); // void func_80167F0C(void); -void func_80168090(GlobalContext* ctxt); -void func_80168DAC(GlobalContext* ctxt); -void Play_Update(GlobalContext* ctxt); -s32 func_801690CC(GlobalContext* gCtx); +void func_80168090(GlobalContext* globalCtx); +void func_80168DAC(GlobalContext* globalCtx); +void Play_Update(GlobalContext* globalCtx); +s32 func_801690CC(GlobalContext* globalCtx); // void func_80169100(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_801691F0(void); -void* Play_LoadScene(GlobalContext* ctxt, RomFile* entry); -void func_8016927C(GlobalContext* ctxt, s16 sParm2); -// void func_801692C4(GlobalContext* ctxt, UNK_TYPE1 uParm2); -// void Play_SceneInit(GlobalContext* ctxt, s32 sceneIndex, UNK_TYPE1 param_3); +void* Play_LoadScene(GlobalContext* globalCtx, RomFile* entry); +void func_8016927C(GlobalContext* globalCtx, s16 sParm2); +// void func_801692C4(GlobalContext* globalCtx, UNK_TYPE1 uParm2); +// void Play_SceneInit(GlobalContext* globalCtx, s32 sceneIndex, UNK_TYPE1 param_3); // void func_80169474(void); -s32 func_801694DC(GlobalContext* ctxt); -s32 Play_GetActiveCameraIndex(GlobalContext* ctxt); -void func_80169590(GlobalContext* ctxt, s16 param_2, s16 param_3); -void func_80169600(GlobalContext* ctxt, s16 param_2); +s32 func_801694DC(GlobalContext* globalCtx); +s32 Play_GetActiveCameraIndex(GlobalContext* globalCtx); +void func_80169590(GlobalContext* globalCtx, s16 param_2, s16 param_3); +void func_80169600(GlobalContext* globalCtx, s16 param_2); // void func_80169668(void); -Camera* Play_GetCamera(GlobalContext* ctxt, s16 index); +Camera* Play_GetCamera(GlobalContext* globalCtx, s16 index); // void func_8016970C(void); // void func_8016981C(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5); // void func_80169940(void); // void func_80169988(void); -void func_801699D4(GlobalContext* ctxt, s16 param_2, s16 param_3); +void func_801699D4(GlobalContext* globalCtx, s16 param_2, s16 param_3); // void func_80169A50(void); // void func_80169AC0(void); // void func_80169AFC(void); // void func_80169C64(void); // void func_80169C84(void); // void convert_scene_number_among_shared_scenes(void); -void func_80169D40(GlobalContext* ctxt); +void func_80169D40(GlobalContext* globalCtx); // void func_80169DCC(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE2 param_7); -void func_80169E6C(GlobalContext* gCtx, s32 param_1, s32 param_2); +void func_80169E6C(GlobalContext* globalCtx, s32 param_1, s32 param_2); // void func_80169ECC(void); // void func_80169EFC(void); // void func_80169F78(void); // void func_80169FDC(void); // void func_80169FFC(void); -u32 func_8016A01C(GlobalContext* ctxt); +u32 func_8016A01C(GlobalContext* globalCtx); // UNK_TYPE4 func_8016A02C(s32 param_1, s32 param_2, s16* param_3); // void func_8016A0AC(void); // void func_8016A168(void); // void func_8016A178(void); // void func_8016A268(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE1 param_5, UNK_TYPE1 param_6); -void Play_Init(GlobalContext* ctxt); +void Play_Init(GlobalContext* globalCtx); // void func_8016AC10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10); // void func_8016AE1C(void); // void func_8016B278(void); @@ -3064,7 +3064,7 @@ void Play_Init(GlobalContext* ctxt); // void func_8016EA90(void); // void func_8016F1A8(void); // void func_8016F4EC(void); -void func_8016F5A8(GlobalContext* ctxt, s8* pcParm2, Input* iParm3); +void func_8016F5A8(GlobalContext* globalCtx, s8* pcParm2, Input* iParm3); // void func_8016FC78(void); // void func_8016FC98(void); void PreRender_SetValuesSave(PreRenderContext* this, u32 width, u32 height, void* fbuf, void* zbuf, void* cvg); @@ -4031,10 +4031,10 @@ s32 func_801A8A50(s32 param1); // void func_801AA248(void); // void func_801AA3E4(void); // void func_801AA520(void); -void func_801AA610(GlobalContext* ctxt); -void func_801AA624(GlobalContext* ctxt); +void func_801AA610(GlobalContext* globalCtx); +void func_801AA624(GlobalContext* globalCtx); // void func_801AA68C(UNK_TYPE4 ctxt); -void nop_801AAAA0(GlobalContext* ctxt); +void nop_801AAAA0(GlobalContext* globalCtx); // overlays diff --git a/include/initvars.h b/include/initvars.h index 007b6e8daa..a1dbe1fa15 100644 --- a/include/initvars.h +++ b/include/initvars.h @@ -279,6 +279,7 @@ extern ActorInit En_Invadepoh_InitVars; extern ActorInit En_Invadepoh_Demo_InitVars; extern ActorInit En_Invisible_Ruppe_InitVars; extern ActorInit En_Ishi_InitVars; +extern ActorInit En_Item00_InitVars; extern ActorInit En_Ja_InitVars; extern ActorInit En_Jc_Mato_InitVars; extern ActorInit En_Jg_InitVars; diff --git a/include/variables.h b/include/variables.h index 28a4804d7a..d1c05e14d4 100644 --- a/include/variables.h +++ b/include/variables.h @@ -373,9 +373,6 @@ extern ActorInit En_A_Obj_InitVars; extern ColliderCylinderInit enAObjCylinderInit; extern InitChainEntry enAObjInitVar; extern u32 enAObjDisplayLists[2]; -extern ActorInit En_Item00_InitVars; -extern ColliderCylinderInit enItem00CylinderInit; -extern InitChainEntry enItem00InitVars[1]; extern Color_RGBA8 D_801ADF10; extern Color_RGBA8 D_801ADF14; extern Vec3f D_801ADF18; diff --git a/include/z64.h b/include/z64.h index c4c81649db..35dc6ac65f 100644 --- a/include/z64.h +++ b/include/z64.h @@ -1120,7 +1120,7 @@ typedef struct { typedef struct FileChooseContext FileChooseContext; -typedef void(*filechoose_update_func)(FileChooseContext* ctxt); +typedef void(*filechoose_update_func)(FileChooseContext* globalCtx); typedef struct FireObj FireObj; @@ -1268,17 +1268,17 @@ typedef void (*ColChkVsFunc)(GlobalContext*, CollisionCheckContext*, Collider*, typedef s32 (*ColChkLineFunc)(GlobalContext*, CollisionCheckContext*, Collider*, Vec3f*, Vec3f*); typedef struct { - /* 0x0 */ GlobalContext* ctxt; + /* 0x0 */ GlobalContext* globalCtx; /* 0x4 */ s32 type; // bitfield, highest set bit determines type /* 0x8 */ s16 countdown; /* 0xA */ s16 state; // 0 - stopped, 1 - active, 2 - setup } Quake2Context; // size = 0xC -typedef void(*cutscene_update_func)(GlobalContext* ctxt, CutsceneContext* cCtxt); +typedef void(*cutscene_update_func)(GlobalContext* globalCtx, CutsceneContext* cCtxt); -typedef void(*draw_func)(GlobalContext* ctxt, s16 index); +typedef void(*draw_func)(GlobalContext* globalCtx, s16 index); -typedef void(*room_draw_func)(GlobalContext* ctxt, Room* room, u32 flags); +typedef void(*room_draw_func)(GlobalContext* globalCtx, Room* room, u32 flags); typedef struct { /* 0x00 */ draw_func unk0; @@ -1450,7 +1450,7 @@ struct Camera { /* 0x080 */ f32 unk80; /* 0x084 */ f32 unk84; /* 0x088 */ f32 unk88; - /* 0x08C */ GlobalContext* ctxt; + /* 0x08C */ GlobalContext* globalCtx; /* 0x090 */ ActorPlayer* player; /* 0x094 */ PosRot unk94; /* 0x0A8 */ Actor* unkA8; @@ -1554,7 +1554,7 @@ struct TargetContext { }; // size = 0x98 struct s800B948C { - /* 0x00 */ GlobalContext* ctxt; + /* 0x00 */ GlobalContext* globalCtx; /* 0x04 */ Actor* actor; /* 0x08 */ u32 updateActorIfSet; /* 0x0C */ u32 unkC; diff --git a/include/z64actor.h b/include/z64actor.h index 064d734af9..520cf6dacf 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -15,7 +15,7 @@ struct GlobalContext; struct Lights; struct CollisionPoly; -typedef void(*ActorFunc)(struct Actor* this, struct GlobalContext* ctxt); +typedef void(*ActorFunc)(struct Actor* this, struct GlobalContext* globalCtx); typedef struct { /* 0x00 */ Vec3f pos; @@ -107,7 +107,7 @@ typedef struct { /* 0x1F */ UNK_TYPE1 pad1F[0x1]; } ActorOverlay; // size = 0x20 -typedef void(*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct GlobalContext* ctxt); +typedef void(*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct GlobalContext* globalCtx); typedef struct { /* 0x00 */ Vec3s rot; // Current actor shape rotation diff --git a/include/z64effect.h b/include/z64effect.h index a1420ea9dc..13a42eb764 100644 --- a/include/z64effect.h +++ b/include/z64effect.h @@ -209,7 +209,7 @@ typedef struct { } EffInfo; // size = 0x14 typedef struct { - /* 0x0000 */ struct GlobalContext* ctxt; + /* 0x0000 */ struct GlobalContext* globalCtx; /* 0x0004 */ EffSpark sparks[3]; /* 0x0E5C */ EffBlure blures[25]; /* 0x388C */ EffShieldParticle shieldParticles[3]; diff --git a/src/code/code_0x800A5AC0.c b/src/code/code_0x800A5AC0.c index ddbbd50d75..848772c944 100644 --- a/src/code/code_0x800A5AC0.c +++ b/src/code/code_0x800A5AC0.c @@ -3,49 +3,49 @@ // This file is most likely z_en_a_obj.c -void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) { +void EnAObj_Init(ActorEnAObj* this, GlobalContext* globalCtx) { ActorEnAObj* s0 = (ActorEnAObj*)this; s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300; s0->base.params = (s0->base.params & 0xFF) - 9; Actor_ProcessInitChain((Actor*)s0, &enAObjInitVar); ActorShape_Init(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12); - Collider_InitAndSetCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit); + Collider_InitAndSetCylinder(globalCtx, &s0->collision, (Actor*)s0, &enAObjCylinderInit); Collider_UpdateCylinder((Actor*)s0, &s0->collision); s0->base.colChkInfo.mass = 255; s0->update = (ActorFunc)EnAObj_Update1; } -void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) { +void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* globalCtx) { ColliderCylinder* a2 = &this->collision; - Collider_DestroyCylinder(ctxt, a2); + Collider_DestroyCylinder(globalCtx, a2); } -void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) { +void EnAObj_Update1(ActorEnAObj* this, GlobalContext* globalCtx) { s16 v0; s32 v1; - if (func_800B84D0((Actor*)this, ctxt) != 0) { + if (func_800B84D0((Actor*)this, globalCtx) != 0) { this->update = (ActorFunc)EnAObj_Update2; } else { v0 = this->base.yawTowardsPlayer - this->base.shape.rot.y; v1 = (v0 < 0) ? -v0 : v0; if ((v1 < 10240) || ((this->base.params == 1) && (v1 > 22528))) { - func_800B863C((Actor*)this, ctxt); + func_800B863C((Actor*)this, globalCtx); } } } -void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) { - if (func_800B867C((Actor*)this, ctxt) != 0) { +void EnAObj_Update2(ActorEnAObj* this, GlobalContext* globalCtx) { + if (func_800B867C((Actor*)this, globalCtx) != 0) { this->update = (ActorFunc)EnAObj_Update1; } } -void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt) { - (this->update)((Actor*)this, (GlobalContext*)ctxt); +void EnAObj_Update(ActorEnAObj* this, GlobalContext* globalCtx) { + (this->update)((Actor*)this, (GlobalContext*)globalCtx); Actor_SetHeight((Actor*)this, 45.0f); - CollisionCheck_SetOC(ctxt, &ctxt->colCheckCtx, (Collider*)&this->collision); + CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, (Collider*)&this->collision); } -void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) { - func_800BDFC0(ctxt, enAObjDisplayLists[this->base.params]); +void EnAObj_Draw(ActorEnAObj* this, GlobalContext* globalCtx) { + func_800BDFC0(globalCtx, enAObjDisplayLists[this->base.params]); } diff --git a/src/code/code_0x800AF710.c b/src/code/code_0x800AF710.c index d160b86d08..ca0e756422 100644 --- a/src/code/code_0x800AF710.c +++ b/src/code/code_0x800AF710.c @@ -40,7 +40,7 @@ EffInfo sEffInfoTable[] = { }; GlobalContext* Effect_GetContext(void) { - return sEffTable.ctxt; + return sEffTable.globalCtx; } void* Effect_GetParams(s32 index) { @@ -92,7 +92,7 @@ void Effect_InitCommon(EffCommon* common) { common->unk2 = 0; } -void Effect_Init(GlobalContext* ctxt) { +void Effect_Init(GlobalContext* globalCtx) { s32 i; for (i = 0; i < 3; i++) { @@ -112,10 +112,10 @@ void Effect_Init(GlobalContext* ctxt) { Effect_InitCommon(&sEffTable.tireMarks[i].base); } - sEffTable.ctxt = ctxt; + sEffTable.globalCtx = globalCtx; } -void Effect_Add(GlobalContext* ctxt, s32* index, s32 type, u8 param_4, u8 param_5, void* initParams) { +void Effect_Add(GlobalContext* globalCtx, s32* index, s32 type, u8 param_4, u8 param_5, void* initParams) { u32 slotFound; s32 i; void* params; @@ -125,7 +125,7 @@ void Effect_Add(GlobalContext* ctxt, s32* index, s32 type, u8 param_4, u8 param_ *index = 46; common = NULL; - if (func_8016A01C(ctxt) != 1) { + if (func_8016A01C(globalCtx) != 1) { slotFound = 0; switch (type) { case 0: @@ -219,13 +219,13 @@ void Effect_DrawAll(GraphicsContext* gCtxt) { #ifdef NON_MATCHING // 15 is being placed in s5 instead of at -void Effect_UpdateAll(GlobalContext* ctxt) { +void Effect_UpdateAll(GlobalContext* globalCtx) { s32 i; for (i = 0; i < 3; i++) { if (sEffTable.sparks[i].base.active) { if (sEffInfoTable[0].update(&sEffTable.sparks[i].params) == 1) { - Effect_Destroy(ctxt, i); + Effect_Destroy(globalCtx, i); } } } @@ -233,7 +233,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) { for (i = 0; i < 25; i++) { if (sEffTable.blures[i].base.active) { if (sEffInfoTable[1].update(&sEffTable.blures[i].params) == 1) { - Effect_Destroy(ctxt, i + 3); + Effect_Destroy(globalCtx, i + 3); } } } @@ -241,7 +241,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) { for (i = 0; i < 3; i++) { if (sEffTable.shieldParticles[i].base.active) { if (sEffInfoTable[3].update(&sEffTable.shieldParticles[i].params) == 1) { - Effect_Destroy(ctxt, i + 28); + Effect_Destroy(globalCtx, i + 28); } } } @@ -249,7 +249,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) { for (i = 0; i < 15; i++) { if (sEffTable.tireMarks[i].base.active) { if (sEffInfoTable[4].update(&sEffTable.tireMarks[i].params) == 1) { - Effect_Destroy(ctxt, i + 31); + Effect_Destroy(globalCtx, i + 31); } } } @@ -258,7 +258,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) { #pragma GLOBAL_ASM("./asm/non_matchings/code/code_0x800AF710/Effect_UpdateAll.asm") #endif -void Effect_Destroy(GlobalContext* ctxt, s32 index) { +void Effect_Destroy(GlobalContext* globalCtx, s32 index) { if (index == 46) { return; } @@ -291,7 +291,7 @@ void Effect_Destroy(GlobalContext* ctxt, s32 index) { } } -void Effect_DestroyAll(GlobalContext* ctxt) { +void Effect_DestroyAll(GlobalContext* globalCtx) { s32 i; for (i = 0; i < 3; i++) { diff --git a/src/code/code_0x800CAE10.c b/src/code/code_0x800CAE10.c index 37c338ef36..21758e1646 100644 --- a/src/code/code_0x800CAE10.c +++ b/src/code/code_0x800CAE10.c @@ -9,12 +9,12 @@ void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) { actor->unk_158 = 0; } -void BgCheck3_LoadMesh(GlobalContext* ctxt, DynaPolyActor* actor, CollisionHeader* meshHeader) { +void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader) { CollisionHeader* header; header = NULL; BgCheck_RelocateMeshHeader(meshHeader, &header); - actor->bgId = BgCheck_AddActorMesh(ctxt, &ctxt->colCtx.dyna, actor, header); + actor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, actor, header); } void BgCheck3_ResetFlags(DynaPolyActor* actor) { diff --git a/src/code/code_0x800E8EA0.c b/src/code/code_0x800E8EA0.c index 3c55a043cb..24af8c97f9 100644 --- a/src/code/code_0x800E8EA0.c +++ b/src/code/code_0x800E8EA0.c @@ -1,8 +1,8 @@ #include #include -void func_800E8EA0(GlobalContext* ctxt, Actor* actor, u16 param_3) { - func_80151938(ctxt, param_3); +void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 param_3) { + func_80151938(globalCtx, param_3); actor->textId = param_3; } @@ -54,16 +54,15 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) return 1; } -s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) { +s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) { + ActorPlayer* player = PLAYER; s16 sVar3; - Actor* player; Vec3f local_14; - player = (ctxt->actorCtx).actorList[2].first; actor->focus.pos = actor->world.pos; actor->focus.pos.y += param_5; - if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) { + if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; // TODO is this shifting because of a missing cast? if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) { @@ -72,25 +71,24 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para } } - if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) { - local_14 = ctxt->view.eye; + if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) { + local_14 = globalCtx->view.eye; } else { - local_14 = player->focus.pos; + local_14 = player->base.focus.pos; } func_800E8FA4(actor, &local_14, param_3, param_4); return 1; } -s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) { +s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) { + ActorPlayer* player = PLAYER; s16 sVar3; - Actor* player; Vec3f local_14; - player = (ctxt->actorCtx).actorList[2].first; actor->focus.pos = param_5; - if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) { + if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) { sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y; // TODO is this shifting because of a missing cast? if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) { @@ -99,10 +97,10 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para } } - if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) { - local_14 = ctxt->view.eye; + if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) { + local_14 = globalCtx->view.eye; } else { - local_14 = player->focus.pos; + local_14 = player->base.focus.pos; } func_800E8FA4(actor, &local_14, param_3, param_4); diff --git a/src/code/z_actor.c b/src/code/z_actor.c index a7578a4dfe..e85d825047 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -147,7 +147,7 @@ void func_800B40E0(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3, #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5040.asm") -void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* ctxt) { +void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* globalCtx) { targetCtxt->unk90 = NULL; targetCtxt->unk8C = NULL; targetCtxt->unk3C = NULL; @@ -155,94 +155,94 @@ void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalCont targetCtxt->unk4B = 0; targetCtxt->unk4C = 0; targetCtxt->unk40 = 0; - func_800B5040(targetCtxt, actor, actor->category, ctxt); - func_800B4F78(targetCtxt, actor->category, ctxt); + func_800B5040(targetCtxt, actor, actor->category, globalCtx); + func_800B4F78(targetCtxt, actor->category, globalCtx); } #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5208.asm") #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5814.asm") -u32 Flags_GetSwitch(GlobalContext* ctxt, s32 flag) { +u32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag) { if (flag >= 0 && flag < 0x80) { - return ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F)); + return globalCtx->actorCtx.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F)); } return 0; } -void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag) { +void Actor_SetSwitchFlag(GlobalContext* globalCtx, s32 flag) { if (flag >= 0 && flag < 0x80) { - ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F); + globalCtx->actorCtx.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F); } } -void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag) { +void Actor_UnsetSwitchFlag(GlobalContext* globalCtx, s32 flag) { if (flag >= 0 && flag < 0x80) { - ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F)); + globalCtx->actorCtx.