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authorengineer124 <47598039+engineer124@users.noreply.github.com>2021-05-21 11:24:47 +1000
committerGitHub <noreply@github.com>2021-05-20 21:24:47 -0400
commitf4687fbbe76b4699e7cfd8315fb83cd00b666e3a (patch)
tree63a8f3bfd7fbfd924a0db8c98693e0d9a42dd6b4 /src/code
parent8c62c102cfb2506845635922a886b60bf8402b53 (diff)
General Cleanup (#155)
* minor fixes * Consolidate into globalCtx * fix error * Fix Warnings Co-authored-by: engineer124 <engineer124enginer124@gmail.com>
Diffstat (limited to 'src/code')
-rw-r--r--src/code/code_0x800A5AC0.c28
-rw-r--r--src/code/code_0x800AF710.c24
-rw-r--r--src/code/code_0x800CAE10.c4
-rw-r--r--src/code/code_0x800E8EA0.c30
-rw-r--r--src/code/z_actor.c96
-rw-r--r--src/code/z_bgcheck.c6
-rw-r--r--src/code/z_collision_check.c818
-rw-r--r--src/code/z_eff_footmark.c22
-rw-r--r--src/code/z_effect_soft_sprite.c36
-rw-r--r--src/code/z_en_item00.c14
-rw-r--r--src/code/z_kanfont.c6
-rw-r--r--src/code/z_rcp.c4
-rw-r--r--src/code/z_room.c66
-rw-r--r--src/code/z_snap.c14
14 files changed, 584 insertions, 584 deletions
diff --git a/src/code/code_0x800A5AC0.c b/src/code/code_0x800A5AC0.c
index ddbbd50d7..848772c94 100644
--- a/src/code/code_0x800A5AC0.c
+++ b/src/code/code_0x800A5AC0.c
@@ -3,49 +3,49 @@
// This file is most likely z_en_a_obj.c
-void EnAObj_Init(ActorEnAObj* this, GlobalContext* ctxt) {
+void EnAObj_Init(ActorEnAObj* this, GlobalContext* globalCtx) {
ActorEnAObj* s0 = (ActorEnAObj*)this;
s0->base.textId = ((s0->base.params >> 8) & 0xFF) | 0x300;
s0->base.params = (s0->base.params & 0xFF) - 9;
Actor_ProcessInitChain((Actor*)s0, &enAObjInitVar);
ActorShape_Init(&s0->base.shape, 0, (ActorShadowFunc)func_800B3FC0, 12);
- Collider_InitAndSetCylinder(ctxt, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
+ Collider_InitAndSetCylinder(globalCtx, &s0->collision, (Actor*)s0, &enAObjCylinderInit);
Collider_UpdateCylinder((Actor*)s0, &s0->collision);
s0->base.colChkInfo.mass = 255;
s0->update = (ActorFunc)EnAObj_Update1;
}
-void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* ctxt) {
+void EnAObj_Destroy(ActorEnAObj* this, GlobalContext* globalCtx) {
ColliderCylinder* a2 = &this->collision;
- Collider_DestroyCylinder(ctxt, a2);
+ Collider_DestroyCylinder(globalCtx, a2);
}
-void EnAObj_Update1(ActorEnAObj* this, GlobalContext* ctxt) {
+void EnAObj_Update1(ActorEnAObj* this, GlobalContext* globalCtx) {
s16 v0;
s32 v1;
- if (func_800B84D0((Actor*)this, ctxt) != 0) {
+ if (func_800B84D0((Actor*)this, globalCtx) != 0) {
this->update = (ActorFunc)EnAObj_Update2;
} else {
v0 = this->base.yawTowardsPlayer - this->base.shape.rot.y;
v1 = (v0 < 0) ? -v0 : v0;
if ((v1 < 10240) || ((this->base.params == 1) && (v1 > 22528))) {
- func_800B863C((Actor*)this, ctxt);
+ func_800B863C((Actor*)this, globalCtx);
}
}
}
-void EnAObj_Update2(ActorEnAObj* this, GlobalContext* ctxt) {
- if (func_800B867C((Actor*)this, ctxt) != 0) {
+void EnAObj_Update2(ActorEnAObj* this, GlobalContext* globalCtx) {
+ if (func_800B867C((Actor*)this, globalCtx) != 0) {
this->update = (ActorFunc)EnAObj_Update1;
}
}
-void EnAObj_Update(ActorEnAObj* this, GlobalContext* ctxt) {
- (this->update)((Actor*)this, (GlobalContext*)ctxt);
+void EnAObj_Update(ActorEnAObj* this, GlobalContext* globalCtx) {
+ (this->update)((Actor*)this, (GlobalContext*)globalCtx);
Actor_SetHeight((Actor*)this, 45.0f);
- CollisionCheck_SetOC(ctxt, &ctxt->colCheckCtx, (Collider*)&this->collision);
+ CollisionCheck_SetOC(globalCtx, &globalCtx->colCheckCtx, (Collider*)&this->collision);
}
-void EnAObj_Draw(ActorEnAObj* this, GlobalContext* ctxt) {
- func_800BDFC0(ctxt, enAObjDisplayLists[this->base.params]);
+void EnAObj_Draw(ActorEnAObj* this, GlobalContext* globalCtx) {
+ func_800BDFC0(globalCtx, enAObjDisplayLists[this->base.params]);
}
diff --git a/src/code/code_0x800AF710.c b/src/code/code_0x800AF710.c
index d160b86d0..ca0e75642 100644
--- a/src/code/code_0x800AF710.c
+++ b/src/code/code_0x800AF710.c
@@ -40,7 +40,7 @@ EffInfo sEffInfoTable[] = {
};
GlobalContext* Effect_GetContext(void) {
- return sEffTable.ctxt;
+ return sEffTable.globalCtx;
}
void* Effect_GetParams(s32 index) {
@@ -92,7 +92,7 @@ void Effect_InitCommon(EffCommon* common) {
common->unk2 = 0;
}
-void Effect_Init(GlobalContext* ctxt) {
+void Effect_Init(GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < 3; i++) {
@@ -112,10 +112,10 @@ void Effect_Init(GlobalContext* ctxt) {
Effect_InitCommon(&sEffTable.tireMarks[i].base);
}
- sEffTable.ctxt = ctxt;
+ sEffTable.globalCtx = globalCtx;
}
-void Effect_Add(GlobalContext* ctxt, s32* index, s32 type, u8 param_4, u8 param_5, void* initParams) {
+void Effect_Add(GlobalContext* globalCtx, s32* index, s32 type, u8 param_4, u8 param_5, void* initParams) {
u32 slotFound;
s32 i;
void* params;
@@ -125,7 +125,7 @@ void Effect_Add(GlobalContext* ctxt, s32* index, s32 type, u8 param_4, u8 param_
*index = 46;
common = NULL;
- if (func_8016A01C(ctxt) != 1) {
+ if (func_8016A01C(globalCtx) != 1) {
slotFound = 0;
switch (type) {
case 0:
@@ -219,13 +219,13 @@ void Effect_DrawAll(GraphicsContext* gCtxt) {
#ifdef NON_MATCHING
// 15 is being placed in s5 instead of at
-void Effect_UpdateAll(GlobalContext* ctxt) {
+void Effect_UpdateAll(GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < 3; i++) {
if (sEffTable.sparks[i].base.active) {
if (sEffInfoTable[0].update(&sEffTable.sparks[i].params) == 1) {
- Effect_Destroy(ctxt, i);
+ Effect_Destroy(globalCtx, i);
}
}
}
@@ -233,7 +233,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) {
for (i = 0; i < 25; i++) {
if (sEffTable.blures[i].base.active) {
if (sEffInfoTable[1].update(&sEffTable.blures[i].params) == 1) {
- Effect_Destroy(ctxt, i + 3);
+ Effect_Destroy(globalCtx, i + 3);
}
}
}
@@ -241,7 +241,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) {
for (i = 0; i < 3; i++) {
if (sEffTable.shieldParticles[i].base.active) {
if (sEffInfoTable[3].update(&sEffTable.shieldParticles[i].params) == 1) {
- Effect_Destroy(ctxt, i + 28);
+ Effect_Destroy(globalCtx, i + 28);
}
}
}
@@ -249,7 +249,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) {
for (i = 0; i < 15; i++) {
if (sEffTable.tireMarks[i].base.active) {
if (sEffInfoTable[4].update(&sEffTable.tireMarks[i].params) == 1) {
- Effect_Destroy(ctxt, i + 31);
+ Effect_Destroy(globalCtx, i + 31);
}
}
}
@@ -258,7 +258,7 @@ void Effect_UpdateAll(GlobalContext* ctxt) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/code_0x800AF710/Effect_UpdateAll.asm")
#endif
-void Effect_Destroy(GlobalContext* ctxt, s32 index) {
+void Effect_Destroy(GlobalContext* globalCtx, s32 index) {
if (index == 46) {
return;
}
@@ -291,7 +291,7 @@ void Effect_Destroy(GlobalContext* ctxt, s32 index) {
}
}
-void Effect_DestroyAll(GlobalContext* ctxt) {
+void Effect_DestroyAll(GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < 3; i++) {
diff --git a/src/code/code_0x800CAE10.c b/src/code/code_0x800CAE10.c
index 37c338ef3..21758e164 100644
--- a/src/code/code_0x800CAE10.c
+++ b/src/code/code_0x800CAE10.c
@@ -9,12 +9,12 @@ void BcCheck3_BgActorInit(DynaPolyActor* actor, UNK_TYPE4 param_2) {
actor->unk_158 = 0;
}
-void BgCheck3_LoadMesh(GlobalContext* ctxt, DynaPolyActor* actor, CollisionHeader* meshHeader) {
+void BgCheck3_LoadMesh(GlobalContext* globalCtx, DynaPolyActor* actor, CollisionHeader* meshHeader) {
CollisionHeader* header;
header = NULL;
BgCheck_RelocateMeshHeader(meshHeader, &header);
- actor->bgId = BgCheck_AddActorMesh(ctxt, &ctxt->colCtx.dyna, actor, header);
+ actor->bgId = BgCheck_AddActorMesh(globalCtx, &globalCtx->colCtx.dyna, actor, header);
}
void BgCheck3_ResetFlags(DynaPolyActor* actor) {
diff --git a/src/code/code_0x800E8EA0.c b/src/code/code_0x800E8EA0.c
index 3c55a043c..24af8c97f 100644
--- a/src/code/code_0x800E8EA0.c
+++ b/src/code/code_0x800E8EA0.c
@@ -1,8 +1,8 @@
#include <ultra64.h>
#include <global.h>
-void func_800E8EA0(GlobalContext* ctxt, Actor* actor, u16 param_3) {
- func_80151938(ctxt, param_3);
+void func_800E8EA0(GlobalContext* globalCtx, Actor* actor, u16 param_3) {
+ func_80151938(globalCtx, param_3);
actor->textId = param_3;
}
@@ -54,16 +54,15 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4)
return 1;
}
-s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
+s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) {
+ ActorPlayer* player = PLAYER;
s16 sVar3;
- Actor* player;
Vec3f local_14;
- player = (ctxt->actorCtx).actorList[2].first;
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += param_5;
- if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
+ if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
// TODO is this shifting because of a missing cast?
if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
@@ -72,25 +71,24 @@ s32 func_800E9138(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
}
}
- if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
- local_14 = ctxt->view.eye;
+ if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
+ local_14 = globalCtx->view.eye;
} else {
- local_14 = player->focus.pos;
+ local_14 = player->base.focus.pos;
}
func_800E8FA4(actor, &local_14, param_3, param_4);
return 1;
}
-s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
+s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) {
+ ActorPlayer* player = PLAYER;
s16 sVar3;
- Actor* player;
Vec3f local_14;
- player = (ctxt->actorCtx).actorList[2].first;
actor->focus.pos = param_5;
- if (((ctxt->csCtx).state == 0) && (D_801D0D50 == 0)) {
+ if (((globalCtx->csCtx).state == 0) && (D_801D0D50 == 0)) {
sVar3 = actor->yawTowardsPlayer - actor->shape.rot.y;
// TODO is this shifting because of a missing cast?
if (0x42ff < (sVar3 < 0 ? ((-sVar3 << 0x10) >> 0x10) : ((sVar3 << 0x10) >> 0x10))) {
@@ -99,10 +97,10 @@ s32 func_800E9250(GlobalContext* ctxt, Actor* actor, Vec3s* param_3, Vec3s* para
}
}
- if (((ctxt->csCtx).state != 0) || (D_801D0D50 != 0)) {
- local_14 = ctxt->view.eye;
+ if (((globalCtx->csCtx).state != 0) || (D_801D0D50 != 0)) {
+ local_14 = globalCtx->view.eye;
} else {
- local_14 = player->focus.pos;
+ local_14 = player->base.focus.pos;
}
func_800E8FA4(actor, &local_14, param_3, param_4);
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index a7578a4df..e85d82504 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -147,7 +147,7 @@ void func_800B40E0(GlobalContext* globalCtx, Light* light, MtxF* arg2, s32 arg3,
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5040.asm")
-void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* ctxt) {
+void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalContext* globalCtx) {
targetCtxt->unk90 = NULL;
targetCtxt->unk8C = NULL;
targetCtxt->unk3C = NULL;
@@ -155,94 +155,94 @@ void Actor_TargetContextInit(TargetContext* targetCtxt, Actor* actor, GlobalCont
targetCtxt->unk4B = 0;
targetCtxt->unk4C = 0;
targetCtxt->unk40 = 0;
- func_800B5040(targetCtxt, actor, actor->category, ctxt);
- func_800B4F78(targetCtxt, actor->category, ctxt);
+ func_800B5040(targetCtxt, actor, actor->category, globalCtx);
+ func_800B4F78(targetCtxt, actor->category, globalCtx);
}
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5208.asm")
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B5814.asm")
-u32 Flags_GetSwitch(GlobalContext* ctxt, s32 flag) {
+u32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag) {
if (flag >= 0 && flag < 0x80) {
- return ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
+ return globalCtx->actorCtx.switchFlags[(flag & -0x20) >> 5] & (1 << (flag & 0x1F));
}
return 0;
}
-void Actor_SetSwitchFlag(GlobalContext* ctxt, s32 flag) {
+void Actor_SetSwitchFlag(GlobalContext* globalCtx, s32 flag) {
if (flag >= 0 && flag < 0x80) {
- ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F);
+ globalCtx->actorCtx.switchFlags[(flag & -0x20) >> 5] |= 1 << (flag & 0x1F);
}
}
-void Actor_UnsetSwitchFlag(GlobalContext* ctxt, s32 flag) {
+void Actor_UnsetSwitchFlag(GlobalContext* globalCtx, s32 flag) {
if (flag >= 0 && flag < 0x80) {
- ctxt->actorCtx.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F));
+ globalCtx->actorCtx.switchFlags[(flag & -0x20) >> 5] &= ~(1 << (flag & 0x1F));
}
}
-u32 Actor_GetChestFlag(GlobalContext* ctxt, u32 flag) {
- return ctxt->actorCtx.chestFlags & (1 << flag);
+u32 Actor_GetChestFlag(GlobalContext* globalCtx, u32 flag) {
+ return globalCtx->actorCtx.chestFlags & (1 << flag);
}
-void Actor_SetChestFlag(GlobalContext* ctxt, u32 flag) {
- ctxt->actorCtx.chestFlags |= (1 << flag);
+void Actor_SetChestFlag(GlobalContext* globalCtx, u32 flag) {
+ globalCtx->actorCtx.chestFlags |= (1 << flag);
}
-void Actor_SetAllChestFlag(GlobalContext* ctxt, u32 flag) {
- ctxt->actorCtx.chestFlags = flag;
+void Actor_SetAllChestFlag(GlobalContext* globalCtx, u32 flag) {
+ globalCtx->actorCtx.chestFlags = flag;
}
-u32 Actor_GetAllChestFlag(GlobalContext* ctxt) {
- return ctxt->actorCtx.chestFlags;
+u32 Actor_GetAllChestFlag(GlobalContext* globalCtx) {
+ return globalCtx->actorCtx.chestFlags;
}
-u32 Actor_GetRoomCleared(GlobalContext* ctxt, u32 roomNumber) {
- return ctxt->actorCtx.clearedRooms & (1 << roomNumber);
+u32 Actor_GetRoomCleared(GlobalContext* globalCtx, u32 roomNumber) {
+ return globalCtx->actorCtx.clearedRooms & (1 << roomNumber);
}
-void Actor_SetRoomCleared(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorCtx.clearedRooms |= (1 << roomNumber);
+void Actor_SetRoomCleared(GlobalContext* globalCtx, u32 roomNumber) {
+ globalCtx->actorCtx.clearedRooms |= (1 << roomNumber);
}
-void Actor_UnsetRoomCleared(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorCtx.clearedRooms &= ~(1 << roomNumber);
+void Actor_UnsetRoomCleared(GlobalContext* globalCtx, u32 roomNumber) {
+ globalCtx->actorCtx.clearedRooms &= ~(1 << roomNumber);
}
-u32 Actor_GetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
- return ctxt->actorCtx.clearedRoomsTemp & (1 << roomNumber);
+u32 Actor_GetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber) {
+ return globalCtx->actorCtx.clearedRoomsTemp & (1 << roomNumber);
}
-void Actor_SetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorCtx.clearedRoomsTemp |= (1 << roomNumber);
+void Actor_SetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber) {
+ globalCtx->actorCtx.clearedRoomsTemp |= (1 << roomNumber);
}
-void Actor_UnsetRoomClearedTemp(GlobalContext* ctxt, u32 roomNumber) {
- ctxt->actorCtx.clearedRoomsTemp &= ~(1 << roomNumber);
+void Actor_UnsetRoomClearedTemp(GlobalContext* globalCtx, u32 roomNumber) {
+ globalCtx->actorCtx.clearedRoomsTemp &= ~(1 << roomNumber);
}
-u32 Actor_GetCollectibleFlag(GlobalContext* ctxt, s32 index) {
+u32 Actor_GetCollectibleFlag(GlobalContext* globalCtx, s32 index) {
if (index > 0 && index < 0x80) {
- return ctxt->actorCtx.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F));
+ return globalCtx->actorCtx.collectibleFlags[(index & -0x20) >> 5] & (1 << (index & 0x1F));
}
return 0;
}
-void Actor_SetCollectibleFlag(GlobalContext* ctxt, s32 index) {
+void Actor_SetCollectibleFlag(GlobalContext* globalCtx, s32 index) {
if (index > 0 && index < 0x80) {
- ctxt->actorCtx.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F);
+ globalCtx->actorCtx.collectibleFlags[(index & -0x20) >> 5] |= 1 << (index & 0x1F);
}
}
-void Actor_TitleCardContextInit(GlobalContext* ctxt, TitleCardContext* titleCtxt) {
+void Actor_TitleCardContextInit(GlobalContext* globalCtx, TitleCardContext* titleCtxt) {
titleCtxt->fadeOutDelay = 0;
titleCtxt->fadeInDelay = 0;
titleCtxt->color = 0;
titleCtxt->alpha = 0;
}
-void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5,
+void Actor_TitleCardCreate(GlobalContext* globalCtx, TitleCardContext* titleCtxt, u32 texture, s16 param_4, s16 param_5,
