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| author | Tom Overton <tom-overton@users.noreply.github.com> | 2022-06-26 08:57:37 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-06-26 11:57:37 -0400 |
| commit | 158d1b26b0455c2214741ebc4406130a559b8f8f (patch) | |
| tree | 21fdb81df213038f1f7f7cd9e2f096594ad7695e /docs/tutorial/object_decomp_example.md | |
| parent | f77c4770f7ae50b522d9183b79abe60070f6895b (diff) | |
PlayState rename (#835)
* PlayState rename
* Make this work with the latest master and run format
* Respond to hensldm's review
* Respond to Elliptic's review
* Add Effect_GetPlayState to namefixer.py
* Add missed comma
Diffstat (limited to 'docs/tutorial/object_decomp_example.md')
| -rw-r--r-- | docs/tutorial/object_decomp_example.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/tutorial/object_decomp_example.md b/docs/tutorial/object_decomp_example.md index 798167e68..8de89d075 100644 --- a/docs/tutorial/object_decomp_example.md +++ b/docs/tutorial/object_decomp_example.md @@ -61,7 +61,7 @@ Now, we can redefine the `jointTable` and `morphTable` in terms of the limb enum We can also use our new skeleton name and limb enum when initialization the skeleton like so: ```c -SkelAnime_Init(globalCtx, &this->skelAnime, &gKingsChamberDekuGuardSkel, NULL, this->jointTable, this->morphTable, KINGS_CHAMBER_DEKU_GUARD_LIMB_MAX); +SkelAnime_Init(play, &this->skelAnime, &gKingsChamberDekuGuardSkel, NULL, this->jointTable, this->morphTable, KINGS_CHAMBER_DEKU_GUARD_LIMB_MAX); ``` Lastly, we can use our limb enum in `EnDns_PostLimbDraw`. Where the code originally had: |