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F)); } } -u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag) { - return ctxt->actorCtx.chestFlags & (1 << flag); +u32 Actor_GetChestFlag(GlobalContext* globalCtx, u32 flag) { + return globalCtx->actorCtx.chestFlags & (1 << flag); } -void Actor_SetChestFlag(GlobalContext* ctxt, u32 flag) { - ctxt->actorCtx.chestFlags |= (1 << flag); +void Actor_SetChestFlag(GlobalContext* globalCtx, u32 flag) { + globalCtx->actorCtx.chestFlags |= (1 << flag); } -void Actor_SetAllChestFlag(GlobalContext* ctxt, u32 flag) { - ctxt->actorCtx.chestFlags = flag; +void Actor_SetAllChestFlag(GlobalContext* globalCtx, u32 flag) { + globalCtx->actorCtx.chestFlags = flag; } -u32 Actor_GetAllChestFlag(GlobalContext* ctxt) { - return ctxt->actorCtx.chestFlags; +u32 Actor_GetAllChestFlag(GlobalContext* globalCtx) { + return globalCtx->actorCtx.chestFlags; } -u32 Actor_GetRoomCleared(GlobalContext* ctxt, u32 roomNumber) { - return ctxt->actorCtx.clearedRooms & (1 << roomNumber); +u32 Actor_GetRoomCleared(GlobalContext* globalCtx, u32 roomNumber) { + return globalCtx->actorCtx.clearedRooms & (1 << roomNumber); } -void Actor_SetRoomCleared(GlobalContext* ctxt, u32 roomNumber) { - ctxt->actorCtx.clearedRooms |= (1 << roomNumber); +void Actor_SetRoomCleared(GlobalContext* globalCtx, u32 roomNumber) { + globalCtx->actorCtx.clearedRooms |= (1 << roomNumber); } -void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber) { - ctxt->actorCtx.clearedRooms &= ~(1 << roomNumber); +void Actor_UnsetRoomCleared(GlobalContext* globalCtx, u32 roomNumber) { + globalCtx->actorCtx.clearedRooms &= ~(1 << roomNumber); } -u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) { - return ctxt->actorCtx.clearedRoomsTemp & (1 << roomNumber); +u32 Actor_GetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber) { + return globalCtx->actorCtx.clearedRoomsTemp & (1 << roomNumber); } -void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) { - ctxt->actorCtx.clearedRoomsTemp |= (1 << roomNumber); +void Actor_SetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber) { + globalCtx->actorCtx.clearedRoomsTemp |= (1 << roomNumber); } -void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) { - ctxt->actorCtx.clearedRoomsTemp &= ~(1 << roomNumber); +void Actor_UnsetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber) { + globalCtx->actorCtx.clearedRoomsTemp &= ~(1 << roomNumber); } -u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index) { +u32 Actor_GetCollectibleFlag(GlobalContext* globalCtx, s32 index) { if (index > 0 && index < 0x80) { - return ctxt->actorCtx.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F)); + return globalCtx->actorCtx.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F)); } return 0; } -void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index) { +void Actor_SetCollectibleFlag(GlobalContext* globalCtx, s32 index) { if (index > 0 && index < 0x80) { - ctxt->actorCtx.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F); + globalCtx->actorCtx.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F); } } -void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt) { +void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCtxt) { titleCtxt->fadeOutDelay = 0; titleCtxt->fadeInDelay = 0; titleCtxt->color = 0; titleCtxt->alpha = 0; } -void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, +void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5, u8 param_6, u8 param_7) { titleCtxt->texture = texture; titleCtxt->unk4 = param_4; @@ -255,7 +255,7 @@ void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_Nop800B5E50.asm") -void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt) { +void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCtxt) { if (DECR(titleCtxt->fadeInDelay) == 0) { if (DECR(titleCtxt->fadeOutDelay) == 0) { Math_StepToS(&titleCtxt->alpha, 0, 30); @@ -318,13 +318,13 @@ void Actor_SetScale(Actor* actor, f32 scale) { actor->scale.x = scale; } -void Actor_SetObjectSegment(GlobalContext* ctxt, Actor* actor) { +void Actor_SetObjectSegment(GlobalContext* globalCtx, Actor* actor) { // TODO: Segment number enum - gSegments[6] = PHYSICAL_TO_VIRTUAL(ctxt->objectCtx.status[actor->objBankIndex].segment); + gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[actor->objBankIndex].segment); } #if 0 -void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) { +void Actor_InitToDefaultValues(Actor* actor, GlobalContext* globalCtx) { Actor_InitCurrPosition(actor); Actor_InitDrawRotation(actor); Actor_SetHeight(actor, 0); @@ -344,9 +344,9 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) { actor->naviMsgId = 255; Actor_Setshape(&actor->shape, 0, 0, 0); - if (Object_IsLoaded(&ctxt->objectCtx, actor->objBankIndex) != 0) { - Actor_SetObjectSegment(ctxt, actor); - actor->init(actor, ctxt); + if (Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex) != 0) { + Actor_SetObjectSegment(globalCtx, actor); + actor->init(actor, globalCtx); actor->init = NULL; } } @@ -354,10 +354,10 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) { #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_InitToDefaultValues.asm") #endif -void Actor_FiniActor(Actor* actor, GlobalContext* ctxt) { +void Actor_FiniActor(Actor* actor, GlobalContext* globalCtx) { if (actor->init == NULL) { if (actor->destroy != NULL) { - actor->destroy(actor, ctxt); + actor->destroy(actor, globalCtx); actor->destroy = NULL; } } @@ -622,7 +622,7 @@ s32 Actor_IsActorFacingActorAndWithinRange(Actor* actor, Actor* other, f32 range #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B8934.asm") -u32 Actor_HasParent(Actor* actor, GlobalContext* ctxt) { +u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) { if (actor->parent != NULL) { return 1; } else { @@ -698,9 +698,9 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* ctxt) { #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B9D1C.asm") -void Actor_DrawAllSetup(GlobalContext* ctxt) { - ctxt->actorCtx.undrawnActorCount = 0; - ctxt->actorCtx.unkB = 0; +void Actor_DrawAllSetup(GlobalContext* globalCtx) { + globalCtx->actorCtx.undrawnActorCount = 0; + globalCtx->actorCtx.unkB = 0; } #pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_RecordUndrawnActor.asm") diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c index e877a26896..180a749c2e 100644 --- a/src/code/z_bgcheck.c +++ b/src/code/z_bgcheck.c @@ -26,13 +26,13 @@ void BgCheck_PolygonLinkedListNodeInsert(DynaSSNodeList* list, u16* head, s16* p *head = index; } -void BgCheck_PolygonLinkedListInit(GlobalContext* ctxt, DynaSSNodeList* list) { +void BgCheck_PolygonLinkedListInit(GlobalContext* globalCtx, DynaSSNodeList* list) { list->tbl = NULL; list->count = 0; } -void BgCheck_PolygonLinkedListAlloc(GlobalContext* ctxt, DynaSSNodeList* list, u32 numNodes) { - list->tbl = (SSNode*)THA_AllocEndAlign(&ctxt->state.heap, numNodes << 2, 0xfffffffe); +void BgCheck_PolygonLinkedListAlloc(GlobalContext* globalCtx, DynaSSNodeList* list, u32 numNodes) { + list->tbl = (SSNode*)THA_AllocEndAlign(&globalCtx->state.heap, numNodes << 2, 0xfffffffe); list->max = numNodes; list->count = 0; } diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 0d5d8cdec3..1cdb30dcb0 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -53,7 +53,7 @@ s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider return atInfo->toucher.damage; } -s32 Collider_InitBase(GlobalContext* ctxt, Collider* collider) { +s32 Collider_InitBase(GlobalContext* globalCtx, Collider* collider) { static Collider defaultCollider = { NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX, }; @@ -62,14 +62,14 @@ s32 Collider_InitBase(GlobalContext* ctxt, Collider* collider) { return 1; } -s32 Collider_DestroyBase(GlobalContext* ctxt, Collider* collider) { +s32 Collider_DestroyBase(GlobalContext* globalCtx, Collider* collider) { return 1; } /** * Uses default OC2_TYPE_1 and COLTYPE_HIT0 */ -s32 Collider_SetBaseToActor(GlobalContext* ctxt, Collider* collider, ColliderInitToActor* src) { +s32 Collider_SetBaseToActor(GlobalContext* globalCtx, Collider* collider, ColliderInitToActor* src) { collider->actor = src->actor; collider->atFlags = src->atFlags; collider->acFlags = src->acFlags; @@ -82,7 +82,7 @@ s32 Collider_SetBaseToActor(GlobalContext* ctxt, Collider* collider, ColliderIni /** * Uses default OC2_TYPE_1 */ -s32 Collider_SetBaseType1(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInitType1* src) { +s32 Collider_SetBaseType1(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInitType1* src) { collider->actor = actor; collider->colType = src->colType; collider->atFlags = src->atFlags; @@ -93,7 +93,7 @@ s32 Collider_SetBaseType1(GlobalContext* ctxt, Collider* collider, Actor* actor, return 1; } -s32 Collider_SetBase(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInit* src) { +s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit* src) { collider->actor = actor; collider->colType = src->colType; collider->atFlags = src->atFlags; @@ -104,62 +104,62 @@ s32 Collider_SetBase(GlobalContext* ctxt, Collider* collider, Actor* actor, Coll return 1; } -void Collider_ResetATBase(GlobalContext* ctxt, Collider* collider) { +void Collider_ResetATBase(GlobalContext* globalCtx, Collider* collider) { collider->at = NULL; collider->atFlags &= ~(AT_HIT | AT_BOUNCED); } -void Collider_ResetACBase(GlobalContext* ctxt, Collider* collider) { +void Collider_ResetACBase(GlobalContext* globalCtx, Collider* collider) { collider->ac = NULL; collider->acFlags &= ~(AC_HIT | AC_BOUNCED); } -void Collider_ResetOCBase(GlobalContext* ctxt, Collider* collider) { +void Collider_ResetOCBase(GlobalContext* globalCtx, Collider* collider) { collider->oc = NULL; collider->ocFlags1 &= ~OC1_HIT; collider->ocFlags2 &= ~OC2_HIT_PLAYER; } -s32 Collider_InitTouch(GlobalContext* ctxt, ColliderTouch* touch) { +s32 Collider_InitTouch(GlobalContext* globalCtx, ColliderTouch* touch) { static ColliderTouch defaultColliderTouch = { 0x00000000, 0, 0 }; *touch = defaultColliderTouch; return 1; } -s32 Collider_DestroyTouch(GlobalContext* ctxt, ColliderTouch* touch) { +s32 Collider_DestroyTouch(GlobalContext* globalCtx, ColliderTouch* touch) { return 1; } -s32 Collider_SetTouch(GlobalContext* ctxt, ColliderTouch* touch, ColliderTouchInit* src) { +s32 Collider_SetTouch(GlobalContext* globalCtx, ColliderTouch* touch, ColliderTouchInit* src) { touch->dmgFlags = src->dmgFlags; touch->effect = src->effect; touch->damage = src->damage; return 1; } -void Collider_ResetATInfoUnk(GlobalContext* ctxt, ColliderInfo* info) { +void Collider_ResetATInfoUnk(GlobalContext* globalCtx, ColliderInfo* info) { } -s32 Collider_InitBump(GlobalContext* ctxt, ColliderBump* bump) { +s32 Collider_InitBump(GlobalContext* globalCtx, ColliderBump* bump) { static ColliderBump defaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } }; *bump = defaultColliderBump; return 1; } -s32 Collider_DestroyBump(GlobalContext* ctxt, ColliderBump* bump) { +s32 Collider_DestroyBump(GlobalContext* globalCtx, ColliderBump* bump) { return 1; } -s32 Collider_SetBump(GlobalContext* ctxt, ColliderBump* bump, ColliderBumpInit* src) { +s32 Collider_SetBump(GlobalContext* globalCtx, ColliderBump* bump, ColliderBumpInit* src) { bump->dmgFlags = src->dmgFlags; bump->effect = src->effect; bump->defense = src->defense; return 1; } -s32 Collider_InitInfo(GlobalContext* ctxt, ColliderInfo* info) { +s32 Collider_InitInfo(GlobalContext* globalCtx, ColliderInfo* info) { static ColliderInfo defaultColliderInfo = { { 0, 0, 0 }, { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } }, ELEMTYPE_UNK0, TOUCH_NONE, @@ -169,36 +169,36 @@ s32 Collider_InitInfo(GlobalContext* ctxt, ColliderInfo* info) { }; *info = defaultColliderInfo; - Collider_InitTouch(ctxt, &info->toucher); - Collider_InitBump(ctxt, &info->bumper); + Collider_InitTouch(globalCtx, &info->toucher); + Collider_InitBump(globalCtx, &info->bumper); return 1; } -s32 Collider_DestroyInfo(GlobalContext* ctxt, ColliderInfo* info) { - Collider_DestroyTouch(ctxt, &info->toucher); - Collider_DestroyBump(ctxt, &info->bumper); +s32 Collider_DestroyInfo(GlobalContext* globalCtx, ColliderInfo* info) { + Collider_DestroyTouch(globalCtx, &info->toucher); + Collider_DestroyBump(globalCtx, &info->bumper); return 1; } -s32 Collider_SetInfo(GlobalContext* ctxt, ColliderInfo* info, ColliderInfoInit* src) { +s32 Collider_SetInfo(GlobalContext* globalCtx, ColliderInfo* info, ColliderInfoInit* src) { info->elemType = src->elemType; - Collider_SetTouch(ctxt, &info->toucher, &src->toucher); - Collider_SetBump(ctxt, &info->bumper, &src->bumper); + Collider_SetTouch(globalCtx, &info->toucher, &src->toucher); + Collider_SetBump(globalCtx, &info->bumper, &src->bumper); info->toucherFlags = src->toucherFlags; info->bumperFlags = src->bumperFlags; info->ocElemFlags = src->ocElemFlags; return 1; } -void Collider_ResetATInfo(GlobalContext* ctxt, ColliderInfo* info) { +void Collider_ResetATInfo(GlobalContext* globalCtx, ColliderInfo* info) { info->atHit = NULL; info->atHitInfo = NULL; info->toucherFlags &= ~TOUCH_HIT; info->toucherFlags &= ~TOUCH_DREW_HITMARK; - Collider_ResetATInfoUnk(ctxt, info); + Collider_ResetATInfoUnk(globalCtx, info); } -void Collider_ResetACInfo(GlobalContext* ctxt, ColliderInfo* info) { +void Collider_ResetACInfo(GlobalContext* globalCtx, ColliderInfo* info) { info->bumper.hitPos.x = info->bumper.hitPos.y = info->bumper.hitPos.z = 0; info->bumperFlags &= ~BUMP_HIT; info->bumperFlags &= ~BUMP_DRAW_HITMARK; @@ -206,11 +206,11 @@ void Collider_ResetACInfo(GlobalContext* ctxt, ColliderInfo* info) { info->acHitInfo = NULL; } -void Collider_ResetOCInfo(GlobalContext* ctxt, ColliderInfo* info) { +void Collider_ResetOCInfo(GlobalContext* globalCtx, ColliderInfo* info) { info->ocElemFlags &= ~OCELEM_HIT; } -s32 Collider_InitJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim) { +s32 Collider_InitJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dim) { static ColliderJntSphElementDim defaultColliderJntSphElementDim = { { { 0, 0, 0 }, 0 }, { { 0, 0, 0 }, 0 }, @@ -222,11 +222,11 @@ s32 Collider_InitJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* return 1; } -s32 Collider_DestroyJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim) { +s32 Collider_DestroyJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dim) { return 1; } -s32 Collider_SetJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dest, +s32 Collider_SetJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dest, ColliderJntSphElementDimInit* src) { dest->limb = src->limb; dest->modelSphere = src->modelSphere; @@ -234,44 +234,44 @@ s32 Collider_SetJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* return 1; } -s32 Collider_InitJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element) { - Collider_InitInfo(ctxt, &element->info); - Collider_InitJntSphElementDim(ctxt, &element->dim); +s32 Collider_InitJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element) { + Collider_InitInfo(globalCtx, &element->info); + Collider_InitJntSphElementDim(globalCtx, &element->dim); return 1; } -s32 Collider_DestroyJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element) { - Collider_DestroyInfo(ctxt, &element->info); - Collider_DestroyJntSphElementDim(ctxt, &element->dim); +s32 Collider_DestroyJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element) { + Collider_DestroyInfo(globalCtx, &element->info); + Collider_DestroyJntSphElementDim(globalCtx, &element->dim); return 1; } -s32 Collider_SetJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) { - Collider_SetInfo(ctxt, &dest->info, &src->info); - Collider_SetJntSphElementDim(ctxt, &dest->dim, &src->dim); +s32 Collider_SetJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) { + Collider_SetInfo(globalCtx, &dest->info, &src->info); + Collider_SetJntSphElementDim(globalCtx, &dest->dim, &src->dim); return 1; } -s32 Collider_ResetJntSphElementAT(GlobalContext* ctxt, ColliderJntSphElement* collider) { - Collider_ResetATInfo(ctxt, &collider->info); +s32 Collider_ResetJntSphElementAT(GlobalContext* globalCtx, ColliderJntSphElement* collider) { + Collider_ResetATInfo(globalCtx, &collider->info); return 1; } -s32 Collider_ResetJntSphElementAC(GlobalContext* ctxt, ColliderJntSphElement* collider) { - Collider_ResetACInfo(ctxt, &collider->info); +s32 Collider_ResetJntSphElementAC(GlobalContext* globalCtx, ColliderJntSphElement* collider) { + Collider_ResetACInfo(globalCtx, &collider->info); return 1; } -s32 Collider_ResetJntSphElementOC(GlobalContext* ctxt, ColliderJntSphElement* collider) { - Collider_ResetOCInfo(ctxt, &collider->info); +s32 Collider_ResetJntSphElementOC(GlobalContext* globalCtx, ColliderJntSphElement* collider) { + Collider_ResetOCInfo(globalCtx, &collider->info); return 1; } /** * Initializes a ColliderJntSph to default values */ -s32 Collider_InitJntSph(GlobalContext* ctxt, ColliderJntSph* collider) { - Collider_InitBase(ctxt, &collider->base); +s32 Collider_InitJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) { + Collider_InitBase(globalCtx, &collider->base); collider->count = 0; collider->elements = NULL; return 1; @@ -280,12 +280,12 @@ s32 Collider_InitJntSph(GlobalContext* ctxt, ColliderJntSph* collider) { /** * Destroys a dynamically allocated ColliderJntSph */ -s32 Collider_FreeJntSph(GlobalContext* ctxt, ColliderJntSph* collider) { +s32 Collider_FreeJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) { ColliderJntSphElement* element; - Collider_DestroyBase(ctxt, &collider->base); + Collider_DestroyBase(globalCtx, &collider->base); for (element = collider->elements; element < &collider->elements[collider->count]; element++) { - Collider_DestroyJntSphElement(ctxt, element); + Collider_DestroyJntSphElement(globalCtx, element); } collider->count = 0; @@ -299,13 +299,13 @@ s32 Collider_FreeJntSph(GlobalContext* ctxt, ColliderJntSph* collider) { /** * Destroys a preallocated ColliderJntSph */ -s32 Collider_DestroyJntSph(GlobalContext* ctxt, ColliderJntSph* collider) { +s32 Collider_DestroyJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) { ColliderJntSphElement* element; - Collider_DestroyBase(ctxt, &collider->base); + Collider_DestroyBase(globalCtx, &collider->base); for (element = collider->elements; element < &collider->elements[collider->count]; element++) { - Collider_DestroyJntSphElement(ctxt, element); + Collider_DestroyJntSphElement(globalCtx, element); } collider->count = 0; collider->elements = NULL; @@ -316,11 +316,11 @@ s32 Collider_DestroyJntSph(GlobalContext* ctxt, ColliderJntSph* collider) { * Sets up the ColliderJntSph using the values in src, sets it to the actor specified in src, and dynamically allocates * the element array. Uses default OC2_TYPE_1 and COLTYPE_HIT0. */ -s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, ColliderJntSphInitToActor* src) { +s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* collider, ColliderJntSphInitToActor* src) { ColliderJntSphElement* destElem; ColliderJntSphElementInit* srcElem; - Collider_SetBaseToActor(ctxt, &collider->base, &src->base); + Collider_SetBaseToActor(globalCtx, &collider->base, &src->base); collider->count = src->count; collider->elements = zelda_malloc(src->count * sizeof(ColliderJntSphElement)); @@ -331,8 +331,8 @@ s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, Col for (destElem = collider->elements, srcElem = src->elements; destElem < &collider->elements[collider->count]; destElem++, srcElem++) { - Collider_InitJntSphElement(ctxt, destElem); - Collider_SetJntSphElement(ctxt, destElem, srcElem); + Collider_InitJntSphElement(globalCtx, destElem); + Collider_SetJntSphElement(globalCtx, destElem, srcElem); } return 1; } @@ -341,12 +341,12 @@ s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, Col * Sets up the ColliderJntSph using the values in src and dynamically allocates the element array. Uses default * OC2_TYPE_1. */ -s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, +s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInitType1* src) { ColliderJntSphElement* destElem; ColliderJntSphElementInit* srcElem; - Collider_SetBaseType1(ctxt, &sphereGroup->base, actor, &src->base); + Collider_SetBaseType1(globalCtx, &sphereGroup->base, actor, &src->base); sphereGroup->count = src->count; sphereGroup->elements = zelda_malloc(src->count * sizeof(ColliderJntSphElement)); @@ -357,8 +357,8 @@ s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGrou for (destElem = sphereGroup->elements, srcElem = src->elements; destElem < &sphereGroup->elements[sphereGroup->count]; destElem++, srcElem++) { - Collider_InitJntSphElement(ctxt, destElem); - Collider_SetJntSphElement(ctxt, destElem, srcElem); + Collider_InitJntSphElement(globalCtx, destElem); + Collider_SetJntSphElement(globalCtx, destElem, srcElem); } return 1; } @@ -366,19 +366,19 @@ s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGrou /** * Sets up the ColliderJntSph using the values in src, placing the element array in elements. */ -s32 Collider_SetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, +s32 Collider_SetJntSph(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements) { ColliderJntSphElement* destElem; ColliderJntSphElementInit* srcElem; - Collider_SetBase(ctxt, &sphereGroup->base, actor, &src->base); + Collider_SetBase(globalCtx, &sphereGroup->base, actor, &src->base); sphereGroup->count = src->count; sphereGroup->elements = elements; for (destElem = sphereGroup->elements, srcElem = src->elements; destElem < &sphereGroup->elements[sphereGroup->count]; destElem++, srcElem++) { - Collider_InitJntSphElement(ctxt, destElem); - Collider_SetJntSphElement(ctxt, destElem, srcElem); + Collider_InitJntSphElement(globalCtx, destElem); + Collider_SetJntSphElement(globalCtx, destElem, srcElem); } return 1; @@ -387,24 +387,24 @@ s32 Collider_SetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* /** * Fully initializes a ColliderJntSph using the values in `src`, placing the element array in elements. */ -s32 Collider_InitAndSetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, +s32 Collider_InitAndSetJntSph(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src, ColliderJntSphElement* elements) { - Collider_InitJntSph(ctxt, sphereGroup); - Collider_SetJntSph(ctxt, sphereGroup, actor, src, elements); + Collider_InitJntSph(globalCtx, sphereGroup); + Collider_SetJntSph(globalCtx, sphereGroup, actor, src, elements); return 0; } /** * Resets the collider's AT collision flags. */ -s32 Collider_ResetJntSphAT(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetJntSphAT(GlobalContext* globalCtx, Collider* collider) { ColliderJntSphElement* element; ColliderJntSph* jntSph = (ColliderJntSph*)collider; - Collider_ResetATBase(ctxt, &jntSph->base); + Collider_ResetATBase(globalCtx, &jntSph->base); for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) { - Collider_ResetJntSphElementAT(ctxt, element); + Collider_ResetJntSphElementAT(globalCtx, element); } return 1; } @@ -412,14 +412,14 @@ s32 Collider_ResetJntSphAT(GlobalContext* ctxt, Collider* collider) { /** * Resets the collider's AC collision flags. */ -s32 Collider_ResetJntSphAC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetJntSphAC(GlobalContext* globalCtx, Collider* collider) { ColliderJntSphElement* element; ColliderJntSph* jntSph = (ColliderJntSph*)collider; - Collider_ResetACBase(ctxt, &jntSph->base); + Collider_ResetACBase(globalCtx, &jntSph->base); for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) { - Collider_ResetJntSphElementAC(ctxt, element); + Collider_ResetJntSphElementAC(globalCtx, element); } return 1; } @@ -427,30 +427,30 @@ s32 Collider_ResetJntSphAC(GlobalContext* ctxt, Collider* collider) { /** * Resets the collider's OC collision flags. */ -s32 Collider_ResetJntSphOC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetJntSphOC(GlobalContext* globalCtx, Collider* collider) { ColliderJntSphElement* element; ColliderJntSph* jntSph = (ColliderJntSph*)collider; - Collider_ResetOCBase(ctxt, &jntSph->base); + Collider_ResetOCBase(globalCtx, &jntSph->base); for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) { - Collider_ResetJntSphElementOC(ctxt, element); + Collider_ResetJntSphElementOC(globalCtx, element); } return 1; } -s32 Collider_InitCylinderDim(GlobalContext* ctxt, Cylinder16* dim) { +s32 Collider_InitCylinderDim(GlobalContext* globalCtx, Cylinder16* dim) { static Cylinder16 defaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } }; *dim = defaultColliderCylinderDim; return 1; } -s32 Collider_DestroyCylinderDim(GlobalContext* ctxt, Cylinder16* dim) { +s32 Collider_DestroyCylinderDim(GlobalContext* globalCtx, Cylinder16* dim) { return 1; } -s32 Collider_SetCylinderDim(GlobalContext* ctxt, Cylinder16* dim, Cylinder16* src) { +s32 Collider_SetCylinderDim(GlobalContext* globalCtx, Cylinder16* dim, Cylinder16* src) { *dim = *src; return 1; } @@ -458,20 +458,20 @@ s32 Collider_SetCylinderDim(GlobalContext* ctxt, Cylinder16* dim, Cylinder16* sr /** * Initializes a ColliderCylinder to default values */ -s32 Collider_InitCylinder(GlobalContext* ctxt, ColliderCylinder* collider) { - Collider_InitBase(ctxt, &collider->base); - Collider_InitInfo(ctxt, &collider->info); - Collider_InitCylinderDim(ctxt, &collider->dim); +s32 Collider_InitCylinder(GlobalContext* globalCtx, ColliderCylinder* collider) { + Collider_InitBase(globalCtx, &collider->base); + Collider_InitInfo(globalCtx, &collider->info); + Collider_InitCylinderDim(globalCtx, &collider->dim); return 1; } /** * Destroys a ColliderCylinder */ -s32 Collider_DestroyCylinder(GlobalContext* ctxt, ColliderCylinder* collider) { - Collider_DestroyBase(ctxt, &collider->base); - Collider_DestroyInfo(ctxt, &collider->info); - Collider_DestroyCylinderDim(ctxt, &collider->dim); +s32 Collider_DestroyCylinder(GlobalContext* globalCtx, ColliderCylinder* collider) { + Collider_DestroyBase(globalCtx, &collider->base); + Collider_DestroyInfo(globalCtx, &collider->info); + Collider_DestroyCylinderDim(globalCtx, &collider->dim); return 1; } @@ -479,78 +479,78 @@ s32 Collider_DestroyCylinder(GlobalContext* ctxt, ColliderCylinder* collider) { * Sets up the ColliderCylinder using the values in src and sets it to the actor specified in src. Uses default * OC2_TYPE_1 and COLTYPE_0. */ -s32 Collider_SetCylinderToActor(GlobalContext* ctxt, ColliderCylinder* collider, ColliderCylinderInitToActor* src) { - Collider_SetBaseToActor(ctxt, &collider->base, &src->base); - Collider_SetInfo(ctxt, &collider->info, &src->info); - Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim); +s32 Collider_SetCylinderToActor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInitToActor* src) { + Collider_SetBaseToActor(globalCtx, &collider->base, &src->base); + Collider_SetInfo(globalCtx, &collider->info, &src->info); + Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim); return 1; } /** * Sets up the ColliderCylinder using the values in src. Uses default OC2_TYPE_1 */ -s32 Collider_SetCylinderType1(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, +s32 Collider_SetCylinderType1(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInitType1* src) { - Collider_SetBaseType1(ctxt, &collider->base, actor, &src->base); - Collider_SetInfo(ctxt, &collider->info, &src->info); - Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim); + Collider_SetBaseType1(globalCtx, &collider->base, actor, &src->base); + Collider_SetInfo(globalCtx, &collider->info, &src->info); + Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim); return 1; } /** * Sets up the ColliderCylinder using the values in src. */ -s32 Collider_SetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) { - Collider_SetBase(ctxt, &collider->base, actor, &src->base); - Collider_SetInfo(ctxt, &collider->info, &src->info); - Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim); +s32 Collider_SetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) { + Collider_SetBase(globalCtx, &collider->base, actor, &src->base); + Collider_SetInfo(globalCtx, &collider->info, &src->info); + Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim); return 1; } /** * Fully initializes a ColliderCylinder using the values in src. */ -s32 Collider_InitAndSetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, +s32 Collider_InitAndSetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) { - Collider_InitCylinder(ctxt, collider); - Collider_SetCylinder(ctxt, collider, actor, src); + Collider_InitCylinder(globalCtx, collider); + Collider_SetCylinder(globalCtx, collider, actor, src); return 1; } /** * Resets the collider's AT collision flags. */ -s32 Collider_ResetCylinderAT(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetCylinderAT(GlobalContext* globalCtx, Collider* collider) { ColliderCylinder* cylinder = (ColliderCylinder*)collider; - Collider_ResetATBase(ctxt, &cylinder->base); - Collider_ResetATInfo(ctxt, &cylinder->info); + Collider_ResetATBase(globalCtx, &cylinder->base); + Collider_ResetATInfo(globalCtx, &cylinder->info); return 1; } /** * Resets the collider's AC collision flags. */ -s32 Collider_ResetCylinderAC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetCylinderAC(GlobalContext* globalCtx, Collider* collider) { ColliderCylinder* cylinder = (ColliderCylinder*)collider; - Collider_ResetACBase(ctxt, &cylinder->base); - Collider_ResetACInfo(ctxt, &cylinder->info); + Collider_ResetACBase(globalCtx, &cylinder->base); + Collider_ResetACInfo(globalCtx, &cylinder->info); return 1; } /** * Resets the collider's OC collision flags. */ -s32 Collider_ResetCylinderOC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetCylinderOC(GlobalContext* globalCtx, Collider* collider) { ColliderCylinder* cylinder = (ColliderCylinder*)collider; - Collider_ResetOCBase(ctxt, &cylinder->base); - Collider_ResetOCInfo(ctxt, &cylinder->info); + Collider_ResetOCBase(globalCtx, &cylinder->base); + Collider_ResetOCInfo(globalCtx, &cylinder->info); return 1; } -s32 Collider_InitTrisElementDim(GlobalContext* ctxt, TriNorm* dim) { +s32 Collider_InitTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) { static TriNorm defaultColliderTrisElementDim = { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } }, { { 0.0f, 0.0f, 0.0f }, 0.0f }, @@ -560,11 +560,11 @@ s32 Collider_InitTrisElementDim(GlobalContext* ctxt, TriNorm* dim) { return 1; } -s32 Collider_DestroyTrisElementDim(GlobalContext* ctxt, TriNorm* dim) { +s32 Collider_DestroyTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) { return 1; } -s32 Collider_SetTrisElementDim(GlobalContext* ctxt, TriNorm* dim, ColliderTrisElementDimInit* src) { +s32 Collider_SetTrisElementDim(GlobalContext* globalCtx, TriNorm* dim, ColliderTrisElementDimInit* src) { Vec3f* destVtx; Vec3f* srcVtx; f32 nx; @@ -585,44 +585,44 @@ s32 Collider_SetTrisElementDim(GlobalContext* ctxt, TriNorm* dim, ColliderTrisEl return 1; } -s32 Collider_InitTrisElement(GlobalContext* ctxt, ColliderTrisElement* element) { - Collider_InitInfo(ctxt, &element->info); - Collider_InitTrisElementDim(ctxt, &element->dim); +s32 Collider_InitTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element) { + Collider_InitInfo(globalCtx, &element->info); + Collider_InitTrisElementDim(globalCtx, &element->dim); return 1; } -s32 Collider_DestroyTrisElement(GlobalContext* ctxt, ColliderTrisElement* element) { - Collider_DestroyInfo(ctxt, &element->info); - Collider_DestroyTrisElementDim(ctxt, &element->dim); +s32 Collider_DestroyTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element) { + Collider_DestroyInfo(globalCtx, &element->info); + Collider_DestroyTrisElementDim(globalCtx, &element->dim); return 1; } -s32 Collider_SetTrisElement(GlobalContext* ctxt, ColliderTrisElement* element, ColliderTrisElementInit* src) { - Collider_SetInfo(ctxt, &element->info, &src->info); - Collider_SetTrisElementDim(ctxt, &element->dim, &src->dim); +s32 Collider_SetTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element, ColliderTrisElementInit* src) { + Collider_SetInfo(globalCtx, &element->info, &src->info); + Collider_SetTrisElementDim(globalCtx, &element->dim, &src->dim); return 1; } -s32 Collider_ResetTrisElementAT(GlobalContext* ctxt, ColliderTrisElement* element) { - Collider_ResetATInfo(ctxt, &element->info); +s32 Collider_ResetTrisElementAT(GlobalContext* globalCtx, ColliderTrisElement* element) { + Collider_ResetATInfo(globalCtx, &element->info); return 1; } -s32 Collider_ResetTrisElementAC(GlobalContext* ctxt, ColliderTrisElement* element) { - Collider_ResetACInfo(ctxt, &element->info); +s32 Collider_ResetTrisElementAC(GlobalContext* globalCtx, ColliderTrisElement* element) { + Collider_ResetACInfo(globalCtx, &element->info); return 1; } -s32 Collider_ResetTrisElementOC(GlobalContext* ctxt, ColliderTrisElement* element) { - Collider_ResetOCInfo(ctxt, &element->info); +s32 Collider_ResetTrisElementOC(GlobalContext* globalCtx, ColliderTrisElement* element) { + Collider_ResetOCInfo(globalCtx, &element->info); return 1; } /** * Initializes a ColliderTris to default values */ -s32 Collider_InitTris(GlobalContext* ctxt, ColliderTris* tris) { - Collider_InitBase(ctxt, &tris->base); +s32 Collider_InitTris(GlobalContext* globalCtx, ColliderTris* tris) { + Collider_InitBase(globalCtx, &tris->base); tris->count = 0; tris->elements = NULL; return 1; @@ -631,13 +631,13 @@ s32 Collider_InitTris(GlobalContext* ctxt, ColliderTris* tris) { /** * Destroys a dynamically allocated ColliderTris */ -s32 Collider_FreeTris(GlobalContext* ctxt, ColliderTris* tris) { +s32 Collider_FreeTris(GlobalContext* globalCtx, ColliderTris* tris) { ColliderTrisElement* element; - Collider_DestroyBase(ctxt, &tris->base); + Collider_DestroyBase(globalCtx, &tris->base); for (element = tris->elements; element < &tris->elements[tris->count]; element++) { - Collider_DestroyTrisElement(ctxt, element); + Collider_DestroyTrisElement(globalCtx, element); } tris->count = 0; @@ -652,13 +652,13 @@ s32 Collider_FreeTris(GlobalContext* ctxt, ColliderTris* tris) { /** * Destroys a preallocated ColliderTris */ -s32 Collider_DestroyTris(GlobalContext* ctxt, ColliderTris* tris) { +s32 Collider_DestroyTris(GlobalContext* globalCtx, ColliderTris* tris) { ColliderTrisElement* element; - Collider_DestroyBase(ctxt, &tris->base); + Collider_DestroyBase(globalCtx, &tris->base); for (element = tris->elements; element < &tris->elements[tris->count]; element++) { - Collider_DestroyTrisElement(ctxt, element); + Collider_DestroyTrisElement(globalCtx, element); } tris->count = 0; tris->elements = NULL; @@ -669,11 +669,11 @@ s32 Collider_DestroyTris(GlobalContext* ctxt, ColliderTris* tris) { * Sets up the ColliderTris using the values in src and dynamically allocates the element array. Uses default * OC2_TYPE_1. */ -s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src) { +s32 Collider_SetTrisAllocType1(GlobalContext* globalCtx, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src) { ColliderTrisElement* element; ColliderTrisElementInit* srcElem; - Collider_SetBaseType1(ctxt, &tris->base, actor, &src->base); + Collider_SetBaseType1(globalCtx, &tris->base, actor, &src->base); tris->count = src->count; tris->elements = zelda_malloc(tris->count * sizeof(ColliderTrisElement)); @@ -684,8 +684,8 @@ s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* a for (element = tris->elements, srcElem = src->elements; element < &tris->elements[tris->count]; element++, srcElem++) { - Collider_InitTrisElement(ctxt, element); - Collider_SetTrisElement(ctxt, element, srcElem); + Collider_InitTrisElement(globalCtx, element); + Collider_SetTrisElement(globalCtx, element, srcElem); } return 1; @@ -694,19 +694,19 @@ s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* a /** * Sets up the ColliderTris using the values in src, placing the element array in elements. */ -s32 Collider_SetTris(GlobalContext* ctxt, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src, +s32 Collider_SetTris(GlobalContext* globalCtx, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src, ColliderTrisElement* tris) { ColliderTrisElement* element; ColliderTrisElementInit* srcElem; - Collider_SetBase(ctxt, &triGroup->base, actor, &src->base); + Collider_SetBase(globalCtx, &triGroup->base, actor, &src->base); triGroup->count = src->count; triGroup->elements = tris; for (element = triGroup->elements, srcElem = src->elements; element < &triGroup->elements[triGroup->count]; element++, srcElem++) { - Collider_InitTrisElement(ctxt, element); - Collider_SetTrisElement(ctxt, element, srcElem); + Collider_InitTrisElement(globalCtx, element); + Collider_SetTrisElement(globalCtx, element, srcElem); } return 1; @@ -715,24 +715,24 @@ s32 Collider_SetTris(GlobalContext* ctxt, ColliderTris* triGroup, Actor* actor, /** * Fully initializes a ColliderTris using the values in src, placing the element array in elements. */ -s32 Collider_InitAndSetTris(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInit* src, +s32 Collider_InitAndSetTris(GlobalContext* globalCtx, ColliderTris* tris, Actor* actor, ColliderTrisInit* src, ColliderTrisElement* elements) { - Collider_InitTris(ctxt, tris); - Collider_SetTris(ctxt, tris, actor, src, elements); + Collider_InitTris(globalCtx, tris); + Collider_SetTris(globalCtx, tris, actor, src, elements); return 0; } /** * Resets the collider's AT collision flags. */ -s32 Collider_ResetTrisAT(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetTrisAT(GlobalContext* globalCtx, Collider* collider) { ColliderTrisElement* element; ColliderTris* tris = (ColliderTris*)collider; - Collider_ResetATBase(ctxt, &tris->base); + Collider_ResetATBase(globalCtx, &tris->base); for (element = tris->elements; element < &tris->elements[tris->count]; element++) { - Collider_ResetTrisElementAT(ctxt, element); + Collider_ResetTrisElementAT(globalCtx, element); } return 1; } @@ -740,14 +740,14 @@ s32 Collider_ResetTrisAT(GlobalContext* ctxt, Collider* collider) { /** * Resets the collider's AC collision flags. */ -s32 Collider_ResetTrisAC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetTrisAC(GlobalContext* globalCtx, Collider* collider) { ColliderTrisElement* element; ColliderTris* tris = (ColliderTris*)collider; - Collider_ResetACBase(ctxt, &tris->base); + Collider_ResetACBase(globalCtx, &tris->base); for (element = tris->elements; element < &tris->elements[tris->count]; element++) { - Collider_ResetTrisElementAC(ctxt, element); + Collider_ResetTrisElementAC(globalCtx, element); } return 1; } @@ -755,19 +755,19 @@ s32 Collider_ResetTrisAC(GlobalContext* ctxt, Collider* collider) { /** * Resets the collider's OC collision flags. */ -s32 Collider_ResetTrisOC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetTrisOC(GlobalContext* globalCtx, Collider* collider) { ColliderTrisElement* element; ColliderTris* tris = (ColliderTris*)collider; - Collider_ResetOCBase(ctxt, &tris->base); + Collider_ResetOCBase(globalCtx, &tris->base); for (element = tris->elements; element < &tris->elements[tris->count]; element++) { - Collider_ResetTrisElementOC(ctxt, element); + Collider_ResetTrisElementOC(globalCtx, element); } return 1; } -s32 Collider_InitQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) { +s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) { static ColliderQuadDim defaultColliderQuadDim = { { { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } }, { 0, 0, 0 }, @@ -779,11 +779,11 @@ s32 Collider_InitQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) { return 1; } -s32 Collider_DestroyQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) { +s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) { return 1; } -s32 Collider_ResetQuadACDist(GlobalContext* ctxt, ColliderQuadDim* dim) { +s32 Collider_ResetQuadACDist(GlobalContext* globalCtx, ColliderQuadDim* dim) { dim->acDist = 1.0E38f; return 1; } @@ -797,7 +797,7 @@ void Collider_SetQuadMidpoints(ColliderQuadDim* dim) { dim->baMid.z = (dim->quad[1].z + dim->quad[0].z) * 0.5f; } -s32 Collider_SetQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim, ColliderQuadDimInit* init) { +s32 Collider_SetQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim, ColliderQuadDimInit* init) { dim->quad[0] = init->quad[0]; dim->quad[1] = init->quad[1]; dim->quad[2] = init->quad[2]; @@ -810,83 +810,83 @@ s32 Collider_SetQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim, ColliderQuadD /** * Initializes a ColliderQuad to default values. */ -s32 Collider_InitQuad(GlobalContext* ctxt, ColliderQuad* collider) { - Collider_InitBase(ctxt, &collider->base); - Collider_InitInfo(ctxt, &collider->info); - Collider_InitQuadDim(ctxt, &collider->dim); +s32 Collider_InitQuad(GlobalContext* globalCtx, ColliderQuad* collider) { + Collider_InitBase(globalCtx, &collider->base); + Collider_InitInfo(globalCtx, &collider->info); + Collider_InitQuadDim(globalCtx, &collider->dim); return 