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 | |
| 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')
| -rw-r--r-- | src/code/object_table.c | 2 | ||||
| -rw-r--r-- | src/code/z_actor.c | 29 | ||||
| -rw-r--r-- | src/code/z_draw.c | 6 | ||||
| -rw-r--r-- | src/code/z_effect_soft_sprite_old_init.c | 18 | ||||
| -rw-r--r-- | src/code/z_en_hy_code.c | 16 | ||||
| -rw-r--r-- | src/code/z_en_item00.c | 20 | ||||
| -rw-r--r-- | src/code/z_horse.c | 2 | ||||
| -rw-r--r-- | src/code/z_player_lib.c | 14 | ||||
| -rw-r--r-- | src/code/z_scene.c | 8 | ||||
| -rw-r--r-- | src/code/z_sub_s.c | 8 |
10 files changed, 62 insertions, 61 deletions
diff --git a/src/code/object_table.c b/src/code/object_table.c index aa73199b8..87c4069fe 100644 --- a/src/code/object_table.c +++ b/src/code/object_table.c @@ -1,6 +1,6 @@ #include "global.h" -s16 gPlayerFormObjectIndices[PLAYER_FORM_MAX] = { +s16 gPlayerFormObjectIds[PLAYER_FORM_MAX] = { OBJECT_LINK_BOY, // PLAYER_FORM_FIERCE_DEITY OBJECT_LINK_GORON, // PLAYER_FORM_GORON OBJECT_LINK_ZORA, // PLAYER_FORM_ZORA diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 7c741ae85..eb5ba018d 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -1096,7 +1096,7 @@ void Actor_SetScale(Actor* actor, f32 scale) { } void Actor_SetObjectDependency(PlayState* play, Actor* actor) { - gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objBankIndex].segment); + gSegments[0x06] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[actor->objectSlot].segment); } void Actor_Init(Actor* actor, PlayState* play) { @@ -1119,7 +1119,7 @@ void Actor_Init(Actor* actor, PlayState* play) { actor->floorBgId = BGCHECK_SCENE; ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f); - if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) { + if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) { Actor_SetObjectDependency(play, actor); actor->init(actor, play); actor->init = NULL; @@ -2486,7 +2486,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) { actor->audioFlags &= ~ACTOR_AUDIO_FLAG_ALL; if (actor->init != NULL) { - if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) { + if (Object_IsLoaded(&play->objectCtx, actor->objectSlot)) { Actor_SetObjectDependency(play, actor); actor->init(actor, play); actor->init = NULL; @@ -2500,7 +2500,7 @@ Actor* Actor_UpdateActor(UpdateActor_Params* params) { nextActor = actor->next; } } else { - if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) { + if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) { Actor_Kill(actor); } else if ((params->requiredActorFlag && !(actor->flags & params->requiredActorFlag)) || (((!params->requiredActorFlag) != 0) && @@ -2700,8 +2700,8 @@ void Actor_Draw(PlayState* play, Actor* actor) { Matrix_Scale(actor->scale.x, actor->scale.y, actor->scale.z, MTXMODE_APPLY); Actor_SetObjectDependency(play, actor); - gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objBankIndex].segment); - gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objBankIndex].segment); + gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment); + gSPSegment(POLY_XLU_DISP++, 0x06, play->objectCtx.slots[actor->objectSlot].segment); if (actor->colorFilterTimer != 0) { s32 colorFlag = COLORFILTER_GET_COLORFLAG(actor->colorFilterParams); @@ -3055,7 +3055,7 @@ void Actor_KillAllWithMissingObject(PlayState* play, ActorContext* actorCtx) { actor = actorCtx->actorLists[i].first; while (actor != NULL) { - if (!Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) { + if (!Object_IsLoaded(&play->objectCtx, actor->objectSlot)) { Actor_Kill(actor); } @@ -3287,7 +3287,7 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 s32 pad; Actor* actor; ActorInit* actorInit; - s32 objBankIndex; + s32 objectSlot; ActorOverlay* overlayEntry; if (actorCtx->totalLoadedActors >= 0xFF) { @@ -3299,9 +3299,10 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 return NULL; } - objBankIndex = Object_GetSlot(&play->objectCtx, actorInit->objectId); - if ((objBankIndex < 0) || ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) && - (actorInit->id != ACTOR_BOSS_05))) { + objectSlot = Object_GetSlot(&play->objectCtx, actorInit->objectId); + if ((objectSlot <= OBJECT_SLOT_NONE) || + ((actorInit->type == ACTORCAT_ENEMY) && Flags_GetClear(play, play->roomCtx.curRoom.num) && + (actorInit->id != ACTOR_BOSS_05))) { Actor_FreeOverlay(&gActorOverlayTable[index]); return NULL; } @@ -3323,10 +3324,10 @@ Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, PlayState* play, s1 actor->flags = actorInit->flags; if (actorInit->id == ACTOR_EN_PART) { - actor->objBankIndex = rotZ; + actor->objectSlot = rotZ; rotZ = 0; } else { - actor->objBankIndex = objBankIndex; + actor->objectSlot = objectSlot; } actor->init = actorInit->init; @@ -3705,7 +3706,7 @@ void Actor_SpawnBodyParts(Actor* actor, PlayState* play, s32 partParams, Gfx** d spawnedPart = Actor_SpawnAsChild(&play->actorCtx, actor, play, ACTOR_EN_PART, currentMatrix->mf[3][0], - currentMatrix->mf[3][1], currentMatrix->mf[3][2], 0, 0, actor->objBankIndex, partParams); + currentMatrix->mf[3][1], currentMatrix->mf[3][2], 0, 0, actor->objectSlot, partParams); if (spawnedPart != NULL) { part = (EnPart*)spawnedPart; diff --git a/src/code/z_draw.c b/src/code/z_draw.c index 3f1d1dc47..1d5b967d7 100644 --- a/src/code/z_draw.c +++ b/src/code/z_draw.c @@ -823,13 +823,13 @@ void GetItem_DrawWallet(PlayState* play, s16 drawId) { void GetItem_DrawRemains(PlayState* play, s16 drawId) { s32 pad; - s8 objectIndex; + s8 objectSlot; OPEN_DISPS(play->state.gfxCtx); - objectIndex = Object_GetSlot(&play->objectCtx, OBJECT_BSMASK); + objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_BSMASK); - gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectIndex].segment); + gSPSegment(POLY_OPA_DISP++, 0x06, play->objectCtx.slots[objectSlot].segment); Gfx_SetupDL25_Opa(play->state.gfxCtx); Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY); diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index d71a18674..245f90a82 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -41,7 +41,7 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, TexturePtr texture) { MtxF mfTrans11DA0; s32 pad1; Mtx* mtx; - void* object = play->objectCtx.slots[this->rgObjBankIndex].segment; + void* objectPtr = play->objectCtx.slots[this->rgObjectSlot].segment; OPEN_DISPS(gfxCtx); @@ -50,8 +50,8 @@ void EffectSs_DrawGEffect(PlayState* play, EffectSs* this, TexturePtr texture) { SkinMatrix_SetScale(&mfScale, scale, scale, scale); SkinMatrix_MtxFMtxFMult(&mfTrans, &play->billboardMtxF, &mfTrans11DA0); SkinMatrix_MtxFMtxFMult(&mfTrans11DA0, &mfScale, &mfResult); - gSegments[0x06] = VIRTUAL_TO_PHYSICAL(object); - gSPSegment(POLY_XLU_DISP++, 0x06, object); + gSegments[0x06] = VIRTUAL_TO_PHYSICAL(objectPtr); + gSPSegment(POLY_XLU_DISP++, 0x06, objectPtr); mtx = SkinMatrix_MtxFToNewMtx(gfxCtx, &mfResult); @@ -542,7 +542,7 @@ void EffectSsDtBubble_SpawnCustomColor(PlayState* play, Vec3f* pos, Vec3f* veloc * - due to how life is implemented it is capped at 200. Any value over 200 is accepted, but the fragment will * only live for 200 frames */ -void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 flags, s16 scale, s16 objId, +void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* accel, s16 flags, s16 scale, s16 objectId, s16 life, Gfx* dList) { EffectSsHahenInitParams initParams; @@ -552,7 +552,7 @@ void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac initParams.dList = dList; initParams.flags = flags; initParams.scale = scale; - initParams.objId = objId; + initParams.objectId = objectId; initParams.life = life; EffectSs_Spawn(play, EFFECT_SS_HAHEN, 128, &initParams); @@ -568,7 +568,7 @@ void EffectSsHahen_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* ac * only live for 200 frames */ void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 flags, s16 scale, s16 randScaleRange, - s16 count, s16 objId, s16 life, Gfx* dList) { + s16 count, s16 objectId, s16 life, Gfx* dList) { s32 i; Vec3f velocity; Vec3f accel; @@ -581,7 +581,7 @@ void EffectSsHahen_SpawnBurst(PlayState* play, Vec3f* pos, f32 burstScale, s16 f velocity.z = (Rand_ZeroOne() - 0.5f) * burstScale; velocity.y = ((Rand_ZeroOne() * 