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| author | Tom Overton <tom-overton@users.noreply.github.com> | 2024-12-13 03:34:39 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-13 08:34:39 -0300 |
| commit | 8efc382b9f9c670063611e32b21cac53345bd3b2 (patch) | |
| tree | 7e6d97113ab1d795b4c556b9809eb6db7cde0d99 /docs | |
| parent | f6d4a8731e4a4385a25d9a6dc42b4c6dfd4a577b (diff) | |
Remove THIS macro (#1756)
* Remove THIS macro
* Revert changes to the documentation
* Undo revert to STYLE.md
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/STYLE.md | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/docs/STYLE.md b/docs/STYLE.md index 10db9c8e1..ae274dc46 100644 --- a/docs/STYLE.md +++ b/docs/STYLE.md @@ -150,19 +150,19 @@ All compound flag lists (e.g. `ACTOR_FLAG_HOSTILE | ACTOR_FLAG_FRIENDLY`) should ## 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 `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 recast is made. For example in `z_en_firefly.c` ```c void EnFirefly_Update(Actor* thisx, PlayState* play2) { PlayState* play = play2; - EnFirefly* this = THIS; + EnFirefly* this = (EnFirefly*)thisx; ``` -In other places the cast is actually not explictly 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` +In other places the cast is actually not explictly 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 recast. For example in `z_bg_goron_oyu` ```c void BgGoronOyu_Init(Actor* thisx, PlayState* play) { s32 pad; - BgGoronOyu* this = THIS; + BgGoronOyu* this = (BgGoronOyu*)thisx; CollisionHeader* colHeader = NULL; ``` |
