diff options
Diffstat (limited to 'src/code/m_scene.c')
| -rw-r--r-- | src/code/m_scene.c | 40 |
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; |
