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Diffstat (limited to 'src/code/m_actor.c')
-rw-r--r--src/code/m_actor.c40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/code/m_actor.c b/src/code/m_actor.c
index 382d775..ea4ee9c 100644
--- a/src/code/m_actor.c
+++ b/src/code/m_actor.c
@@ -39,7 +39,7 @@ void func_80056380_jp(void* arg0, void* arg1 UNUSED) {
FaultDrawer_Printf("ACTOR NAME %08x:%s", actor, name);
}
-void projection_pos_set(Game_Play* game_play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW) {
+void projection_pos_set(Game_Play* game_play, xyz_t* worldPos, xyz_t* projectedPos, f32* invW) {
Skin_Matrix_PrjMulVector(&game_play->viewProjectionMtxF, worldPos, projectedPos, invW);
*invW = (*invW < 1.0f) ? 1.0f : (1.0f / *invW);
@@ -86,7 +86,7 @@ s32 Actor_player_look_direction_check(Actor* actor, s16 maxAngleDiff, Game_Play*
}
void Actor_display_position_set(Game_Play* game_play, Actor* actor, s16* x, s16* y) {
- Vec3f projectedPos;
+ xyz_t projectedPos;
f32 invW;
projection_pos_set(game_play, &actor->world.pos, &projectedPos, &invW);
@@ -128,8 +128,8 @@ void Shape_Info_init(Actor* actor, f32 arg1, Shape_Info_unk_0C arg2, f32 arg3, f
actor->shape.unk_2D = 0;
}
-void Actor_foot_shadow_pos_set(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex,
- Vec3f* rightFootPos) {
+void Actor_foot_shadow_pos_set(Actor* actor, s32 limbIndex, s32 leftFootIndex, xyz_t* leftFootPos, s32 rightFootIndex,
+ xyz_t* rightFootPos) {
if (limbIndex == leftFootIndex) {
Matrix_Position(leftFootPos, &actor->shape.feetPos[FOOT_LEFT]);
} else if (limbIndex == rightFootIndex) {
@@ -295,7 +295,7 @@ s32 Actor_draw_actor_no_culling_check(Actor* actor) {
return Actor_draw_actor_no_culling_check2(actor, &actor->projectedPos, actor->projectedW);
}
-s32 Actor_draw_actor_no_culling_check2(Actor* actor, Vec3f* arg1, f32 arg2) {
+s32 Actor_draw_actor_no_culling_check2(Actor* actor, xyz_t* arg1, f32 arg2) {
s32 ret = 0;
if ((-actor->unk_140 < arg1->z) && (arg1->z < (actor->unk_13C + actor->unk_140))) {
@@ -773,7 +773,7 @@ s32 Actor_malloc_actor_class(Actor** actorP, ActorProfile* profile, ActorOverlay
void Actor_init_actor_class(Actor* actor, ActorProfile* profile, ActorOverlay* overlayEntry, Game_Play* game_play,
s32 arg4, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s8 argB, s8 argC, s16 argD,
u16 fgName, s16 params) {
- mem_clear(actor, profile->instanceSize, 0);
+ mem_clear((u8*)actor, profile->instanceSize, 0);
actor->overlayEntry = overlayEntry;
@@ -864,7 +864,7 @@ Actor* Actor_info_make_child_actor(ActorInfo* actorInfo, Actor* arg1, Game_Play*
}
void restore_fgdata(Actor* actor, Game_Play* game_play UNUSED) {
- Vec3f sp34;
+ xyz_t sp34;
if ((actor->fgName == 0) || (actor->unk_00A != -1)) {
return;
@@ -1043,9 +1043,9 @@ void Part_Break_init(Part_Break* partBreak, s32 count, s32 arg2 UNUSED) {
goto cleanup;
}
- mem_clear(partBreak->matrices, matricesSize, 0);
- mem_clear(partBreak->dLists, dListsSize, 0);
- mem_clear(partBreak->objectIds, objectIdsSize, 0);
+ mem_clear((u8*)partBreak->matrices, matricesSize, 0);
+ mem_clear((u8*)partBreak->dLists, dListsSize, 0);
+ mem_clear((u8*)partBreak->objectIds, objectIdsSize, 0);
partBreak->val = 1;
return;
@@ -1064,7 +1064,7 @@ cleanup:
Mtx B_8011B850_jp;
-Gfx* HiliteReflect_new(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx, Gfx* gfx, Hilite** hilite) {
+Gfx* HiliteReflect_new(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx, Gfx* gfx, Hilite** hilite) {
LookAt* sp64 = GRAPH_ALLOC(gfxCtx, sizeof(LookAt));
f32 var_fa1 = ((eye->x == object->x) && (eye->z == object->z)) ? (eye->x + 0.001f) : eye->x;
@@ -1081,7 +1081,7 @@ Gfx* HiliteReflect_new(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsConte
return gfx;
}
-Hilite* HiliteReflect_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
+Hilite* HiliteReflect_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
@@ -1093,7 +1093,7 @@ Hilite* HiliteReflect_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsC
return hilite;
}
-Hilite* HiliteReflect_xlu_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
+Hilite* HiliteReflect_xlu_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
@@ -1105,7 +1105,7 @@ Hilite* HiliteReflect_xlu_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, Graph
return hilite;
}
-Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx) {
+Hilite* HiliteReflect_light_init(xyz_t* object, xyz_t* eye, xyz_t* lightDir, GraphicsContext* gfxCtx) {
Hilite* hilite;
OPEN_DISPS(gfxCtx);
@@ -1117,8 +1117,8 @@ Hilite* HiliteReflect_light_init(Vec3f* object, Vec3f* eye, Vec3f* lightDir, Gra
return hilite;
}
-Hilite* Setpos_HiliteReflect_init(Vec3f* object, Game_Play* game_play) {
- Vec3f sp24;
+Hilite* Setpos_HiliteReflect_init(xyz_t* object, Game_Play* game_play) {
+ xyz_t sp24;
sp24.x = game_play->kankyo.unk_02;
sp24.y = game_play->kankyo.unk_03;
@@ -1126,8 +1126,8 @@ Hilite* Setpos_HiliteReflect_init(Vec3f* object, Game_Play* game_play) {
return HiliteReflect_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx);
}
-Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, Game_Play* game_play) {
- Vec3f sp24;
+Hilite* Setpos_HiliteReflect_xlu_init(xyz_t* object, Game_Play* game_play) {
+ xyz_t sp24;
sp24.x = game_play->kankyo.unk_02;
sp24.y = game_play->kankyo.unk_03;
@@ -1135,8 +1135,8 @@ Hilite* Setpos_HiliteReflect_xlu_init(Vec3f* object, Game_Play* game_play) {
return HiliteReflect_xlu_init(object, &game_play->unk_1938.unk_028, &sp24, game_play->state.gfxCtx);
}
-Hilite* Setpos_HiliteReflect_light_init(Vec3f* object, Game_Play* game_play) {
- Vec3f sp24;
+Hilite* Setpos_HiliteReflect_light_init(xyz_t* object, Game_Play* game_play) {
+ xyz_t sp24;
sp24.x = game_play->kankyo.unk_02;
sp24.y = game_play->kankyo.unk_03;