summaryrefslogtreecommitdiff
path: root/src/code/m_actor.c
diff options
context:
space:
mode:
authorMaide <34639600+Kelebek1@users.noreply.github.com>2023-08-19 01:53:53 +0100
committerGitHub <noreply@github.com>2023-08-18 17:53:53 -0700
commit7562124372f89c41c6ccfd1e18398c10c8e83814 (patch)
treedd8fbe34f5694cec267256d5a1a3951f7d002db3 /src/code/m_actor.c
parentc863d781327c1d371cb81ad31a4fd06b53e1b953 (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.c11
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;