diff options
| author | engineer124 <47598039+engineer124@users.noreply.github.com> | 2023-10-06 07:37:52 +1100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-10-05 17:37:52 -0300 |
| commit | e810559391f2798ad9377acb858f5776915350d9 (patch) | |
| tree | 3b676956ff922be5ee6355dd749e1406d2926aec /src/code/z_player_lib.c | |
| parent | ac8d49ea6f2a2630f3c23ad28acafa3fc8c9d8ad (diff) | |
Object Cleanup (#1410)
* object cleanup
* namefixer
* objectPtr
* PR Review
* PR Review
* more uses of macro
* missed another one
Diffstat (limited to 'src/code/z_player_lib.c')
| -rw-r--r-- | src/code/z_player_lib.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code/z_player_lib.c b/src/code/z_player_lib.c index f288b31de..3a5d69a34 100644 --- a/src/code/z_player_lib.c +++ b/src/code/z_player_lib.c @@ -392,16 +392,16 @@ void func_8012301C(Actor* thisx, PlayState* play2) { this->actionVar1++; if (this->actionVar1 == 2) { - s16 objectId = gPlayerFormObjectIndices[GET_PLAYER_FORM]; + s16 objectId = gPlayerFormObjectIds[GET_PLAYER_FORM]; gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId = objectId; - func_8012F73C(&play->objectCtx, this->actor.objBankIndex, objectId); - this->actor.objBankIndex = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP); + func_8012F73C(&play->objectCtx, this->actor.objectSlot, objectId); + this->actor.objectSlot = Object_GetSlot(&play->objectCtx, GAMEPLAY_KEEP); } else if (this->actionVar1 >= 3) { - s32 objBankIndex = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId); + s32 objectSlot = Object_GetSlot(&play->objectCtx, gActorOverlayTable[ACTOR_PLAYER].initInfo->objectId); - if (Object_IsLoaded(&play->objectCtx, objBankIndex)) { - this->actor.objBankIndex = objBankIndex; + if (Object_IsLoaded(&play->objectCtx, objectSlot)) { + this->actor.objectSlot = objectSlot; this->actor.shape.rot.z = GET_PLAYER_FORM + 1; this->actor.init = PlayerCall_Init; this->actor.update = PlayerCall_Update; @@ -1869,7 +1869,7 @@ void Player_DrawHookshotReticle(PlayState* play, Player* player, f32 hookshotDis gSPMatrix(OVERLAY_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW); - gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objBankIndex].segment); + gSPSegment(OVERLAY_DISP++, 0x06, play->objectCtx.slots[player->actor.objectSlot].segment); gSPDisplayList(OVERLAY_DISP++, gHookshotReticleDL); CLOSE_DISPS(play->state.gfxCtx); |
