From 3aeadb42b8a195b3d2f67ce71fcd184ddf26d856 Mon Sep 17 00:00:00 2001 From: engineer124 <47598039+engineer124@users.noreply.github.com> Date: Wed, 13 Oct 2021 03:27:29 +1100 Subject: Macros: `PLAYER` -> `GET_PLAYER(globalCtx)` and `ACTIVE_CAM` -> `GET_ACTIVE_CAM(globalCtx)` (#283) * PLAYER -> GET_PLAYER(globalCtx), ACTIVE_CAM -> GET_ACTIVE_CAM(globalCtx) * formatter * PR Suggestions * `FIRST_ENEMY` -> `GET_FIRST_ENEMY(globalCtx)` * Fix merge conflicts --- src/code/code_800E8EA0.c | 4 ++-- src/code/z_collision_check.c | 4 ++-- src/code/z_effect_soft_sprite_old_init.c | 2 +- src/code/z_en_item00.c | 4 ++-- src/code/z_quake.c | 6 +++--- src/code/z_room.c | 2 +- src/code/z_snap.c | 4 ++-- 7 files changed, 13 insertions(+), 13 deletions(-) (limited to 'src/code') diff --git a/src/code/code_800E8EA0.c b/src/code/code_800E8EA0.c index ca2e9e841..754b8759d 100644 --- a/src/code/code_800E8EA0.c +++ b/src/code/code_800E8EA0.c @@ -54,7 +54,7 @@ s32 func_800E8FA4(Actor* actor, Vec3f* param_2, Vec3s* param_3, Vec3s* param_4) } s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, f32 param_5) { - Player* player = PLAYER; + Player* player = GET_PLAYER(globalCtx); s16 sVar3; Vec3f local_14; s16 sVar3A; @@ -83,7 +83,7 @@ s32 func_800E9138(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* } s32 func_800E9250(GlobalContext* globalCtx, Actor* actor, Vec3s* param_3, Vec3s* param_4, Vec3f param_5) { - Player* player = PLAYER; + Player* player = GET_PLAYER(globalCtx); s16 sVar3; Vec3f local_14; s16 sVar3A; diff --git a/src/code/z_collision_check.c b/src/code/z_collision_check.c index 40ea71ee0..6ea0b2fcf 100644 --- a/src/code/z_collision_check.c +++ b/src/code/z_collision_check.c @@ -2913,8 +2913,8 @@ void CollisionCheck_AC(GlobalContext* globalCtx, CollisionCheckContext* colCtxt, /** * Iterates through all AT colliders, testing them for AC collisions with each AC collider, setting the info regarding * the collision for each AC and AT collider that collided. Then spawns hitmarks and plays sound effects for each - * 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. + * successful collision. To collide, an AT collider must share a type (AC_TYPE_PLAYER, AC_TYPE_ENEMY, or AC_TYPE_OTHER) + * with the AC collider and the toucher and bumper elements that overlapped must share a dmgFlag. */ void CollisionCheck_AT(GlobalContext* globalCtx, CollisionCheckContext* colCtxt) { Collider** col; diff --git a/src/code/z_effect_soft_sprite_old_init.c b/src/code/z_effect_soft_sprite_old_init.c index 39cc4af73..aa461153c 100644 --- a/src/code/z_effect_soft_sprite_old_init.c +++ b/src/code/z_effect_soft_sprite_old_init.c @@ -899,7 +899,7 @@ void EffectSsFireTail_SpawnFlame(GlobalContext* globalCtx, Actor* actor, Vec3f* #endif void EffectSsFireTail_SpawnFlameOnPlayer(GlobalContext* globalCtx, f32 scale, s16 bodyPart, f32 colorIntensity) { - Player* player = PLAYER; + Player* player = GET_PLAYER(globalCtx); EffectSsFireTail_SpawnFlame(globalCtx, &player->actor, &player->bodyPartsPos[bodyPart], scale, bodyPart, colorIntensity); diff --git a/src/code/z_en_item00.c b/src/code/z_en_item00.c index 13be40c0a..0a412c2da 100644 --- a/src/code/z_en_item00.c +++ b/src/code/z_en_item00.c @@ -403,7 +403,7 @@ void func_800A6780(EnItem00* this, GlobalContext* globalCtx) { } void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) { - Player* player = PLAYER; + Player* player = GET_PLAYER(globalCtx); if (this->unk14A != 0) { if (Actor_HasParent(&this->actor, globalCtx) == 0) { @@ -439,7 +439,7 @@ void func_800A6A40(EnItem00* this, GlobalContext* globalCtx) { void EnItem00_Update(Actor* thisx, GlobalContext* globalCtx) { EnItem00* this = THIS; s32 pad; - Player* player = PLAYER; + Player* player = GET_PLAYER(globalCtx); s32 sp38 = player->stateFlags3 & 0x1000; s32 getItemId = GI_NONE; s32 pad2; diff --git a/src/code/z_quake.c b/src/code/z_quake.c index b45e02381..aeb8370ab 100644 --- a/src/code/z_quake.c +++ b/src/code/z_quake.c @@ -444,7 +444,7 @@ void Quake2_Update(void) { Player* player; GlobalContext* globalCtx = sQuake2Context.globalCtx; PosRot playerPosRot; - Camera* camera = globalCtx->cameraPtrs[globalCtx->activeCamera]; + Camera* camera = GET_ACTIVE_CAM(globalCtx); f32 speedRatio = CLAMP_MAX(camera->speedRatio, 1.0f); if (sQuake2Context.type != 0) { @@ -605,7 +605,7 @@ void Quake2_Update(void) { angle1 = 0x3F0; angle2 = 0x156; sQuake2Context.countdown = 2; - player = PLAYER; + player = GET_PLAYER(globalCtx); if (&player->actor != NULL) { func_800B8248(&playerPosRot, player); @@ -654,7 +654,7 @@ void Quake2_Update(void) { angle1 = 0x3F0; angle2 = 0x156; sQuake2Context.countdown = 2; - player = PLAYER; + player = GET_PLAYER(globalCtx); angle1Speed = 359.2f; angle2Speed = -18.5f; rotX = 0.0f; diff --git a/src/code/z_room.c b/src/code/z_room.c index 0a11f83fe..5f900ea87 100644 --- a/src/code/z_room.c +++ b/src/code/z_room.c @@ -114,7 +114,7 @@ s32 Room_HandleLoadCallbacks(GlobalContext* globalCtx, RoomContext* roomCtx) { gSegments[3] = PHYSICAL_TO_VIRTUAL(roomCtx->activeRoomVram); Scene_ProcessHeader(globalCtx, (SceneCmd*)roomCtx->currRoom.segment); - func_80123140(globalCtx, PLAYER); + func_80123140(globalCtx, GET_PLAYER(globalCtx)); Actor_SpawnTransitionActors(globalCtx, &globalCtx->actorCtx); if (((globalCtx->sceneNum != SCENE_IKANA) || (roomCtx->currRoom.num != 1)) && diff --git a/src/code/z_snap.c b/src/code/z_snap.c index b6538a685..120861ff5 100644 --- a/src/code/z_snap.c +++ b/src/code/z_snap.c @@ -119,7 +119,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos, s32 ret = 0; u32 unk2; - camera = ACTIVE_CAM; + camera = GET_ACTIVE_CAM(globalCtx); distance = OLib_Vec3fDist(pos, &camera->eye); if ((distance < distanceMin) || (distanceMax < distance)) { @@ -148,7 +148,7 @@ s32 func_8013A530(GlobalContext* globalCtx, Actor* actor, s32 flag, Vec3f* pos, } actors[0] = actor; - actors[1] = &PLAYER->actor; + actors[1] = &GET_PLAYER(globalCtx)->actor; if (CollisionCheck_LineOCCheck(globalCtx, &globalCtx->colChkCtx, pos, &camera->eye, actors, 2) != 0) { func_8013A41C(0x3b); ret |= 0x3b; -- cgit v1.2.3