1; } /** * Destroys a ColliderQuad. */ -s32 Collider_DestroyQuad(GlobalContext* ctxt, ColliderQuad* collider) { - Collider_DestroyBase(ctxt, &collider->base); - Collider_DestroyInfo(ctxt, &collider->info); - Collider_DestroyQuadDim(ctxt, &collider->dim); +s32 Collider_DestroyQuad(GlobalContext* globalCtx, ColliderQuad* collider) { + Collider_DestroyBase(globalCtx, &collider->base); + Collider_DestroyInfo(globalCtx, &collider->info); + Collider_DestroyQuadDim(globalCtx, &collider->dim); return 1; } /** * Sets up the ColliderQuad using the values in src. Uses the default OC2_TYPE_1 */ -s32 Collider_SetQuadType1(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) { - Collider_SetBaseType1(ctxt, &collider->base, actor, &src->base); - Collider_SetInfo(ctxt, &collider->info, &src->info); - Collider_SetQuadDim(ctxt, &collider->dim, &src->dim); +s32 Collider_SetQuadType1(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) { + Collider_SetBaseType1(globalCtx, &collider->base, actor, &src->base); + Collider_SetInfo(globalCtx, &collider->info, &src->info); + Collider_SetQuadDim(globalCtx, &collider->dim, &src->dim); return 1; } /** * Sets up the ColliderQuad using the values in src. */ -s32 Collider_SetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) { - Collider_SetBase(ctxt, &collider->base, actor, &src->base); - Collider_SetInfo(ctxt, &collider->info, &src->info); - Collider_SetQuadDim(ctxt, &collider->dim, &src->dim); +s32 Collider_SetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) { + Collider_SetBase(globalCtx, &collider->base, actor, &src->base); + Collider_SetInfo(globalCtx, &collider->info, &src->info); + Collider_SetQuadDim(globalCtx, &collider->dim, &src->dim); return 1; } /** * Fully initializes a ColliderQuad using the values in src. */ -s32 Collider_InitAndSetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) { - Collider_InitQuad(ctxt, collider); - Collider_SetQuad(ctxt, collider, actor, src); +s32 Collider_InitAndSetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) { + Collider_InitQuad(globalCtx, collider); + Collider_SetQuad(globalCtx, collider, actor, src); return 0; } /** * Resets the collider's AT collision flags. */ -s32 Collider_ResetQuadAT(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetQuadAT(GlobalContext* globalCtx, Collider* collider) { ColliderQuad* quad = (ColliderQuad*)collider; - Collider_ResetATBase(ctxt, &quad->base); - Collider_ResetATInfo(ctxt, &quad->info); - Collider_ResetQuadACDist(ctxt, &quad->dim); + Collider_ResetATBase(globalCtx, &quad->base); + Collider_ResetATInfo(globalCtx, &quad->info); + Collider_ResetQuadACDist(globalCtx, &quad->dim); return 1; } /** * Resets the collider's AC collision flags. */ -s32 Collider_ResetQuadAC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetQuadAC(GlobalContext* globalCtx, Collider* collider) { ColliderQuad* quad = (ColliderQuad*)collider; - Collider_ResetACBase(ctxt, &quad->base); - Collider_ResetACInfo(ctxt, &quad->info); + Collider_ResetACBase(globalCtx, &quad->base); + Collider_ResetACInfo(globalCtx, &quad->info); return 1; } /** * Resets the collider's OC collision flags. */ -s32 Collider_ResetQuadOC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider) { ColliderQuad* quad = (ColliderQuad*)collider; - Collider_ResetOCBase(ctxt, &quad->base); - Collider_ResetOCInfo(ctxt, &quad->info); + Collider_ResetOCBase(globalCtx, &quad->base); + Collider_ResetOCInfo(globalCtx, &quad->info); return 1; } @@ -894,7 +894,7 @@ s32 Collider_ResetQuadOC(GlobalContext* ctxt, Collider* collider) { * For quad colliders with TOUCH_NEAREST, resets the previous AC collider it hit if the current element is closer, * otherwise returns false. Used on player AT colliders to prevent multiple collisions from registering. */ -s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hitPos) { +s32 Collider_QuadSetNearestAC(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* hitPos) { f32 acDist; Vec3f dcMid; @@ -908,10 +908,10 @@ s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hi quad->dim.acDist = acDist; if (quad->info.atHit != NULL) { - Collider_ResetACBase(ctxt, quad->info.atHit); + Collider_ResetACBase(globalCtx, quad->info.atHit); } if (quad->info.atHitInfo != NULL) { - Collider_ResetACInfo(ctxt, quad->info.atHitInfo); + Collider_ResetACInfo(globalCtx, quad->info.atHitInfo); } return 1; } else { @@ -922,79 +922,79 @@ s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hi /** * Initializes a ColliderSphere to default values. */ -s32 Collider_InitSphere(GlobalContext* ctxt, ColliderSphere* collider) { - Collider_InitBase(ctxt, &collider->base); - Collider_InitInfo(ctxt, &collider->info); - Collider_InitJntSphElementDim(ctxt, &collider->dim); +s32 Collider_InitSphere(GlobalContext* globalCtx, ColliderSphere* collider) { + Collider_InitBase(globalCtx, &collider->base); + Collider_InitInfo(globalCtx, &collider->info); + Collider_InitJntSphElementDim(globalCtx, &collider->dim); return 1; } /** * Destroys a ColliderSphere. */ -s32 Collider_DestroySphere(GlobalContext* ctxt, ColliderSphere* collider) { - Collider_DestroyBase(ctxt, &collider->base); - Collider_DestroyInfo(ctxt, &collider->info); - Collider_DestroyJntSphElementDim(ctxt, &collider->dim); +s32 Collider_DestroySphere(GlobalContext* globalCtx, ColliderSphere* collider) { + Collider_DestroyBase(globalCtx, &collider->base); + Collider_DestroyInfo(globalCtx, &collider->info); + Collider_DestroyJntSphElementDim(globalCtx, &collider->dim); return 1; } /** * Sets up the ColliderSphere using the values in src. */ -s32 Collider_SetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) { - Collider_SetBase(ctxt, &collider->base, actor, &src->base); - Collider_SetInfo(ctxt, &collider->info, &src->info); - Collider_SetJntSphElementDim(ctxt, &collider->dim, &src->dim); +s32 Collider_SetSphere(GlobalContext* globalCtx, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) { + Collider_SetBase(globalCtx, &collider->base, actor, &src->base); + Collider_SetInfo(globalCtx, &collider->info, &src->info); + Collider_SetJntSphElementDim(globalCtx, &collider->dim, &src->dim); return 1; } /** * Fully initializes a ColliderSphere using the values in src. */ -s32 Collider_InitAndSetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) { - Collider_InitSphere(ctxt, collider); - Collider_SetSphere(ctxt, collider, actor, src); +s32 Collider_InitAndSetSphere(GlobalContext* globalCtx, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) { + Collider_InitSphere(globalCtx, collider); + Collider_SetSphere(globalCtx, collider, actor, src); return 0; } /** * Resets the collider's AT collision flags. */ -s32 Collider_ResetSphereAT(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetSphereAT(GlobalContext* globalCtx, Collider* collider) { ColliderSphere* sphere = (ColliderSphere*)collider; - Collider_ResetATBase(ctxt, &sphere->base); - Collider_ResetATInfo(ctxt, &sphere->info); + Collider_ResetATBase(globalCtx, &sphere->base); + Collider_ResetATInfo(globalCtx, &sphere->info); return 1; } /** * Resets the collider's AC collision flags. */ -s32 Collider_ResetSphereAC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetSphereAC(GlobalContext* globalCtx, Collider* collider) { ColliderSphere* sphere = (ColliderSphere*)collider; - Collider_ResetACBase(ctxt, &sphere->base); - Collider_ResetACInfo(ctxt, &sphere->info); + Collider_ResetACBase(globalCtx, &sphere->base); + Collider_ResetACInfo(globalCtx, &sphere->info); return 1; } /** * Resets the collider's OC collision flags. */ -s32 Collider_ResetSphereOC(GlobalContext* ctxt, Collider* collider) { +s32 Collider_ResetSphereOC(GlobalContext* globalCtx, Collider* collider) { ColliderSphere* sphere = (ColliderSphere*)collider; - Collider_ResetOCBase(ctxt, &sphere->base); - Collider_ResetOCInfo(ctxt, &sphere->info); + Collider_ResetOCBase(globalCtx, &sphere->base); + Collider_ResetOCInfo(globalCtx, &sphere->info); return 1; } /** * Initializes an OcLine to default values */ -s32 Collider_InitLine(GlobalContext* ctxt, OcLine* line) { +s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line) { static Vec3f defaultLinePoint = { 0.0f, 0.0f, 0.0f }; Math_Vec3f_Copy(&line->line.a, &defaultLinePoint); @@ -1005,14 +1005,14 @@ s32 Collider_InitLine(GlobalContext* ctxt, OcLine* line) { /** * Destroys an OcLine */ -s32 Collider_DestroyLine(GlobalContext* ctxt, OcLine* line) { +s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line) { return 1; } /** * Sets up an OcLine with endpoints a and b. */ -s32 Collider_SetLinePoints(GlobalContext* ctxt, OcLine* line, Vec3f* a, Vec3f* b) { +s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* line, Vec3f* a, Vec3f* b) { Math_Vec3f_Copy(&line->line.a, a); Math_Vec3f_Copy(&line->line.b, b); return 1; @@ -1021,16 +1021,16 @@ s32 Collider_SetLinePoints(GlobalContext* ctxt, OcLine* line, Vec3f* a, Vec3f* b /** * Sets up an OcLine using the values in src. */ -s32 Collider_SetLine(GlobalContext* ctxt, OcLine* line, OcLine* src) { +s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* line, OcLine* src) { line->ocFlags = src->ocFlags; - Collider_SetLinePoints(ctxt, line, &src->line.a, &src->line.b); + Collider_SetLinePoints(globalCtx, line, &src->line.a, &src->line.b); return 1; } /** * Resets the OcLine's collision flags. */ -s32 Collider_ResetLineOC(GlobalContext* ctxt, OcLine* line) { +s32 Collider_ResetLineOC(GlobalContext* globalCtx, OcLine* line) { line->ocFlags &= ~OCLINE_HIT; return 1; } @@ -1039,18 +1039,18 @@ s32 Collider_ResetLineOC(GlobalContext* ctxt, OcLine* line) { * Initializes CollisionCheckContext. * Clears all collider arrays, disables SAC, and sets flags for drawing colliders. */ -void CollisionCheck_InitContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_InitContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { colCtxt->sacFlags = 0; - CollisionCheck_ClearContext(ctxt, colCtxt); + CollisionCheck_ClearContext(globalCtx, colCtxt); } -void CollisionCheck_DestroyContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { } /** * Clears all collider lists in CollisionCheckContext when not in SAC mode. */ -void CollisionCheck_ClearContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { Collider** col; OcLine** line; @@ -1083,14 +1083,14 @@ void CollisionCheck_ClearContext(GlobalContext* ctxt, CollisionCheckContext* col /** * Enables SAC, an alternate collision check mode that allows direct management of collider lists. */ -void CollisionCheck_EnableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_EnableSAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { colCtxt->sacFlags |= SAC_ON; } /** * Disables SAC, an alternate collision check mode that allows direct management of collider lists. */ -void CollisionCheck_DisableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_DisableSAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { colCtxt->sacFlags &= ~SAC_ON; } @@ -1102,13 +1102,13 @@ ColChkResetFunc sATResetFuncs[] = { /** * Sets collider as an AT (attack) for the current frame, which will be checked against ACs (attack colliders) */ -s32 CollisionCheck_SetAT(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { s32 index; - if (func_8016A01C(ctxt)) { + if (func_8016A01C(globalCtx)) { return -1; } - sATResetFuncs[collider->shape](ctxt, collider); + sATResetFuncs[collider->shape](globalCtx, collider); if (collider->actor != NULL && collider->actor->update == NULL) { return -1; @@ -1130,11 +1130,11 @@ s32 CollisionCheck_SetAT(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Co * If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it * will be inserted into the next slot. */ -s32 CollisionCheck_SetAT_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) { - if (func_8016A01C(ctxt)) { +s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index) { + if (func_8016A01C(globalCtx)) { return -1; } - sATResetFuncs[collider->shape](ctxt, collider); + sATResetFuncs[collider->shape](globalCtx, collider); if (collider->actor != NULL && collider->actor->update == NULL) { return -1; @@ -1162,13 +1162,13 @@ ColChkResetFunc sACResetFuncs[] = { /** * Sets collider as an AC (attack collider) for the current frame, allowing it to detect ATs (attacks) */ -s32 CollisionCheck_SetAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { s32 index; - if (func_8016A01C(ctxt)) { + if (func_8016A01C(globalCtx)) { return -1; } - sACResetFuncs[collider->shape](ctxt, collider); + sACResetFuncs[collider->shape](globalCtx, collider); if (collider->actor != NULL && collider->actor->update == NULL) { return -1; @@ -1190,11 +1190,11 @@ s32 CollisionCheck_SetAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Co * If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it * will be inserted into the next slot */ -s32 CollisionCheck_SetAC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) { - if (func_8016A01C(ctxt)) { +s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index) { + if (func_8016A01C(globalCtx)) { return -1; } - sACResetFuncs[collider->shape](ctxt, collider); + sACResetFuncs[collider->shape](globalCtx, collider); if (collider->actor != NULL && collider->actor->update == NULL) { return -1; @@ -1222,13 +1222,13 @@ ColChkResetFunc sOCResetFuncs[] = { /** * Sets collider as an OC (object collider) for the current frame, allowing it to detect other OCs. */ -s32 CollisionCheck_SetOC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { s32 index; - if (func_8016A01C(ctxt)) { + if (func_8016A01C(globalCtx)) { return -1; } - sOCResetFuncs[collider->shape](ctxt, collider); + sOCResetFuncs[collider->shape](globalCtx, collider); if (collider->actor != NULL && collider->actor->update == NULL) { return -1; @@ -1250,11 +1250,11 @@ s32 CollisionCheck_SetOC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Co * If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it * will be inserted into the next slot. */ -s32 CollisionCheck_SetOC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) { - if (func_8016A01C(ctxt)) { +s32 CollisionCheck_SetOC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index) { + if (func_8016A01C(globalCtx)) { return -1; } - sOCResetFuncs[collider->shape](ctxt, collider); + sOCResetFuncs[collider->shape](globalCtx, collider); if (collider->actor != NULL && collider->actor->update == NULL) { return -1; @@ -1280,14 +1280,14 @@ s32 CollisionCheck_SetOC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt /** * Sets a line as an OC collider for this frame. */ -s32 CollisionCheck_SetOCLine(GlobalContext* ctxt, CollisionCheckContext* colCtxt, OcLine* line) { +s32 CollisionCheck_SetOCLine(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, OcLine* line) { s32 index; - if (func_8016A01C(ctxt)) { + if (func_8016A01C(globalCtx)) { return -1; } - Collider_ResetLineOC(ctxt, line); + Collider_ResetLineOC(globalCtx, line); if (colCtxt->colLineCount >= ARRAY_COUNT(colCtxt->colLine)) { return -1; @@ -1332,7 +1332,7 @@ s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper) { * Spawns no blood drops. * Used by collider types HIT1, HIT3, HIT5, METAL, NONE, WOOD, HARD, and TREE */ -void CollisionCheck_NoBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) { +void CollisionCheck_NoBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) { } /** @@ -1341,7 +1341,7 @@ void CollisionCheck_NoBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) { */ #ifdef NON_MATCHING // needs in-function static bss -void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) { +void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) { static EffSparkParams D_801EEC00; s32 effectIndex; @@ -1387,7 +1387,7 @@ void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) D_801EEC00.velocity = 8.0f; D_801EEC00.gravity = -1.0f; - Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EEC00); + Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EEC00); } #else #pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_BlueBlood.asm") @@ -1399,7 +1399,7 @@ void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) */ #ifdef NON_MATCHING // needs in-function static bss -void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) { +void CollisionCheck_GreenBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) { static EffSparkParams D_801EF0C8; s32 effectIndex; @@ -1444,7 +1444,7 @@ void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v D_801EF0C8.duration = 16; D_801EF0C8.velocity = 8.0f; D_801EF0C8.gravity = -1.0f; - Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EF0C8); + Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EF0C8); } #else #pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_GreenBlood.asm") @@ -1454,55 +1454,55 @@ void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v * Spawns a burst of water. * Used by collider type HIT4. */ -void CollisionCheck_WaterBurst(GlobalContext* ctxt, Collider* collider, Vec3f* v) { - EffectSsSibuki_SpawnBurst(ctxt, v); - CollisionCheck_SpawnWaterDroplets(ctxt, v); +void CollisionCheck_WaterBurst(GlobalContext* globalCtx, Collider* collider, Vec3f* v) { + EffectSsSibuki_SpawnBurst(globalCtx, v); + CollisionCheck_SpawnWaterDroplets(globalCtx, v); } /** * Spawns red blood drops. * Used by collider type HIT7. */ -void CollisionCheck_RedBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) { - CollisionCheck_SpawnRedBlood(ctxt, v); +void CollisionCheck_RedBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) { + CollisionCheck_SpawnRedBlood(globalCtx, v); } /** * Spawns red blood drops. */ -void CollisionCheck_RedBloodUnused(GlobalContext* ctxt, Collider* collider, Vec3f* v) { - CollisionCheck_SpawnRedBlood(ctxt, v); +void CollisionCheck_RedBloodUnused(GlobalContext* globalCtx, Collider* collider, Vec3f* v) { + CollisionCheck_SpawnRedBlood(globalCtx, v); } /** * Plays sound effects and displays hitmarks for solid-type AC colliders (METAL, WOOD, HARD, and TREE) */ -void CollisionCheck_HitSolid(GlobalContext* ctxt, ColliderInfo* info, Collider* collider, Vec3f* hitPos) { +void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Collider* collider, Vec3f* hitPos) { s32 flags = info->toucherFlags & TOUCH_SFX_NONE; if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) { - EffectSsHitMark_SpawnFixedScale(ctxt, 0, hitPos); + EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos); if (collider->actor == NULL) { play_sound(0x1806); } else { func_8019F1C0(&collider->actor->projectedPos, 0x1806); } } else if (flags == TOUCH_SFX_NORMAL) { - EffectSsHitMark_SpawnFixedScale(ctxt, 3, hitPos); + EffectSsHitMark_SpawnFixedScale(globalCtx, 3, hitPos); if (collider->actor == NULL) { - CollisionCheck_SpawnShieldParticlesMetal(ctxt, hitPos); + CollisionCheck_SpawnShieldParticlesMetal(globalCtx, hitPos); } else { - CollisionCheck_SpawnShieldParticlesMetalSound(ctxt, hitPos, &collider->actor->projectedPos); + CollisionCheck_SpawnShieldParticlesMetalSound(globalCtx, hitPos, &collider->actor->projectedPos); } } else if (flags == TOUCH_SFX_HARD) { - EffectSsHitMark_SpawnFixedScale(ctxt, 0, hitPos); + EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos); if (collider->actor == NULL) { play_sound(0x1806); } else { func_8019F1C0(&collider->actor->projectedPos, 0x1806); } } else if (flags == TOUCH_SFX_WOOD) { - EffectSsHitMark_SpawnFixedScale(ctxt, 1, hitPos); + EffectSsHitMark_SpawnFixedScale(globalCtx, 1, hitPos); if (collider->actor == NULL) { play_sound(0x1837); } else { @@ -1544,7 +1544,7 @@ HitInfo sHitInfo[] = { /** * Handles hitmarks, blood, and sound effects for each AC collision, determined by the AC collider's colType */ -void CollisionCheck_HitEffects(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Collider* ac, +void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderInfo* atInfo, Collider* ac, ColliderInfo* acInfo, Vec3f* hitPos) { if (acInfo->bumperFlags & BUMP_NO_HITMARK) { return; @@ -1555,26 +1555,26 @@ void CollisionCheck_HitEffects(GlobalContext* ctxt, Collider* at, ColliderInfo* } if (ac->actor != NULL) { - sBloodFuncs[sHitInfo[ac->colType].blood](ctxt, ac, hitPos); + sBloodFuncs[sHitInfo[ac->colType].blood](globalCtx, ac, hitPos); } if (ac->actor != NULL) { if (sHitInfo[ac->colType].effect == HIT_SOLID) { - CollisionCheck_HitSolid(ctxt, atInfo, ac, hitPos); + CollisionCheck_HitSolid(globalCtx, atInfo, ac, hitPos); } else if (sHitInfo[ac->colType].effect == HIT_WOOD) { if (at->actor == NULL) { - CollisionCheck_SpawnShieldParticles(ctxt, hitPos); + CollisionCheck_SpawnShieldParticles(globalCtx, hitPos); play_sound(0x1837); } else { - CollisionCheck_SpawnShieldParticlesWood(ctxt, hitPos, &at->actor->projectedPos); + CollisionCheck_SpawnShieldParticlesWood(globalCtx, hitPos, &at->actor->projectedPos); } } else if (sHitInfo[ac->colType].effect != HIT_NONE) { - EffectSsHitMark_SpawnFixedScale(ctxt, sHitInfo[ac->colType].effect, hitPos); + EffectSsHitMark_SpawnFixedScale(globalCtx, sHitInfo[ac->colType].effect, hitPos); if (!