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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
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')
-rw-r--r--src/code/object_table.c2
-rw-r--r--src/code/z_actor.c29
-rw-r--r--src/code/z_draw.c6
-rw-r--r--src/code/z_effect_soft_sprite_old_init.c18
-rw-r--r--src/code/z_en_hy_code.c16
-rw-r--r--src/code/z_en_item00.c20
-rw-r--r--src/code/z_horse.c2
-rw-r--r--src/code/z_player_lib.c14
-rw-r--r--src/code/z_scene.c8
-rw-r--r--src/code/z_sub_s.c8
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);
}
/**