u8 param_6, u8 param_7) {
titleCtxt->texture = texture;
titleCtxt->unk4 = param_4;
@@ -255,7 +255,7 @@ void Actor_TitleCardCreate(GlobalContext* ctxt, TitleCardContext* titleCtxt, u32
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_Nop800B5E50.asm")
-void Actor_TitleCardUpdate(GlobalContext* ctxt, TitleCardContext* titleCtxt) {
+void Actor_TitleCardUpdate(GlobalContext* globalCtx, TitleCardContext* titleCtxt) {
if (DECR(titleCtxt->fadeInDelay) == 0) {
if (DECR(titleCtxt->fadeOutDelay) == 0) {
Math_StepToS(&titleCtxt->alpha, 0, 30);
@@ -318,13 +318,13 @@ void Actor_SetScale(Actor* actor, f32 scale) {
actor->scale.x = scale;
}
-void Actor_SetObjectSegment(GlobalContext* ctxt, Actor* actor) {
+void Actor_SetObjectSegment(GlobalContext* globalCtx, Actor* actor) {
// TODO: Segment number enum
- gSegments[6] = PHYSICAL_TO_VIRTUAL(ctxt->objectCtx.status[actor->objBankIndex].segment);
+ gSegments[6] = PHYSICAL_TO_VIRTUAL(globalCtx->objectCtx.status[actor->objBankIndex].segment);
}
#if 0
-void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
+void Actor_InitToDefaultValues(Actor* actor, GlobalContext* globalCtx) {
Actor_InitCurrPosition(actor);
Actor_InitDrawRotation(actor);
Actor_SetHeight(actor, 0);
@@ -344,9 +344,9 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
actor->naviMsgId = 255;
Actor_Setshape(&actor->shape, 0, 0, 0);
- if (Object_IsLoaded(&ctxt->objectCtx, actor->objBankIndex) != 0) {
- Actor_SetObjectSegment(ctxt, actor);
- actor->init(actor, ctxt);
+ if (Object_IsLoaded(&globalCtx->objectCtx, actor->objBankIndex) != 0) {
+ Actor_SetObjectSegment(globalCtx, actor);
+ actor->init(actor, globalCtx);
actor->init = NULL;
}
}
@@ -354,10 +354,10 @@ void Actor_InitToDefaultValues(Actor* actor, GlobalContext* ctxt) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_InitToDefaultValues.asm")
#endif
-void Actor_FiniActor(Actor* actor, GlobalContext* ctxt) {
+void Actor_FiniActor(Actor* actor, GlobalContext* globalCtx) {
if (actor->init == NULL) {
if (actor->destroy != NULL) {
- actor->destroy(actor, ctxt);
+ actor->destroy(actor, globalCtx);
actor->destroy = NULL;
}
}
@@ -622,7 +622,7 @@ s32 Actor_IsActorFacingActorAndWithinRange(Actor* actor, Actor* other, f32 range
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B8934.asm")
-u32 Actor_HasParent(Actor* actor, GlobalContext* ctxt) {
+u32 Actor_HasParent(Actor* actor, GlobalContext* globalCtx) {
if (actor->parent != NULL) {
return 1;
} else {
@@ -698,9 +698,9 @@ u32 Actor_HasParent(Actor* actor, GlobalContext* ctxt) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//func_800B9D1C.asm")
-void Actor_DrawAllSetup(GlobalContext* ctxt) {
- ctxt->actorCtx.undrawnActorCount = 0;
- ctxt->actorCtx.unkB = 0;
+void Actor_DrawAllSetup(GlobalContext* globalCtx) {
+ globalCtx->actorCtx.undrawnActorCount = 0;
+ globalCtx->actorCtx.unkB = 0;
}
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_actor//Actor_RecordUndrawnActor.asm")
diff --git a/src/code/z_bgcheck.c b/src/code/z_bgcheck.c
index e877a2689..180a749c2 100644
--- a/src/code/z_bgcheck.c
+++ b/src/code/z_bgcheck.c
@@ -26,13 +26,13 @@ void BgCheck_PolygonLinkedListNodeInsert(DynaSSNodeList* list, u16* head, s16* p
*head = index;
}
-void BgCheck_PolygonLinkedListInit(GlobalContext* ctxt, DynaSSNodeList* list) {
+void BgCheck_PolygonLinkedListInit(GlobalContext* globalCtx, DynaSSNodeList* list) {
list->tbl = NULL;
list->count = 0;
}
-void BgCheck_PolygonLinkedListAlloc(GlobalContext* ctxt, DynaSSNodeList* list, u32 numNodes) {
- list->tbl = (SSNode*)THA_AllocEndAlign(&ctxt->state.heap, numNodes << 2, 0xfffffffe);
+void BgCheck_PolygonLinkedListAlloc(GlobalContext* globalCtx, DynaSSNodeList* list, u32 numNodes) {
+ list->tbl = (SSNode*)THA_AllocEndAlign(&globalCtx->state.heap, numNodes << 2, 0xfffffffe);
list->max = numNodes;
list->count = 0;
}
diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c
index 0d5d8cdec..1cdb30dcb 100644
--- a/src/code/z_collision_check.c
+++ b/src/code/z_collision_check.c
@@ -53,7 +53,7 @@ s32 CollisionCheck_GetToucherDamage(Collider* at, ColliderInfo* atInfo, Collider
return atInfo->toucher.damage;
}
-s32 Collider_InitBase(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_InitBase(GlobalContext* globalCtx, Collider* collider) {
static Collider defaultCollider = {
NULL, NULL, NULL, NULL, AT_NONE, AC_NONE, OC1_NONE, OC2_NONE, COLTYPE_HIT3, COLSHAPE_MAX,
};
@@ -62,14 +62,14 @@ s32 Collider_InitBase(GlobalContext* ctxt, Collider* collider) {
return 1;
}
-s32 Collider_DestroyBase(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_DestroyBase(GlobalContext* globalCtx, Collider* collider) {
return 1;
}
/**
* Uses default OC2_TYPE_1 and COLTYPE_HIT0
*/
-s32 Collider_SetBaseToActor(GlobalContext* ctxt, Collider* collider, ColliderInitToActor* src) {
+s32 Collider_SetBaseToActor(GlobalContext* globalCtx, Collider* collider, ColliderInitToActor* src) {
collider->actor = src->actor;
collider->atFlags = src->atFlags;
collider->acFlags = src->acFlags;
@@ -82,7 +82,7 @@ s32 Collider_SetBaseToActor(GlobalContext* ctxt, Collider* collider, ColliderIni
/**
* Uses default OC2_TYPE_1
*/
-s32 Collider_SetBaseType1(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInitType1* src) {
+s32 Collider_SetBaseType1(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInitType1* src) {
collider->actor = actor;
collider->colType = src->colType;
collider->atFlags = src->atFlags;
@@ -93,7 +93,7 @@ s32 Collider_SetBaseType1(GlobalContext* ctxt, Collider* collider, Actor* actor,
return 1;
}
-s32 Collider_SetBase(GlobalContext* ctxt, Collider* collider, Actor* actor, ColliderInit* src) {
+s32 Collider_SetBase(GlobalContext* globalCtx, Collider* collider, Actor* actor, ColliderInit* src) {
collider->actor = actor;
collider->colType = src->colType;
collider->atFlags = src->atFlags;
@@ -104,62 +104,62 @@ s32 Collider_SetBase(GlobalContext* ctxt, Collider* collider, Actor* actor, Coll
return 1;
}
-void Collider_ResetATBase(GlobalContext* ctxt, Collider* collider) {
+void Collider_ResetATBase(GlobalContext* globalCtx, Collider* collider) {
collider->at = NULL;
collider->atFlags &= ~(AT_HIT | AT_BOUNCED);
}
-void Collider_ResetACBase(GlobalContext* ctxt, Collider* collider) {
+void Collider_ResetACBase(GlobalContext* globalCtx, Collider* collider) {
collider->ac = NULL;
collider->acFlags &= ~(AC_HIT | AC_BOUNCED);
}
-void Collider_ResetOCBase(GlobalContext* ctxt, Collider* collider) {
+void Collider_ResetOCBase(GlobalContext* globalCtx, Collider* collider) {
collider->oc = NULL;
collider->ocFlags1 &= ~OC1_HIT;
collider->ocFlags2 &= ~OC2_HIT_PLAYER;
}
-s32 Collider_InitTouch(GlobalContext* ctxt, ColliderTouch* touch) {
+s32 Collider_InitTouch(GlobalContext* globalCtx, ColliderTouch* touch) {
static ColliderTouch defaultColliderTouch = { 0x00000000, 0, 0 };
*touch = defaultColliderTouch;
return 1;
}
-s32 Collider_DestroyTouch(GlobalContext* ctxt, ColliderTouch* touch) {
+s32 Collider_DestroyTouch(GlobalContext* globalCtx, ColliderTouch* touch) {
return 1;
}
-s32 Collider_SetTouch(GlobalContext* ctxt, ColliderTouch* touch, ColliderTouchInit* src) {
+s32 Collider_SetTouch(GlobalContext* globalCtx, ColliderTouch* touch, ColliderTouchInit* src) {
touch->dmgFlags = src->dmgFlags;
touch->effect = src->effect;
touch->damage = src->damage;
return 1;
}
-void Collider_ResetATInfoUnk(GlobalContext* ctxt, ColliderInfo* info) {
+void Collider_ResetATInfoUnk(GlobalContext* globalCtx, ColliderInfo* info) {
}
-s32 Collider_InitBump(GlobalContext* ctxt, ColliderBump* bump) {
+s32 Collider_InitBump(GlobalContext* globalCtx, ColliderBump* bump) {
static ColliderBump defaultColliderBump = { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } };
*bump = defaultColliderBump;
return 1;
}
-s32 Collider_DestroyBump(GlobalContext* ctxt, ColliderBump* bump) {
+s32 Collider_DestroyBump(GlobalContext* globalCtx, ColliderBump* bump) {
return 1;
}
-s32 Collider_SetBump(GlobalContext* ctxt, ColliderBump* bump, ColliderBumpInit* src) {
+s32 Collider_SetBump(GlobalContext* globalCtx, ColliderBump* bump, ColliderBumpInit* src) {
bump->dmgFlags = src->dmgFlags;
bump->effect = src->effect;
bump->defense = src->defense;
return 1;
}
-s32 Collider_InitInfo(GlobalContext* ctxt, ColliderInfo* info) {
+s32 Collider_InitInfo(GlobalContext* globalCtx, ColliderInfo* info) {
static ColliderInfo defaultColliderInfo = {
{ 0, 0, 0 }, { 0xF7CFFFFF, 0, 0, { 0, 0, 0 } },
ELEMTYPE_UNK0, TOUCH_NONE,
@@ -169,36 +169,36 @@ s32 Collider_InitInfo(GlobalContext* ctxt, ColliderInfo* info) {
};
*info = defaultColliderInfo;
- Collider_InitTouch(ctxt, &info->toucher);
- Collider_InitBump(ctxt, &info->bumper);
+ Collider_InitTouch(globalCtx, &info->toucher);
+ Collider_InitBump(globalCtx, &info->bumper);
return 1;
}
-s32 Collider_DestroyInfo(GlobalContext* ctxt, ColliderInfo* info) {
- Collider_DestroyTouch(ctxt, &info->toucher);
- Collider_DestroyBump(ctxt, &info->bumper);
+s32 Collider_DestroyInfo(GlobalContext* globalCtx, ColliderInfo* info) {
+ Collider_DestroyTouch(globalCtx, &info->toucher);
+ Collider_DestroyBump(globalCtx, &info->bumper);
return 1;
}
-s32 Collider_SetInfo(GlobalContext* ctxt, ColliderInfo* info, ColliderInfoInit* src) {
+s32 Collider_SetInfo(GlobalContext* globalCtx, ColliderInfo* info, ColliderInfoInit* src) {
info->elemType = src->elemType;
- Collider_SetTouch(ctxt, &info->toucher, &src->toucher);
- Collider_SetBump(ctxt, &info->bumper, &src->bumper);
+ Collider_SetTouch(globalCtx, &info->toucher, &src->toucher);
+ Collider_SetBump(globalCtx, &info->bumper, &src->bumper);
info->toucherFlags = src->toucherFlags;
info->bumperFlags = src->bumperFlags;
info->ocElemFlags = src->ocElemFlags;
return 1;
}
-void Collider_ResetATInfo(GlobalContext* ctxt, ColliderInfo* info) {
+void Collider_ResetATInfo(GlobalContext* globalCtx, ColliderInfo* info) {
info->atHit = NULL;
info->atHitInfo = NULL;
info->toucherFlags &= ~TOUCH_HIT;
info->toucherFlags &= ~TOUCH_DREW_HITMARK;
- Collider_ResetATInfoUnk(ctxt, info);
+ Collider_ResetATInfoUnk(globalCtx, info);
}
-void Collider_ResetACInfo(GlobalContext* ctxt, ColliderInfo* info) {
+void Collider_ResetACInfo(GlobalContext* globalCtx, ColliderInfo* info) {
info->bumper.hitPos.x = info->bumper.hitPos.y = info->bumper.hitPos.z = 0;
info->bumperFlags &= ~BUMP_HIT;
info->bumperFlags &= ~BUMP_DRAW_HITMARK;
@@ -206,11 +206,11 @@ void Collider_ResetACInfo(GlobalContext* ctxt, ColliderInfo* info) {
info->acHitInfo = NULL;
}
-void Collider_ResetOCInfo(GlobalContext* ctxt, ColliderInfo* info) {
+void Collider_ResetOCInfo(GlobalContext* globalCtx, ColliderInfo* info) {
info->ocElemFlags &= ~OCELEM_HIT;
}
-s32 Collider_InitJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim) {
+s32 Collider_InitJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dim) {
static ColliderJntSphElementDim defaultColliderJntSphElementDim = {
{ { 0, 0, 0 }, 0 },
{ { 0, 0, 0 }, 0 },
@@ -222,11 +222,11 @@ s32 Collider_InitJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim*
return 1;
}
-s32 Collider_DestroyJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dim) {
+s32 Collider_DestroyJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dim) {
return 1;
}
-s32 Collider_SetJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim* dest,
+s32 Collider_SetJntSphElementDim(GlobalContext* globalCtx, ColliderJntSphElementDim* dest,
ColliderJntSphElementDimInit* src) {
dest->limb = src->limb;
dest->modelSphere = src->modelSphere;
@@ -234,44 +234,44 @@ s32 Collider_SetJntSphElementDim(GlobalContext* ctxt, ColliderJntSphElementDim*
return 1;
}
-s32 Collider_InitJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element) {
- Collider_InitInfo(ctxt, &element->info);
- Collider_InitJntSphElementDim(ctxt, &element->dim);
+s32 Collider_InitJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element) {
+ Collider_InitInfo(globalCtx, &element->info);
+ Collider_InitJntSphElementDim(globalCtx, &element->dim);
return 1;
}
-s32 Collider_DestroyJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* element) {
- Collider_DestroyInfo(ctxt, &element->info);
- Collider_DestroyJntSphElementDim(ctxt, &element->dim);
+s32 Collider_DestroyJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* element) {
+ Collider_DestroyInfo(globalCtx, &element->info);
+ Collider_DestroyJntSphElementDim(globalCtx, &element->dim);
return 1;
}
-s32 Collider_SetJntSphElement(GlobalContext* ctxt, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) {
- Collider_SetInfo(ctxt, &dest->info, &src->info);
- Collider_SetJntSphElementDim(ctxt, &dest->dim, &src->dim);
+s32 Collider_SetJntSphElement(GlobalContext* globalCtx, ColliderJntSphElement* dest, ColliderJntSphElementInit* src) {
+ Collider_SetInfo(globalCtx, &dest->info, &src->info);
+ Collider_SetJntSphElementDim(globalCtx, &dest->dim, &src->dim);
return 1;
}
-s32 Collider_ResetJntSphElementAT(GlobalContext* ctxt, ColliderJntSphElement* collider) {
- Collider_ResetATInfo(ctxt, &collider->info);
+s32 Collider_ResetJntSphElementAT(GlobalContext* globalCtx, ColliderJntSphElement* collider) {
+ Collider_ResetATInfo(globalCtx, &collider->info);
return 1;
}
-s32 Collider_ResetJntSphElementAC(GlobalContext* ctxt, ColliderJntSphElement* collider) {
- Collider_ResetACInfo(ctxt, &collider->info);
+s32 Collider_ResetJntSphElementAC(GlobalContext* globalCtx, ColliderJntSphElement* collider) {
+ Collider_ResetACInfo(globalCtx, &collider->info);
return 1;
}
-s32 Collider_ResetJntSphElementOC(GlobalContext* ctxt, ColliderJntSphElement* collider) {
- Collider_ResetOCInfo(ctxt, &collider->info);
+s32 Collider_ResetJntSphElementOC(GlobalContext* globalCtx, ColliderJntSphElement* collider) {
+ Collider_ResetOCInfo(globalCtx, &collider->info);
return 1;
}
/**
* Initializes a ColliderJntSph to default values
*/
-s32 Collider_InitJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
- Collider_InitBase(ctxt, &collider->base);
+s32 Collider_InitJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) {
+ Collider_InitBase(globalCtx, &collider->base);
collider->count = 0;
collider->elements = NULL;
return 1;
@@ -280,12 +280,12 @@ s32 Collider_InitJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
/**
* Destroys a dynamically allocated ColliderJntSph
*/
-s32 Collider_FreeJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
+s32 Collider_FreeJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) {
ColliderJntSphElement* element;
- Collider_DestroyBase(ctxt, &collider->base);
+ Collider_DestroyBase(globalCtx, &collider->base);
for (element = collider->elements; element < &collider->elements[collider->count]; element++) {
- Collider_DestroyJntSphElement(ctxt, element);
+ Collider_DestroyJntSphElement(globalCtx, element);
}
collider->count = 0;
@@ -299,13 +299,13 @@ s32 Collider_FreeJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
/**
* Destroys a preallocated ColliderJntSph
*/
-s32 Collider_DestroyJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
+s32 Collider_DestroyJntSph(GlobalContext* globalCtx, ColliderJntSph* collider) {
ColliderJntSphElement* element;
- Collider_DestroyBase(ctxt, &collider->base);
+ Collider_DestroyBase(globalCtx, &collider->base);
for (element = collider->elements; element < &collider->elements[collider->count]; element++) {
- Collider_DestroyJntSphElement(ctxt, element);
+ Collider_DestroyJntSphElement(globalCtx, element);
}
collider->count = 0;
collider->elements = NULL;
@@ -316,11 +316,11 @@ s32 Collider_DestroyJntSph(GlobalContext* ctxt, ColliderJntSph* collider) {
* Sets up the ColliderJntSph using the values in src, sets it to the actor specified in src, and dynamically allocates
* the element array. Uses default OC2_TYPE_1 and COLTYPE_HIT0.