(acInfo->bumperFlags & BUMP_NO_SWORD_SFX)) { CollisionCheck_SwordHitAudio(at, acInfo); } } } else { - EffectSsHitMark_SpawnFixedScale(ctxt, 0, hitPos); + EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos); if (ac->actor == NULL) { play_sound(0x1806); } else { @@ -1594,7 +1594,7 @@ void CollisionCheck_SetBounce(Collider* at, Collider* ac) { /** * Performs the AC collision between the AT element and AC element that collided. */ -s32 CollisionCheck_SetATvsAC(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, +s32 CollisionCheck_SetATvsAC(GlobalContext* globalCtx, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac, ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos) { f32 damage; u32 effect; @@ -1644,7 +1644,7 @@ s32 CollisionCheck_SetATvsAC(GlobalContext* ctxt, Collider* at, ColliderInfo* at ac->colType != COLTYPE_HARD) { acInfo->bumperFlags |= BUMP_DRAW_HITMARK; } else { - CollisionCheck_HitEffects(ctxt, at, atInfo, ac, acInfo, hitPos); + CollisionCheck_HitEffects(globalCtx, at, atInfo, ac, acInfo, hitPos); atInfo->toucherFlags |= TOUCH_DREW_HITMARK; } return 1; @@ -1667,7 +1667,7 @@ void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg) { /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderJntSph* at = (ColliderJntSph*)colAT; ColliderJntSphElement* atElem; @@ -1708,7 +1708,7 @@ void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) { @@ -1723,7 +1723,7 @@ void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderJntSph* at = (ColliderJntSph*)colAT; ColliderJntSphElement* atElem; @@ -1763,7 +1763,7 @@ void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); return; } } @@ -1773,7 +1773,7 @@ void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_JntSphVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderJntSph* at = (ColliderJntSph*)colAT; ColliderJntSphElement* atElem; @@ -1799,7 +1799,7 @@ void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext* Math_Vec3s_ToVec3f(&atPos, &atElem->dim.worldSphere.center); CollisionCheck_TrisAvgPoint(acElem, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); return; } @@ -1811,7 +1811,7 @@ void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_JntSphVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderJntSph* at = (ColliderJntSph*)colAT; ColliderQuad* ac = (ColliderQuad*)colAC; @@ -1839,7 +1839,7 @@ void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext* Math_Vec3s_ToVec3f(&atPos, &sphElem->dim.worldSphere.center); CollisionCheck_QuadAvgPoint(ac, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); return; } @@ -1850,7 +1850,7 @@ void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_JntSphVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderJntSph* at = (ColliderJntSph*)colAT; ColliderSphere* ac = (ColliderSphere*)colAC; @@ -1886,7 +1886,7 @@ void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } @@ -1896,7 +1896,7 @@ void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderCylinder* at = (ColliderCylinder*)colAT; ColliderJntSph* ac = (ColliderJntSph*)colAC; @@ -1936,7 +1936,7 @@ void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* c } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &sphElem->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &sphElem->info, &acPos, &hitPos); if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) { break; @@ -1949,7 +1949,7 @@ void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* c /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { +void CollisionCheck_AC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderCylinder* at = (ColliderCylinder*)colAT; ColliderCylinder* ac = (ColliderCylinder*)colAC; f32 overlapSize; @@ -1993,7 +1993,7 @@ void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC } else { Math_Vec3s_ToVec3f(&hitPos, &ac->dim.pos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } } @@ -2001,7 +2001,7 @@ void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_CylVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderCylinder* at = (ColliderCylinder*)colAT; ColliderTris* ac = (ColliderTris*)colAC; @@ -2027,7 +2027,7 @@ void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* col Math_Vec3s_ToVec3f(&atPos, &at->dim.pos); CollisionCheck_TrisAvgPoint(acElem, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); return; } } @@ -2037,7 +2037,7 @@ void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* col /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderCylinder* at = (ColliderCylinder*)colAT; ColliderQuad* ac = (ColliderQuad*)colAC; @@ -2061,14 +2061,14 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* col Math_Vec3s_ToVec3f(&atPos, &at->dim.pos); CollisionCheck_QuadAvgPoint(ac, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00); } else if (Math3D_ColCylinderTri(&at->dim, &D_801EF638, &D_801EDE00) != 0) { Vec3f atPos; Vec3f acPos; Math_Vec3s_ToVec3f(&atPos, &at->dim.pos); CollisionCheck_QuadAvgPoint(ac, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00); } } } @@ -2076,7 +2076,7 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* col /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_CylVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderCylinder* at = (ColliderCylinder*)colAT; ColliderSphere* ac = (ColliderSphere*)colAC; @@ -2115,7 +2115,7 @@ void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } } @@ -2123,7 +2123,7 @@ void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_TrisVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderTris* at = (ColliderTris*)colAT; ColliderJntSphElement* acElem; @@ -2149,7 +2149,7 @@ void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext* Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center); CollisionCheck_TrisAvgPoint(atElem, &atPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) { @@ -2164,7 +2164,7 @@ void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_TrisVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderTris* at = (ColliderTris*)colAT; ColliderCylinder* ac = (ColliderCylinder*)colAC; @@ -2187,7 +2187,7 @@ void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* col CollisionCheck_TrisAvgPoint(atElem, &atPos); Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE10); return; } @@ -2198,7 +2198,7 @@ void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* col /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderTris* at = (ColliderTris*)colAT; ColliderTrisElement* atElem; @@ -2223,7 +2223,7 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* co CollisionCheck_TrisAvgPoint(atElem, &atPos); CollisionCheck_TrisAvgPoint(acElem, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos, &D_801EDE20); return; } @@ -2235,7 +2235,7 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* co /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_TrisVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderTris* at = (ColliderTris*)colAT; ColliderQuad* ac = (ColliderQuad*)colAC; @@ -2263,7 +2263,7 @@ void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* co CollisionCheck_TrisAvgPoint(atElem, &atPos); CollisionCheck_QuadAvgPoint(ac, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE30); return; } @@ -2274,7 +2274,7 @@ void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* co /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_TrisVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderTris* at = (ColliderTris*)colAT; ColliderTrisElement* atElem; @@ -2298,7 +2298,7 @@ void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext* Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center); CollisionCheck_TrisAvgPoint(atElem, &atPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } } @@ -2307,7 +2307,7 @@ void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_QuadVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderJntSphElement* acElem; Vec3f hitPos; @@ -2333,12 +2333,12 @@ void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext* Vec3f atPos; Vec3f acPos; - if (!Collider_QuadSetNearestAC(ctxt, at, &hitPos)) { + if (!Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) { continue; } Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center); CollisionCheck_QuadAvgPoint(at, &atPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) { break; @@ -2351,7 +2351,7 @@ void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderQuad* at = (ColliderQuad*)colAT; ColliderCylinder* ac = (ColliderCylinder*)colAC; @@ -2371,24 +2371,24 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* col Math3D_TriSetCoords(&D_801EDF90, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]); if (Math3D_ColCylinderTri(&ac->dim, &D_801EDF58, &D_801EDFE0) != 0) { - if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFE0)) { + if (Collider_QuadSetNearestAC(globalCtx, at, &D_801EDFE0)) { Vec3f atPos; Vec3f acPos; CollisionCheck_QuadAvgPoint(at, &atPos); Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0); return; } } if (Math3D_ColCylinderTri(&ac->dim, &D_801EDF90, &D_801EDFE0) != 0) { - if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFE0)) { + if (Collider_QuadSetNearestAC(globalCtx, at, &D_801EDFE0)) { Vec3f atPos; Vec3f acPos; CollisionCheck_QuadAvgPoint(at, &atPos); Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0); } } } @@ -2397,7 +2397,7 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* col /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_QuadVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderQuad* at = (ColliderQuad*)colAT; ColliderTris* ac = (ColliderTris*)colAC; @@ -2421,13 +2421,13 @@ void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* co if ((Math3d_ColTriTri(&D_801EE000, &acElem->dim, &D_801EDFF0) != 0) || (Math3d_ColTriTri(&D_801EE038, &acElem->dim, &D_801EDFF0) != 0)) { - if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFF0)) { + if (Collider_QuadSetNearestAC(globalCtx, at, &D_801EDFF0)) { Vec3f atPos; Vec3f acPos; CollisionCheck_TrisAvgPoint(acElem, &acPos); CollisionCheck_QuadAvgPoint(at, &atPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &D_801EDFF0); return; } @@ -2439,7 +2439,7 @@ void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* co /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_QuadVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderQuad* at = (ColliderQuad*)colAT; ColliderQuad* ac = (ColliderQuad*)colAC; @@ -2464,13 +2464,13 @@ void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* co for (i = 0; i < 2; i++) { for (j = 0; j < 2; j++) { if (Math3d_ColTriTri(&D_801EE0E8[j], &D_801EE070[i], &D_801EE0D8) != 0 && - Collider_QuadSetNearestAC(ctxt, at, &D_801EE0D8) != 0) { + Collider_QuadSetNearestAC(globalCtx, at, &D_801EE0D8) != 0) { Vec3f atPos; Vec3f acPos; CollisionCheck_QuadAvgPoint(at, &atPos); CollisionCheck_QuadAvgPoint(ac, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EE0D8); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EE0D8); return; } } @@ -2480,7 +2480,7 @@ void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* co /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_QuadVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderQuad* at = (ColliderQuad*)colAT; Vec3f hitPos; @@ -2498,13 +2498,13 @@ void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext* if ((Math3D_ColSphereTri(&ac->dim.worldSphere, &D_801EE150, &hitPos) != 0) || (Math3D_ColSphereTri(&ac->dim.worldSphere, &D_801EE188, &hitPos) != 0)) { - if (Collider_QuadSetNearestAC(ctxt, at, &hitPos)) { + if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) { Vec3f atPos; Vec3f acPos; Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center); CollisionCheck_QuadAvgPoint(at, &atPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } } @@ -2512,7 +2512,7 @@ void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_SphereVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderSphere* at = (ColliderSphere*)colAT; ColliderJntSph* ac = (ColliderJntSph*)colAC; @@ -2550,7 +2550,7 @@ void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); } } } @@ -2559,7 +2559,7 @@ void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_SphereVsCylinder(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderCylinder* ac = (ColliderCylinder*)colAC; ColliderSphere* at = (ColliderSphere*)colAT; @@ -2597,7 +2597,7 @@ void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckConte } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } if (at) {} @@ -2606,7 +2606,7 @@ void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckConte /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_SphereVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderSphere* at = (ColliderSphere*)colAT; ColliderTris* ac = (ColliderTris*)colAC; @@ -2630,7 +2630,7 @@ void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext* Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center); CollisionCheck_TrisAvgPoint(acElem, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos); return; } } @@ -2639,7 +2639,7 @@ void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext* /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_SphereVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_SphereVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderSphere* at = (ColliderSphere*)colAT; Vec3f hitPos; @@ -2662,14 +2662,14 @@ void CollisionCheck_AC_SphereVsQuad(GlobalContext* ctxt, CollisionCheckContext* Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center); CollisionCheck_QuadAvgPoint(ac, &acPos); - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } /** * AC overlap check. Calculates the center of each collider element and the point of contact. */ -void CollisionCheck_AC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, +void CollisionCheck_AC_SphereVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) { ColliderSphere* at = (ColliderSphere*)colAT; ColliderSphere* ac = (ColliderSphere*)colAC; @@ -2703,14 +2703,14 @@ void CollisionCheck_AC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext } else { Math_Vec3f_Copy(&hitPos, &atPos); } - CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); + CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos); } } /** * Sets a ColliderJntSph's hit effects */ -void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_SetJntSphHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderJntSph* jntSph = (ColliderJntSph*)collider; ColliderJntSphElement* element; @@ -2720,7 +2720,7 @@ void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* c Vec3f hitPos; Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos); - CollisionCheck_HitEffects(ctxt, element->info.acHit, element->info.acHitInfo, &jntSph->base, &element->info, + CollisionCheck_HitEffects(globalCtx, element->info.acHit, element->info.acHitInfo, &jntSph->base, &element->info, &hitPos); element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK; return; @@ -2731,7 +2731,7 @@ void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* c /** * Sets a ColliderCylinder's hit effects */ -void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_SetCylHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderCylinder* cylinder = (ColliderCylinder*)collider; if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && cylinder->info.acHitInfo != NULL && @@ -2739,7 +2739,7 @@ void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colC Vec3f hitPos; Math_Vec3s_ToVec3f(&hitPos, &cylinder->info.bumper.hitPos); - CollisionCheck_HitEffects(ctxt, cylinder->info.acHit, cylinder->info.acHitInfo, &cylinder->base, + CollisionCheck_HitEffects(globalCtx, cylinder->info.acHit, cylinder->info.acHitInfo, &cylinder->base, &cylinder->info, &hitPos); cylinder->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK; } @@ -2748,7 +2748,7 @@ void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colC /** * Sets a ColliderTris's hit effects */ -void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_SetTrisHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderTris* tris = (ColliderTris*)collider; ColliderTrisElement* element; @@ -2758,7 +2758,7 @@ void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* col Vec3f hitPos; Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos); - CollisionCheck_HitEffects(ctxt, element->info.acHit, element->info.acHitInfo, &tris->base, &element->info, + CollisionCheck_HitEffects(globalCtx, element->info.acHit, element->info.acHitInfo, &tris->base, &element->info, &hitPos); element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK; return; @@ -2769,7 +2769,7 @@ void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* col /** * Sets a ColliderQuad's hit effects */ -void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_SetQuadHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderQuad* quad = (ColliderQuad*)collider; if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && quad->info.acHitInfo != NULL && @@ -2777,7 +2777,7 @@ void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* col Vec3f hitPos; Math_Vec3s_ToVec3f(&hitPos, &quad->info.bumper.hitPos); - CollisionCheck_HitEffects(ctxt, quad->info.acHit, quad->info.acHitInfo, &quad->base, &quad->info, &hitPos); + CollisionCheck_HitEffects(globalCtx, quad->info.acHit, quad->info.acHitInfo, &quad->base, &quad->info, &hitPos); quad->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK; } } @@ -2785,7 +2785,7 @@ void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* col /** * Sets a ColliderSphere's hit effects */ -void CollisionCheck_SetSphereHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_SetSphereHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderSphere* sphere = (ColliderSphere*)collider; if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && sphere->info.acHitInfo != NULL && @@ -2793,7 +2793,7 @@ void CollisionCheck_SetSphereHitFX(GlobalContext* ctxt, CollisionCheckContext* c Vec3f hitPos; Math_Vec3s_ToVec3f(&hitPos, &sphere->info.bumper.hitPos); - CollisionCheck_HitEffects(ctxt, sphere->info.acHit, sphere->info.acHitInfo, &sphere->base, &sphere->info, + CollisionCheck_HitEffects(globalCtx, sphere->info.acHit, sphere->info.acHitInfo, &sphere->base, &sphere->info, &hitPos); sphere->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK; } @@ -2807,7 +2807,7 @@ ColChkApplyFunc sColChkApplyFuncs[] = { /** * Handles hit effects for each AC collider that had an AC collision. Spawns hitmarks and plays sound effects. */ -void CollisionCheck_SetHitEffects(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_SetHitEffects(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { Collider** col; for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) { @@ -2817,7 +2817,7 @@ void CollisionCheck_SetHitEffects(GlobalContext* ctxt, CollisionCheckContext* co if (colAC->actor != NULL && colAC->actor->update == NULL) { continue; } - sColChkApplyFuncs[colAC->shape](ctxt, colCtxt, colAC); + sColChkApplyFuncs[colAC->shape](globalCtx, colCtxt, colAC); } } } @@ -2838,7 +2838,7 @@ ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = { /** * Iterates through all AC colliders, performing AC collisions with the AT collider. */ -void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT) { +void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT) { Collider** col; for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) { @@ -2852,7 +2852,7 @@ void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Coll if (!