0.5f) + 0.5f) * burstScale; - EffectSsHahen_Spawn(play, pos, &velocity, &accel, flags, Rand_S16Offset(scale, randScaleRange), objId, life, + EffectSsHahen_Spawn(play, pos, &velocity, &accel, flags, Rand_S16Offset(scale, randScaleRange), objectId, life, dList); } } @@ -719,7 +719,7 @@ void EffectSsSolderSrchBall_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, // EffectSsKakera Spawn Functions void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* arg3, s16 gravity, s16 arg5, s16 arg6, - s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objId, + s16 arg7, s16 arg8, s16 scale, s16 arg10, s16 arg11, s32 life, s16 colorIdx, s16 objectId, Gfx* dList) { EffectSsKakeraInitParams initParams; @@ -736,7 +736,7 @@ void EffectSsKakera_Spawn(PlayState* play, Vec3f* pos, Vec3f* velocity, Vec3f* a initParams.unk_32 = arg11; initParams.life = life; initParams.colorIdx = colorIdx; - initParams.objId = objId; + initParams.objectId = objectId; initParams.dList = dList; EffectSs_Spawn(play, EFFECT_SS_KAKERA, 101, &initParams); diff --git a/src/code/z_en_hy_code.c b/src/code/z_en_hy_code.c index d64308bff..c7d89137b 100644 --- a/src/code/z_en_hy_code.c +++ b/src/code/z_en_hy_code.c @@ -133,7 +133,7 @@ EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play) { } void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex) { - gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjIndex].segment); + gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment); EnHy_ChangeAnim(&enHy->skelAnime, animIndex); } @@ -141,7 +141,7 @@ s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play) { s32 isUpdated = false; if (enHy->actor.draw != NULL) { - gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjIndex].segment); + gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->animObjectSlot].segment); SkelAnime_Update(&enHy->skelAnime); isUpdated = true; } @@ -161,14 +161,14 @@ void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex) { s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex) { s32 isInitialized = false; - if ((SubS_IsObjectLoaded(enHy->animObjIndex, play) == true) && - (SubS_IsObjectLoaded(enHy->headObjIndex, play) == true) && - (SubS_IsObjectLoaded(enHy->skelUpperObjIndex, play) == true) && - (SubS_IsObjectLoaded(enHy->skelLowerObjIndex, play) == true)) { - enHy->actor.objBankIndex = enHy->skelLowerObjIndex; + if ((SubS_IsObjectLoaded(enHy->animObjectSlot, play) == true) && + (SubS_IsObjectLoaded(enHy->headObjectSlot, play) == true) && + (SubS_IsObjectLoaded(enHy->skelUpperObjectSlot, play) == true) && + (SubS_IsObjectLoaded(enHy->skelLowerObjectSlot, play) == true)) { + enHy->actor.objectSlot = enHy->skelLowerObjectSlot; isInitialized = true; ActorShape_Init(&enHy->actor.shape, 0.0f, NULL, 0.0f); - gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objBankIndex].segment); + gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.slots[enHy->actor.objectSlot].segment); SkelAnime_InitFlex(play, &enHy->skelAnime, skeletonHeaderSeg, NULL, enHy->jointTable, enHy->morphTable, ENHY_LIMB_MAX); EnHy_ChangeObjectAndAnim(enHy, play, animIndex); diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index c6b52e476..d0dada57d 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -184,17 +184,17 @@ void EnItem00_Init(Actor* thisx, PlayState* play) { break; case ITEM00_SHIELD_HERO: - thisx->objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_2); + thisx->objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_SHIELD_2); EnItem00_SetObject(this, play, &shadowOffset, &shadowScale); break; case ITEM00_MAP: - thisx->objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_MAP); + thisx->objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_MAP); EnItem00_SetObject(this, play, &shadowOffset, &shadowScale); break; case ITEM00_COMPASS: - thisx->objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_COMPASS); + thisx->objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_COMPASS); EnItem00_SetObject(this, play, &shadowOffset, &shadowScale); break; @@ -317,10 +317,10 @@ void EnItem00_Destroy(Actor* thisx, PlayState* play) { } void