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Diffstat (limited to 'src/code/z_scene.c')
-rw-r--r--src/code/z_scene.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/src/code/z_scene.c b/src/code/z_scene.c
index 671f60447..496c8ca7a 100644
--- a/src/code/z_scene.c
+++ b/src/code/z_scene.c
@@ -157,7 +157,7 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
s16 temp16;
u8 unk20;
- ctxt->linkActorEntry = (ActorEntry*)Lib_PtrSegToVirt(entry->spawnList.segment) +
+ ctxt->linkActorEntry = (ActorEntry*)Lib_SegmentedToVirtual(entry->spawnList.segment) +
ctxt->setupEntranceList[ctxt->curSpawn].spawn;
if ( (ctxt->linkActorEntry->params & 0x0F00) >> 8 == 0x0C ||
(gSaveContext.extra.unk10 == 0x02 && gSaveContext.extra.unk42 == 0x0CFF)
@@ -181,13 +181,13 @@ void Scene_HeaderCommand00(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x01: Actor List
void Scene_HeaderCommand01(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->sceneNumActorsToLoad = (u16)entry->actorList.num;
- ctxt->setupActorList = (ActorEntry*)Lib_PtrSegToVirt(entry->actorList.segment);
+ ctxt->setupActorList = (ActorEntry*)Lib_SegmentedToVirtual(entry->actorList.segment);
ctxt->actorCtx.unkC = (u16)0;
}
// Scene Command 0x02: Cutscene Camera List
void Scene_HeaderCommand02(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->unk18858 = (UNK_PTR)Lib_PtrSegToVirt(entry->csCameraList.segment);
+ ctxt->unk18858 = (UNK_PTR)Lib_SegmentedToVirtual(entry->csCameraList.segment);
}
// Scene Command 0x03: Collision Header
@@ -195,18 +195,18 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
BgMeshHeader* temp_ret;
BgMeshHeader* temp_s0;
- temp_ret = (BgMeshHeader*)Lib_PtrSegToVirt(entry->colHeader.segment);
+ temp_ret = (BgMeshHeader*)Lib_SegmentedToVirtual(entry->colHeader.segment);
temp_s0 = temp_ret;
- temp_s0->vertices = (BgVertex*)Lib_PtrSegToVirt(temp_ret->vertices);
- temp_s0->polygons = (CollisionPoly*)Lib_PtrSegToVirt(temp_s0->polygons);
+ temp_s0->vertices = (BgVertex*)Lib_SegmentedToVirtual(temp_ret->vertices);
+ temp_s0->polygons = (CollisionPoly*)Lib_SegmentedToVirtual(temp_s0->polygons);
if (temp_s0->attributes != 0) {
- temp_s0->attributes = (BgPolygonAttributes*)Lib_PtrSegToVirt(temp_s0->attributes);
+ temp_s0->attributes = (BgPolygonAttributes*)Lib_SegmentedToVirtual(temp_s0->attributes);
}
if (temp_s0->cameraData != 0) {
- temp_s0->cameraData = (void*)Lib_PtrSegToVirt(temp_s0->cameraData);
+ temp_s0->cameraData = (void*)Lib_SegmentedToVirtual(temp_s0->cameraData);
}
if (temp_s0->waterboxes != 0) {
- temp_s0->waterboxes = (BgWaterBox*)Lib_PtrSegToVirt(temp_s0->waterboxes);
+ temp_s0->waterboxes = (BgWaterBox*)Lib_SegmentedToVirtual(temp_s0->waterboxes);
}
BgCheck_Init(&ctxt->colCtx, ctxt, temp_s0);
@@ -215,12 +215,12 @@ void Scene_HeaderCommand03(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x04: Room List
void Scene_HeaderCommand04(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->numRooms = entry->roomList.num;
- ctxt->roomList = (RoomFileLocation*)Lib_PtrSegToVirt(entry->roomList.segment);
+ ctxt->roomList = (RoomFileLocation*)Lib_SegmentedToVirtual(entry->roomList.segment);
}
// Scene Command 0x06: Entrance List
void Scene_HeaderCommand06(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->setupEntranceList = (EntranceEntry*)Lib_PtrSegToVirt(entry->entranceList.segment);
+ ctxt->setupEntranceList = (EntranceEntry*)Lib_SegmentedToVirtual(entry->entranceList.segment);
}
// Scene Command 0x07: Special Files
@@ -250,7 +250,7 @@ void Scene_HeaderCommand08(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x0A: Mesh Header
void Scene_HeaderCommand0A(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_PtrSegToVirt(entry->mesh.segment);
+ ctxt->roomContext.currRoom.mesh = (RoomMesh*)Lib_SegmentedToVirtual(entry->mesh.segment);
}
// Scene Command 0x0B: Object List
@@ -262,7 +262,7 @@ void Scene_HeaderCommand0B(GlobalContext *ctxt, SceneCmd *entry) {
s16* objectEntry;
void* nextPtr;
- objectEntry = (s16*)Lib_PtrSegToVirt(entry->objectList.segment);
