diff options
| author | Derek Hensley <hensley.derek58@gmail.com> | 2024-12-01 02:01:42 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-01 07:01:42 -0300 |
| commit | a8dbb5ac276185f5a5e26133b0fba43835ead30c (patch) | |
| tree | 8fe968bb024d03cb23e95688c86b1dd53aff69df /src/code | |
| parent | 009708773e255ae782fc5d49e061301f4450d2fc (diff) | |
Small Misc Clean (#1751)
* Fix z64item comment
* titleCtxt -> titleCtx
* combine gfx buffers bss into 1 file
Diffstat (limited to 'src/code')
| -rw-r--r-- | src/code/z_actor.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 142bae312..4ed9ead9b 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -978,7 +978,7 @@ void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) { // unused s32 func_800B6434(PlayState* play, TitleCardContext* titleCtx) { - if ((play->actorCtx.titleCtxt.delayTimer != 0) || (play->actorCtx.titleCtxt.alpha != 0)) { + if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) { titleCtx->durationTimer = 0; titleCtx->delayTimer = 0; return false; @@ -2499,7 +2499,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible; actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom; - TitleCard_ContextInit(&play->state, &actorCtx->titleCtxt); + TitleCard_ContextInit(&play->state, &actorCtx->titleCtx); Actor_InitPlayerImpact(play); actorCtx->absoluteSpace = NULL; @@ -2759,7 +2759,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) { Attention_Update(&actorCtx->attention, player, actor, play); } - TitleCard_Update(&play->state, &actorCtx->titleCtxt); + TitleCard_Update(&play->state, &actorCtx->titleCtx); Actor_UpdatePlayerImpact(play); DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna); } @@ -3130,7 +3130,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) { Lights_DrawGlow(play); } - TitleCard_Draw(&play->state, &actorCtx->titleCtxt); + TitleCard_Draw(&play->state, &actorCtx->titleCtx); CLOSE_DISPS(play->state.gfxCtx); } |
