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-rw-r--r--docs/STYLE.md8
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;