*/
-s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, ColliderJntSphInitToActor* src) {
+s32 Collider_SetJntSphToActor(GlobalContext* globalCtx, ColliderJntSph* collider, ColliderJntSphInitToActor* src) {
ColliderJntSphElement* destElem;
ColliderJntSphElementInit* srcElem;
- Collider_SetBaseToActor(ctxt, &collider->base, &src->base);
+ Collider_SetBaseToActor(globalCtx, &collider->base, &src->base);
collider->count = src->count;
collider->elements = zelda_malloc(src->count * sizeof(ColliderJntSphElement));
@@ -331,8 +331,8 @@ s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, Col
for (destElem = collider->elements, srcElem = src->elements; destElem < &collider->elements[collider->count];
destElem++, srcElem++) {
- Collider_InitJntSphElement(ctxt, destElem);
- Collider_SetJntSphElement(ctxt, destElem, srcElem);
+ Collider_InitJntSphElement(globalCtx, destElem);
+ Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
return 1;
}
@@ -341,12 +341,12 @@ s32 Collider_SetJntSphToActor(GlobalContext* ctxt, ColliderJntSph* collider, Col
* Sets up the ColliderJntSph using the values in src and dynamically allocates the element array. Uses default
* OC2_TYPE_1.
*/
-s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor,
+s32 Collider_SetJntSphAllocType1(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor,
ColliderJntSphInitType1* src) {
ColliderJntSphElement* destElem;
ColliderJntSphElementInit* srcElem;
- Collider_SetBaseType1(ctxt, &sphereGroup->base, actor, &src->base);
+ Collider_SetBaseType1(globalCtx, &sphereGroup->base, actor, &src->base);
sphereGroup->count = src->count;
sphereGroup->elements = zelda_malloc(src->count * sizeof(ColliderJntSphElement));
@@ -357,8 +357,8 @@ s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGrou
for (destElem = sphereGroup->elements, srcElem = src->elements;
destElem < &sphereGroup->elements[sphereGroup->count]; destElem++, srcElem++) {
- Collider_InitJntSphElement(ctxt, destElem);
- Collider_SetJntSphElement(ctxt, destElem, srcElem);
+ Collider_InitJntSphElement(globalCtx, destElem);
+ Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
return 1;
}
@@ -366,19 +366,19 @@ s32 Collider_SetJntSphAllocType1(GlobalContext* ctxt, ColliderJntSph* sphereGrou
/**
* Sets up the ColliderJntSph using the values in src, placing the element array in elements.
*/
-s32 Collider_SetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src,
+s32 Collider_SetJntSph(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src,
ColliderJntSphElement* elements) {
ColliderJntSphElement* destElem;
ColliderJntSphElementInit* srcElem;
- Collider_SetBase(ctxt, &sphereGroup->base, actor, &src->base);
+ Collider_SetBase(globalCtx, &sphereGroup->base, actor, &src->base);
sphereGroup->count = src->count;
sphereGroup->elements = elements;
for (destElem = sphereGroup->elements, srcElem = src->elements;
destElem < &sphereGroup->elements[sphereGroup->count]; destElem++, srcElem++) {
- Collider_InitJntSphElement(ctxt, destElem);
- Collider_SetJntSphElement(ctxt, destElem, srcElem);
+ Collider_InitJntSphElement(globalCtx, destElem);
+ Collider_SetJntSphElement(globalCtx, destElem, srcElem);
}
return 1;
@@ -387,24 +387,24 @@ s32 Collider_SetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor*
/**
* Fully initializes a ColliderJntSph using the values in `src`, placing the element array in elements.
*/
-s32 Collider_InitAndSetJntSph(GlobalContext* ctxt, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src,
+s32 Collider_InitAndSetJntSph(GlobalContext* globalCtx, ColliderJntSph* sphereGroup, Actor* actor, ColliderJntSphInit* src,
ColliderJntSphElement* elements) {
- Collider_InitJntSph(ctxt, sphereGroup);
- Collider_SetJntSph(ctxt, sphereGroup, actor, src, elements);
+ Collider_InitJntSph(globalCtx, sphereGroup);
+ Collider_SetJntSph(globalCtx, sphereGroup, actor, src, elements);
return 0;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetJntSphAT(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetJntSphAT(GlobalContext* globalCtx, Collider* collider) {
ColliderJntSphElement* element;
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
- Collider_ResetATBase(ctxt, &jntSph->base);
+ Collider_ResetATBase(globalCtx, &jntSph->base);
for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
- Collider_ResetJntSphElementAT(ctxt, element);
+ Collider_ResetJntSphElementAT(globalCtx, element);
}
return 1;
}
@@ -412,14 +412,14 @@ s32 Collider_ResetJntSphAT(GlobalContext* ctxt, Collider* collider) {
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetJntSphAC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetJntSphAC(GlobalContext* globalCtx, Collider* collider) {
ColliderJntSphElement* element;
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
- Collider_ResetACBase(ctxt, &jntSph->base);
+ Collider_ResetACBase(globalCtx, &jntSph->base);
for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
- Collider_ResetJntSphElementAC(ctxt, element);
+ Collider_ResetJntSphElementAC(globalCtx, element);
}
return 1;
}
@@ -427,30 +427,30 @@ s32 Collider_ResetJntSphAC(GlobalContext* ctxt, Collider* collider) {
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetJntSphOC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetJntSphOC(GlobalContext* globalCtx, Collider* collider) {
ColliderJntSphElement* element;
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
- Collider_ResetOCBase(ctxt, &jntSph->base);
+ Collider_ResetOCBase(globalCtx, &jntSph->base);
for (element = jntSph->elements; element < &jntSph->elements[jntSph->count]; element++) {
- Collider_ResetJntSphElementOC(ctxt, element);
+ Collider_ResetJntSphElementOC(globalCtx, element);
}
return 1;
}
-s32 Collider_InitCylinderDim(GlobalContext* ctxt, Cylinder16* dim) {
+s32 Collider_InitCylinderDim(GlobalContext* globalCtx, Cylinder16* dim) {
static Cylinder16 defaultColliderCylinderDim = { 0, 0, 0, { 0, 0, 0 } };
*dim = defaultColliderCylinderDim;
return 1;
}
-s32 Collider_DestroyCylinderDim(GlobalContext* ctxt, Cylinder16* dim) {
+s32 Collider_DestroyCylinderDim(GlobalContext* globalCtx, Cylinder16* dim) {
return 1;
}
-s32 Collider_SetCylinderDim(GlobalContext* ctxt, Cylinder16* dim, Cylinder16* src) {
+s32 Collider_SetCylinderDim(GlobalContext* globalCtx, Cylinder16* dim, Cylinder16* src) {
*dim = *src;
return 1;
}
@@ -458,20 +458,20 @@ s32 Collider_SetCylinderDim(GlobalContext* ctxt, Cylinder16* dim, Cylinder16* sr
/**
* Initializes a ColliderCylinder to default values
*/
-s32 Collider_InitCylinder(GlobalContext* ctxt, ColliderCylinder* collider) {
- Collider_InitBase(ctxt, &collider->base);
- Collider_InitInfo(ctxt, &collider->info);
- Collider_InitCylinderDim(ctxt, &collider->dim);
+s32 Collider_InitCylinder(GlobalContext* globalCtx, ColliderCylinder* collider) {
+ Collider_InitBase(globalCtx, &collider->base);
+ Collider_InitInfo(globalCtx, &collider->info);
+ Collider_InitCylinderDim(globalCtx, &collider->dim);
return 1;
}
/**
* Destroys a ColliderCylinder
*/
-s32 Collider_DestroyCylinder(GlobalContext* ctxt, ColliderCylinder* collider) {
- Collider_DestroyBase(ctxt, &collider->base);
- Collider_DestroyInfo(ctxt, &collider->info);
- Collider_DestroyCylinderDim(ctxt, &collider->dim);
+s32 Collider_DestroyCylinder(GlobalContext* globalCtx, ColliderCylinder* collider) {
+ Collider_DestroyBase(globalCtx, &collider->base);
+ Collider_DestroyInfo(globalCtx, &collider->info);
+ Collider_DestroyCylinderDim(globalCtx, &collider->dim);
return 1;
}
@@ -479,78 +479,78 @@ s32 Collider_DestroyCylinder(GlobalContext* ctxt, ColliderCylinder* collider) {
* Sets up the ColliderCylinder using the values in src and sets it to the actor specified in src. Uses default
* OC2_TYPE_1 and COLTYPE_0.
*/
-s32 Collider_SetCylinderToActor(GlobalContext* ctxt, ColliderCylinder* collider, ColliderCylinderInitToActor* src) {
- Collider_SetBaseToActor(ctxt, &collider->base, &src->base);
- Collider_SetInfo(ctxt, &collider->info, &src->info);
- Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim);
+s32 Collider_SetCylinderToActor(GlobalContext* globalCtx, ColliderCylinder* collider, ColliderCylinderInitToActor* src) {
+ Collider_SetBaseToActor(globalCtx, &collider->base, &src->base);
+ Collider_SetInfo(globalCtx, &collider->info, &src->info);
+ Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim);
return 1;
}
/**
* Sets up the ColliderCylinder using the values in src. Uses default OC2_TYPE_1
*/
-s32 Collider_SetCylinderType1(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor,
+s32 Collider_SetCylinderType1(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor,
ColliderCylinderInitType1* src) {
- Collider_SetBaseType1(ctxt, &collider->base, actor, &src->base);
- Collider_SetInfo(ctxt, &collider->info, &src->info);
- Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim);
+ Collider_SetBaseType1(globalCtx, &collider->base, actor, &src->base);
+ Collider_SetInfo(globalCtx, &collider->info, &src->info);
+ Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim);
return 1;
}
/**
* Sets up the ColliderCylinder using the values in src.
*/
-s32 Collider_SetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) {
- Collider_SetBase(ctxt, &collider->base, actor, &src->base);
- Collider_SetInfo(ctxt, &collider->info, &src->info);
- Collider_SetCylinderDim(ctxt, &collider->dim, &src->dim);
+s32 Collider_SetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor, ColliderCylinderInit* src) {
+ Collider_SetBase(globalCtx, &collider->base, actor, &src->base);
+ Collider_SetInfo(globalCtx, &collider->info, &src->info);
+ Collider_SetCylinderDim(globalCtx, &collider->dim, &src->dim);
return 1;
}
/**
* Fully initializes a ColliderCylinder using the values in src.
*/
-s32 Collider_InitAndSetCylinder(GlobalContext* ctxt, ColliderCylinder* collider, Actor* actor,
+s32 Collider_InitAndSetCylinder(GlobalContext* globalCtx, ColliderCylinder* collider, Actor* actor,
ColliderCylinderInit* src) {
- Collider_InitCylinder(ctxt, collider);
- Collider_SetCylinder(ctxt, collider, actor, src);
+ Collider_InitCylinder(globalCtx, collider);
+ Collider_SetCylinder(globalCtx, collider, actor, src);
return 1;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetCylinderAT(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetCylinderAT(GlobalContext* globalCtx, Collider* collider) {
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
- Collider_ResetATBase(ctxt, &cylinder->base);
- Collider_ResetATInfo(ctxt, &cylinder->info);
+ Collider_ResetATBase(globalCtx, &cylinder->base);
+ Collider_ResetATInfo(globalCtx, &cylinder->info);
return 1;
}
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetCylinderAC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetCylinderAC(GlobalContext* globalCtx, Collider* collider) {
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
- Collider_ResetACBase(ctxt, &cylinder->base);
- Collider_ResetACInfo(ctxt, &cylinder->info);
+ Collider_ResetACBase(globalCtx, &cylinder->base);
+ Collider_ResetACInfo(globalCtx, &cylinder->info);
return 1;
}
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetCylinderOC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetCylinderOC(GlobalContext* globalCtx, Collider* collider) {
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
- Collider_ResetOCBase(ctxt, &cylinder->base);
- Collider_ResetOCInfo(ctxt, &cylinder->info);
+ Collider_ResetOCBase(globalCtx, &cylinder->base);
+ Collider_ResetOCInfo(globalCtx, &cylinder->info);
return 1;
}
-s32 Collider_InitTrisElementDim(GlobalContext* ctxt, TriNorm* dim) {
+s32 Collider_InitTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) {
static TriNorm defaultColliderTrisElementDim = {
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
{ { 0.0f, 0.0f, 0.0f }, 0.0f },
@@ -560,11 +560,11 @@ s32 Collider_InitTrisElementDim(GlobalContext* ctxt, TriNorm* dim) {
return 1;
}
-s32 Collider_DestroyTrisElementDim(GlobalContext* ctxt, TriNorm* dim) {
+s32 Collider_DestroyTrisElementDim(GlobalContext* globalCtx, TriNorm* dim) {
return 1;
}
-s32 Collider_SetTrisElementDim(GlobalContext* ctxt, TriNorm* dim, ColliderTrisElementDimInit* src) {
+s32 Collider_SetTrisElementDim(GlobalContext* globalCtx, TriNorm* dim, ColliderTrisElementDimInit* src) {
Vec3f* destVtx;
Vec3f* srcVtx;
f32 nx;
@@ -585,44 +585,44 @@ s32 Collider_SetTrisElementDim(GlobalContext* ctxt, TriNorm* dim, ColliderTrisEl
return 1;
}
-s32 Collider_InitTrisElement(GlobalContext* ctxt, ColliderTrisElement* element) {
- Collider_InitInfo(ctxt, &element->info);
- Collider_InitTrisElementDim(ctxt, &element->dim);
+s32 Collider_InitTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element) {
+ Collider_InitInfo(globalCtx, &element->info);
+ Collider_InitTrisElementDim(globalCtx, &element->dim);
return 1;
}
-s32 Collider_DestroyTrisElement(GlobalContext* ctxt, ColliderTrisElement* element) {
- Collider_DestroyInfo(ctxt, &element->info);
- Collider_DestroyTrisElementDim(ctxt, &element->dim);
+s32 Collider_DestroyTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element) {
+ Collider_DestroyInfo(globalCtx, &element->info);
+ Collider_DestroyTrisElementDim(globalCtx, &element->dim);
return 1;
}
-s32 Collider_SetTrisElement(GlobalContext* ctxt, ColliderTrisElement* element, ColliderTrisElementInit* src) {
- Collider_SetInfo(ctxt, &element->info, &src->info);
- Collider_SetTrisElementDim(ctxt, &element->dim, &src->dim);
+s32 Collider_SetTrisElement(GlobalContext* globalCtx, ColliderTrisElement* element, ColliderTrisElementInit* src) {
+ Collider_SetInfo(globalCtx, &element->info, &src->info);
+ Collider_SetTrisElementDim(globalCtx, &element->dim, &src->dim);
return 1;
}
-s32 Collider_ResetTrisElementAT(GlobalContext* ctxt, ColliderTrisElement* element) {
- Collider_ResetATInfo(ctxt, &element->info);
+s32 Collider_ResetTrisElementAT(GlobalContext* globalCtx, ColliderTrisElement* element) {
+ Collider_ResetATInfo(globalCtx, &element->info);
return 1;
}
-s32 Collider_ResetTrisElementAC(GlobalContext* ctxt, ColliderTrisElement* element) {
- Collider_ResetACInfo(ctxt, &element->info);
+s32 Collider_ResetTrisElementAC(GlobalContext* globalCtx, ColliderTrisElement* element) {
+ Collider_ResetACInfo(globalCtx, &element->info);
return 1;
}
-s32 Collider_ResetTrisElementOC(GlobalContext* ctxt, ColliderTrisElement* element) {
- Collider_ResetOCInfo(ctxt, &element->info);
+s32 Collider_ResetTrisElementOC(GlobalContext* globalCtx, ColliderTrisElement* element) {
+ Collider_ResetOCInfo(globalCtx, &element->info);
return 1;
}
/**
* Initializes a ColliderTris to default values
*/
-s32 Collider_InitTris(GlobalContext* ctxt, ColliderTris* tris) {
- Collider_InitBase(ctxt, &tris->base);
+s32 Collider_InitTris(GlobalContext* globalCtx, ColliderTris* tris) {
+ Collider_InitBase(globalCtx, &tris->base);
tris->count = 0;
tris->elements = NULL;
return 1;
@@ -631,13 +631,13 @@ s32 Collider_InitTris(GlobalContext* ctxt, ColliderTris* tris) {
/**
* Destroys a dynamically allocated ColliderTris
*/
-s32 Collider_FreeTris(GlobalContext* ctxt, ColliderTris* tris) {
+s32 Collider_FreeTris(GlobalContext* globalCtx, ColliderTris* tris) {
ColliderTrisElement* element;
- Collider_DestroyBase(ctxt, &tris->base);
+ Collider_DestroyBase(globalCtx, &tris->base);
for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_DestroyTrisElement(ctxt, element);
+ Collider_DestroyTrisElement(globalCtx, element);
}
tris->count = 0;
@@ -652,13 +652,13 @@ s32 Collider_FreeTris(GlobalContext* ctxt, ColliderTris* tris) {
/**
* Destroys a preallocated ColliderTris
*/
-s32 Collider_DestroyTris(GlobalContext* ctxt, ColliderTris* tris) {
+s32 Collider_DestroyTris(GlobalContext* globalCtx, ColliderTris* tris) {
ColliderTrisElement* element;
- Collider_DestroyBase(ctxt, &tris->base);
+ Collider_DestroyBase(globalCtx, &tris->base);
for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_DestroyTrisElement(ctxt, element);
+ Collider_DestroyTrisElement(globalCtx, element);
}
tris->count = 0;
tris->elements = NULL;
@@ -669,11 +669,11 @@ s32 Collider_DestroyTris(GlobalContext* ctxt, ColliderTris* tris) {
* Sets up the ColliderTris using the values in src and dynamically allocates the element array. Uses default
* OC2_TYPE_1.
