diff options
| author | Maide <34639600+Kelebek1@users.noreply.github.com> | 2023-08-19 01:53:53 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-08-18 17:53:53 -0700 |
| commit | 7562124372f89c41c6ccfd1e18398c10c8e83814 (patch) | |
| tree | dd8fbe34f5694cec267256d5a1a3951f7d002db3 /src/code/m_actor.c | |
| parent | c863d781327c1d371cb81ad31a4fd06b53e1b953 (diff) | |
m_lights (#54)
* m_lights
* PR
* fix
* PR
* a
* Remove syms
* Rebase and PR
* Remove sym
* Fix syms
---------
Co-authored-by: Maide <you@example.com>
Co-authored-by: emilybrooks <emilybrooksemilybrooks@gmail.com>
Diffstat (limited to 'src/code/m_actor.c')
| -rw-r--r-- | src/code/m_actor.c | 11 |
1 files changed, 5 insertions, 6 deletions
diff --git a/src/code/m_actor.c b/src/code/m_actor.c index 809a754..1762c01 100644 --- a/src/code/m_actor.c +++ b/src/code/m_actor.c @@ -251,7 +251,7 @@ void Actor_dt(Actor* actor, struct Game_Play* game_play); void Actor_draw(Game_Play* game_play, Actor* actor) { FaultClient faultClient; - Lights* light; + LightsN* light; Fault_AddClient(&faultClient, func_80056380_jp, actor, "Actor_draw"); @@ -263,9 +263,8 @@ void Actor_draw(Game_Play* game_play, Actor* actor) { OPEN_DISPS(game_play->state.gfxCtx); - light = Global_light_read(&game_play->lightCtx, game_play->state.gfxCtx); - LightsN_list_check(light, game_play->lightCtx.listHead, - (actor->flags & ACTOR_FLAG_400000) ? NULL : &actor->world.pos); + light = Global_light_read(&game_play->glight, game_play->state.gfxCtx); + LightsN_list_check(light, game_play->glight.list, (actor->flags & ACTOR_FLAG_400000) ? NULL : &actor->world.pos); LightsN_disp(light, game_play->state.gfxCtx); Matrix_softcv3_load(actor->world.pos.x, actor->world.pos.y + actor->shape.unk_08 * actor->scale.y, @@ -345,8 +344,8 @@ void Actor_delete_check(Actor* actor, Game_Play* game_play) { Actor_delete(actor); } -void Actor_info_ct(Game_Play* play2, ActorInfo* actorInfo, ActorEntry* actorEntry) { - Game_Play* game_play = play2; +void Actor_info_ct(Game_Play* game_play2, ActorInfo* actorInfo, ActorEntry* actorEntry) { + Game_Play* game_play = game_play2; Actor* temp_v0; ActorOverlay* var_v0; ActorEntry* var_s0_2; |
