diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2024-12-01 02:01:42 -0800 |
|---|---|---|
| committer | Eblo <7004497+Eblo@users.noreply.github.com> | 2025-09-16 14:05:07 -0400 |
| commit | 4b35e8bed910eb762abd091688c692d2712fae18 (patch) | |
| tree | cc2654c0b5cd3caac277d5ae7d95e1a6b9025982 /mm/src/code | |
| parent | 0db9ee031d9772b75c82f39791010a991058133b (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.c | 8 |
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); } |