*/
-s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src) {
+s32 Collider_SetTrisAllocType1(GlobalContext* globalCtx, ColliderTris* tris, Actor* actor, ColliderTrisInitType1* src) {
ColliderTrisElement* element;
ColliderTrisElementInit* srcElem;
- Collider_SetBaseType1(ctxt, &tris->base, actor, &src->base);
+ Collider_SetBaseType1(globalCtx, &tris->base, actor, &src->base);
tris->count = src->count;
tris->elements = zelda_malloc(tris->count * sizeof(ColliderTrisElement));
@@ -684,8 +684,8 @@ s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* a
for (element = tris->elements, srcElem = src->elements; element < &tris->elements[tris->count];
element++, srcElem++) {
- Collider_InitTrisElement(ctxt, element);
- Collider_SetTrisElement(ctxt, element, srcElem);
+ Collider_InitTrisElement(globalCtx, element);
+ Collider_SetTrisElement(globalCtx, element, srcElem);
}
return 1;
@@ -694,19 +694,19 @@ s32 Collider_SetTrisAllocType1(GlobalContext* ctxt, ColliderTris* tris, Actor* a
/**
* Sets up the ColliderTris using the values in src, placing the element array in elements.
*/
-s32 Collider_SetTris(GlobalContext* ctxt, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src,
+s32 Collider_SetTris(GlobalContext* globalCtx, ColliderTris* triGroup, Actor* actor, ColliderTrisInit* src,
ColliderTrisElement* tris) {
ColliderTrisElement* element;
ColliderTrisElementInit* srcElem;
- Collider_SetBase(ctxt, &triGroup->base, actor, &src->base);
+ Collider_SetBase(globalCtx, &triGroup->base, actor, &src->base);
triGroup->count = src->count;
triGroup->elements = tris;
for (element = triGroup->elements, srcElem = src->elements; element < &triGroup->elements[triGroup->count];
element++, srcElem++) {
- Collider_InitTrisElement(ctxt, element);
- Collider_SetTrisElement(ctxt, element, srcElem);
+ Collider_InitTrisElement(globalCtx, element);
+ Collider_SetTrisElement(globalCtx, element, srcElem);
}
return 1;
@@ -715,24 +715,24 @@ s32 Collider_SetTris(GlobalContext* ctxt, ColliderTris* triGroup, Actor* actor,
/**
* Fully initializes a ColliderTris using the values in src, placing the element array in elements.
*/
-s32 Collider_InitAndSetTris(GlobalContext* ctxt, ColliderTris* tris, Actor* actor, ColliderTrisInit* src,
+s32 Collider_InitAndSetTris(GlobalContext* globalCtx, ColliderTris* tris, Actor* actor, ColliderTrisInit* src,
ColliderTrisElement* elements) {
- Collider_InitTris(ctxt, tris);
- Collider_SetTris(ctxt, tris, actor, src, elements);
+ Collider_InitTris(globalCtx, tris);
+ Collider_SetTris(globalCtx, tris, actor, src, elements);
return 0;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetTrisAT(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetTrisAT(GlobalContext* globalCtx, Collider* collider) {
ColliderTrisElement* element;
ColliderTris* tris = (ColliderTris*)collider;
- Collider_ResetATBase(ctxt, &tris->base);
+ Collider_ResetATBase(globalCtx, &tris->base);
for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_ResetTrisElementAT(ctxt, element);
+ Collider_ResetTrisElementAT(globalCtx, element);
}
return 1;
}
@@ -740,14 +740,14 @@ s32 Collider_ResetTrisAT(GlobalContext* ctxt, Collider* collider) {
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetTrisAC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetTrisAC(GlobalContext* globalCtx, Collider* collider) {
ColliderTrisElement* element;
ColliderTris* tris = (ColliderTris*)collider;
- Collider_ResetACBase(ctxt, &tris->base);
+ Collider_ResetACBase(globalCtx, &tris->base);
for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_ResetTrisElementAC(ctxt, element);
+ Collider_ResetTrisElementAC(globalCtx, element);
}
return 1;
}
@@ -755,19 +755,19 @@ s32 Collider_ResetTrisAC(GlobalContext* ctxt, Collider* collider) {
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetTrisOC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetTrisOC(GlobalContext* globalCtx, Collider* collider) {
ColliderTrisElement* element;
ColliderTris* tris = (ColliderTris*)collider;
- Collider_ResetOCBase(ctxt, &tris->base);
+ Collider_ResetOCBase(globalCtx, &tris->base);
for (element = tris->elements; element < &tris->elements[tris->count]; element++) {
- Collider_ResetTrisElementOC(ctxt, element);
+ Collider_ResetTrisElementOC(globalCtx, element);
}
return 1;
}
-s32 Collider_InitQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) {
+s32 Collider_InitQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
static ColliderQuadDim defaultColliderQuadDim = {
{ { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f } },
{ 0, 0, 0 },
@@ -779,11 +779,11 @@ s32 Collider_InitQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) {
return 1;
}
-s32 Collider_DestroyQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim) {
+s32 Collider_DestroyQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim) {
return 1;
}
-s32 Collider_ResetQuadACDist(GlobalContext* ctxt, ColliderQuadDim* dim) {
+s32 Collider_ResetQuadACDist(GlobalContext* globalCtx, ColliderQuadDim* dim) {
dim->acDist = 1.0E38f;
return 1;
}
@@ -797,7 +797,7 @@ void Collider_SetQuadMidpoints(ColliderQuadDim* dim) {
dim->baMid.z = (dim->quad[1].z + dim->quad[0].z) * 0.5f;
}
-s32 Collider_SetQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim, ColliderQuadDimInit* init) {
+s32 Collider_SetQuadDim(GlobalContext* globalCtx, ColliderQuadDim* dim, ColliderQuadDimInit* init) {
dim->quad[0] = init->quad[0];
dim->quad[1] = init->quad[1];
dim->quad[2] = init->quad[2];
@@ -810,83 +810,83 @@ s32 Collider_SetQuadDim(GlobalContext* ctxt, ColliderQuadDim* dim, ColliderQuadD
/**
* Initializes a ColliderQuad to default values.
*/
-s32 Collider_InitQuad(GlobalContext* ctxt, ColliderQuad* collider) {
- Collider_InitBase(ctxt, &collider->base);
- Collider_InitInfo(ctxt, &collider->info);
- Collider_InitQuadDim(ctxt, &collider->dim);
+s32 Collider_InitQuad(GlobalContext* globalCtx, ColliderQuad* collider) {
+ Collider_InitBase(globalCtx, &collider->base);
+ Collider_InitInfo(globalCtx, &collider->info);
+ Collider_InitQuadDim(globalCtx, &collider->dim);
return 1;
}
/**
* Destroys a ColliderQuad.
*/
-s32 Collider_DestroyQuad(GlobalContext* ctxt, ColliderQuad* collider) {
- Collider_DestroyBase(ctxt, &collider->base);
- Collider_DestroyInfo(ctxt, &collider->info);
- Collider_DestroyQuadDim(ctxt, &collider->dim);
+s32 Collider_DestroyQuad(GlobalContext* globalCtx, ColliderQuad* collider) {
+ Collider_DestroyBase(globalCtx, &collider->base);
+ Collider_DestroyInfo(globalCtx, &collider->info);
+ Collider_DestroyQuadDim(globalCtx, &collider->dim);
return 1;
}
/**
* Sets up the ColliderQuad using the values in src. Uses the default OC2_TYPE_1
*/
-s32 Collider_SetQuadType1(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) {
- Collider_SetBaseType1(ctxt, &collider->base, actor, &src->base);
- Collider_SetInfo(ctxt, &collider->info, &src->info);
- Collider_SetQuadDim(ctxt, &collider->dim, &src->dim);
+s32 Collider_SetQuadType1(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInitType1* src) {
+ Collider_SetBaseType1(globalCtx, &collider->base, actor, &src->base);
+ Collider_SetInfo(globalCtx, &collider->info, &src->info);
+ Collider_SetQuadDim(globalCtx, &collider->dim, &src->dim);
return 1;
}
/**
* Sets up the ColliderQuad using the values in src.
*/
-s32 Collider_SetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
- Collider_SetBase(ctxt, &collider->base, actor, &src->base);
- Collider_SetInfo(ctxt, &collider->info, &src->info);
- Collider_SetQuadDim(ctxt, &collider->dim, &src->dim);
+s32 Collider_SetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
+ Collider_SetBase(globalCtx, &collider->base, actor, &src->base);
+ Collider_SetInfo(globalCtx, &collider->info, &src->info);
+ Collider_SetQuadDim(globalCtx, &collider->dim, &src->dim);
return 1;
}
/**
* Fully initializes a ColliderQuad using the values in src.
*/
-s32 Collider_InitAndSetQuad(GlobalContext* ctxt, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
- Collider_InitQuad(ctxt, collider);
- Collider_SetQuad(ctxt, collider, actor, src);
+s32 Collider_InitAndSetQuad(GlobalContext* globalCtx, ColliderQuad* collider, Actor* actor, ColliderQuadInit* src) {
+ Collider_InitQuad(globalCtx, collider);
+ Collider_SetQuad(globalCtx, collider, actor, src);
return 0;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetQuadAT(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetQuadAT(GlobalContext* globalCtx, Collider* collider) {
ColliderQuad* quad = (ColliderQuad*)collider;
- Collider_ResetATBase(ctxt, &quad->base);
- Collider_ResetATInfo(ctxt, &quad->info);
- Collider_ResetQuadACDist(ctxt, &quad->dim);
+ Collider_ResetATBase(globalCtx, &quad->base);
+ Collider_ResetATInfo(globalCtx, &quad->info);
+ Collider_ResetQuadACDist(globalCtx, &quad->dim);
return 1;
}
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetQuadAC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetQuadAC(GlobalContext* globalCtx, Collider* collider) {
ColliderQuad* quad = (ColliderQuad*)collider;
- Collider_ResetACBase(ctxt, &quad->base);
- Collider_ResetACInfo(ctxt, &quad->info);
+ Collider_ResetACBase(globalCtx, &quad->base);
+ Collider_ResetACInfo(globalCtx, &quad->info);
return 1;
}
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetQuadOC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetQuadOC(GlobalContext* globalCtx, Collider* collider) {
ColliderQuad* quad = (ColliderQuad*)collider;
- Collider_ResetOCBase(ctxt, &quad->base);
- Collider_ResetOCInfo(ctxt, &quad->info);
+ Collider_ResetOCBase(globalCtx, &quad->base);
+ Collider_ResetOCInfo(globalCtx, &quad->info);
return 1;
}
@@ -894,7 +894,7 @@ s32 Collider_ResetQuadOC(GlobalContext* ctxt, Collider* collider) {
* For quad colliders with TOUCH_NEAREST, resets the previous AC collider it hit if the current element is closer,
* otherwise returns false. Used on player AT colliders to prevent multiple collisions from registering.
*/
-s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hitPos) {
+s32 Collider_QuadSetNearestAC(GlobalContext* globalCtx, ColliderQuad* quad, Vec3f* hitPos) {
f32 acDist;
Vec3f dcMid;
@@ -908,10 +908,10 @@ s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hi
quad->dim.acDist = acDist;
if (quad->info.atHit != NULL) {
- Collider_ResetACBase(ctxt, quad->info.atHit);
+ Collider_ResetACBase(globalCtx, quad->info.atHit);
}
if (quad->info.atHitInfo != NULL) {
- Collider_ResetACInfo(ctxt, quad->info.atHitInfo);
+ Collider_ResetACInfo(globalCtx, quad->info.atHitInfo);
}
return 1;
} else {
@@ -922,79 +922,79 @@ s32 Collider_QuadSetNearestAC(GlobalContext* ctxt, ColliderQuad* quad, Vec3f* hi
/**
* Initializes a ColliderSphere to default values.
*/
-s32 Collider_InitSphere(GlobalContext* ctxt, ColliderSphere* collider) {
- Collider_InitBase(ctxt, &collider->base);
- Collider_InitInfo(ctxt, &collider->info);
- Collider_InitJntSphElementDim(ctxt, &collider->dim);
+s32 Collider_InitSphere(GlobalContext* globalCtx, ColliderSphere* collider) {
+ Collider_InitBase(globalCtx, &collider->base);
+ Collider_InitInfo(globalCtx, &collider->info);
+ Collider_InitJntSphElementDim(globalCtx, &collider->dim);
return 1;
}
/**
* Destroys a ColliderSphere.
*/
-s32 Collider_DestroySphere(GlobalContext* ctxt, ColliderSphere* collider) {
- Collider_DestroyBase(ctxt, &collider->base);
- Collider_DestroyInfo(ctxt, &collider->info);
- Collider_DestroyJntSphElementDim(ctxt, &collider->dim);
+s32 Collider_DestroySphere(GlobalContext* globalCtx, ColliderSphere* collider) {
+ Collider_DestroyBase(globalCtx, &collider->base);
+ Collider_DestroyInfo(globalCtx, &collider->info);
+ Collider_DestroyJntSphElementDim(globalCtx, &collider->dim);
return 1;
}
/**
* Sets up the ColliderSphere using the values in src.
*/
-s32 Collider_SetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
- Collider_SetBase(ctxt, &collider->base, actor, &src->base);
- Collider_SetInfo(ctxt, &collider->info, &src->info);
- Collider_SetJntSphElementDim(ctxt, &collider->dim, &src->dim);
+s32 Collider_SetSphere(GlobalContext* globalCtx, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
+ Collider_SetBase(globalCtx, &collider->base, actor, &src->base);
+ Collider_SetInfo(globalCtx, &collider->info, &src->info);
+ Collider_SetJntSphElementDim(globalCtx, &collider->dim, &src->dim);
return 1;
}
/**
* Fully initializes a ColliderSphere using the values in src.
*/
-s32 Collider_InitAndSetSphere(GlobalContext* ctxt, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
- Collider_InitSphere(ctxt, collider);
- Collider_SetSphere(ctxt, collider, actor, src);
+s32 Collider_InitAndSetSphere(GlobalContext* globalCtx, ColliderSphere* collider, Actor* actor, ColliderSphereInit* src) {
+ Collider_InitSphere(globalCtx, collider);
+ Collider_SetSphere(globalCtx, collider, actor, src);
return 0;
}
/**
* Resets the collider's AT collision flags.
*/
-s32 Collider_ResetSphereAT(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetSphereAT(GlobalContext* globalCtx, Collider* collider) {
ColliderSphere* sphere = (ColliderSphere*)collider;
- Collider_ResetATBase(ctxt, &sphere->base);
- Collider_ResetATInfo(ctxt, &sphere->info);
+ Collider_ResetATBase(globalCtx, &sphere->base);
+ Collider_ResetATInfo(globalCtx, &sphere->info);
return 1;
}
/**
* Resets the collider's AC collision flags.
*/
-s32 Collider_ResetSphereAC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetSphereAC(GlobalContext* globalCtx, Collider* collider) {
ColliderSphere* sphere = (ColliderSphere*)collider;
- Collider_ResetACBase(ctxt, &sphere->base);
- Collider_ResetACInfo(ctxt, &sphere->info);
+ Collider_ResetACBase(globalCtx, &sphere->base);
+ Collider_ResetACInfo(globalCtx, &sphere->info);
return 1;
}
/**
* Resets the collider's OC collision flags.
*/
-s32 Collider_ResetSphereOC(GlobalContext* ctxt, Collider* collider) {
+s32 Collider_ResetSphereOC(GlobalContext* globalCtx, Collider* collider) {
ColliderSphere* sphere = (ColliderSphere*)collider;
- Collider_ResetOCBase(ctxt, &sphere->base);
- Collider_ResetOCInfo(ctxt, &sphere->info);
+ Collider_ResetOCBase(globalCtx, &sphere->base);
+ Collider_ResetOCInfo(globalCtx, &sphere->info);
return 1;
}
/**
* Initializes an OcLine to default values
*/
-s32 Collider_InitLine(GlobalContext* ctxt, OcLine* line) {
+s32 Collider_InitLine(GlobalContext* globalCtx, OcLine* line) {
static Vec3f defaultLinePoint = { 0.0f, 0.0f, 0.0f };
Math_Vec3f_Copy(&line->line.a, &defaultLinePoint);
@@ -1005,14 +1005,14 @@ s32 Collider_InitLine(GlobalContext* ctxt, OcLine* line) {
/**
* Destroys an OcLine
*/
-s32 Collider_DestroyLine(GlobalContext* ctxt, OcLine* line) {
+s32 Collider_DestroyLine(GlobalContext* globalCtx, OcLine* line) {
return 1;
}
/**
* Sets up an OcLine with endpoints a and b.
*/
-s32 Collider_SetLinePoints(GlobalContext* ctxt, OcLine* line, Vec3f* a, Vec3f* b) {
+s32 Collider_SetLinePoints(GlobalContext* globalCtx, OcLine* line, Vec3f* a, Vec3f* b) {
Math_Vec3f_Copy(&line->line.a, a);
Math_Vec3f_Copy(&line->line.b, b);
return 1;
@@ -1021,16 +1021,16 @@ s32 Collider_SetLinePoints(GlobalContext* ctxt, OcLine* line, Vec3f* a, Vec3f* b
/**
* Sets up an OcLine using the values in src.