(colAT->atFlags & AT_SELF) && colAT->actor != NULL && colAC->actor == colAT->actor) { continue; } - sACVsFuncs[colAT->shape][colAC->shape](ctxt, colCtxt, colAT, colAC); + sACVsFuncs[colAT->shape][colAC->shape](globalCtx, colCtxt, colAT, colAC); } } } @@ -2864,7 +2864,7 @@ void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Coll * successful collision. To collide, an AT collider must share a type (PLAYER, ENEMY, or BOMB) with the AC collider and * the toucher and bumper elements that overlapped must share a dmgFlag. */ -void CollisionCheck_AT(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { Collider** col; if (colCtxt->colATCount == 0 || colCtxt->colACCount == 0) { @@ -2878,11 +2878,11 @@ void CollisionCheck_AT(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { if (colAC->actor != NULL && colAC->actor->update == NULL) { continue; } - CollisionCheck_AC(ctxt, colCtxt, colAC); + CollisionCheck_AC(globalCtx, colCtxt, colAC); } } - CollisionCheck_SetHitEffects(ctxt, colCtxt); + CollisionCheck_SetHitEffects(globalCtx, colCtxt); } /** @@ -2903,7 +2903,7 @@ s32 CollisionCheck_GetMassType(u8 mass) { * Sets OC collision flags for OC collider overlaps. If both colliders are attached to actors and can push, * also performs an elastic collision where both colliders are moved apart in proportion to their masses. */ -void CollisionCheck_SetOCvsOC(GlobalContext* ctxt, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, +void CollisionCheck_SetOCvsOC(GlobalContext* globalCtx, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos, Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap) { f32 pad; f32 leftDispRatio; @@ -3001,7 +3001,7 @@ void CollisionCheck_SetOCvsOC(GlobalContext* ctxt, Collider* left, ColliderInfo* /** * OC overlap check for two JntSphs */ -void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { +void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { ColliderJntSph* left = (ColliderJntSph*)l; ColliderJntSph* right = (ColliderJntSph*)r; ColliderJntSphElement* leftElem; @@ -3026,7 +3026,7 @@ void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center); Math_Vec3s_ToVec3f(&rightPos, &rightElem->dim.worldSphere.center); - CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, + CollisionCheck_SetOCvsOC(globalCtx, &left->base, &leftElem->info, &leftPos, &right->base, &rightElem->info, &rightPos, overlap); } } @@ -3037,7 +3037,7 @@ void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext /** * OC overlap check for a JntSph and Cylinder */ -void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { +void CollisionCheck_OC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { ColliderJntSph* left = (ColliderJntSph*)l; ColliderCylinder* right = (ColliderCylinder*)r; ColliderJntSphElement* leftElem; @@ -3056,7 +3056,7 @@ void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center); Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos); - CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, &right->info, + CollisionCheck_SetOCvsOC(globalCtx, &left->base, &leftElem->info, &leftPos, &right->base, &right->info, &rightPos, overlap); } } @@ -3066,7 +3066,7 @@ void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c /** * OC overlap check for a JntSph and Sphere */ -void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { +void CollisionCheck_OC_JntSphVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { ColliderJntSph* left = (ColliderJntSph*)l; ColliderSphere* right = (ColliderSphere*)r; ColliderJntSphElement* leftElem; @@ -3085,7 +3085,7 @@ void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center); Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center); - CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, &right->info, + CollisionCheck_SetOCvsOC(globalCtx, &left->base, &leftElem->info, &leftPos, &right->base, &right->info, &rightPos, overlap); } } @@ -3095,14 +3095,14 @@ void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext /** * OC overlap check for a Cylinder and JntSph */ -void CollisionCheck_OC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { - CollisionCheck_OC_JntSphVsCyl(ctxt, colCtxt, r, l); +void CollisionCheck_OC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { + CollisionCheck_OC_JntSphVsCyl(globalCtx, colCtxt, r, l); } /** * OC overlap check for two Cylinders */ -void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { +void CollisionCheck_OC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { ColliderCylinder* left = (ColliderCylinder*)l; ColliderCylinder* right = (ColliderCylinder*)r; f32 overlap; @@ -3115,7 +3115,7 @@ void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos); Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos); - CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos, + CollisionCheck_SetOCvsOC(globalCtx, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos, overlap); } } @@ -3124,7 +3124,7 @@ void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC /** * OC overlap check for a Cylinder and Sphere */ -void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { +void CollisionCheck_OC_CylVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { ColliderCylinder* left = (ColliderCylinder*)l; ColliderSphere* right = (ColliderSphere*)r; f32 overlap; @@ -3137,7 +3137,7 @@ void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos); Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center); - CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos, + CollisionCheck_SetOCvsOC(globalCtx, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos, overlap); } } @@ -3146,21 +3146,21 @@ void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c /** * OC overlap check for a Sphere and JntSph */ -void CollisionCheck_OC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { - CollisionCheck_OC_JntSphVsSphere(ctxt, colCtxt, r, l); +void CollisionCheck_OC_SphereVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { + CollisionCheck_OC_JntSphVsSphere(globalCtx, colCtxt, r, l); } /** * OC overlap check for a Sphere and Cylinder */ -void CollisionCheck_OC_SphereVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { - CollisionCheck_OC_CylVsSphere(ctxt, colCtxt, r, l); +void CollisionCheck_OC_SphereVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { + CollisionCheck_OC_CylVsSphere(globalCtx, colCtxt, r, l); } /** * OC overlap check for two Spheres */ -void CollisionCheck_OC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { +void CollisionCheck_OC_SphereVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) { ColliderSphere* left = (ColliderSphere*)l; ColliderSphere* right = (ColliderSphere*)r; f32 overlap; @@ -3173,7 +3173,7 @@ void CollisionCheck_OC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext Math_Vec3s_ToVec3f(&leftPos, &left->dim.worldSphere.center); Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center); - CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos, + CollisionCheck_SetOCvsOC(globalCtx, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos, overlap); } } @@ -3222,7 +3222,7 @@ ColChkVsFunc sOCVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = { * colliders can collide, and each collider must have the OC flag corresponding to the other's OC type. Additionally, * OC2_UNK1 cannot collide with OC2_UNK2, nor can two colliders that share an actor. */ -void CollisionCheck_OC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_OC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { Collider** left; Collider** right; ColChkVsFunc vsFunc; @@ -3239,7 +3239,7 @@ void CollisionCheck_OC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { if (vsFunc == NULL) { continue; } - vsFunc(ctxt, colCtxt, *left, *right); + vsFunc(globalCtx, colCtxt, *left, *right); } } } @@ -3309,7 +3309,7 @@ void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, C /** * Apply AC damage effect */ -void CollisionCheck_ApplyDamage(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, +void CollisionCheck_ApplyDamage(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, ColliderInfo* info) { f32 damage; f32 finalDamage = 0.0f; @@ -3360,13 +3360,13 @@ void CollisionCheck_ApplyDamage(GlobalContext* ctxt, CollisionCheckContext* colC /** * Apply ColliderJntSph AC damage effect */ -void CollisionCheck_ApplyDamageJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_ApplyDamageJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderJntSph* jntSph = (ColliderJntSph*)collider; s32 i; if (jntSph->count > 0 && jntSph->elements != NULL) { for (i = 0; i < jntSph->count; i++) { - CollisionCheck_ApplyDamage(ctxt, colCtxt, &jntSph->base, &jntSph->elements[i].info); + CollisionCheck_ApplyDamage(globalCtx, colCtxt, &jntSph->base, &jntSph->elements[i].info); } } } @@ -3374,42 +3374,42 @@ void CollisionCheck_ApplyDamageJntSph(GlobalContext* ctxt, CollisionCheckContext /** * Apply ColliderCylinder AC damage effect */ -void CollisionCheck_ApplyDamageCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_ApplyDamageCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderCylinder* cylinder = (ColliderCylinder*)collider; - CollisionCheck_ApplyDamage(ctxt, colCtxt, &cylinder->base, &cylinder->info); + CollisionCheck_ApplyDamage(globalCtx, colCtxt, &cylinder->base, &cylinder->info); } /** * Apply ColliderTris AC damage effect */ -void CollisionCheck_ApplyDamageTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_ApplyDamageTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderTris* tris = (ColliderTris*)collider; s32 i; // unlike sphere groups above, tri groups are not guarded against // tris->elements being NULL for (i = 0; i < tris->count; i++) { - CollisionCheck_ApplyDamage(ctxt, colCtxt, &tris->base, &tris->elements[i].info); + CollisionCheck_ApplyDamage(globalCtx, colCtxt, &tris->base, &tris->elements[i].info); } } /** * Apply ColliderQuad AC damage effect */ -void CollisionCheck_ApplyDamageQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_ApplyDamageQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderQuad* quad = (ColliderQuad*)collider; - CollisionCheck_ApplyDamage(ctxt, colCtxt, &quad->base, &quad->info); + CollisionCheck_ApplyDamage(globalCtx, colCtxt, &quad->base, &quad->info); } /** * Apply ColliderSphere AC damage effect */ -void CollisionCheck_ApplyDamageSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) { +void CollisionCheck_ApplyDamageSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) { ColliderSphere* sphere = (ColliderSphere*)collider; - CollisionCheck_ApplyDamage(ctxt, colCtxt, &sphere->base, &sphere->info); + CollisionCheck_ApplyDamage(globalCtx, colCtxt, &sphere->base, &sphere->info); } ColChkApplyFunc sApplyDamageFuncs[] = { @@ -3421,7 +3421,7 @@ ColChkApplyFunc sApplyDamageFuncs[] = { * For all AC colliders, sets any damage effects from collisions with AT colliders to their corresponding actor's * CollisionCheckInfo. */ -void CollisionCheck_Damage(GlobalContext* ctxt, CollisionCheckContext* colCtxt) { +void CollisionCheck_Damage(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { s32 i; for (i = 0; i < colCtxt->colACCount; i++) { @@ -3433,7 +3433,7 @@ void CollisionCheck_Damage(GlobalContext* ctxt, CollisionCheckContext* colCtxt) if (col->acFlags & AC_NO_DAMAGE) { continue; } - sApplyDamageFuncs[col->shape](ctxt, colCtxt, col); + sApplyDamageFuncs[col->shape](globalCtx, colCtxt, col); } } @@ -3548,17 +3548,17 @@ s32 CollisionCheck_LineOC(GlobalContext* globalCtx, CollisionCheckContext* colCh * Checks if the line segment ab intersects any OC colliders. Returns true if there are any intersections and false * otherwise. */ -s32 CollisionCheck_LineOCCheckAll(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b) { - return CollisionCheck_LineOC(ctxt, colCtxt, a, b, NULL, 0); +s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b) { + return CollisionCheck_LineOC(globalCtx, colCtxt, a, b, NULL, 0); } /** * Checks if the line segment ab intersects any OC colliders, excluding those attached to actors on the exclusion list. * Returns true if there are any intersections and false otherwise. */ -s32 CollisionCheck_LineOCCheck(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, +s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b, Actor** exclusions, s32 numExclusions) { - return CollisionCheck_LineOC(ctxt, colCtxt, a, b, exclusions, numExclusions); + return CollisionCheck_LineOC(globalCtx, colCtxt, a, b, exclusions, numExclusions); } /** @@ -3613,10 +3613,10 @@ void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f /** * Sets the specified ColliderTrisElement's dim using the values in src */ -void Collider_SetTrisDim(GlobalContext* ctxt, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init) { +void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init) { ColliderTrisElement* element = &collider->elements[index]; - Collider_SetTrisElementDim(ctxt, &element->dim, init); + Collider_SetTrisElementDim(globalCtx, &element->dim, init); } /** @@ -3693,7 +3693,7 @@ void Collider_UpdateSphere(s32 limb, ColliderSphere* collider) { */ #ifdef NON_MATCHING // needs in-function static bss -void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) { +void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v) { static EffSparkParams D_801EE200; s32 effectIndex; @@ -3739,7 +3739,7 @@ void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) { D_801EE200.velocity = 8.0f; D_801EE200.gravity = -1.0f; - Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EE200); + Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EE200); } #else #pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_SpawnRedBlood.asm") @@ -3751,7 +3751,7 @@ void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) { */ #ifdef NON_MATCHING // needs in-function static bss -void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) { +void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v) { static EffSparkParams D_801EE738; s32 effectIndex; @@ -3797,7 +3797,7 @@ void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) { D_801EE738.velocity = 8.0f; D_801EE738.gravity = -1.0f; - Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EE738); + Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EE738); } #else #pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_SpawnWaterDroplets.asm") @@ -3806,7 +3806,7 @@ void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) { /** * Spawns streaks of light from hits against solid objects */ -void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v) { +void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) { static EffShieldParticleInit shieldParticleInitMetal = { 16, { 0, 0, 0 }, @@ -3832,36 +3832,36 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v) { shieldParticleInitMetal.lightPoint.y = shieldParticleInitMetal.position.y; shieldParticleInitMetal.lightPoint.z = shieldParticleInitMetal.position.z; - Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitMetal); + Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitMetal); } /** * Spawns streaks of light and makes a metallic sound */ -void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* ctxt, Vec3f* v) { - CollisionCheck_SpawnShieldParticles(ctxt, v); +void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v) { + CollisionCheck_SpawnShieldParticles(globalCtx, v); play_sound(0x1808); } /** * Spawns streaks of light and makes a metallic sound at the specified position */ -void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* ctxt, Vec3f* v, Vec3f* pos) { - CollisionCheck_SpawnShieldParticles(ctxt, v); +void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) { + CollisionCheck_SpawnShieldParticles(globalCtx, v); func_8019F1C0(pos, 0x1808); } /** * Spawns streaks of light and makes a metallic sound */ -void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* ctxt, Vec3f* v) { - CollisionCheck_SpawnShieldParticlesMetal(ctxt, v); +void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v) { + CollisionCheck_SpawnShieldParticlesMetal(globalCtx, v); } /** * Spawns streaks of light and makes a wooden sound */ -void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3f* pos) { +void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) { static EffShieldParticleInit shieldParticleInitWood = { 16, { 0, 0, 0 }, @@ -3887,7 +3887,7 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3 shieldParticleInitWood.lightPoint.y = shieldParticleInitWood.position.y; shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z; - Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitWood); + Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitWood); func_8019F1C0(pos, 0x1837); } diff --git a/src/code/z_eff_footmark.c b/src/code/z_eff_footmark.c index 60d3b54b17..0db07fdf62 100644 --- a/src/code/z_eff_footmark.c +++ b/src/code/z_eff_footmark.c @@ -1,11 +1,11 @@ #include #include -void EffFootmark_Init(GlobalContext* ctxt) { +void EffFootmark_Init(GlobalContext* globalCtx) { EffFootmark* footmark; s32 i; - for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) { + for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) { footmark->actor = NULL; footmark->location.x = 0; footmark->location.y = 0; @@ -17,7 +17,7 @@ void EffFootmark_Init(GlobalContext* ctxt) { } } -void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, +void EffFootmark_Add(GlobalContext* globalCtx, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red, u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay) { s32 i; EffFootmark* footmark; @@ -25,7 +25,7 @@ void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8 EffFootmark* oldest = NULL; s32 isNew = 1; - for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) { + for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) { if (((actor == footmark->actor) && (footmark->id == id)) && ((footmark->flags & 1) == 0)) { if (fabsf((footmark->location).x - location->x) <= 1) { if (fabsf((footmark->location).z - location->z) <= 1) { @@ -71,11 +71,11 @@ void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8 } } -void EffFootmark_Update(GlobalContext* ctxt) { +void EffFootmark_Update(GlobalContext* globalCtx) { EffFootmark* footmark; s32 i; - for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) { + for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) { if (footmark->actor != NULL) { if ((footmark->flags & 1) == 1) { if (footmark->age < 0xFFFFu) { // TODO replace with MAX_U16 or something @@ -96,21 +96,21 @@ void EffFootmark_Update(GlobalContext* ctxt) { } } -void EffFootmark_Draw(GlobalContext* ctxt) { +void EffFootmark_Draw(GlobalContext* globalCtx) { EffFootmark* footmark; s32 i; - GraphicsContext* gfxCtx = ctxt->state.gfxCtx; + GraphicsContext* gfxCtx = globalCtx->state.gfxCtx; - func_8012C448(ctxt->state.gfxCtx); + func_8012C448(globalCtx->state.gfxCtx); gSPDisplayList(gfxCtx->polyXlu.p++, D_801BC240); - for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) { + for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) { if (footmark->actor != NULL) { Matrix_Put(&footmark->displayMatrix); Matrix_Scale(footmark->size * 0.00390625f * 0.7f, 1, footmark->size * 0.00390625f, 1); - gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(ctxt->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD); + gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD); gDPSetPrimColor(gfxCtx->polyXlu.p++, 0, 0, footmark->red, footmark->green, footmark->blue, footmark->alpha >> 8); diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c