+ objectEntry = (s16*)Lib_SegmentedToVirtual(entry->objectList.segment);
k = 0;
i = ctxt->sceneContext.spawnedObjectCount;
status = &ctxt->sceneContext.objects[i];
@@ -307,7 +307,7 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
s32 i;
LightInfo* lightInfo;
- lightInfo = (LightInfo*)Lib_PtrSegToVirt(entry->lightList.segment);
+ lightInfo = (LightInfo*)Lib_SegmentedToVirtual(entry->lightList.segment);
for (i = 0; i < entry->lightList.num; i++)
{
LightContext_InsertLight(ctxt, &ctxt->lightCtx, lightInfo);
@@ -317,13 +317,13 @@ void Scene_HeaderCommand0C(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x0D: Path List
void Scene_HeaderCommand0D(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->setupPathList = (void*)Lib_PtrSegToVirt(entry->pathList.segment);
+ ctxt->setupPathList = (void*)Lib_SegmentedToVirtual(entry->pathList.segment);
}
// Scene Command 0x0E: Transition Actor List
void Scene_HeaderCommand0E(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->transitionActorCount = entry->transiActorList.num;
- ctxt->transitionActorList = (TransitionActorEntry*)Lib_PtrSegToVirt((void*)entry->transiActorList.segment);
+ ctxt->transitionActorList = (TransitionActorEntry*)Lib_SegmentedToVirtual((void*)entry->transiActorList.segment);
func_80105818(ctxt, ctxt->transitionActorCount, ctxt->transitionActorList);
}
@@ -334,7 +334,7 @@ void func_8012FEBC(GlobalContext* ctxt, u8* nbTransitionActors) {
// Scene Command 0x0F: Light Setting List
void Scene_HeaderCommand0F(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->kankyoContext.environmentSettingsCount = entry->lightSettingList.num;
- ctxt->kankyoContext.environmentSettingsList = (void*)Lib_PtrSegToVirt(entry->lightSettingList.segment);
+ ctxt->kankyoContext.environmentSettingsList = (void*)Lib_SegmentedToVirtual(entry->lightSettingList.segment);
}
s32 func_8012FF10(GlobalContext* ctxt, s32 fileIndex) {
@@ -423,7 +423,7 @@ void Scene_HeaderCommand05(GlobalContext* ctxt, SceneCmd* entry) {
}
void Scene_HeaderCommand13(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->setupExitList = (void*)Lib_PtrSegToVirt(entry->exitList.segment);
+ ctxt->setupExitList = (void*)Lib_SegmentedToVirtual(entry->exitList.segment);
}
// Scene Command 0x09: Undefined
@@ -450,10 +450,10 @@ void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) {
SceneCmd** altHeaderList;
SceneCmd* altHeader;
if (gSaveContext.extra.sceneSetupIndex) {
- altHeaderList = (SceneCmd**)Lib_PtrSegToVirt(entry->altHeaders.segment);
+ altHeaderList = (SceneCmd**)Lib_SegmentedToVirtual(entry->altHeaders.segment);
altHeader = altHeaderList[gSaveContext.extra.sceneSetupIndex - 1];
if (altHeader != NULL) {
- Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_PtrSegToVirt(altHeader));
+ Scene_ProcessHeader(ctxt, (SceneCmd*)Lib_SegmentedToVirtual(altHeader));
(entry + 1)->base.code = 0x14;
}
}
@@ -462,12 +462,12 @@ void Scene_HeaderCommand18(GlobalContext* ctxt, SceneCmd* entry) {
// Scene Command 0x17: Cutscene Data
void Scene_HeaderCommand17(GlobalContext* ctxt, SceneCmd* entry) {
ctxt->csCtx.cutsceneCount = (u8)entry->base.data1;
- ctxt->cutsceneList = (CutsceneEntry*)Lib_PtrSegToVirt((void*)entry->base.data2);
+ ctxt->cutsceneList = (CutsceneEntry*)Lib_SegmentedToVirtual((void*)entry->base.data2);
}
// Scene Command 0x1B: Cutscene Actor List
void Scene_HeaderCommand1B(GlobalContext* ctxt, SceneCmd* entry) {
- ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_PtrSegToVirt(entry->cutsceneActorList.segment),
+ ActorCutscene_Init(ctxt, (ActorCutscene*)Lib_SegmentedToVirtual(entry->cutsceneActorList.segment),
entry->cutsceneActorList.num);
}
@@ -521,7 +521,7 @@ void Scene_HeaderCommand19(GlobalContext *ctxt, SceneCmd *entry) {
// Scene Command 0x1A: Texture Animations
void Scene_HeaderCommand1A(GlobalContext* ctxt, SceneCmd* entry) {
- ctxt->sceneTextureAnimations = (AnimatedTexture*)Lib_PtrSegToVirt(entry->textureAnimations.segment);
+ ctxt->sceneTextureAnimations = (AnimatedTexture*)Lib_SegmentedToVirtual(entry->textureAnimations.segment);
}
void func_801306A4(GlobalContext *ctxt) {