*/
-s32 Collider_SetLine(GlobalContext* ctxt, OcLine* line, OcLine* src) {
+s32 Collider_SetLine(GlobalContext* globalCtx, OcLine* line, OcLine* src) {
line->ocFlags = src->ocFlags;
- Collider_SetLinePoints(ctxt, line, &src->line.a, &src->line.b);
+ Collider_SetLinePoints(globalCtx, line, &src->line.a, &src->line.b);
return 1;
}
/**
* Resets the OcLine's collision flags.
*/
-s32 Collider_ResetLineOC(GlobalContext* ctxt, OcLine* line) {
+s32 Collider_ResetLineOC(GlobalContext* globalCtx, OcLine* line) {
line->ocFlags &= ~OCLINE_HIT;
return 1;
}
@@ -1039,18 +1039,18 @@ s32 Collider_ResetLineOC(GlobalContext* ctxt, OcLine* line) {
* Initializes CollisionCheckContext.
* Clears all collider arrays, disables SAC, and sets flags for drawing colliders.
*/
-void CollisionCheck_InitContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_InitContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
colCtxt->sacFlags = 0;
- CollisionCheck_ClearContext(ctxt, colCtxt);
+ CollisionCheck_ClearContext(globalCtx, colCtxt);
}
-void CollisionCheck_DestroyContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_DestroyContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
}
/**
* Clears all collider lists in CollisionCheckContext when not in SAC mode.
*/
-void CollisionCheck_ClearContext(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_ClearContext(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
Collider** col;
OcLine** line;
@@ -1083,14 +1083,14 @@ void CollisionCheck_ClearContext(GlobalContext* ctxt, CollisionCheckContext* col
/**
* Enables SAC, an alternate collision check mode that allows direct management of collider lists.
*/
-void CollisionCheck_EnableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_EnableSAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
colCtxt->sacFlags |= SAC_ON;
}
/**
* Disables SAC, an alternate collision check mode that allows direct management of collider lists.
*/
-void CollisionCheck_DisableSAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_DisableSAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
colCtxt->sacFlags &= ~SAC_ON;
}
@@ -1102,13 +1102,13 @@ ColChkResetFunc sATResetFuncs[] = {
/**
* Sets collider as an AT (attack) for the current frame, which will be checked against ACs (attack colliders)
*/
-s32 CollisionCheck_SetAT(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+s32 CollisionCheck_SetAT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
s32 index;
- if (func_8016A01C(ctxt)) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- sATResetFuncs[collider->shape](ctxt, collider);
+ sATResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1130,11 +1130,11 @@ s32 CollisionCheck_SetAT(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Co
* If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it
* will be inserted into the next slot.
*/
-s32 CollisionCheck_SetAT_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
- if (func_8016A01C(ctxt)) {
+s32 CollisionCheck_SetAT_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- sATResetFuncs[collider->shape](ctxt, collider);
+ sATResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1162,13 +1162,13 @@ ColChkResetFunc sACResetFuncs[] = {
/**
* Sets collider as an AC (attack collider) for the current frame, allowing it to detect ATs (attacks)
*/
-s32 CollisionCheck_SetAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+s32 CollisionCheck_SetAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
s32 index;
- if (func_8016A01C(ctxt)) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- sACResetFuncs[collider->shape](ctxt, collider);
+ sACResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1190,11 +1190,11 @@ s32 CollisionCheck_SetAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Co
* If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it
* will be inserted into the next slot
*/
-s32 CollisionCheck_SetAC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
- if (func_8016A01C(ctxt)) {
+s32 CollisionCheck_SetAC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- sACResetFuncs[collider->shape](ctxt, collider);
+ sACResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1222,13 +1222,13 @@ ColChkResetFunc sOCResetFuncs[] = {
/**
* Sets collider as an OC (object collider) for the current frame, allowing it to detect other OCs.
*/
-s32 CollisionCheck_SetOC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+s32 CollisionCheck_SetOC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
s32 index;
- if (func_8016A01C(ctxt)) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- sOCResetFuncs[collider->shape](ctxt, collider);
+ sOCResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1250,11 +1250,11 @@ s32 CollisionCheck_SetOC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Co
* If CollisionCheck_SAC is enabled, the collider will be inserted into the list at the specified index, otherwise it
* will be inserted into the next slot.
*/
-s32 CollisionCheck_SetOC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
- if (func_8016A01C(ctxt)) {
+s32 CollisionCheck_SetOC_SAC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider, s32 index) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- sOCResetFuncs[collider->shape](ctxt, collider);
+ sOCResetFuncs[collider->shape](globalCtx, collider);
if (collider->actor != NULL && collider->actor->update == NULL) {
return -1;
@@ -1280,14 +1280,14 @@ s32 CollisionCheck_SetOC_SAC(GlobalContext* ctxt, CollisionCheckContext* colCtxt
/**
* Sets a line as an OC collider for this frame.
*/
-s32 CollisionCheck_SetOCLine(GlobalContext* ctxt, CollisionCheckContext* colCtxt, OcLine* line) {
+s32 CollisionCheck_SetOCLine(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, OcLine* line) {
s32 index;
- if (func_8016A01C(ctxt)) {
+ if (func_8016A01C(globalCtx)) {
return -1;
}
- Collider_ResetLineOC(ctxt, line);
+ Collider_ResetLineOC(globalCtx, line);
if (colCtxt->colLineCount >= ARRAY_COUNT(colCtxt->colLine)) {
return -1;
@@ -1332,7 +1332,7 @@ s32 CollisionCheck_NoSharedFlags(ColliderInfo* toucher, ColliderInfo* bumper) {
* Spawns no blood drops.
* Used by collider types HIT1, HIT3, HIT5, METAL, NONE, WOOD, HARD, and TREE
*/
-void CollisionCheck_NoBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+void CollisionCheck_NoBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
}
/**
@@ -1341,7 +1341,7 @@ void CollisionCheck_NoBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
*/
#ifdef NON_MATCHING
// needs in-function static bss
-void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+void CollisionCheck_BlueBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
static EffSparkParams D_801EEC00;
s32 effectIndex;
@@ -1387,7 +1387,7 @@ void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v)
D_801EEC00.velocity = 8.0f;
D_801EEC00.gravity = -1.0f;
- Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EEC00);
+ Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EEC00);
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_BlueBlood.asm")
@@ -1399,7 +1399,7 @@ void CollisionCheck_BlueBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v)
*/
#ifdef NON_MATCHING
// needs in-function static bss
-void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
+void CollisionCheck_GreenBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
static EffSparkParams D_801EF0C8;
s32 effectIndex;
@@ -1444,7 +1444,7 @@ void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v
D_801EF0C8.duration = 16;
D_801EF0C8.velocity = 8.0f;
D_801EF0C8.gravity = -1.0f;
- Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EF0C8);
+ Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EF0C8);
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_GreenBlood.asm")
@@ -1454,55 +1454,55 @@ void CollisionCheck_GreenBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v
* Spawns a burst of water.
* Used by collider type HIT4.
*/
-void CollisionCheck_WaterBurst(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
- EffectSsSibuki_SpawnBurst(ctxt, v);
- CollisionCheck_SpawnWaterDroplets(ctxt, v);
+void CollisionCheck_WaterBurst(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
+ EffectSsSibuki_SpawnBurst(globalCtx, v);
+ CollisionCheck_SpawnWaterDroplets(globalCtx, v);
}
/**
* Spawns red blood drops.
* Used by collider type HIT7.
*/
-void CollisionCheck_RedBlood(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
- CollisionCheck_SpawnRedBlood(ctxt, v);
+void CollisionCheck_RedBlood(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
+ CollisionCheck_SpawnRedBlood(globalCtx, v);
}
/**
* Spawns red blood drops.
*/
-void CollisionCheck_RedBloodUnused(GlobalContext* ctxt, Collider* collider, Vec3f* v) {
- CollisionCheck_SpawnRedBlood(ctxt, v);
+void CollisionCheck_RedBloodUnused(GlobalContext* globalCtx, Collider* collider, Vec3f* v) {
+ CollisionCheck_SpawnRedBlood(globalCtx, v);
}
/**
* Plays sound effects and displays hitmarks for solid-type AC colliders (METAL, WOOD, HARD, and TREE)
*/
-void CollisionCheck_HitSolid(GlobalContext* ctxt, ColliderInfo* info, Collider* collider, Vec3f* hitPos) {
+void CollisionCheck_HitSolid(GlobalContext* globalCtx, ColliderInfo* info, Collider* collider, Vec3f* hitPos) {
s32 flags = info->toucherFlags & TOUCH_SFX_NONE;
if (flags == TOUCH_SFX_NORMAL && collider->colType != COLTYPE_METAL) {
- EffectSsHitMark_SpawnFixedScale(ctxt, 0, hitPos);
+ EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
if (collider->actor == NULL) {
play_sound(0x1806);
} else {
func_8019F1C0(&collider->actor->projectedPos, 0x1806);
}
} else if (flags == TOUCH_SFX_NORMAL) {
- EffectSsHitMark_SpawnFixedScale(ctxt, 3, hitPos);
+ EffectSsHitMark_SpawnFixedScale(globalCtx, 3, hitPos);
if (collider->actor == NULL) {
- CollisionCheck_SpawnShieldParticlesMetal(ctxt, hitPos);
+ CollisionCheck_SpawnShieldParticlesMetal(globalCtx, hitPos);
} else {
- CollisionCheck_SpawnShieldParticlesMetalSound(ctxt, hitPos, &collider->actor->projectedPos);
+ CollisionCheck_SpawnShieldParticlesMetalSound(globalCtx, hitPos, &collider->actor->projectedPos);
}
} else if (flags == TOUCH_SFX_HARD) {
- EffectSsHitMark_SpawnFixedScale(ctxt, 0, hitPos);
+ EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
if (collider->actor == NULL) {
play_sound(0x1806);
} else {
func_8019F1C0(&collider->actor->projectedPos, 0x1806);
}
} else if (flags == TOUCH_SFX_WOOD) {
- EffectSsHitMark_SpawnFixedScale(ctxt, 1, hitPos);
+ EffectSsHitMark_SpawnFixedScale(globalCtx, 1, hitPos);
if (collider->actor == NULL) {
play_sound(0x1837);
} else {
@@ -1544,7 +1544,7 @@ HitInfo sHitInfo[] = {
/**
* Handles hitmarks, blood, and sound effects for each AC collision, determined by the AC collider's colType
*/
-void CollisionCheck_HitEffects(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Collider* ac,
+void CollisionCheck_HitEffects(GlobalContext* globalCtx, Collider* at, ColliderInfo* atInfo, Collider* ac,
ColliderInfo* acInfo, Vec3f* hitPos) {
if (acInfo->bumperFlags & BUMP_NO_HITMARK) {
return;
@@ -1555,26 +1555,26 @@ void CollisionCheck_HitEffects(GlobalContext* ctxt, Collider* at, ColliderInfo*
}
if (ac->actor != NULL) {
- sBloodFuncs[sHitInfo[ac->colType].blood](ctxt, ac, hitPos);
+ sBloodFuncs[sHitInfo[ac->colType].blood](globalCtx, ac, hitPos);
}
if (ac->actor != NULL) {
if (sHitInfo[ac->colType].effect == HIT_SOLID) {
- CollisionCheck_HitSolid(ctxt, atInfo, ac, hitPos);
+ CollisionCheck_HitSolid(globalCtx, atInfo, ac, hitPos);
} else if (sHitInfo[ac->colType].effect == HIT_WOOD) {
if (at->actor == NULL) {
- CollisionCheck_SpawnShieldParticles(ctxt, hitPos);
+ CollisionCheck_SpawnShieldParticles(globalCtx, hitPos);
play_sound(0x1837);
} else {
- CollisionCheck_SpawnShieldParticlesWood(ctxt, hitPos, &at->actor->projectedPos);
+ CollisionCheck_SpawnShieldParticlesWood(globalCtx, hitPos, &at->actor->projectedPos);
}
} else if (sHitInfo[ac->colType].effect != HIT_NONE) {
- EffectSsHitMark_SpawnFixedScale(ctxt, sHitInfo[ac->colType].effect, hitPos);
+ EffectSsHitMark_SpawnFixedScale(globalCtx, sHitInfo[ac->colType].effect, hitPos);
if (!(acInfo->bumperFlags & BUMP_NO_SWORD_SFX)) {
CollisionCheck_SwordHitAudio(at, acInfo);
}
}
} else {
- EffectSsHitMark_SpawnFixedScale(ctxt, 0, hitPos);
+ EffectSsHitMark_SpawnFixedScale(globalCtx, 0, hitPos);
if (ac->actor == NULL) {
play_sound(0x1806);
} else {
@@ -1594,7 +1594,7 @@ void CollisionCheck_SetBounce(Collider* at, Collider* ac) {
/**
* Performs the AC collision between the AT element and AC element that collided.
*/
-s32 CollisionCheck_SetATvsAC(GlobalContext* ctxt, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac,
+s32 CollisionCheck_SetATvsAC(GlobalContext* globalCtx, Collider* at, ColliderInfo* atInfo, Vec3f* atPos, Collider* ac,
ColliderInfo* acInfo, Vec3f* acPos, Vec3f* hitPos) {
f32 damage;
u32 effect;
@@ -1644,7 +1644,7 @@ s32 CollisionCheck_SetATvsAC(GlobalContext* ctxt, Collider* at, ColliderInfo* at
ac->colType != COLTYPE_HARD) {
acInfo->bumperFlags |= BUMP_DRAW_HITMARK;
} else {
- CollisionCheck_HitEffects(ctxt, at, atInfo, ac, acInfo, hitPos);
+ CollisionCheck_HitEffects(globalCtx, at, atInfo, ac, acInfo, hitPos);
atInfo->toucherFlags |= TOUCH_DREW_HITMARK;
}
return 1;
@@ -1667,7 +1667,7 @@ void CollisionCheck_QuadAvgPoint(ColliderQuad* quad, Vec3f* avg) {
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderJntSph* at = (ColliderJntSph*)colAT;
ColliderJntSphElement* atElem;
@@ -1708,7 +1708,7 @@ void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
&hitPos);
if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
@@ -1723,7 +1723,7 @@ void CollisionCheck_AC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderJntSph* at = (ColliderJntSph*)colAT;
ColliderJntSphElement* atElem;
@@ -1763,7 +1763,7 @@ void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
return;
}
}
@@ -1773,7 +1773,7 @@ void CollisionCheck_AC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_JntSphVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderJntSph* at = (ColliderJntSph*)colAT;
ColliderJntSphElement* atElem;
@@ -1799,7 +1799,7 @@ void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext*
Math_Vec3s_ToVec3f(&atPos, &atElem->dim.worldSphere.center);
CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
&hitPos);
return;
}
@@ -1811,7 +1811,7 @@ void CollisionCheck_AC_JntSphVsTris(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_JntSphVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderJntSph* at = (ColliderJntSph*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
@@ -1839,7 +1839,7 @@ void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext*
Math_Vec3s_ToVec3f(&atPos, &sphElem->dim.worldSphere.center);
CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos,
&hitPos);
return;
}
@@ -1850,7 +1850,7 @@ void CollisionCheck_AC_JntSphVsQuad(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_JntSphVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderJntSph* at = (ColliderJntSph*)colAT;
ColliderSphere* ac = (ColliderSphere*)colAC;
@@ -1886,7 +1886,7 @@ void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &sphElem->info, &atPos, &ac->base, &ac->info, &acPos,
&hitPos);
}
}
@@ -1896,7 +1896,7 @@ void CollisionCheck_AC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderCylinder* at = (ColliderCylinder*)colAT;
ColliderJntSph* ac = (ColliderJntSph*)colAC;
@@ -1936,7 +1936,7 @@ void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* c
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &sphElem->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &sphElem->info, &acPos,
&hitPos);
if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
break;
@@ -1949,7 +1949,7 @@ void CollisionCheck_AC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* c
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) {
+void CollisionCheck_AC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT, Collider* colAC) {
ColliderCylinder* at = (ColliderCylinder*)colAT;
ColliderCylinder* ac = (ColliderCylinder*)colAC;
f32 overlapSize;
@@ -1993,7 +1993,7 @@ void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC
} else {
Math_Vec3s_ToVec3f(&hitPos, &ac->dim.pos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
}
}
@@ -2001,7 +2001,7 @@ void CollisionCheck_AC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_CylVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderCylinder* at = (ColliderCylinder*)colAT;
ColliderTris* ac = (ColliderTris*)colAC;
@@ -2027,7 +2027,7 @@ void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* col
Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
return;
}
}
@@ -2037,7 +2037,7 @@ void CollisionCheck_AC_CylVsTris(GlobalContext* ctxt, CollisionCheckContext* col
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_CylVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderCylinder* at = (ColliderCylinder*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
@@ -2061,14 +2061,14 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* col
Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00);
} else if (Math3D_ColCylinderTri(&at->dim, &D_801EF638, &D_801EDE00) != 0) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&atPos, &at->dim.pos);
CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDE00);
}
}
}
@@ -2076,7 +2076,7 @@ void CollisionCheck_AC_CylVsQuad(GlobalContext* ctxt, CollisionCheckContext* col
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_CylVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderCylinder* at = (ColliderCylinder*)colAT;
ColliderSphere* ac = (ColliderSphere*)colAC;
@@ -2115,7 +2115,7 @@ void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
}
}
@@ -2123,7 +2123,7 @@ void CollisionCheck_AC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_TrisVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderTris* at = (ColliderTris*)colAT;
ColliderJntSphElement* acElem;
@@ -2149,7 +2149,7 @@ void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext*
Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
CollisionCheck_TrisAvgPoint(atElem, &atPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
&hitPos);
if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
@@ -2164,7 +2164,7 @@ void CollisionCheck_AC_TrisVsJntSph(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_TrisVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderTris* at = (ColliderTris*)colAT;
ColliderCylinder* ac = (ColliderCylinder*)colAC;
@@ -2187,7 +2187,7 @@ void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* col
CollisionCheck_TrisAvgPoint(atElem, &atPos);
Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
&D_801EDE10);
return;
}
@@ -2198,7 +2198,7 @@ void CollisionCheck_AC_TrisVsCyl(GlobalContext* ctxt, CollisionCheckContext* col
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_TrisVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderTris* at = (ColliderTris*)colAT;
ColliderTrisElement* atElem;
@@ -2223,7 +2223,7 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* co
CollisionCheck_TrisAvgPoint(atElem, &atPos);
CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &acElem->info, &acPos,
&D_801EDE20);
return;
}
@@ -2235,7 +2235,7 @@ void CollisionCheck_AC_TrisVsTris(GlobalContext* ctxt, CollisionCheckContext* co
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_TrisVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderTris* at = (ColliderTris*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
@@ -2263,7 +2263,7 @@ void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* co
CollisionCheck_TrisAvgPoint(atElem, &atPos);
CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos,
&D_801EDE30);
return;
}
@@ -2274,7 +2274,7 @@ void CollisionCheck_AC_TrisVsQuad(GlobalContext* ctxt, CollisionCheckContext* co
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_TrisVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderTris* at = (ColliderTris*)colAT;
