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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 /src/code/code_800E8EA0.c | |
| 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 'src/code/code_800E8EA0.c')
| -rw-r--r-- | src/code/code_800E8EA0.c | 25 |
1 files changed, 12 insertions, 13 deletions
diff --git a/src/code/code_800E8EA0.c b/src/code/code_800E8EA0.c index 6fb787451..7485f2d3a 100644 --- a/src/code/code_800E8EA0.c +++ b/src/code/code_800E8EA0.c @@ -1,7 +1,7 @@ #include "global.h" -void Actor_ContinueText(GlobalContext* globalCtx, Actor* actor, u16 textId) { - func_80151938(globalCtx, textId); +void Actor_ContinueText(PlayState* play, Actor* actor, u16 textId) { + func_80151938(play, textId); actor->textId = textId; } @@ -77,16 +77,15 @@ s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRo * * @note same note as Actor_TrackPlayer */ -s32 Actor_TrackPlayerSetFocusHeight(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, - f32 focusHeight) { - Player* player = GET_PLAYER(globalCtx); +s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, f32 focusHeight) { + Player* player = GET_PLAYER(play); s16 yaw; Vec3f target; actor->focus.pos = actor->world.pos; actor->focus.pos.y += focusHeight; - if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) { + if (!((play->csCtx.state != 0) || gDbgCamEnabled)) { yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); if (yaw >= 0x4300) { Actor_TrackNone(headRot, torsoRot); @@ -94,8 +93,8 @@ s32 Actor_TrackPlayerSetFocusHeight(GlobalContext* globalCtx, Actor* actor, Vec3 } } - if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) { - target = globalCtx->view.eye; + if ((play->csCtx.state != 0) || gDbgCamEnabled) { + target = play->view.eye; } else { target = player->actor.focus.pos; } @@ -121,14 +120,14 @@ s32 Actor_TrackPlayerSetFocusHeight(GlobalContext* globalCtx, Actor* actor, Vec3 * @note if in a cutscene or debug camera is enabled, the computed rotation will instead turn towards the view eye no * matter the yaw. */ -s32 Actor_TrackPlayer(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) { - Player* player = GET_PLAYER(globalCtx); +s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos) { + Player* player = GET_PLAYER(play); s16 yaw; Vec3f target; actor->focus.pos = focusPos; - if (!((globalCtx->csCtx.state != 0) || gDbgCamEnabled)) { + if (!((play->csCtx.state != 0) || gDbgCamEnabled)) { yaw = ABS_ALT(BINANG_SUB(actor->yawTowardsPlayer, actor->shape.rot.y)); if (yaw >= 0x4300) { Actor_TrackNone(headRot, torsoRot); @@ -136,8 +135,8 @@ s32 Actor_TrackPlayer(GlobalContext* globalCtx, Actor* actor, Vec3s* headRot, Ve } } - if ((globalCtx->csCtx.state != 0) || gDbgCamEnabled) { - target = globalCtx->view.eye; + if ((play->csCtx.state != 0) || gDbgCamEnabled) { + target = play->view.eye; } else { target = player->actor.focus.pos; } |
