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-rw-r--r--src/code/m_scene.c40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/code/m_scene.c b/src/code/m_scene.c
index 80bc5c2..eb27d6e 100644
--- a/src/code/m_scene.c
+++ b/src/code/m_scene.c
@@ -522,7 +522,7 @@ void Scene_player_select(s32 sceneNo, s32 npcActor) {
mNpc_RegistEventNpc(npcActor, npcId, npcId, common_data.save.animals[found].cloth);
}
-void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* scene_data);
+void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* sceneData);
void Scene_Proc_MyRoom_ct(Game_Play* play, SceneData* data);
@@ -562,12 +562,12 @@ void Scene_ct(Game_Play* play, SceneData* sceneData) {
Scene_player_select(SCENE_PLAYERSELECT_SAVE, 0xD06A); // save
}
-void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* scene_data) {
+void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* sceneData) {
static s16 angle_table[] = {
0x0000, 0x2000, 0x4000, 0x6000, 0x8000, 0xA000, 0xC000, 0xE000,
};
- ActorEntry* data = Lib_SegmentedToVirtual(scene_data->actor.actorDataPtr);
+ ActorEntry* data = Lib_SegmentedToVirtual(sceneData->actor.actorDataPtr);
play->unk_1EA8 = data;
@@ -581,30 +581,30 @@ void Scene_Proc_Player_Ptr(Game_Play* play, SceneData* scene_data) {
mSM_Object_Exchange_keep_new_Menu(play);
}
-void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* scene_data) {
- s16* data = scene_data->controlActor.ctrlActorDataPtr;
+void Scene_Proc_Ctrl_Actor_Ptr(Game_Play* play, SceneData* sceneData) {
+ s16* data = sceneData->controlActor.ctrlActorDataPtr;
- play->unk_1EA6 = scene_data->controlActor.numCtrlActors;
+ play->unk_1EA6 = sceneData->controlActor.numCtrlActors;
play->unk_1EB0 = Lib_SegmentedToVirtual(data);
}
-void Scene_Proc_Actor_Ptr(Game_Play* play, SceneData* scene_data) {
- ActorEntry* data = scene_data->actor.actorDataPtr;
+void Scene_Proc_Actor_Ptr(Game_Play* play, SceneData* sceneData) {
+ ActorEntry* data = sceneData->actor.actorDataPtr;
- play->unk_1EA5 = scene_data->actor.numActors;
+ play->unk_1EA5 = sceneData->actor.numActors;
play->unk_1EAC = Lib_SegmentedToVirtual(data);
}
-void Scene_Proc_Object_Exchange_Bank_Ptr(Game_Play* play, SceneData* scene_data) {
+void Scene_Proc_Object_Exchange_Bank_Ptr(Game_Play* play, SceneData* sceneData) {
- play->unk_1EA7 = scene_data->objectBank.numBanks;
- play->unk_1EB4 = Lib_SegmentedToVirtual(scene_data->objectBank.banksDataPtr);
+ play->unk_1EA7 = sceneData->objectBank.numBanks;
+ play->unk_1EB4 = Lib_SegmentedToVirtual(sceneData->objectBank.banksDataPtr);
}
-void Scene_Proc_Door_Data_Ptr(Game_Play* play, SceneData* scene_data) {
- DoorData* data = scene_data->doorData.doorDataPtr;
+void Scene_Proc_Door_Data_Ptr(Game_Play* play, SceneData* sceneData) {
+ DoorData* data = sceneData->doorData.doorDataPtr;
- play->sceneDoorInfo.numDoors = scene_data->doorData.numDoors;
+ play->sceneDoorInfo.numDoors = sceneData->doorData.numDoors;
play->sceneDoorInfo.doorDataPtr = Lib_SegmentedToVirtual(data);
}
@@ -612,7 +612,7 @@ void Door_info_ct(DoorInfo* door_info) {
door_info->numDoors = 0;
}
-void Scene_Proc_Sound(UNUSED Game_Play* play, UNUSED SceneData* scene_data) {
+void Scene_Proc_Sound(UNUSED Game_Play* play, UNUSED SceneData* sceneData) {
}
void set_item_info(Game_Play* play, SceneDataField* field) {
@@ -636,10 +636,10 @@ void set_item_info(Game_Play* play, SceneDataField* field) {
}
}
-void Scene_Proc_Field_ct(Game_Play* play, SceneData* scene_data) {
- mFM_SetFieldInitData(scene_data->field.bgNum, scene_data->field.bgDispSize);
- set_item_info(play, &scene_data->field);
- common_data.unk_10002 = scene_data->field.drawType;
+void Scene_Proc_Field_ct(Game_Play* play, SceneData* sceneData) {
+ mFM_SetFieldInitData(sceneData->field.bgNum, sceneData->field.bgDispSize);
+ set_item_info(play, &sceneData->field);
+ common_data.fieldDrawType = sceneData->field.drawType;
common_data.unk_10000 = FALSE;
common_data.unk_104AC = TRUE;
common_data.sunlightFlag = TRUE;