ColliderTrisElement* atElem;
@@ -2298,7 +2298,7 @@ void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext*
Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
CollisionCheck_TrisAvgPoint(atElem, &atPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &atElem->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
}
}
@@ -2307,7 +2307,7 @@ void CollisionCheck_AC_TrisVsSphere(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_QuadVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderJntSphElement* acElem;
Vec3f hitPos;
@@ -2333,12 +2333,12 @@ void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext*
Vec3f atPos;
Vec3f acPos;
- if (!Collider_QuadSetNearestAC(ctxt, at, &hitPos)) {
+ if (!Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
continue;
}
Math_Vec3s_ToVec3f(&acPos, &acElem->dim.worldSphere.center);
CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
if (!(ac->base.ocFlags2 & OC2_FIRST_ONLY)) {
break;
@@ -2351,7 +2351,7 @@ void CollisionCheck_AC_QuadVsJntSph(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_QuadVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderCylinder* ac = (ColliderCylinder*)colAC;
@@ -2371,24 +2371,24 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* col
Math3D_TriSetCoords(&D_801EDF90, &at->dim.quad[2], &at->dim.quad[1], &at->dim.quad[0]);
if (Math3D_ColCylinderTri(&ac->dim, &D_801EDF58, &D_801EDFE0) != 0) {
- if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFE0)) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &D_801EDFE0)) {
Vec3f atPos;
Vec3f acPos;
CollisionCheck_QuadAvgPoint(at, &atPos);
Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0);
return;
}
}
if (Math3D_ColCylinderTri(&ac->dim, &D_801EDF90, &D_801EDFE0) != 0) {
- if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFE0)) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &D_801EDFE0)) {
Vec3f atPos;
Vec3f acPos;
CollisionCheck_QuadAvgPoint(at, &atPos);
Math_Vec3s_ToVec3f(&acPos, &ac->dim.pos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EDFE0);
}
}
}
@@ -2397,7 +2397,7 @@ void CollisionCheck_AC_QuadVsCyl(GlobalContext* ctxt, CollisionCheckContext* col
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_QuadVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderTris* ac = (ColliderTris*)colAC;
@@ -2421,13 +2421,13 @@ void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* co
if ((Math3d_ColTriTri(&D_801EE000, &acElem->dim, &D_801EDFF0) != 0) ||
(Math3d_ColTriTri(&D_801EE038, &acElem->dim, &D_801EDFF0) != 0)) {
- if (Collider_QuadSetNearestAC(ctxt, at, &D_801EDFF0)) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &D_801EDFF0)) {
Vec3f atPos;
Vec3f acPos;
CollisionCheck_TrisAvgPoint(acElem, &acPos);
CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos,
&D_801EDFF0);
return;
}
@@ -2439,7 +2439,7 @@ void CollisionCheck_AC_QuadVsTris(GlobalContext* ctxt, CollisionCheckContext* co
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_QuadVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderQuad* at = (ColliderQuad*)colAT;
ColliderQuad* ac = (ColliderQuad*)colAC;
@@ -2464,13 +2464,13 @@ void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* co
for (i = 0; i < 2; i++) {
for (j = 0; j < 2; j++) {
if (Math3d_ColTriTri(&D_801EE0E8[j], &D_801EE070[i], &D_801EE0D8) != 0 &&
- Collider_QuadSetNearestAC(ctxt, at, &D_801EE0D8) != 0) {
+ Collider_QuadSetNearestAC(globalCtx, at, &D_801EE0D8) != 0) {
Vec3f atPos;
Vec3f acPos;
CollisionCheck_QuadAvgPoint(at, &atPos);
CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EE0D8);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &D_801EE0D8);
return;
}
}
@@ -2480,7 +2480,7 @@ void CollisionCheck_AC_QuadVsQuad(GlobalContext* ctxt, CollisionCheckContext* co
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_QuadVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderQuad* at = (ColliderQuad*)colAT;
Vec3f hitPos;
@@ -2498,13 +2498,13 @@ void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext*
if ((Math3D_ColSphereTri(&ac->dim.worldSphere, &D_801EE150, &hitPos) != 0) ||
(Math3D_ColSphereTri(&ac->dim.worldSphere, &D_801EE188, &hitPos) != 0)) {
- if (Collider_QuadSetNearestAC(ctxt, at, &hitPos)) {
+ if (Collider_QuadSetNearestAC(globalCtx, at, &hitPos)) {
Vec3f atPos;
Vec3f acPos;
Math_Vec3s_ToVec3f(&acPos, &ac->dim.worldSphere.center);
CollisionCheck_QuadAvgPoint(at, &atPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
}
}
@@ -2512,7 +2512,7 @@ void CollisionCheck_AC_QuadVsSphere(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_SphereVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderSphere* at = (ColliderSphere*)colAT;
ColliderJntSph* ac = (ColliderJntSph*)colAC;
@@ -2550,7 +2550,7 @@ void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
}
}
}
@@ -2559,7 +2559,7 @@ void CollisionCheck_AC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_SphereVsCylinder(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderCylinder* ac = (ColliderCylinder*)colAC;
ColliderSphere* at = (ColliderSphere*)colAT;
@@ -2597,7 +2597,7 @@ void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckConte
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
if (at) {}
@@ -2606,7 +2606,7 @@ void CollisionCheck_AC_SphereVsCylinder(GlobalContext* ctxt, CollisionCheckConte
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_SphereVsTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderSphere* at = (ColliderSphere*)colAT;
ColliderTris* ac = (ColliderTris*)colAC;
@@ -2630,7 +2630,7 @@ void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext*
Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
CollisionCheck_TrisAvgPoint(acElem, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &acElem->info, &acPos, &hitPos);
return;
}
}
@@ -2639,7 +2639,7 @@ void CollisionCheck_AC_SphereVsTris(GlobalContext* ctxt, CollisionCheckContext*
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_SphereVsQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_SphereVsQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderSphere* at = (ColliderSphere*)colAT;
Vec3f hitPos;
@@ -2662,14 +2662,14 @@ void CollisionCheck_AC_SphereVsQuad(GlobalContext* ctxt, CollisionCheckContext*
Math_Vec3s_ToVec3f(&atPos, &at->dim.worldSphere.center);
CollisionCheck_QuadAvgPoint(ac, &acPos);
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
}
/**
* AC overlap check. Calculates the center of each collider element and the point of contact.
*/
-void CollisionCheck_AC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT,
+void CollisionCheck_AC_SphereVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT,
Collider* colAC) {
ColliderSphere* at = (ColliderSphere*)colAT;
ColliderSphere* ac = (ColliderSphere*)colAC;
@@ -2703,14 +2703,14 @@ void CollisionCheck_AC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext
} else {
Math_Vec3f_Copy(&hitPos, &atPos);
}
- CollisionCheck_SetATvsAC(ctxt, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
+ CollisionCheck_SetATvsAC(globalCtx, &at->base, &at->info, &atPos, &ac->base, &ac->info, &acPos, &hitPos);
}
}
/**
* Sets a ColliderJntSph's hit effects
*/
-void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_SetJntSphHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
ColliderJntSphElement* element;
@@ -2720,7 +2720,7 @@ void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* c
Vec3f hitPos;
Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
- CollisionCheck_HitEffects(ctxt, element->info.acHit, element->info.acHitInfo, &jntSph->base, &element->info,
+ CollisionCheck_HitEffects(globalCtx, element->info.acHit, element->info.acHitInfo, &jntSph->base, &element->info,
&hitPos);
element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
return;
@@ -2731,7 +2731,7 @@ void CollisionCheck_SetJntSphHitFX(GlobalContext* ctxt, CollisionCheckContext* c
/**
* Sets a ColliderCylinder's hit effects
*/
-void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_SetCylHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
if ((cylinder->info.bumperFlags & BUMP_DRAW_HITMARK) && cylinder->info.acHitInfo != NULL &&
@@ -2739,7 +2739,7 @@ void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colC
Vec3f hitPos;
Math_Vec3s_ToVec3f(&hitPos, &cylinder->info.bumper.hitPos);
- CollisionCheck_HitEffects(ctxt, cylinder->info.acHit, cylinder->info.acHitInfo, &cylinder->base,
+ CollisionCheck_HitEffects(globalCtx, cylinder->info.acHit, cylinder->info.acHitInfo, &cylinder->base,
&cylinder->info, &hitPos);
cylinder->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
}
@@ -2748,7 +2748,7 @@ void CollisionCheck_SetCylHitFX(GlobalContext* ctxt, CollisionCheckContext* colC
/**
* Sets a ColliderTris's hit effects
*/
-void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_SetTrisHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderTris* tris = (ColliderTris*)collider;
ColliderTrisElement* element;
@@ -2758,7 +2758,7 @@ void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* col
Vec3f hitPos;
Math_Vec3s_ToVec3f(&hitPos, &element->info.bumper.hitPos);
- CollisionCheck_HitEffects(ctxt, element->info.acHit, element->info.acHitInfo, &tris->base, &element->info,
+ CollisionCheck_HitEffects(globalCtx, element->info.acHit, element->info.acHitInfo, &tris->base, &element->info,
&hitPos);
element->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
return;
@@ -2769,7 +2769,7 @@ void CollisionCheck_SetTrisHitFX(GlobalContext* ctxt, CollisionCheckContext* col
/**
* Sets a ColliderQuad's hit effects
*/
-void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_SetQuadHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderQuad* quad = (ColliderQuad*)collider;
if ((quad->info.bumperFlags & BUMP_DRAW_HITMARK) && quad->info.acHitInfo != NULL &&
@@ -2777,7 +2777,7 @@ void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* col
Vec3f hitPos;
Math_Vec3s_ToVec3f(&hitPos, &quad->info.bumper.hitPos);
- CollisionCheck_HitEffects(ctxt, quad->info.acHit, quad->info.acHitInfo, &quad->base, &quad->info, &hitPos);
+ CollisionCheck_HitEffects(globalCtx, quad->info.acHit, quad->info.acHitInfo, &quad->base, &quad->info, &hitPos);
quad->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
}
}
@@ -2785,7 +2785,7 @@ void CollisionCheck_SetQuadHitFX(GlobalContext* ctxt, CollisionCheckContext* col
/**
* Sets a ColliderSphere's hit effects
*/
-void CollisionCheck_SetSphereHitFX(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_SetSphereHitFX(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderSphere* sphere = (ColliderSphere*)collider;
if ((sphere->info.bumperFlags & BUMP_DRAW_HITMARK) && sphere->info.acHitInfo != NULL &&
@@ -2793,7 +2793,7 @@ void CollisionCheck_SetSphereHitFX(GlobalContext* ctxt, CollisionCheckContext* c
Vec3f hitPos;
Math_Vec3s_ToVec3f(&hitPos, &sphere->info.bumper.hitPos);
- CollisionCheck_HitEffects(ctxt, sphere->info.acHit, sphere->info.acHitInfo, &sphere->base, &sphere->info,
+ CollisionCheck_HitEffects(globalCtx, sphere->info.acHit, sphere->info.acHitInfo, &sphere->base, &sphere->info,
&hitPos);
sphere->info.acHitInfo->toucherFlags |= TOUCH_DREW_HITMARK;
}
@@ -2807,7 +2807,7 @@ ColChkApplyFunc sColChkApplyFuncs[] = {
/**
* Handles hit effects for each AC collider that had an AC collision. Spawns hitmarks and plays sound effects.
*/
-void CollisionCheck_SetHitEffects(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_SetHitEffects(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
Collider** col;
for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) {
@@ -2817,7 +2817,7 @@ void CollisionCheck_SetHitEffects(GlobalContext* ctxt, CollisionCheckContext* co
if (colAC->actor != NULL && colAC->actor->update == NULL) {
continue;
}
- sColChkApplyFuncs[colAC->shape](ctxt, colCtxt, colAC);
+ sColChkApplyFuncs[colAC->shape](globalCtx, colCtxt, colAC);
}
}
}
@@ -2838,7 +2838,7 @@ ColChkVsFunc sACVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
/**
* Iterates through all AC colliders, performing AC collisions with the AT collider.
*/
-void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* colAT) {
+void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* colAT) {
Collider** col;
for (col = &colCtxt->colAC[0]; col < &colCtxt->colAC[colCtxt->colACCount]; col++) {
@@ -2852,7 +2852,7 @@ void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Coll
if (!(colAT->atFlags & AT_SELF) && colAT->actor != NULL && colAC->actor == colAT->actor) {
continue;
}
- sACVsFuncs[colAT->shape][colAC->shape](ctxt, colCtxt, colAT, colAC);
+ sACVsFuncs[colAT->shape][colAC->shape](globalCtx, colCtxt, colAT, colAC);
}
}
}
@@ -2864,7 +2864,7 @@ void CollisionCheck_AC(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Coll
* successful collision. To collide, an AT collider must share a type (PLAYER, ENEMY, or BOMB) with the AC collider and
* the toucher and bumper elements that overlapped must share a dmgFlag.
*/
-void CollisionCheck_AT(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
Collider** col;
if (colCtxt->colATCount == 0 || colCtxt->colACCount == 0) {
@@ -2878,11 +2878,11 @@ void CollisionCheck_AT(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
if (colAC->actor != NULL && colAC->actor->update == NULL) {
continue;
}
- CollisionCheck_AC(ctxt, colCtxt, colAC);
+ CollisionCheck_AC(globalCtx, colCtxt, colAC);
}
}
- CollisionCheck_SetHitEffects(ctxt, colCtxt);
+ CollisionCheck_SetHitEffects(globalCtx, colCtxt);
}
/**
@@ -2903,7 +2903,7 @@ s32 CollisionCheck_GetMassType(u8 mass) {
* Sets OC collision flags for OC collider overlaps. If both colliders are attached to actors and can push,
* also performs an elastic collision where both colliders are moved apart in proportion to their masses.
*/
-void CollisionCheck_SetOCvsOC(GlobalContext* ctxt, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos,
+void CollisionCheck_SetOCvsOC(GlobalContext* globalCtx, Collider* left, ColliderInfo* leftInfo, Vec3f* leftPos,
Collider* right, ColliderInfo* rightInfo, Vec3f* rightPos, f32 overlap) {
f32 pad;
f32 leftDispRatio;
@@ -3001,7 +3001,7 @@ void CollisionCheck_SetOCvsOC(GlobalContext* ctxt, Collider* left, ColliderInfo*
/**
* OC overlap check for two JntSphs
*/
-void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
ColliderJntSph* left = (ColliderJntSph*)l;
ColliderJntSph* right = (ColliderJntSph*)r;
ColliderJntSphElement* leftElem;
@@ -3026,7 +3026,7 @@ void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext
Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
Math_Vec3s_ToVec3f(&rightPos, &rightElem->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base,
+ CollisionCheck_SetOCvsOC(globalCtx, &left->base, &leftElem->info, &leftPos, &right->base,
&rightElem->info, &rightPos, overlap);
}
}
@@ -3037,7 +3037,7 @@ void CollisionCheck_OC_JntSphVsJntSph(GlobalContext* ctxt, CollisionCheckContext
/**
* OC overlap check for a JntSph and Cylinder
*/
-void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+void CollisionCheck_OC_JntSphVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
ColliderJntSph* left = (ColliderJntSph*)l;
ColliderCylinder* right = (ColliderCylinder*)r;
ColliderJntSphElement* leftElem;
@@ -3056,7 +3056,7 @@ void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c
Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos);
- CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, &right->info,
+ CollisionCheck_SetOCvsOC(globalCtx, &left->base, &leftElem->info, &leftPos, &right->base, &right->info,
&rightPos, overlap);
}
}
@@ -3066,7 +3066,7 @@ void CollisionCheck_OC_JntSphVsCyl(GlobalContext* ctxt, CollisionCheckContext* c
/**
* OC overlap check for a JntSph and Sphere
*/
-void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+void CollisionCheck_OC_JntSphVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
ColliderJntSph* left = (ColliderJntSph*)l;
ColliderSphere* right = (ColliderSphere*)r;
ColliderJntSphElement* leftElem;
@@ -3085,7 +3085,7 @@ void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext
Math_Vec3s_ToVec3f(&leftPos, &leftElem->dim.worldSphere.center);
Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(ctxt, &left->base, &leftElem->info, &leftPos, &right->base, &right->info,
+ CollisionCheck_SetOCvsOC(globalCtx, &left->base, &leftElem->info, &leftPos, &right->base, &right->info,
&rightPos, overlap);
}
}
@@ -3095,14 +3095,14 @@ void CollisionCheck_OC_JntSphVsSphere(GlobalContext* ctxt, CollisionCheckContext
/**
* OC overlap check for a Cylinder and JntSph
*/
-void CollisionCheck_OC_CylVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
- CollisionCheck_OC_JntSphVsCyl(ctxt, colCtxt, r, l);
+void CollisionCheck_OC_CylVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ CollisionCheck_OC_JntSphVsCyl(globalCtx, colCtxt, r, l);
}
/**
* OC overlap check for two Cylinders
*/
-void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+void CollisionCheck_OC_CylVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
ColliderCylinder* left = (ColliderCylinder*)l;
ColliderCylinder* right = (ColliderCylinder*)r;
f32 overlap;
@@ -3115,7 +3115,7 @@ void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC
Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos);
Math_Vec3s_ToVec3f(&rightPos, &right->dim.pos);
- CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
+ CollisionCheck_SetOCvsOC(globalCtx, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
overlap);
}
}
@@ -3124,7 +3124,7 @@ void CollisionCheck_OC_CylVsCyl(GlobalContext* ctxt, CollisionCheckContext* colC
/**
* OC overlap check for a Cylinder and Sphere
*/
-void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+void CollisionCheck_OC_CylVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
ColliderCylinder* left = (ColliderCylinder*)l;
ColliderSphere* right = (ColliderSphere*)r;
f32 overlap;
@@ -3137,7 +3137,7 @@ void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c
Math_Vec3s_ToVec3f(&leftPos, &left->dim.pos);
Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
+ CollisionCheck_SetOCvsOC(globalCtx, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
overlap);
}
}
@@ -3146,21 +3146,21 @@ void CollisionCheck_OC_CylVsSphere(GlobalContext* ctxt, CollisionCheckContext* c
/**
* OC overlap check for a Sphere and JntSph
*/
-void CollisionCheck_OC_SphereVsJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
- CollisionCheck_OC_JntSphVsSphere(ctxt, colCtxt, r, l);
+void CollisionCheck_OC_SphereVsJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ CollisionCheck_OC_JntSphVsSphere(globalCtx, colCtxt, r, l);
}
/**
* OC overlap check for a Sphere and Cylinder
*/
-void CollisionCheck_OC_SphereVsCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
- CollisionCheck_OC_CylVsSphere(ctxt, colCtxt, r, l);
+void CollisionCheck_OC_SphereVsCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+ CollisionCheck_OC_CylVsSphere(globalCtx, colCtxt, r, l);
}
/**
* OC overlap check for two Spheres
*/
-void CollisionCheck_OC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
+void CollisionCheck_OC_SphereVsSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* l, Collider* r) {
ColliderSphere* left = (ColliderSphere*)l;
ColliderSphere* right = (ColliderSphere*)r;
f32 overlap;
@@ -3173,7 +3173,7 @@ void CollisionCheck_OC_SphereVsSphere(GlobalContext* ctxt, CollisionCheckContext
Math_Vec3s_ToVec3f(&leftPos, &left->dim.worldSphere.center);
Math_Vec3s_ToVec3f(&rightPos, &right->dim.worldSphere.center);
- CollisionCheck_SetOCvsOC(ctxt, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
+ CollisionCheck_SetOCvsOC(globalCtx, &left->base, &left->info, &leftPos, &right->base, &right->info, &rightPos,
overlap);
}
}
@@ -3222,7 +3222,7 @@ ColChkVsFunc sOCVsFuncs[COLSHAPE_MAX][COLSHAPE_MAX] = {
* colliders can collide, and each collider must have the OC flag corresponding to the other's OC type. Additionally,
* OC2_UNK1 cannot collide with OC2_UNK2, nor can two colliders that share an actor.