index 50b4921288..1fd8956f8f 100644 --- a/src/code/z_effect_soft_sprite.c +++ b/src/code/z_effect_soft_sprite.c @@ -1,12 +1,12 @@ #include #include -void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) { +void EffectSS_Init(GlobalContext* globalCtx, s32 numEntries) { u32 i; EffectSs* iter; ParticleOverlay* iter2; - EffectSS2Info.data_table = (EffectSs*)THA_AllocEndAlign16(&ctxt->state.heap, numEntries * sizeof(EffectSs)); + EffectSS2Info.data_table = (EffectSs*)THA_AllocEndAlign16(&globalCtx->state.heap, numEntries * sizeof(EffectSs)); EffectSS2Info.searchIndex = 0; EffectSS2Info.size = numEntries; @@ -19,7 +19,7 @@ void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) { } } -void EffectSS_Clear(GlobalContext* ctxt) { +void EffectSS_Clear(GlobalContext* globalCtx) { u32 i; EffectSs* iter; ParticleOverlay* iter2; @@ -149,9 +149,9 @@ s32 EffectSS_FindFreeSpace(u32 priority, u32* tableEntry) { #pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite/EffectSS_FindFreeSpace.asm") #endif -void EffectSS_Copy(GlobalContext* ctxt, EffectSs* a1) { +void EffectSS_Copy(GlobalContext* globalCtx, EffectSs* a1) { u32 index; - if (func_8016A01C(ctxt) != 1) { + if (func_8016A01C(globalCtx) != 1) { if (EffectSS_FindFreeSpace(a1->priority, &index) == 0) { EffectSS2Info.searchIndex = index + 1; EffectSS2Info.data_table[index] = *a1; @@ -160,7 +160,7 @@ void EffectSS_Copy(GlobalContext* ctxt, EffectSs* a1) { } #ifdef NON_MATCHING -void EffectSs_Spawn(GlobalContext* ctxt, s32 type, s32 priority, void* initData) { +void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* initData) { u32 index; u32 initRet; u32 overlaySize; @@ -202,7 +202,7 @@ void EffectSs_Spawn(GlobalContext* ctxt, s32 type, s32 priority, void* initData) EffectSS2Info.data_table[index].type = type; EffectSS2Info.data_table[index].priority = priority; - initRet = (*overlayInfo->init)(ctxt, index, &EffectSS2Info.data_table[index], initData); + initRet = (*overlayInfo->init)(globalCtx, index, &EffectSS2Info.data_table[index], initData); if (initRet == 0) { EffectSS_ResetEntry(&EffectSS2Info.data_table[index]); @@ -213,7 +213,7 @@ void EffectSs_Spawn(GlobalContext* ctxt, s32 type, s32 priority, void* initData) #pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite/EffectSs_Spawn.asm") #endif -void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index) { +void EffectSS_UpdateParticle(GlobalContext* globalCtx, s32 index) { EffectSs* particle = &EffectSS2Info.data_table[index]; if (particle->update != NULL) { @@ -225,11 +225,11 @@ void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index) { particle->pos.y += particle->velocity.y; particle->pos.z += particle->velocity.z; - particle->update(ctxt, index, particle); + particle->update(globalCtx, index, particle); } } -void EffectSS_UpdateAllParticles(GlobalContext* ctxt) { +void EffectSS_UpdateAllParticles(GlobalContext* globalCtx) { s32 i; for (i = 0; i < EffectSS2Info.size; i++) { @@ -242,25 +242,25 @@ void EffectSS_UpdateAllParticles(GlobalContext* ctxt) { } if (EffectSS2Info.data_table[i].life > -1) { - EffectSS_UpdateParticle(ctxt, i); + EffectSS_UpdateParticle(globalCtx, i); } } } -void EffectSS_DrawParticle(GlobalContext* ctxt, s32 index) { +void EffectSS_DrawParticle(GlobalContext* globalCtx, s32 index) { EffectSs* entry = &EffectSS2Info.data_table[index]; if (entry->draw != 0) { - entry->draw(ctxt, index, entry); + entry->draw(globalCtx, index, entry); } } -void EffectSS_DrawAllParticles(GlobalContext* ctxt) { +void EffectSS_DrawAllParticles(GlobalContext* globalCtx) { Lights* s0; s32 i; - s0 = LightContext_NewLights(&ctxt->lightCtx, ctxt->state.gfxCtx); - Lights_BindAll(s0, ctxt->lightCtx.listHead, 0, ctxt); - Lights_Draw(s0, ctxt->state.gfxCtx); + s0 = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx); + Lights_BindAll(s0, globalCtx->lightCtx.listHead, 0, globalCtx); + Lights_Draw(s0, globalCtx->state.gfxCtx); for (i = 0; i < EffectSS2Info.size; i++) { if (EffectSS2Info.data_table[i].life > -1) { @@ -269,7 +269,7 @@ void EffectSS_DrawAllParticles(GlobalContext* ctxt) { EffectSS2Info.data_table[i].pos.z > 32000 || EffectSS2Info.data_table[i].pos.z < -32000) { EffectSS_Delete(&EffectSS2Info.data_table[i]); } else { - EffectSS_DrawParticle(ctxt, i); + EffectSS_DrawParticle(globalCtx, i); } } } diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index cc01297142..9eeecf4fb4 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -16,7 +16,7 @@ void func_800A6650(EnItem00* this, GlobalContext* globalCtx); void func_800A6780(EnItem00* this, GlobalContext* globalCtx); void func_800A6A40(EnItem00* this, GlobalContext* globalCtx); -ActorInit En_Item00_InitVars = { +const ActorInit En_Item00_InitVars = { ACTOR_EN_ITEM00, ACTORCAT_MISC, FLAGS, @@ -28,7 +28,7 @@ ActorInit En_Item00_InitVars = { (ActorFunc)EnItem00_Draw, }; -ColliderCylinderInit enItem00CylinderInit = { +static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_NONE, AC_ON | AT_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_CYLINDER }, { ELEMTYPE_UNK0, { 0x00000000, 0x00, 0x00 }, @@ -39,7 +39,9 @@ ColliderCylinderInit enItem00CylinderInit = { { 10, 30, 0, { 0, 0, 0 } }, }; -InitChainEntry enItem00InitVars[1] = { ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP) }; +static InitChainEntry sInitChain[] = { + ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP), +}; void EnItem00_SetObject(EnItem00* this, GlobalContext* globalCtx, f32* shadowOffset, f32* shadowScale) { Actor_SetObjectSegment(globalCtx, &this->actor); @@ -76,8 +78,8 @@ void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx) { this->actor.params = ITEM00_HEART; } - Actor_ProcessInitChain(&this->actor, enItem00InitVars); - Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &enItem00CylinderInit); + Actor_ProcessInitChain(&this->actor, sInitChain); + Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->unk150 = 1; @@ -273,7 +275,7 @@ void EnItem00_WaitForHeartObject(EnItem00* this, GlobalContext* globalCtx) { } } -void func_800A640C(EnItem00* this, GlobalContext* ctxt) { +void func_800A640C(EnItem00* this, GlobalContext* globalCtx) { if ((this->actor.params <= ITEM00_RUPEE_RED) || ((this->actor.params == ITEM00_HEART) && (this->unk152 < 0)) || (this->actor.params == ITEM00_HEART_PIECE) || (this->actor.params == ITEM00_HEART_CONTAINER)) { this->actor.shape.rot.y = this->actor.shape.rot.y + 960; diff --git a/src/code/z_kanfont.c b/src/code/z_kanfont.c index edeb27a851..25695727e1 100644 --- a/src/code/z_kanfont.c +++ b/src/code/z_kanfont.c @@ -1,12 +1,12 @@ #include #include -void Kanfont_Nop800F4F40(GlobalContext* ctxt, UNK_TYPE param_2, UNK_TYPE param_3) { +void Kanfont_Nop800F4F40(GlobalContext* globalCtx, UNK_TYPE param_2, UNK_TYPE param_3) { } -void Kanfont_LoadAsciiChar(GlobalContext* ctxt, u8 character, s32 iParm3) { +void Kanfont_LoadAsciiChar(GlobalContext* globalCtx, u8 character, s32 iParm3) { // UB to convert pointer to u32 - DmaMgr_SendRequest0((void*)((u32)&ctxt->msgCtx.font.unk0[(ctxt->msgCtx).unk11EF0] + iParm3), + DmaMgr_SendRequest0((void*)((u32)&globalCtx->msgCtx.font.unk0[(globalCtx->msgCtx).unk11EF0] + iParm3), (u32)_nes_font_staticSegmentRomStart + character * 0x80 - 0x1000, 0x80); } diff --git a/src/code/z_rcp.c b/src/code/z_rcp.c index 33d3324ca2..ba4e532d27 100644 --- a/src/code/z_rcp.c +++ b/src/code/z_rcp.c @@ -897,8 +897,8 @@ void func_8012C240(GraphicsContext* gCtxt) { gSPDisplayList(gCtxt->polyXlu.p++, &sSetupDL[6 * 0x19]); } -void func_8012C268(GlobalContext* ctxt) { - func_8012C28C(ctxt->state.gfxCtx); +void func_8012C268(GlobalContext* globalCtx) { + func_8012C28C(globalCtx->state.gfxCtx); } void func_8012C28C(GraphicsContext* gCtxt) { diff --git a/src/code/z_room.c b/src/code/z_room.c index 6ad89a7414..3dba3ba395 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -1,31 +1,31 @@ #include #include -void Room_nop8012D510(GlobalContext* ctxt, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) { +void Room_nop8012D510(GlobalContext* globalCtx, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) { } -void Room_DrawType3Mesh(GlobalContext* ctxt, Room* room, u32 flags) { +void Room_DrawType3Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { } -void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags) { +void Room_DrawType0Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { RoomMeshType0* mesh; s32 i; RoomMeshType0Params* meshParams; GraphicsContext* gfxCtx; UNK_TYPE4 pad; - gfxCtx = ctxt->state.gfxCtx; + gfxCtx = globalCtx->state.gfxCtx; if (flags & 1) { - func_800BCBF4(&D_801C1D10, ctxt); + func_800BCBF4(&D_801C1D10, globalCtx); gSPSegment(gfxCtx->polyOpa.p++, 0x03, room->segment); - func_8012C268(ctxt); + func_8012C268(globalCtx); gSPMatrix(gfxCtx->polyOpa.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD); } if (flags & 2) { - func_800BCC68(&D_801C1D10, ctxt); + func_800BCC68(&D_801C1D10, globalCtx); gSPSegment(gfxCtx->polyXlu.p++, 0x03, room->segment); - func_8012C2DC(ctxt->state.gfxCtx); + func_8012C2DC(globalCtx->state.gfxCtx); gSPMatrix(gfxCtx->polyXlu.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD); } @@ -52,18 +52,18 @@ void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags) { #pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/func_8012E32C.asm") -void Room_DrawType1Mesh(GlobalContext* ctxt, Room* room, u32 flags) { +void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags) { RoomMeshType1* mesh = &room->mesh->type1; if (mesh->format == 1) { - func_8012DEE8(ctxt, room, flags); + func_8012DEE8(globalCtx, room, flags); } else if (mesh->format == 2) { - func_8012E32C(ctxt, room, flags); + func_8012E32C(globalCtx, room, flags); } else { assert_fail(D_801DDFAC, 0x3c5); } } -void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt) { +void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtxt) { s32 i; roomCtxt->currRoom.num = -1; roomCtxt->currRoom.segment = NULL; @@ -77,7 +77,7 @@ void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt) { #pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_AllocateAndLoad.asm") #ifdef NON_MATCHING -s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 index) { +s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s32 index) { u32 size; // XXX: this should use a branch-likely @@ -87,13 +87,13 @@ s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 ind roomCtxt->currRoom.segment = NULL; roomCtxt->unk31 = 1; - size = ctxt->roomAddrs[index].vromEnd - ctxt->roomAddrs[index].vromStart; + size = globalCtx->roomAddrs[index].vromEnd - globalCtx->roomAddrs[index].vromStart; roomCtxt->activeRoomVram = (void*)((s32)roomCtxt->roomMemPages[roomCtxt->activeMemPage] - (size + 8) * roomCtxt->activeMemPage + 8) & 0xfffffff0; osCreateMesgQueue(&roomCtxt->loadQueue, roomCtxt->loadMsg, 1); - DmaMgr_SendRequestImpl(&roomCtxt->dmaRequest, roomCtxt->activeRoomVram, ctxt->roomAddrs[index].vromStart, size, + DmaMgr_SendRequestImpl(&roomCtxt->dmaRequest, roomCtxt->activeRoomVram, globalCtx->roomAddrs[index].vromStart, size, 0, &roomCtxt->loadQueue, NULL); roomCtxt->activeMemPage ^= 1; @@ -106,7 +106,7 @@ s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 ind #pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_StartRoomTransition.asm") #endif -s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) { +s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtxt) { if (roomCtxt->unk31 == 1) { if (!osRecvMesg(&roomCtxt->loadQueue, NULL, OS_MESG_NOBLOCK)) { roomCtxt->unk31 = 0; @@ -114,18 +114,18 @@ s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) { // TODO: Segment number enum gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtxt->activeRoomVram); - Scene_ProcessHeader(ctxt, (SceneCmd*)roomCtxt->currRoom.segment); - func_80123140(ctxt, (ActorPlayer*)ctxt->actorCtx.actorList[2].first); - Actor_SpawnTransitionActors(ctxt, &ctxt->actorCtx); + Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtxt->currRoom.segment); + func_80123140(globalCtx, PLAYER); + Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); - if (((ctxt->sceneNum != SCENE_IKANA) || (roomCtxt->currRoom.num != 1)) && - (ctxt->sceneNum != SCENE_IKNINSIDE)) { - ctxt->kankyoContext.unkC3 = 0xff; - ctxt->kankyoContext.unkE0 = 0; + if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtxt->currRoom.num != 1)) && + (globalCtx->sceneNum != SCENE_IKNINSIDE)) { + globalCtx->kankyoContext.unkC3 = 0xff; + globalCtx->kankyoContext.unkE0 = 0; } func_800FEAB0(); - if (!func_800FE4B8(ctxt)) { - func_800FD858(ctxt); + if (!func_800FE4B8(globalCtx)) { + func_800FD858(globalCtx); } } else { return 0; @@ -135,23 +135,23 @@ s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) { return 1; } -void Room_Draw(GlobalContext* ctxt, Room* room, u32 flags) { +void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags) { if (room->segment != NULL) { // TODO: Segment number enum gSegments[3] = PHYSICAL_TO_VIRTUAL(room->segment); - roomDrawFuncs[room->mesh->type0.type](ctxt, room, flags); + roomDrawFuncs[room->mesh->type0.type](globalCtx, room, flags); } return; } -void func_8012EBF8(GlobalContext* ctxt, RoomContext* roomCtxt) { +void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtxt) { roomCtxt->prevRoom.num = -1; roomCtxt->prevRoom.segment = NULL; - func_800BA798(ctxt, &ctxt->actorCtx); - Actor_SpawnTransitionActors(ctxt, &ctxt->actorCtx); + func_800BA798(globalCtx, &globalCtx->actorCtx); + Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); if (-1 < roomCtxt->currRoom.num) { - func_8010A33C(ctxt, roomCtxt->currRoom.num); - func_8010A2DC(ctxt); + func_8010A33C(globalCtx, roomCtxt->currRoom.num); + func_8010A2DC(globalCtx); } - func_801A3CD8(ctxt->roomContext.currRoom.echo); + func_801A3CD8(globalCtx->roomContext.currRoom.echo); } diff --git a/src/code/z_snap.c b/src/code/z_snap.c index 972f359f0e..f2c1328ea1 100644 --- a/src/code/z_snap.c +++ b/src/code/z_snap.c @@ -3,10 +3,10 @@ typedef struct { Actor actor; - s32 (*pictoFunc)(GlobalContext* ctxt, Actor* actor); + s32 (*pictoFunc)(GlobalContext* globalCtx, Actor* actor); } PictoActor; -s32 func_8013A240(GlobalContext* ctxt) { +s32 func_8013A240(GlobalContext* globalCtx) { PictoActor* pictoActor; Actor* actor; s32 type = 0; @@ -16,15 +16,15 @@ s32 func_8013A240(GlobalContext* ctxt) { gSaveContext.perm.pictoFlags0 = 0; gSaveContext.perm.pictoFlags1 = 0; - if (ctxt->sceneNum == SCENE_20SICHITAI) { + if (globalCtx->sceneNum == SCENE_20SICHITAI) { func_8013A41C(1); } for (; type < 12; type++) { - for (actor = ctxt->actorCtx.actorList[type].first; actor != NULL; actor = actor->next) { + for (actor = globalCtx->actorCtx.actorList[type].first; actor != NULL; actor = actor->next) { seen = 0; - switch (ctxt->sceneNum) { + switch (globalCtx->sceneNum) { case SCENE_20SICHITAI: if ((actor->id == ACTOR_EN_MNK) || (actor->id == ACTOR_EN_BIGOKUTA)) { seen = 1; @@ -64,7 +64,7 @@ s32 func_8013A240(GlobalContext* ctxt) { if (seen != 0) { pictoActor = (PictoActor*)actor; if (pictoActor->pictoFunc != NULL) { - if ((pictoActor->pictoFunc)(ctxt, actor) == 0) { + if ((pictoActor->pictoFunc)(globalCtx, actor) == 0) { count++; } } @@ -148,7 +148,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos, } actors[0] = actor; - actors[1] = globalCtx->actorCtx.actorList[2].first; // TODO PLAYER macro + actors[1] = &PLAYER->base; if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colCheckCtx, pos, &camera->eye, actors, 2) != 0) { func_8013A41C(0x3b); ret |= 0x3b; diff --git a/src/overlays/actors/ovl_Bg_Ctower_Gear/z_bg_ctower_gear.c b/src/overlays/actors/ovl_Bg_Ctower_Gear/z_bg_ctower_gear.c index 8b2eb91c6d..3daf1e7193 100644 --- a/src/overlays/actors/ovl_Bg_Ctower_Gear/z_bg_ctower_gear.c +++ b/src/overlays/actors/ovl_Bg_Ctower_Gear/z_bg_ctower_gear.c @@ -83,7 +83,7 @@ static InitChainEntry sInitChainOrgan[] = { static Gfx* D_80AD32E8[] = { D_06010828, D_06017018, D_06018118 }; -void BgCtowerGear_Splash(BgCtowerGear* this, GlobalContext* GlobalContext) { +void BgCtowerGear_Splash(BgCtowerGear* this, GlobalContext* globalCtx) { int i; s32 flags; Vec3f splashSpawnPos; @@ -107,7 +107,7 @@ void BgCtowerGear_Splash(BgCtowerGear* this, GlobalContext* GlobalContext) { splashSpawnPos.x += this->dyna.actor.world.pos.x + ((Rand_ZeroOne() * 20.0f) - 10.0f); splashSpawnPos.y += this->dyna.actor.world.pos.y; splashSpawnPos.z += this->dyna.actor.world.pos.z + ((Rand_ZeroOne() * 20.0f) - 10.0f); - EffectSsGSplash_Spawn(GlobalContext, &splashSpawnPos, NULL, NULL, 0, ((u32)Rand_Next() >> 25) + 340); + EffectSsGSplash_Spawn(globalCtx, &splashSpawnPos, NULL, NULL, 0, ((u32)Rand_Next() >> 25) + 340); } } } @@ -125,7 +125,7 @@ void BgCtowerGear_Splash(BgCtowerGear* this, GlobalContext* GlobalContext) { splashSpawnPos.x += this->dyna.actor.world.pos.x + ((Rand_ZeroOne() * 20.0f) - 10.0f); splashSpawnPos.y += this->dyna.actor.world.pos.y; splashSpawnPos.z += this->dyna.actor.world.pos.z + ((Rand_ZeroOne() * 20.0f) - 10.0f); - EffectSsGSplash_Spawn(GlobalContext, &splashSpawnPos, NULL, NULL, 0, + EffectSsGSplash_Spawn(globalCtx, &splashSpawnPos, NULL, NULL, 0, ((u32)Rand_Next() >> 25) + 280); } } diff --git a/src/overlays/actors/ovl_Bg_Haka_Curtain/z_bg_haka_curtain.c b/src/overlays/actors/ovl_Bg_Haka_Curtain/z_bg_haka_curtain.c index a01a7881a8..7c0c794b89 100644 --- a/src/overlays/actors/ovl_Bg_Haka_Curtain/z_bg_haka_curtain.c +++ b/src/overlays/actors/ovl_Bg_Haka_Curtain/z_bg_haka_curtain.c @@ -31,7 +31,7 @@ const ActorInit Bg_Haka_Curtain_InitVars = { (ActorFunc)BgHakaCurtain_Draw, }; -static InitChainEntry D_80B6DFA0[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 700, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 600, ICHAIN_CONTINUE), @@ -44,7 +44,7 @@ extern UNK_TYPE D_06001410; void BgHakaCurtain_Init(Actor* thisx, GlobalContext* globalCtx) { BgHakaCurtain* this = THIS; - Actor_ProcessInitChain(&this->dyna.actor, D_80B6DFA0); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); BcCheck3_BgActorInit(&this->dyna, 1); BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06001588); if (Actor_GetRoomCleared(globalCtx, this->dyna.actor.room)) { diff --git a/src/overlays/actors/ovl_Bg_Ikana_Ray/z_bg_ikana_ray.c b/src/overlays/actors/ovl_Bg_Ikana_Ray/z_bg_ikana_ray.c index 7051f0acb7..788c849550 100644 --- a/src/overlays/actors/ovl_Bg_Ikana_Ray/z_bg_ikana_ray.c +++ b/src/overlays/actors/ovl_Bg_Ikana_Ray/z_bg_ikana_ray.c @@ -26,7 +26,7 @@ const ActorInit Bg_Ikana_Ray_InitVars = { (ActorFunc)BgIkanaRay_Draw, }; -ColliderCylinderInit bgIkanaRayCylinderInit = { +static ColliderCylinderInit sCylinderInit = { { COLTYPE_NONE, AT_ON | AT_TYPE_OTHER, @@ -46,7 +46,7 @@ ColliderCylinderInit bgIkanaRayCylinderInit = { { 90, 420, -420, { 0, 0, 0 } }, }; -InitChainEntry bgIkanaRayCompInit[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 1000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 1000, ICHAIN_CONTINUE), @@ -54,26 +54,27 @@ InitChainEntry bgIkanaRayCompInit[] = { }; void BgIkanaRay_Init(Actor* thisx, GlobalContext* globalCtx) { - ColliderCylinder* collision = &THIS->collision; - u32 pad; - - Actor_ProcessInitChain(thisx, bgIkanaRayCompInit); + BgIkanaRay* this = THIS; + ColliderCylinder* collision = &this->collision; + Actor_ProcessInitChain(&this->base, sInitChain); Collider_InitCylinder(globalCtx, collision); - Collider_SetCylinder(globalCtx, collision, thisx, &bgIkanaRayCylinderInit); - Collider_UpdateCylinder(thisx, &THIS->collision); + Collider_SetCylinder(globalCtx, collision, &this->base, &sCylinderInit); + Collider_UpdateCylinder(&this->base, &this->collision); - THIS->animatedTextures = (AnimatedMaterial*)Lib_SegmentedToVirtual(object_ikana_obj_001228); + this->animatedTextures = (AnimatedMaterial*)Lib_SegmentedToVirtual(object_ikana_obj_001228); - if (Flags_GetSwitch(globalCtx, THIS->base.params & 0x7F) != 0) { - BgIkanaRay_SetActivated(THIS); + if (Flags_GetSwitch(globalCtx, this->base.params & 0x7F) != 0) { + BgIkanaRay_SetActivated(this); } else { - BgIkanaRay_SetDeactivated(THIS); + BgIkanaRay_SetDeactivated(this); } } void BgIkanaRay_Destroy(Actor* thisx, GlobalContext* globalCtx) { - ColliderCylinder* collision = &THIS->collision; + BgIkanaRay* this = THIS; + + ColliderCylinder* collision = &this->collision; Collider_DestroyCylinder(globalCtx, collision); } @@ -90,8 +91,8 @@ void BgIkanaRay_UpdateCheckForActivation(BgIkanaRay* this, GlobalContext* global } void BgIkanaRay_SetActivated(BgIkanaRay* this) { - this->base.draw = (ActorFunc)BgIkanaRay_Draw; - this->base.flags &= 0xFFFFFFEF; + this->base.draw = BgIkanaRay_Draw; + this->base.flags &= ~0x10; this->update = BgIkanaRay_UpdateActivated; } @@ -100,10 +101,14 @@ void BgIkanaRay_UpdateActivated(BgIkanaRay* this, GlobalContext* globalCtx) { } void BgIkanaRay_Update(Actor* thisx, GlobalContext* globalCtx) { - THIS->update(THIS, globalCtx); + BgIkanaRay* this = THIS; + + this->update(this, globalCtx); } void BgIkanaRay_Draw(Actor* thisx, GlobalContext* globalCtx) { - AnimatedMat_Draw(globalCtx, THIS->animatedTextures); + BgIkanaRay* this = THIS; + + AnimatedMat_Draw(globalCtx, this->animatedTextures); func_800BE03C(globalCtx, object_ikana_obj_001100); } diff --git a/src/overlays/actors/ovl_Bg_Ikana_Shutter/z_bg_ikana_shutter.c b/src/overlays/actors/ovl_Bg_Ikana_Shutter/z_bg_ikana_shutter.c index f1ecc2ea36..a3f880646a 100644 --- a/src/overlays/actors/ovl_Bg_Ikana_Shutter/z_bg_ikana_shutter.c +++ b/src/overlays/actors/ovl_Bg_Ikana_Shutter/z_bg_ikana_shutter.c @@ -40,7 +40,7 @@ const ActorInit Bg_Ikana_Shutter_InitVars = { (ActorFunc)BgIkanaShutter_Draw, }; -static InitChainEntry D_80BD5D10[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 500, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 500, ICHAIN_CONTINUE), @@ -60,7 +60,7 @@ s32 BgIkanaShutter_AllSwitchesPressed(BgIkanaShutter* this, GlobalContext* globa void BgIkanaShutter_Init(Actor* thisx, GlobalContext* globalCtx) { BgIkanaShutter* this = THIS; - Actor_ProcessInitChain(&this->dyna.actor, D_80BD5D10); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); BcCheck3_BgActorInit(&this->dyna, 0); BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000F28); if (!