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authorengineer124 <47598039+engineer124@users.noreply.github.com>2023-10-06 07:37:52 +1100
committerGitHub <noreply@github.com>2023-10-05 17:37:52 -0300
commite810559391f2798ad9377acb858f5776915350d9 (patch)
tree3b676956ff922be5ee6355dd749e1406d2926aec /src/code/z_player_lib.c
parentac8d49ea6f2a2630f3c23ad28acafa3fc8c9d8ad (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.c14
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);