*/
-void CollisionCheck_OC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_OC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
Collider** left;
Collider** right;
ColChkVsFunc vsFunc;
@@ -3239,7 +3239,7 @@ void CollisionCheck_OC(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
if (vsFunc == NULL) {
continue;
}
- vsFunc(ctxt, colCtxt, *left, *right);
+ vsFunc(globalCtx, colCtxt, *left, *right);
}
}
}
@@ -3309,7 +3309,7 @@ void CollisionCheck_SetInfoGetDamageTable(CollisionCheckInfo* info, s32 index, C
/**
* Apply AC damage effect
*/
-void CollisionCheck_ApplyDamage(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider,
+void CollisionCheck_ApplyDamage(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider,
ColliderInfo* info) {
f32 damage;
f32 finalDamage = 0.0f;
@@ -3360,13 +3360,13 @@ void CollisionCheck_ApplyDamage(GlobalContext* ctxt, CollisionCheckContext* colC
/**
* Apply ColliderJntSph AC damage effect
*/
-void CollisionCheck_ApplyDamageJntSph(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_ApplyDamageJntSph(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderJntSph* jntSph = (ColliderJntSph*)collider;
s32 i;
if (jntSph->count > 0 && jntSph->elements != NULL) {
for (i = 0; i < jntSph->count; i++) {
- CollisionCheck_ApplyDamage(ctxt, colCtxt, &jntSph->base, &jntSph->elements[i].info);
+ CollisionCheck_ApplyDamage(globalCtx, colCtxt, &jntSph->base, &jntSph->elements[i].info);
}
}
}
@@ -3374,42 +3374,42 @@ void CollisionCheck_ApplyDamageJntSph(GlobalContext* ctxt, CollisionCheckContext
/**
* Apply ColliderCylinder AC damage effect
*/
-void CollisionCheck_ApplyDamageCyl(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_ApplyDamageCyl(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderCylinder* cylinder = (ColliderCylinder*)collider;
- CollisionCheck_ApplyDamage(ctxt, colCtxt, &cylinder->base, &cylinder->info);
+ CollisionCheck_ApplyDamage(globalCtx, colCtxt, &cylinder->base, &cylinder->info);
}
/**
* Apply ColliderTris AC damage effect
*/
-void CollisionCheck_ApplyDamageTris(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_ApplyDamageTris(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderTris* tris = (ColliderTris*)collider;
s32 i;
// unlike sphere groups above, tri groups are not guarded against
// tris->elements being NULL
for (i = 0; i < tris->count; i++) {
- CollisionCheck_ApplyDamage(ctxt, colCtxt, &tris->base, &tris->elements[i].info);
+ CollisionCheck_ApplyDamage(globalCtx, colCtxt, &tris->base, &tris->elements[i].info);
}
}
/**
* Apply ColliderQuad AC damage effect
*/
-void CollisionCheck_ApplyDamageQuad(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_ApplyDamageQuad(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderQuad* quad = (ColliderQuad*)collider;
- CollisionCheck_ApplyDamage(ctxt, colCtxt, &quad->base, &quad->info);
+ CollisionCheck_ApplyDamage(globalCtx, colCtxt, &quad->base, &quad->info);
}
/**
* Apply ColliderSphere AC damage effect
*/
-void CollisionCheck_ApplyDamageSphere(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Collider* collider) {
+void CollisionCheck_ApplyDamageSphere(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Collider* collider) {
ColliderSphere* sphere = (ColliderSphere*)collider;
- CollisionCheck_ApplyDamage(ctxt, colCtxt, &sphere->base, &sphere->info);
+ CollisionCheck_ApplyDamage(globalCtx, colCtxt, &sphere->base, &sphere->info);
}
ColChkApplyFunc sApplyDamageFuncs[] = {
@@ -3421,7 +3421,7 @@ ColChkApplyFunc sApplyDamageFuncs[] = {
* For all AC colliders, sets any damage effects from collisions with AT colliders to their corresponding actor's
* CollisionCheckInfo.
*/
-void CollisionCheck_Damage(GlobalContext* ctxt, CollisionCheckContext* colCtxt) {
+void CollisionCheck_Damage(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) {
s32 i;
for (i = 0; i < colCtxt->colACCount; i++) {
@@ -3433,7 +3433,7 @@ void CollisionCheck_Damage(GlobalContext* ctxt, CollisionCheckContext* colCtxt)
if (col->acFlags & AC_NO_DAMAGE) {
continue;
}
- sApplyDamageFuncs[col->shape](ctxt, colCtxt, col);
+ sApplyDamageFuncs[col->shape](globalCtx, colCtxt, col);
}
}
@@ -3548,17 +3548,17 @@ s32 CollisionCheck_LineOC(GlobalContext* globalCtx, CollisionCheckContext* colCh
* Checks if the line segment ab intersects any OC colliders. Returns true if there are any intersections and false
* otherwise.
*/
-s32 CollisionCheck_LineOCCheckAll(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b) {
- return CollisionCheck_LineOC(ctxt, colCtxt, a, b, NULL, 0);
+s32 CollisionCheck_LineOCCheckAll(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b) {
+ return CollisionCheck_LineOC(globalCtx, colCtxt, a, b, NULL, 0);
}
/**
* Checks if the line segment ab intersects any OC colliders, excluding those attached to actors on the exclusion list.
* Returns true if there are any intersections and false otherwise.
*/
-s32 CollisionCheck_LineOCCheck(GlobalContext* ctxt, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b,
+s32 CollisionCheck_LineOCCheck(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, Vec3f* a, Vec3f* b,
Actor** exclusions, s32 numExclusions) {
- return CollisionCheck_LineOC(ctxt, colCtxt, a, b, exclusions, numExclusions);
+ return CollisionCheck_LineOC(globalCtx, colCtxt, a, b, exclusions, numExclusions);
}
/**
@@ -3613,10 +3613,10 @@ void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f
/**
* Sets the specified ColliderTrisElement's dim using the values in src
*/
-void Collider_SetTrisDim(GlobalContext* ctxt, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init) {
+void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init) {
ColliderTrisElement* element = &collider->elements[index];
- Collider_SetTrisElementDim(ctxt, &element->dim, init);
+ Collider_SetTrisElementDim(globalCtx, &element->dim, init);
}
/**
@@ -3693,7 +3693,7 @@ void Collider_UpdateSphere(s32 limb, ColliderSphere* collider) {
*/
#ifdef NON_MATCHING
// needs in-function static bss
-void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) {
+void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v) {
static EffSparkParams D_801EE200;
s32 effectIndex;
@@ -3739,7 +3739,7 @@ void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) {
D_801EE200.velocity = 8.0f;
D_801EE200.gravity = -1.0f;
- Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EE200);
+ Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EE200);
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_SpawnRedBlood.asm")
@@ -3751,7 +3751,7 @@ void CollisionCheck_SpawnRedBlood(GlobalContext* ctxt, Vec3f* v) {
*/
#ifdef NON_MATCHING
// needs in-function static bss
-void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) {
+void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v) {
static EffSparkParams D_801EE738;
s32 effectIndex;
@@ -3797,7 +3797,7 @@ void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) {
D_801EE738.velocity = 8.0f;
D_801EE738.gravity = -1.0f;
- Effect_Add(ctxt, &effectIndex, 0, 0, 1, &D_801EE738);
+ Effect_Add(globalCtx, &effectIndex, 0, 0, 1, &D_801EE738);
}
#else
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_collision_check/CollisionCheck_SpawnWaterDroplets.asm")
@@ -3806,7 +3806,7 @@ void CollisionCheck_SpawnWaterDroplets(GlobalContext* ctxt, Vec3f* v) {
/**
* Spawns streaks of light from hits against solid objects
*/
-void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v) {
+void CollisionCheck_SpawnShieldParticles(GlobalContext* globalCtx, Vec3f* v) {
static EffShieldParticleInit shieldParticleInitMetal = {
16,
{ 0, 0, 0 },
@@ -3832,36 +3832,36 @@ void CollisionCheck_SpawnShieldParticles(GlobalContext* ctxt, Vec3f* v) {
shieldParticleInitMetal.lightPoint.y = shieldParticleInitMetal.position.y;
shieldParticleInitMetal.lightPoint.z = shieldParticleInitMetal.position.z;
- Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitMetal);
+ Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitMetal);
}
/**
* Spawns streaks of light and makes a metallic sound
*/
-void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* ctxt, Vec3f* v) {
- CollisionCheck_SpawnShieldParticles(ctxt, v);
+void CollisionCheck_SpawnShieldParticlesMetal(GlobalContext* globalCtx, Vec3f* v) {
+ CollisionCheck_SpawnShieldParticles(globalCtx, v);
play_sound(0x1808);
}
/**
* Spawns streaks of light and makes a metallic sound at the specified position
*/
-void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* ctxt, Vec3f* v, Vec3f* pos) {
- CollisionCheck_SpawnShieldParticles(ctxt, v);
+void CollisionCheck_SpawnShieldParticlesMetalSound(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) {
+ CollisionCheck_SpawnShieldParticles(globalCtx, v);
func_8019F1C0(pos, 0x1808);
}
/**
* Spawns streaks of light and makes a metallic sound
*/
-void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* ctxt, Vec3f* v) {
- CollisionCheck_SpawnShieldParticlesMetal(ctxt, v);
+void CollisionCheck_SpawnShieldParticlesMetal2(GlobalContext* globalCtx, Vec3f* v) {
+ CollisionCheck_SpawnShieldParticlesMetal(globalCtx, v);
}
/**
* Spawns streaks of light and makes a wooden sound
*/
-void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3f* pos) {
+void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* globalCtx, Vec3f* v, Vec3f* pos) {
static EffShieldParticleInit shieldParticleInitWood = {
16,
{ 0, 0, 0 },
@@ -3887,7 +3887,7 @@ void CollisionCheck_SpawnShieldParticlesWood(GlobalContext* ctxt, Vec3f* v, Vec3
shieldParticleInitWood.lightPoint.y = shieldParticleInitWood.position.y;
shieldParticleInitWood.lightPoint.z = shieldParticleInitWood.position.z;
- Effect_Add(ctxt, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
+ Effect_Add(globalCtx, &effectIndex, 3, 0, 1, &shieldParticleInitWood);
func_8019F1C0(pos, 0x1837);
}
diff --git a/src/code/z_eff_footmark.c b/src/code/z_eff_footmark.c
index 60d3b54b1..0db07fdf6 100644
--- a/src/code/z_eff_footmark.c
+++ b/src/code/z_eff_footmark.c
@@ -1,11 +1,11 @@
#include <ultra64.h>
#include <global.h>
-void EffFootmark_Init(GlobalContext* ctxt) {
+void EffFootmark_Init(GlobalContext* globalCtx) {
EffFootmark* footmark;
s32 i;
- for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) {
+ for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) {
footmark->actor = NULL;
footmark->location.x = 0;
footmark->location.y = 0;
@@ -17,7 +17,7 @@ void EffFootmark_Init(GlobalContext* ctxt) {
}
}
-void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red,
+void EffFootmark_Add(GlobalContext* globalCtx, MtxF* displayMatrix, Actor* actor, u8 id, Vec3f* location, u16 size, u8 red,
u8 green, u8 blue, u16 alpha, u16 alphaChange, u16 fadeoutDelay) {
s32 i;
EffFootmark* footmark;
@@ -25,7 +25,7 @@ void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8
EffFootmark* oldest = NULL;
s32 isNew = 1;
- for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) {
+ for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) {
if (((actor == footmark->actor) && (footmark->id == id)) && ((footmark->flags & 1) == 0)) {
if (fabsf((footmark->location).x - location->x) <= 1) {
if (fabsf((footmark->location).z - location->z) <= 1) {
@@ -71,11 +71,11 @@ void EffFootmark_Add(GlobalContext* ctxt, MtxF* displayMatrix, Actor* actor, u8
}
}
-void EffFootmark_Update(GlobalContext* ctxt) {
+void EffFootmark_Update(GlobalContext* globalCtx) {
EffFootmark* footmark;
s32 i;
- for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) {
+ for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) {
if (footmark->actor != NULL) {
if ((footmark->flags & 1) == 1) {
if (footmark->age < 0xFFFFu) { // TODO replace with MAX_U16 or something
@@ -96,21 +96,21 @@ void EffFootmark_Update(GlobalContext* ctxt) {
}
}
-void EffFootmark_Draw(GlobalContext* ctxt) {
+void EffFootmark_Draw(GlobalContext* globalCtx) {
EffFootmark* footmark;
s32 i;
- GraphicsContext* gfxCtx = ctxt->state.gfxCtx;
+ GraphicsContext* gfxCtx = globalCtx->state.gfxCtx;
- func_8012C448(ctxt->state.gfxCtx);
+ func_8012C448(globalCtx->state.gfxCtx);
gSPDisplayList(gfxCtx->polyXlu.p++, D_801BC240);
- for (footmark = ctxt->footmarks, i = 0; i < 100; i++, footmark++) {
+ for (footmark = globalCtx->footmarks, i = 0; i < 100; i++, footmark++) {
if (footmark->actor != NULL) {
Matrix_Put(&footmark->displayMatrix);
Matrix_Scale(footmark->size * 0.00390625f * 0.7f, 1, footmark->size * 0.00390625f, 1);
- gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(ctxt->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD);
+ gSPMatrix(gfxCtx->polyXlu.p++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD);
gDPSetPrimColor(gfxCtx->polyXlu.p++, 0, 0, footmark->red, footmark->green, footmark->blue,
footmark->alpha >> 8);
diff --git a/src/code/z_effect_soft_sprite.c b/src/code/z_effect_soft_sprite.c
index 50b492128..1fd8956f8 100644
--- a/src/code/z_effect_soft_sprite.c
+++ b/src/code/z_effect_soft_sprite.c
@@ -1,12 +1,12 @@
#include <ultra64.h>
#include <global.h>
-void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) {
+void EffectSS_Init(GlobalContext* globalCtx, s32 numEntries) {
u32 i;
EffectSs* iter;
ParticleOverlay* iter2;
- EffectSS2Info.data_table = (EffectSs*)THA_AllocEndAlign16(&ctxt->state.heap, numEntries * sizeof(EffectSs));
+ EffectSS2Info.data_table = (EffectSs*)THA_AllocEndAlign16(&globalCtx->state.heap, numEntries * sizeof(EffectSs));
EffectSS2Info.searchIndex = 0;
EffectSS2Info.size = numEntries;
@@ -19,7 +19,7 @@ void EffectSS_Init(GlobalContext* ctxt, s32 numEntries) {
}
}
-void EffectSS_Clear(GlobalContext* ctxt) {
+void EffectSS_Clear(GlobalContext* globalCtx) {
u32 i;
EffectSs* iter;
ParticleOverlay* iter2;
@@ -149,9 +149,9 @@ s32 EffectSS_FindFreeSpace(u32 priority, u32* tableEntry) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite/EffectSS_FindFreeSpace.asm")
#endif
-void EffectSS_Copy(GlobalContext* ctxt, EffectSs* a1) {
+void EffectSS_Copy(GlobalContext* globalCtx, EffectSs* a1) {
u32 index;
- if (func_8016A01C(ctxt) != 1) {
+ if (func_8016A01C(globalCtx) != 1) {
if (EffectSS_FindFreeSpace(a1->priority, &index) == 0) {
EffectSS2Info.searchIndex = index + 1;
EffectSS2Info.data_table[index] = *a1;
@@ -160,7 +160,7 @@ void EffectSS_Copy(GlobalContext* ctxt, EffectSs* a1) {