((this->dyna.actor.params >> 8) & 1)) { diff --git a/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.c b/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.c index 2ec5e08e41..432d2cf92a 100644 --- a/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.c +++ b/src/overlays/actors/ovl_Bg_Lbfshot/z_bg_lbfshot.c @@ -20,7 +20,7 @@ const ActorInit Bg_Lbfshot_InitVars = { (ActorFunc)BgLbfshot_Draw, }; -static InitChainEntry D_80C18200[] = { +static InitChainEntry sInitChain[] = { ICHAIN_VEC3F_DIV1000(scale, 100, ICHAIN_STOP), }; @@ -30,7 +30,7 @@ extern UNK_TYPE D_06000228; void BgLbfshot_Init(Actor* thisx, GlobalContext* globalCtx) { BgLbfshot* this = THIS; - Actor_ProcessInitChain(&this->dyna.actor, D_80C18200); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); this->dyna.actor.uncullZoneForward = 4000.0f; BcCheck3_BgActorInit(&this->dyna, 1); BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060014D8); diff --git a/src/overlays/actors/ovl_Bg_Mbar_Chair/z_bg_mbar_chair.c b/src/overlays/actors/ovl_Bg_Mbar_Chair/z_bg_mbar_chair.c index bbcbdd37b6..0319f0410e 100644 --- a/src/overlays/actors/ovl_Bg_Mbar_Chair/z_bg_mbar_chair.c +++ b/src/overlays/actors/ovl_Bg_Mbar_Chair/z_bg_mbar_chair.c @@ -21,7 +21,7 @@ const ActorInit Bg_Mbar_Chair_InitVars = { (ActorFunc)BgMbarChair_Draw, }; -static InitChainEntry bgMbarChairInitVars[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 2000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 60, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 80, ICHAIN_CONTINUE), @@ -34,7 +34,7 @@ extern UNK_TYPE D_06000288; void BgMbarChair_Init(Actor* thisx, GlobalContext* globalCtx) { BgMbarChair* this = THIS; - Actor_ProcessInitChain(&this->dyna.actor, bgMbarChairInitVars); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); BcCheck3_BgActorInit(&this->dyna, 0); BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_060019B4); } diff --git a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c index d1ddfbc87a..230ec3f687 100644 --- a/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c +++ b/src/overlays/actors/ovl_En_Encount2/z_en_encount2.c @@ -56,7 +56,7 @@ static ColliderJntSphInit sJntSphInit = { sJntSphElementsInit, }; -DamageTable damageTable[] = { +static DamageTable sDamageTable = { 0xF0, 0xF0, 0x00, 0xF0, 0xE1, 0xE1, 0x00, 0xE1, 0xF0, 0xF0, 0xF0, 0xE1, 0xE1, 0xE1, 0xF0, 0xF0, 0xE1, 0xF0, 0xF0, 0xF0, 0x00, 0x00, 0xE1, 0xF0, 0xF0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, }; @@ -93,7 +93,7 @@ void EnEncount2_Init(Actor* thisx, GlobalContext* globalCtx) { this->collider.elements->dim.modelSphere.center.y = -4; this->collider.elements->dim.modelSphere.center.z = 0; - this->dynaActor.actor.colChkInfo.damageTable = damageTable; + this->dynaActor.actor.colChkInfo.damageTable = &sDamageTable; EnEncount2_SetIdle(this); } diff --git a/src/overlays/actors/ovl_En_Jc_Mato/z_en_jc_mato.c b/src/overlays/actors/ovl_En_Jc_Mato/z_en_jc_mato.c index 9ee4b91c73..faec5dff7a 100644 --- a/src/overlays/actors/ovl_En_Jc_Mato/z_en_jc_mato.c +++ b/src/overlays/actors/ovl_En_Jc_Mato/z_en_jc_mato.c @@ -31,7 +31,7 @@ const ActorInit En_Jc_Mato_InitVars = { (ActorFunc)EnJcMato_Draw, }; -ColliderSphereInit sSphereInit = { +static ColliderSphereInit sSphereInit = { { COLTYPE_NONE, AT_NONE, @@ -51,7 +51,7 @@ ColliderSphereInit sSphereInit = { { 0, { { 0, 0, 0 }, 15 }, 100 }, }; -DamageTable EnJcMatoDamageTable = { +static DamageTable sDamageTable = { 0x01, 0x01, 0x01, 0x01, 0x01, 0xF1, 0x01, 0x01, 0x01, 0x01, 0x01, 0xF1, 0xF1, 0xF1, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, }; @@ -100,7 +100,7 @@ void EnJcMato_Init(Actor* thisx, GlobalContext* globalCtx) { Collider_InitSphere(globalCtx, &this->collider); Collider_SetSphere(globalCtx, &this->collider, &this->actor, &sSphereInit); this->collider.dim.worldSphere.radius = 0xF; - this->actor.colChkInfo.damageTable = &EnJcMatoDamageTable; + this->actor.colChkInfo.damageTable = &sDamageTable; Actor_SetScale(&this->actor, 0.008f); this->hitFlag = 0; this->despawnTimer = 25; diff --git a/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c b/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c index 8d983bf0ac..4f53bed574 100644 --- a/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c +++ b/src/overlays/actors/ovl_En_Nnh/z_en_nnh.c @@ -26,7 +26,7 @@ const ActorInit En_Nnh_InitVars = { (ActorFunc)EnNnh_Draw, }; -ColliderCylinderInit D_80C08A00 = { +static ColliderCylinderInit sCylinderInit = { { COLTYPE_TREE, AT_NONE, @@ -53,7 +53,7 @@ void EnNnh_Init(Actor* thisx, GlobalContext* globalCtx) { Actor_SetScale(&this->actor, 0.01f); Collider_InitCylinder(globalCtx, &this->collider); - Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &D_80C08A00); + Collider_SetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit); this->actor.targetMode = 1; this->actor.focus.pos = this->actor.world.pos; this->actor.focus.pos.y += 30.0f; diff --git a/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c b/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c index 1209d67bd8..e6dde14706 100644 --- a/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c +++ b/src/overlays/actors/ovl_En_Po_Fusen/z_en_po_fusen.c @@ -16,10 +16,10 @@ void EnPoFusen_Draw(Actor* thisx, GlobalContext* globalCtx); u16 EnPoFusen_CheckParent(EnPoFusen* this, GlobalContext* globalCtx); void EnPoFusen_InitNoFuse(EnPoFusen* this); void EnPoFusen_InitFuse(EnPoFusen* this); -void EnPoFusen_Pop(EnPoFusen* this, GlobalContext* gCtx); -void EnPoFusen_Idle(EnPoFusen* this, GlobalContext* gCtx); -void EnPoFusen_IdleFuse(EnPoFusen* this, GlobalContext* gCtx); -s32 EnPoFusen_OverrideLimbDraw(GlobalContext* gCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, +void EnPoFusen_Pop(EnPoFusen* this, GlobalContext* globalCtx); +void EnPoFusen_Idle(EnPoFusen* this, GlobalContext* globalCtx); +void EnPoFusen_IdleFuse(EnPoFusen* this, GlobalContext* globalCtx); +s32 EnPoFusen_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* actor); extern AnimationHeader D_06000040; @@ -57,7 +57,7 @@ static ColliderSphereInit sSphereInit = { { 0, { { 0, 0, 0 }, 200 }, 100 }, }; -DamageTable EnPoFusenDamageTable = { +static DamageTable sDamageTable = { 0x00, 0x00, 0x00, 0x00, 0x00, 0xF1, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF1, 0xF1, 0xF1, 0xF1, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; @@ -68,7 +68,7 @@ void EnPoFusen_Init(Actor* thisx, GlobalContext* globalCtx) { this->actor.scale.x = this->actor.scale.y = this->actor.scale.z = 0.00700000021607; this->actor.targetMode = 6; - this->actor.colChkInfo.damageTable = &EnPoFusenDamageTable; + this->actor.colChkInfo.damageTable = &sDamageTable; Collider_InitSphere(globalCtx, &this->collider); Collider_SetSphere(globalCtx, &this->collider, &this->actor, &sSphereInit); @@ -106,15 +106,15 @@ void EnPoFusen_Init(Actor* thisx, GlobalContext* globalCtx) { EnPoFusen_InitNoFuse(this); } -void EnPoFusen_Destroy(Actor* thisx, GlobalContext* gCtx) { +void EnPoFusen_Destroy(Actor* thisx, GlobalContext* globalCtx) { EnPoFusen* this = THIS; - Collider_DestroySphere(gCtx, &this->collider); + Collider_DestroySphere(globalCtx, &this->collider); } u16 EnPoFusen_CheckParent(EnPoFusen* this, GlobalContext* globalCtx) { struct Actor* actorPtr; - actorPtr = globalCtx->actorCtx.actorList[4].first; + actorPtr = globalCtx->actorCtx.actorList[ACTORCAT_NPC].first; if (GET_IS_FUSE_TYPE_PARAM(this)) { return 1; } @@ -132,7 +132,7 @@ u16 EnPoFusen_CheckParent(EnPoFusen* this, GlobalContext* globalCtx) { return 0; } -u16 EnPoFusen_CheckCollision(EnPoFusen* this, GlobalContext* gCtx) { +u16 EnPoFusen_CheckCollision(EnPoFusen* this, GlobalContext* globalCtx) { if ((u32)this->actionFunc == (u32)EnPoFusen_IdleFuse) { return 0; } @@ -145,9 +145,9 @@ u16 EnPoFusen_CheckCollision(EnPoFusen* this, GlobalContext* gCtx) { this->collider.base.acFlags &= ~0x2; return 1; } - - CollisionCheck_SetOC(gCtx, &gCtx->colCheckCtx, &this->collider.base); - CollisionCheck_SetAC(gCtx, &gCtx->colCheckCtx, &this->collider.base); + + CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base); + CollisionCheck_SetAC(globalCtx, &globalCtx->colCheckCtx, &this->collider.base); return 0; } @@ -157,7 +157,7 @@ void EnPoFusen_InitNoFuse(EnPoFusen* this) { this->actionFunc = EnPoFusen_Idle; } -void EnPoFusen_Idle(EnPoFusen* this, GlobalContext* gCtx) { +void EnPoFusen_Idle(EnPoFusen* this, GlobalContext* globalCtx) { f32 shadowScaleTmp; f32 shadowAlphaTmp; f32 heightOffset; @@ -204,8 +204,8 @@ void EnPoFusen_IncrementMalonPop(EnPoFusen* this) { this->actionFunc = EnPoFusen_Pop; } -void EnPoFusen_Pop(EnPoFusen* this, GlobalContext* gCtx) { - Actor_Spawn(&gCtx->actorCtx, gCtx, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x, this->actor.world.pos.y + 20.0f, +void EnPoFusen_Pop(EnPoFusen* this, GlobalContext* globalCtx) { + Actor_Spawn(&globalCtx->actorCtx, globalCtx, ACTOR_EN_CLEAR_TAG, this->actor.world.pos.x, this->actor.world.pos.y + 20.0f, this->actor.world.pos.z, 255, 255, 200, 2); Audio_PlayActorSound2(&this->actor, 0x180E); // NA_SE_IT_BOMB_EXPLOSION sfx Actor_MarkForDeath(&this->actor); @@ -219,8 +219,8 @@ void EnPoFusen_InitFuse(EnPoFusen* this) { this->actionFunc = EnPoFusen_IdleFuse; } -void EnPoFusen_IdleFuse(EnPoFusen* this, GlobalContext* gCtx) { - EnPoFusen_Idle(this, gCtx); +void EnPoFusen_IdleFuse(EnPoFusen* this, GlobalContext* globalCtx) { + EnPoFusen_Idle(this, globalCtx); if (this->fuse-- == 0) { EnPoFusen_IncrementMalonPop(this); } @@ -234,7 +234,7 @@ void EnPoFusen_Update(Actor* thisx, GlobalContext* globalCtx) { } } -s32 EnPoFusen_OverrideLimbDraw(GlobalContext* gCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, +s32 EnPoFusen_OverrideLimbDraw(GlobalContext* globalCtx, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, struct Actor* actor) { EnPoFusen* this = (EnPoFusen*)actor; f32 zScale; diff --git a/src/overlays/actors/ovl_En_Tag_Obj/z_en_tag_obj.c b/src/overlays/actors/ovl_En_Tag_Obj/z_en_tag_obj.c index 39cd36f1b5..dec8347bcf 100644 --- a/src/overlays/actors/ovl_En_Tag_Obj/z_en_tag_obj.c +++ b/src/overlays/actors/ovl_En_Tag_Obj/z_en_tag_obj.c @@ -8,7 +8,7 @@ void EnTagObj_Init(Actor* thisx, GlobalContext* globalCtx); void EnTagObj_Destroy(Actor* thisx, GlobalContext* globalCtx); void EnTagObj_Update(Actor* thisx, GlobalContext* globalCtx); -static ColliderCylinderInit unusedColliderInit = { +static ColliderCylinderInit sUnusedColliderInit = { { COLTYPE_NONE, AT_NONE, diff --git a/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c b/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c index 79860c923d..865cc0e5fa 100644 --- a/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c +++ b/src/overlays/actors/ovl_En_Tanron6/z_en_tanron6.c @@ -24,7 +24,7 @@ const ActorInit En_Tanron6_InitVars = { (ActorFunc)EnTanron6_Draw, }; -DamageTable D_80BE6170 = { +static DamageTable sDamageTable = { 0xF0, 0xF0, 0x00, 0xF1, 0xE1, 0xE1, 0x00, 0xE1, 0xF0, 0xF0, 0xF0, 0xE1, 0xE1, 0x46, 0xF0, 0xF0, 0xE1, 0xF0, 0xF0, 0x00, 0x00, 0xF0, 0xE1, 0x00, 0xF0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xF0, }; @@ -35,7 +35,7 @@ void EnTanron6_Init(Actor* thisx, GlobalContext* globalCtx) { this->actor.colChkInfo.mass = 10; ActorShape_Init(&this->actor.shape, 0, func_800B3FC0, 19.0f); this->actor.colChkInfo.health = 1; - this->actor.colChkInfo.damageTable = &D_80BE6170; + this->actor.colChkInfo.damageTable = &sDamageTable; this->actor.targetMode = 6; EnTanron6_DoNothing(this); } diff --git a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c index 5e019757d2..61699263a7 100644 --- a/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c +++ b/src/overlays/actors/ovl_En_Tubo_Trap/z_en_tubo_trap.c @@ -231,7 +231,7 @@ void func_80930DDC(EnTuboTrap* this, GlobalContext* globalCtx) { // Wait For Proximity (idle) // NON-MATCHING: wrong register used, v instead of t for the weirdValues[] pointer void func_80931004(EnTuboTrap* this, GlobalContext* globalCtx) { - Actor* player = PLAYER; + ActorPlayer* player = PLAYER; f32 currentHeight; s8 weirdvalue; s16 startingRotation; @@ -240,7 +240,7 @@ void func_80931004(EnTuboTrap* this, GlobalContext* globalCtx) { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; - if ((this->actor.xzDistToPlayer < 200.0f) && (this->actor.world.pos.y <= player->world.pos.y)) { + if ((this->actor.xzDistToPlayer < 200.0f) && (this->actor.world.pos.y <= player->base.world.pos.y)) { startingRotation = this->actor.home.rot.z; if ((startingRotation == 0) || (this->actor.yDistToPlayer <= ((f32)startingRotation * 10.0f))) { func_800BC154(globalCtx, &globalCtx->actorCtx, this, ACTORCAT_ENEMY); @@ -249,9 +249,9 @@ void func_80931004(EnTuboTrap* this, GlobalContext* globalCtx) { // hard to know what this value is even used for without knowing what ActorPlayer::unk14B is // wild guess: this is player animation state, height is modified to always point at center of link model - weirdvalue = D_8093146C[((ActorPlayer*)player)->unk14B & 0xFF]; + weirdvalue = D_8093146C[player->unk14B & 0xFF]; - this->targetHeight = player->world.pos.y + (f32)weirdvalue; + this->targetHeight = player->base.world.pos.y + (f32)weirdvalue; if (this->targetHeight < currentHeight) { this->targetHeight = currentHeight; this->targetHeight += weirdvalue; diff --git a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c index d0d0d8f89d..91b2de4661 100644 --- a/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c +++ b/src/overlays/actors/ovl_En_Warp_Uzu/z_en_warp_uzu.c @@ -32,7 +32,7 @@ const ActorInit En_Warp_Uzu_InitVars = { (ActorFunc)EnWarpUzu_Draw, }; -static ColliderCylinderInit D_80A664C0 = { +static ColliderCylinderInit sCylinderInit = { { COLTYPE_HIT0, AT_NONE, @@ -52,7 +52,7 @@ static ColliderCylinderInit D_80A664C0 = { { 25, 43, -20, { 0, 0, 0 } }, }; -static InitChainEntry D_80A664EC[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneScale, 1500, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 1100, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneForward, 1000, ICHAIN_CONTINUE), @@ -64,8 +64,8 @@ extern UNK_TYPE D_06000EC0; void EnWarpUzu_Init(Actor* thisx, GlobalContext* globalCtx) { EnWarpUzu* this = THIS; - Actor_ProcessInitChain(&this->actor, D_80A664EC); - Collider_InitAndSetCylinder(globalCtx, &this->collider, thisx, &D_80A664C0); + Actor_ProcessInitChain(&this->actor, sInitChain); + Collider_InitAndSetCylinder(globalCtx, &this->collider, thisx, &sCylinderInit); thisx->targetMode = 0; func_80A66208(this, globalCtx); } @@ -89,18 +89,18 @@ void func_80A66208(EnWarpUzu* this, GlobalContext* globalCtx) { } void func_80A66278(EnWarpUzu* this, GlobalContext* globalCtx) { - Actor* sp24; + ActorPlayer* player; s16 temp_v0; s16 phi_a0; s16 phi_v1; do { - sp24 = globalCtx->actorCtx.actorList[2].first; + player = PLAYER; if (func_800B84D0(&this->actor, globalCtx)) { func_80A66384(this, globalCtx); } else { - phi_a0 = ABS((s16)(Actor_YawBetweenActors(&this->actor, sp24) - this->actor.shape.rot.y)); - temp_v0 = sp24->shape.rot.y - this->actor.shape.rot.y; + phi_a0 = ABS((s16)(Actor_YawBetweenActors(&this->actor, &player->base) - this->actor.shape.rot.y)); + temp_v0 = player->base.shape.rot.y - this->actor.shape.rot.y; phi_v1 = ABS(temp_v0); if (phi_a0 >= 0x2AAB) { if (phi_v1 < 0x238E) { diff --git a/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c b/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c index c2fe08d6e6..a774d678da 100644 --- a/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c +++ b/src/overlays/actors/ovl_Obj_Boyo/z_obj_boyo.c @@ -104,7 +104,7 @@ Actor* ObjBoyo_GetCollidedActor(ObjBoyo* this, GlobalContext* globalCtx, s32* nu if (this->collider.base.ocFlags2 & 1) { *num = 0; - return globalCtx->actorCtx.actorList[2].first; + return &PLAYER->base; } if (this->collider.base.ocFlags1 & 2) { diff --git a/src/overlays/actors/ovl_Obj_Kepn_Koya/z_obj_kepn_koya.c b/src/overlays/actors/ovl_Obj_Kepn_Koya/z_obj_kepn_koya.c index ca940bb888..f318cb5967 100644 --- a/src/overlays/actors/ovl_Obj_Kepn_Koya/z_obj_kepn_koya.c +++ b/src/overlays/actors/ovl_Obj_Kepn_Koya/z_obj_kepn_koya.c @@ -21,7 +21,7 @@ const ActorInit Obj_Kepn_Koya_InitVars = { (ActorFunc)ObjKepnKoya_Draw, }; -static InitChainEntry D_80C07C40[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneScale, 1200, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 900, ICHAIN_STOP), }; @@ -32,7 +32,7 @@ extern UNK_TYPE D_06003478; void ObjKepnKoya_Init(Actor* thisx, GlobalContext* globalCtx) { ObjKepnKoya* this = THIS; - Actor_ProcessInitChain(&this->dyna.actor, D_80C07C40); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); Actor_SetScale(&this->dyna.actor, 0.1f); BcCheck3_BgActorInit(&this->dyna, 0); BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_0600805C); diff --git a/src/overlays/actors/ovl_Obj_Visiblock/z_obj_visiblock.c b/src/overlays/actors/ovl_Obj_Visiblock/z_obj_visiblock.c index 400221ddf3..8fb9cebcb3 100644 --- a/src/overlays/actors/ovl_Obj_Visiblock/z_obj_visiblock.c +++ b/src/overlays/actors/ovl_Obj_Visiblock/z_obj_visiblock.c @@ -20,7 +20,7 @@ const ActorInit Obj_Visiblock_InitVars = { (ActorFunc)ObjVisiblock_Draw, }; -static InitChainEntry D_80ADEB50[] = { +static InitChainEntry sInitChain[] = { ICHAIN_F32(uncullZoneForward, 4000, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneScale, 200, ICHAIN_CONTINUE), ICHAIN_F32(uncullZoneDownward, 150, ICHAIN_CONTINUE), @@ -33,7 +33,7 @@ extern Gfx D_06000140[]; void ObjVisiblock_Init(Actor* thisx, GlobalContext* globalCtx) { ObjVisiblock* this = THIS; - Actor_ProcessInitChain(&this->dyna.actor, D_80ADEB50); + Actor_ProcessInitChain(&this->dyna.actor, sInitChain); BcCheck3_BgActorInit(&this->dyna, 0); BgCheck3_LoadMesh(globalCtx, &this->dyna, &D_06000AD0); }