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authorDerek Hensley <hensley.derek58@gmail.com>2024-12-01 02:01:42 -0800
committerEblo <7004497+Eblo@users.noreply.github.com>2025-09-16 14:05:07 -0400
commit4b35e8bed910eb762abd091688c692d2712fae18 (patch)
treecc2654c0b5cd3caac277d5ae7d95e1a6b9025982 /mm/src/code
parent0db9ee031d9772b75c82f39791010a991058133b (diff)
Small Misc Clean (#1751)
* Fix z64item comment * titleCtxt -> titleCtx * combine gfx buffers bss into 1 file
Diffstat (limited to 'mm/src/code')
-rw-r--r--mm/src/code/z_actor.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/mm/src/code/z_actor.c b/mm/src/code/z_actor.c
index 3c80aff6a..83c515b57 100644
--- a/mm/src/code/z_actor.c
+++ b/mm/src/code/z_actor.c
@@ -1090,7 +1090,7 @@ void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) {
// unused
s32 func_800B6434(PlayState* play, TitleCardContext* titleCtx) {
- if ((play->actorCtx.titleCtxt.delayTimer != 0) || (play->actorCtx.titleCtxt.alpha != 0)) {
+ if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
return false;
@@ -2629,7 +2629,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
- TitleCard_ContextInit(&play->state, &actorCtx->titleCtxt);
+ TitleCard_ContextInit(&play->state, &actorCtx->titleCtx);
Actor_InitPlayerImpact(play);
actorCtx->absoluteSpace = NULL;
@@ -2904,7 +2904,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
Attention_Update(&actorCtx->attention, player, actor, play);
}
- TitleCard_Update(&play->state, &actorCtx->titleCtxt);
+ TitleCard_Update(&play->state, &actorCtx->titleCtx);
Actor_UpdatePlayerImpact(play);
DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
}
@@ -3384,7 +3384,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
Lights_DrawGlow(play);
}
- TitleCard_Draw(&play->state, &actorCtx->titleCtxt);
+ TitleCard_Draw(&play->state, &actorCtx->titleCtx);
CLOSE_DISPS(play->state.gfxCtx);
}