}
#ifdef NON_MATCHING
-void EffectSs_Spawn(GlobalContext* ctxt, s32 type, s32 priority, void* initData) {
+void EffectSs_Spawn(GlobalContext* globalCtx, s32 type, s32 priority, void* initData) {
u32 index;
u32 initRet;
u32 overlaySize;
@@ -202,7 +202,7 @@ void EffectSs_Spawn(GlobalContext* ctxt, s32 type, s32 priority, void* initData)
EffectSS2Info.data_table[index].type = type;
EffectSS2Info.data_table[index].priority = priority;
- initRet = (*overlayInfo->init)(ctxt, index, &EffectSS2Info.data_table[index], initData);
+ initRet = (*overlayInfo->init)(globalCtx, index, &EffectSS2Info.data_table[index], initData);
if (initRet == 0) {
EffectSS_ResetEntry(&EffectSS2Info.data_table[index]);
@@ -213,7 +213,7 @@ void EffectSs_Spawn(GlobalContext* ctxt, s32 type, s32 priority, void* initData)
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_effect_soft_sprite/EffectSs_Spawn.asm")
#endif
-void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index) {
+void EffectSS_UpdateParticle(GlobalContext* globalCtx, s32 index) {
EffectSs* particle = &EffectSS2Info.data_table[index];
if (particle->update != NULL) {
@@ -225,11 +225,11 @@ void EffectSS_UpdateParticle(GlobalContext* ctxt, s32 index) {
particle->pos.y += particle->velocity.y;
particle->pos.z += particle->velocity.z;
- particle->update(ctxt, index, particle);
+ particle->update(globalCtx, index, particle);
}
}
-void EffectSS_UpdateAllParticles(GlobalContext* ctxt) {
+void EffectSS_UpdateAllParticles(GlobalContext* globalCtx) {
s32 i;
for (i = 0; i < EffectSS2Info.size; i++) {
@@ -242,25 +242,25 @@ void EffectSS_UpdateAllParticles(GlobalContext* ctxt) {
}
if (EffectSS2Info.data_table[i].life > -1) {
- EffectSS_UpdateParticle(ctxt, i);
+ EffectSS_UpdateParticle(globalCtx, i);
}
}
}
-void EffectSS_DrawParticle(GlobalContext* ctxt, s32 index) {
+void EffectSS_DrawParticle(GlobalContext* globalCtx, s32 index) {
EffectSs* entry = &EffectSS2Info.data_table[index];
if (entry->draw != 0) {
- entry->draw(ctxt, index, entry);
+ entry->draw(globalCtx, index, entry);
}
}
-void EffectSS_DrawAllParticles(GlobalContext* ctxt) {
+void EffectSS_DrawAllParticles(GlobalContext* globalCtx) {
Lights* s0;
s32 i;
- s0 = LightContext_NewLights(&ctxt->lightCtx, ctxt->state.gfxCtx);
- Lights_BindAll(s0, ctxt->lightCtx.listHead, 0, ctxt);
- Lights_Draw(s0, ctxt->state.gfxCtx);
+ s0 = LightContext_NewLights(&globalCtx->lightCtx, globalCtx->state.gfxCtx);
+ Lights_BindAll(s0, globalCtx->lightCtx.listHead, 0, globalCtx);
+ Lights_Draw(s0, globalCtx->state.gfxCtx);
for (i = 0; i < EffectSS2Info.size; i++) {
if (EffectSS2Info.data_table[i].life > -1) {
@@ -269,7 +269,7 @@ void EffectSS_DrawAllParticles(GlobalContext* ctxt) {
EffectSS2Info.data_table[i].pos.z > 32000 || EffectSS2Info.data_table[i].pos.z < -32000) {
EffectSS_Delete(&EffectSS2Info.data_table[i]);
} else {
- EffectSS_DrawParticle(ctxt, i);
+ EffectSS_DrawParticle(globalCtx, i);
}
}
}
diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c
index cc0129714..9eeecf4fb 100644
--- a/src/code/z_en_item00.c
+++ b/src/code/z_en_item00.c
@@ -16,7 +16,7 @@ void func_800A6650(EnItem00* this, GlobalContext* globalCtx);
void func_800A6780(EnItem00* this, GlobalContext* globalCtx);
void func_800A6A40(EnItem00* this, GlobalContext* globalCtx);
-ActorInit En_Item00_InitVars = {
+const ActorInit En_Item00_InitVars = {
ACTOR_EN_ITEM00,
ACTORCAT_MISC,
FLAGS,
@@ -28,7 +28,7 @@ ActorInit En_Item00_InitVars = {
(ActorFunc)EnItem00_Draw,
};
-ColliderCylinderInit enItem00CylinderInit = {
+static ColliderCylinderInit sCylinderInit = {
{ COLTYPE_NONE, AT_NONE, AC_ON | AT_TYPE_PLAYER, OC1_NONE, OC2_NONE, COLSHAPE_CYLINDER },
{ ELEMTYPE_UNK0,
{ 0x00000000, 0x00, 0x00 },
@@ -39,7 +39,9 @@ ColliderCylinderInit enItem00CylinderInit = {
{ 10, 30, 0, { 0, 0, 0 } },
};
-InitChainEntry enItem00InitVars[1] = { ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP) };
+static InitChainEntry sInitChain[] = {
+ ICHAIN_F32(targetArrowOffset, 2000, ICHAIN_STOP),
+};
void EnItem00_SetObject(EnItem00* this, GlobalContext* globalCtx, f32* shadowOffset, f32* shadowScale) {
Actor_SetObjectSegment(globalCtx, &this->actor);
@@ -76,8 +78,8 @@ void EnItem00_Init(Actor* thisx, GlobalContext* globalCtx) {
this->actor.params = ITEM00_HEART;
}
- Actor_ProcessInitChain(&this->actor, enItem00InitVars);
- Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &enItem00CylinderInit);
+ Actor_ProcessInitChain(&this->actor, sInitChain);
+ Collider_InitAndSetCylinder(globalCtx, &this->collider, &this->actor, &sCylinderInit);
this->unk150 = 1;
@@ -273,7 +275,7 @@ void EnItem00_WaitForHeartObject(EnItem00* this, GlobalContext* globalCtx) {
}
}
-void func_800A640C(EnItem00* this, GlobalContext* ctxt) {
+void func_800A640C(EnItem00* this, GlobalContext* globalCtx) {
if ((this->actor.params <= ITEM00_RUPEE_RED) || ((this->actor.params == ITEM00_HEART) && (this->unk152 < 0)) ||
(this->actor.params == ITEM00_HEART_PIECE) || (this->actor.params == ITEM00_HEART_CONTAINER)) {
this->actor.shape.rot.y = this->actor.shape.rot.y + 960;
diff --git a/src/code/z_kanfont.c b/src/code/z_kanfont.c
index edeb27a85..25695727e 100644
--- a/src/code/z_kanfont.c
+++ b/src/code/z_kanfont.c
@@ -1,12 +1,12 @@
#include <ultra64.h>
#include <global.h>
-void Kanfont_Nop800F4F40(GlobalContext* ctxt, UNK_TYPE param_2, UNK_TYPE param_3) {
+void Kanfont_Nop800F4F40(GlobalContext* globalCtx, UNK_TYPE param_2, UNK_TYPE param_3) {
}
-void Kanfont_LoadAsciiChar(GlobalContext* ctxt, u8 character, s32 iParm3) {
+void Kanfont_LoadAsciiChar(GlobalContext* globalCtx, u8 character, s32 iParm3) {
// UB to convert pointer to u32
- DmaMgr_SendRequest0((void*)((u32)&ctxt->msgCtx.font.unk0[(ctxt->msgCtx).unk11EF0] + iParm3),
+ DmaMgr_SendRequest0((void*)((u32)&globalCtx->msgCtx.font.unk0[(globalCtx->msgCtx).unk11EF0] + iParm3),
(u32)_nes_font_staticSegmentRomStart + character * 0x80 - 0x1000, 0x80);
}
diff --git a/src/code/z_rcp.c b/src/code/z_rcp.c
index 33d3324ca..ba4e532d2 100644
--- a/src/code/z_rcp.c
+++ b/src/code/z_rcp.c
@@ -897,8 +897,8 @@ void func_8012C240(GraphicsContext* gCtxt) {
gSPDisplayList(gCtxt->polyXlu.p++, &sSetupDL[6 * 0x19]);
}
-void func_8012C268(GlobalContext* ctxt) {
- func_8012C28C(ctxt->state.gfxCtx);
+void func_8012C268(GlobalContext* globalCtx) {
+ func_8012C28C(globalCtx->state.gfxCtx);
}
void func_8012C28C(GraphicsContext* gCtxt) {
diff --git a/src/code/z_room.c b/src/code/z_room.c
index 6ad89a741..3dba3ba39 100644
--- a/src/code/z_room.c
+++ b/src/code/z_room.c
@@ -1,31 +1,31 @@
#include <ultra64.h>
#include <global.h>
-void Room_nop8012D510(GlobalContext* ctxt, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) {
+void Room_nop8012D510(GlobalContext* globalCtx, Room* room, UNK_PTR param_3, UNK_TYPE1 param_4) {
}
-void Room_DrawType3Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
+void Room_DrawType3Mesh(GlobalContext* globalCtx, Room* room, u32 flags) {
}
-void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
+void Room_DrawType0Mesh(GlobalContext* globalCtx, Room* room, u32 flags) {
RoomMeshType0* mesh;
s32 i;
RoomMeshType0Params* meshParams;
GraphicsContext* gfxCtx;
UNK_TYPE4 pad;
- gfxCtx = ctxt->state.gfxCtx;
+ gfxCtx = globalCtx->state.gfxCtx;
if (flags & 1) {
- func_800BCBF4(&D_801C1D10, ctxt);
+ func_800BCBF4(&D_801C1D10, globalCtx);
gSPSegment(gfxCtx->polyOpa.p++, 0x03, room->segment);
- func_8012C268(ctxt);
+ func_8012C268(globalCtx);
gSPMatrix(gfxCtx->polyOpa.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
}
if (flags & 2) {
- func_800BCC68(&D_801C1D10, ctxt);
+ func_800BCC68(&D_801C1D10, globalCtx);
gSPSegment(gfxCtx->polyXlu.p++, 0x03, room->segment);
- func_8012C2DC(ctxt->state.gfxCtx);
+ func_8012C2DC(globalCtx->state.gfxCtx);
gSPMatrix(gfxCtx->polyXlu.p++, &D_801D1DE0, G_MTX_MODELVIEW | G_MTX_LOAD);
}
@@ -52,18 +52,18 @@ void Room_DrawType0Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/func_8012E32C.asm")
-void Room_DrawType1Mesh(GlobalContext* ctxt, Room* room, u32 flags) {
+void Room_DrawType1Mesh(GlobalContext* globalCtx, Room* room, u32 flags) {
RoomMeshType1* mesh = &room->mesh->type1;
if (mesh->format == 1) {
- func_8012DEE8(ctxt, room, flags);
+ func_8012DEE8(globalCtx, room, flags);
} else if (mesh->format == 2) {
- func_8012E32C(ctxt, room, flags);
+ func_8012E32C(globalCtx, room, flags);
} else {
assert_fail(D_801DDFAC, 0x3c5);
}
}
-void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt) {
+void Room_Init(GlobalContext* globalCtx, RoomContext* roomCtxt) {
s32 i;
roomCtxt->currRoom.num = -1;
roomCtxt->currRoom.segment = NULL;
@@ -77,7 +77,7 @@ void Room_Init(GlobalContext* ctxt, RoomContext* roomCtxt) {
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_AllocateAndLoad.asm")
#ifdef NON_MATCHING
-s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 index) {
+s32 Room_StartRoomTransition(GlobalContext* globalCtx, RoomContext* roomCtxt, s32 index) {
u32 size;
// XXX: this should use a branch-likely
@@ -87,13 +87,13 @@ s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 ind
roomCtxt->currRoom.segment = NULL;
roomCtxt->unk31 = 1;
- size = ctxt->roomAddrs[index].vromEnd - ctxt->roomAddrs[index].vromStart;
+ size = globalCtx->roomAddrs[index].vromEnd - globalCtx->roomAddrs[index].vromStart;
roomCtxt->activeRoomVram =
(void*)((s32)roomCtxt->roomMemPages[roomCtxt->activeMemPage] - (size + 8) * roomCtxt->activeMemPage + 8) &
0xfffffff0;
osCreateMesgQueue(&roomCtxt->loadQueue, roomCtxt->loadMsg, 1);
- DmaMgr_SendRequestImpl(&roomCtxt->dmaRequest, roomCtxt->activeRoomVram, ctxt->roomAddrs[index].vromStart, size,
+ DmaMgr_SendRequestImpl(&roomCtxt->dmaRequest, roomCtxt->activeRoomVram, globalCtx->roomAddrs[index].vromStart, size,
0, &roomCtxt->loadQueue, NULL);
roomCtxt->activeMemPage ^= 1;
@@ -106,7 +106,7 @@ s32 Room_StartRoomTransition(GlobalContext* ctxt, RoomContext* roomCtxt, s32 ind
#pragma GLOBAL_ASM("./asm/non_matchings/code/z_room/Room_StartRoomTransition.asm")
#endif
-s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) {
+s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtxt) {
if (roomCtxt->unk31 == 1) {
if (!osRecvMesg(&roomCtxt->loadQueue, NULL, OS_MESG_NOBLOCK)) {
roomCtxt->unk31 = 0;
@@ -114,18 +114,18 @@ s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) {
// TODO: Segment number enum
gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtxt->activeRoomVram);
- Scene_ProcessHeader(ctxt, (SceneCmd*)roomCtxt->currRoom.segment);
- func_80123140(ctxt, (ActorPlayer*)ctxt->actorCtx.actorList[2].first);
- Actor_SpawnTransitionActors(ctxt, &ctxt->actorCtx);
+ Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtxt->currRoom.segment);
+ func_80123140(globalCtx, PLAYER);
+ Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
- if (((ctxt->sceneNum != SCENE_IKANA) || (roomCtxt->currRoom.num != 1)) &&
- (ctxt->sceneNum != SCENE_IKNINSIDE)) {
- ctxt->kankyoContext.unkC3 = 0xff;
- ctxt->kankyoContext.unkE0 = 0;
+ if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtxt->currRoom.num != 1)) &&
+ (globalCtx->sceneNum != SCENE_IKNINSIDE)) {
+ globalCtx->kankyoContext.unkC3 = 0xff;
+ globalCtx->kankyoContext.unkE0 = 0;
}
func_800FEAB0();
- if (!func_800FE4B8(ctxt)) {
- func_800FD858(ctxt);
+ if (!func_800FE4B8(globalCtx)) {
+ func_800FD858(globalCtx);
}
} else {
return 0;
@@ -135,23 +135,23 @@ s32 Room_HandleLoadCallbacks(GlobalContext* ctxt, RoomContext* roomCtxt) {
return 1;
}
-void Room_Draw(GlobalContext* ctxt, Room* room, u32 flags) {
+void Room_Draw(GlobalContext* globalCtx, Room* room, u32 flags) {
if (room->segment != NULL) {
// TODO: Segment number enum
gSegments[3] = PHYSICAL_TO_VIRTUAL(room->segment);
- roomDrawFuncs[room->mesh->type0.type](ctxt, room, flags);
+ roomDrawFuncs[room->mesh->type0.type](globalCtx, room, flags);
}
return;
}
-void func_8012EBF8(GlobalContext* ctxt, RoomContext* roomCtxt) {
+void func_8012EBF8(GlobalContext* globalCtx, RoomContext* roomCtxt) {
roomCtxt->prevRoom.num = -1;
roomCtxt->prevRoom.segment = NULL;
- func_800BA798(ctxt, &ctxt->actorCtx);
- Actor_SpawnTransitionActors(ctxt, &ctxt->actorCtx);
+ func_800BA798(globalCtx, &globalCtx->actorCtx);
+ Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx);
if (-1 < roomCtxt->currRoom.num) {
- func_8010A33C(ctxt, roomCtxt->currRoom.num);
- func_8010A2DC(ctxt);
+ func_8010A33C(globalCtx, roomCtxt->currRoom.num);
+ func_8010A2DC(globalCtx);
}
- func_801A3CD8(ctxt->roomContext.currRoom.echo);
+ func_801A3CD8(globalCtx->roomContext.currRoom.echo);
}
diff --git a/src/code/z_snap.c b/src/code/z_snap.c
index 972f359f0..f2c1328ea 100644
--- a/src/code/z_snap.c
+++ b/src/code/z_snap.c
@@ -3,10 +3,10 @@
typedef struct {
Actor actor;
- s32 (*pictoFunc)(GlobalContext* ctxt, Actor* actor);
+ s32 (*pictoFunc)(GlobalContext* globalCtx, Actor* actor);
} PictoActor;
-s32 func_8013A240(GlobalContext* ctxt) {
+s32 func_8013A240(GlobalContext* globalCtx) {
PictoActor* pictoActor;
Actor* actor;
s32 type = 0;
@@ -16,15 +16,15 @@ s32 func_8013A240(GlobalContext* ctxt) {
gSaveContext.perm.pictoFlags0 = 0;
gSaveContext.perm.pictoFlags1 = 0;
- if (ctxt->sceneNum == SCENE_20SICHITAI) {
+ if (globalCtx->sceneNum == SCENE_20SICHITAI) {
func_8013A41C(1);
}
for (; type < 12; type++) {
- for (actor = ctxt->actorCtx.actorList[type].first; actor != NULL; actor = actor->next) {
+ for (actor = globalCtx->actorCtx.actorList[type].first; actor != NULL; actor = actor->next) {
seen = 0;
- switch (ctxt->sceneNum) {
+ switch (globalCtx->sceneNum) {
case SCENE_20SICHITAI:
if ((actor->id == ACTOR_EN_MNK) || (actor->id == ACTOR_EN_BIGOKUTA)) {
seen = 1;
@@ -64,7 +64,7 @@ s32 func_8013A240(GlobalContext* ctxt) {
if (seen != 0) {
pictoActor = (PictoActor*)actor;
if (pictoActor->pictoFunc != NULL) {
- if ((pictoActor->pictoFunc)(ctxt, actor) == 0) {
+ if ((pictoActor->pictoFunc)(globalCtx, actor) == 0) {
count++;
}
}
@@ -148,7 +148,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos,
}
actors[0] = actor;
- actors[1] = globalCtx->actorCtx.actorList[2].first; // TODO PLAYER macro
+ actors[1] = &PLAYER->base;
if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colCheckCtx, pos, &camera->eye, actors, 2) != 0) {
func_8013A41C(0x3b);
ret |= 0x3b;