diff options
| author | Anghelo Carvajal <angheloalf95@gmail.com> | 2023-08-17 12:19:13 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-17 09:19:13 -0700 |
| commit | c65a8dbc3903af19fe0253ab8774accbc06b0cb7 (patch) | |
| tree | 8c136e0ecea87503261cdd22fc5b81cf31044f50 /docs | |
| parent | 1bebc761b638ad061778667e4bab4ec92fe81aa7 (diff) | |
Game renaming (#63)
* rename GameState to Game
* Rename the structs
* fix table
* whoops
* rename play parameter
* format
* undo what i messed in z64compress
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/STYLE.md | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/docs/STYLE.md b/docs/STYLE.md index e193e5d..a3bd6c6 100644 --- a/docs/STYLE.md +++ b/docs/STYLE.md @@ -116,17 +116,17 @@ Floats usually need an `f` on the end to match, or IDO will use doubles. Our flo ## Play2 -In some particular instances, IDO requires the function argument `play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `play`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c` +In some particular instances, IDO requires the function argument `game_play` to be cast to a second variable of the same type to match. In these particular instances, the function argument should be renamed to `play2` and than this `play2` just assigned to a stack variable called `game_play`. This cast should occur before the actor `THIS` cast is made. For example in `z_en_firefly.c` ```c -void EnFirefly_Update(Actor* thisx, PlayState* play2) { - PlayState* play = play2; +void EnFirefly_Update(Actor* thisx, Game_Play* play2) { + Game_Play* game_play = play2; EnFirefly* this = THIS; ``` In other places the cast is actually not explicitly needed, but a stack `pad` variable is still needed. For this there should just be a stack variable called `pad` of type `s32` before the actor `THIS` cast. For example in `z_bg_goron_oyu` ```c -void BgGoronOyu_Init(Actor* thisx, PlayState* play) { +void BgGoronOyu_Init(Actor* thisx, Game_Play* game_play) { s32 pad; BgGoronOyu* this = THIS; CollisionHeader* colHeader = NULL; |
