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-rw-r--r--src/code/z_actor.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c
index 142bae312..4ed9ead9b 100644
--- a/src/code/z_actor.c
+++ b/src/code/z_actor.c
@@ -978,7 +978,7 @@ void TitleCard_Draw(GameState* gameState, TitleCardContext* titleCtx) {
// unused
s32 func_800B6434(PlayState* play, TitleCardContext* titleCtx) {
- if ((play->actorCtx.titleCtxt.delayTimer != 0) || (play->actorCtx.titleCtxt.alpha != 0)) {
+ if ((play->actorCtx.titleCtx.delayTimer != 0) || (play->actorCtx.titleCtx.alpha != 0)) {
titleCtx->durationTimer = 0;
titleCtx->delayTimer = 0;
return false;
@@ -2499,7 +2499,7 @@ void Actor_InitContext(PlayState* play, ActorContext* actorCtx, ActorEntry* acto
actorCtx->sceneFlags.collectible[0] = cycleFlags->collectible;
actorCtx->sceneFlags.clearedRoom = cycleFlags->clearedRoom;
- TitleCard_ContextInit(&play->state, &actorCtx->titleCtxt);
+ TitleCard_ContextInit(&play->state, &actorCtx->titleCtx);
Actor_InitPlayerImpact(play);
actorCtx->absoluteSpace = NULL;
@@ -2759,7 +2759,7 @@ void Actor_UpdateAll(PlayState* play, ActorContext* actorCtx) {
Attention_Update(&actorCtx->attention, player, actor, play);
}
- TitleCard_Update(&play->state, &actorCtx->titleCtxt);
+ TitleCard_Update(&play->state, &actorCtx->titleCtx);
Actor_UpdatePlayerImpact(play);
DynaPoly_UpdateBgActorTransforms(play, &play->colCtx.dyna);
}
@@ -3130,7 +3130,7 @@ void Actor_DrawAll(PlayState* play, ActorContext* actorCtx) {
Lights_DrawGlow(play);
}
- TitleCard_Draw(&play->state, &actorCtx->titleCtxt);
+ TitleCard_Draw(&play->state, &actorCtx->titleCtx);
CLOSE_DISPS(play->state.gfxCtx);
}