From f4687fbbe76b4699e7cfd8315fb83cd00b666e3a Mon Sep 17 00:00:00 2001 From: engineer124 <47598039+engineer124@users.noreply.github.com> Date: Fri, 21 May 2021 11:24:47 +1000 Subject: General Cleanup (#155) * minor fixes * Consolidate into globalCtx * fix error * Fix Warnings Co-authored-by: engineer124 --- src/code/code_0x800A5AC0.c | 28 +- src/code/code_0x800AF710.c | 24 +- src/code/code_0x800CAE10.c | 4 +- src/code/code_0x800E8EA0.c | 30 +- src/code/z_actor.c | 96 ++--- src/code/z_bgcheck.c | 6 +- src/code/z_collision_check.c | 818 ++++++++++++++++++++-------------------- src/code/z_eff_footmark.c | 22 +- src/code/z_effect_soft_sprite.c | 36 +- src/code/z_en_item00.c | 14 +- src/code/z_kanfont.c | 6 +- src/code/z_rcp.c | 4 +- src/code/z_room.c | 66 ++-- src/code/z_snap.c | 14 +- 14 files changed, 584 insertions(+), 584 deletions(-) (limited to 'src/code') 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 #include -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 #include -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 #include -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 #include -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 #include -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; -- cgit v1.2.3