EnItem00_WaitForHeartObject(EnItem00* this, PlayState* play) { - s32 objBankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEARTS); + s32 objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEARTS); - if (Object_IsLoaded(&play->objectCtx, objBankIndex)) { - this->actor.objBankIndex = objBankIndex; + if (Object_IsLoaded(&play->objectCtx, objectSlot)) { + this->actor.objectSlot = objectSlot; this->actionFunc = func_800A640C; } } @@ -725,10 +725,10 @@ void EnItem00_Draw(Actor* thisx, PlayState* play) { case ITEM00_RECOVERY_HEART: if (this->unk152 < 0) { if (this->unk152 == -1) { - s8 bankIndex = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEART); + s8 objectSlot = Object_GetSlot(&play->objectCtx, OBJECT_GI_HEART); - if (Object_IsLoaded(&play->objectCtx, bankIndex)) { - this->actor.objBankIndex = bankIndex; + if (Object_IsLoaded(&play->objectCtx, objectSlot)) { + this->actor.objectSlot = objectSlot; Actor_SetObjectDependency(play, &this->actor); this->unk152 = -2; } @@ -852,7 +852,7 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play) { void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play) { s32 pad[2]; - if (Object_GetSlot(&play->objectCtx, OBJECT_GI_HEARTS) == this->actor.objBankIndex) { + if (Object_GetSlot(&play->objectCtx, OBJECT_GI_HEARTS) == this->actor.objectSlot) { OPEN_DISPS(play->state.gfxCtx); Gfx_SetupDL25_Xlu(play->state.gfxCtx); diff --git a/src/code/z_horse.c b/src/code/z_horse.c index ac0142fae..52808477a 100644 --- a/src/code/z_horse.c +++ b/src/code/z_horse.c @@ -216,7 +216,7 @@ s32 Horse_IsActive(PlayState* play, ActorContext* actorCtx) { if (bgActor != NULL) { while (true) { if ((bgActor->update != NULL) && (bgActor->init == NULL)) { - if (Object_IsLoaded(&play->objectCtx, bgActor->objBankIndex)) { + if (Object_IsLoaded(&play->objectCtx, bgActor->objectSlot)) { if ((bgActor->id == ACTOR_EN_HORSE) && (((EnHorse*)bgActor)->action != ENHORSE_ACTION_INACTIVE)) { return true; } 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); diff --git a/src/code/z_scene.c b/src/code/z_scene.c index 483db001e..923ba5a0e 100644 --- a/src/code/z_scene.c +++ b/src/code/z_scene.c @@ -157,7 +157,7 @@ void* func_8012F73C(ObjectContext* objectCtx, s32 slot, s16 id) { void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { s32 loadedCount; s16 playerObjectId; - void* nextObject; + void* objectPtr; play->linkActorEntry = (ActorEntry*)Lib_SegmentedToVirtual(cmd->spawnList.segment) + play->setupEntranceList[play->curSpawn].spawn; @@ -170,14 +170,14 @@ void Scene_CommandSpawnList(PlayState* play, SceneCmd* cmd) { } loadedCount = Object_SpawnPersistent(&play->objectCtx, OBJECT_LINK_CHILD); - nextObject = play->objectCtx.slots[play->objectCtx.numEntries].segment; + objectPtr = play->objectCtx.slots[play->objectCtx.numEntries].segment; play->objectCtx.numEntries = loadedCount; play->objectCtx.numPersistentEntries = loadedCount; - playerObjectId = gPlayerFormObjectIndices[GET_PLAYER_FORM]; + playerObjectId = gPlayerFormObjectIds[GET_PLAYER_FORM]; gActorOverlayTable[0].initInfo->objectId = playerObjectId; Object_SpawnPersistent(&play->objectCtx, playerObjectId); - play->objectCtx.slots[play->objectCtx.numEntries].segment = nextObject; + play->objectCtx.slots[play->objectCtx.numEntries].segment = objectPtr; } // SceneTableEntry Header Command 0x01: Actor List diff --git a/src/code/z_sub_s.c b/src/code/z_sub_s.c index 3dc02ba7d..e630ed150 100644 --- a/src/code/z_sub_s.c +++ b/src/code/z_sub_s.c @@ -1169,12 +1169,12 @@ s16 SubS_GetDistSqAndOrientPath(Path* path, s32 pointIndex, Vec3f* pos, f32* dis return Math_Atan2S(diffX, diffZ); } -s8 SubS_IsObjectLoaded(s8 index, PlayState* play) { - return !Object_IsLoaded(&play->objectCtx, index) ? false : true; +s8 SubS_IsObjectLoaded(s8 objectSlot, PlayState* play) { + return !Object_IsLoaded(&play->objectCtx, objectSlot) ? false : true; } -s8 SubS_GetObjectIndex(s16 id, PlayState* play) { - return Object_GetSlot(&play->objectCtx, id); +s8 SubS_GetObjectSlot(s16 objectId, PlayState* play) { + return Object_GetSlot(&play->objectCtx, objectId); } /** |
